Commit Graph

72 Commits

Author SHA1 Message Date
Hajime Hoshi
311aa7dcf8 all: use Kage shaders in internal packages
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
d0556af8a4 internal/atlas: refactoring 2022-09-15 01:52:05 +09:00
Hajime Hoshi
31945563d8 internal/atlas: optimize adjustDestinationPixel
```
go test -bench=BenchmarkAdjustPixel -run=^$ -count=5 ./internal/atlas/
```

```
name           old time/op  new time/op  delta
AdjustPixel-8  2.59ns ± 1%  2.12ns ± 1%  -18.16%  (p=0.008 n=5+5)
```
2022-09-15 01:50:47 +09:00
Hajime Hoshi
9319266c01 internal/atlas: add a benchmark for adjustDestinationPixel 2022-09-15 01:25:26 +09:00
Hajime Hoshi
67ceaf5874 internal/atlas: rename replacePixels -> writePixels 2022-09-13 06:39:29 -07:00
Hajime Hoshi
cdf83ad2fc internal/atlas: dispose images at ReadPixels
Without resolveDeferred() at ReadPixels, many images are never disposed
in tests.

Updates #2292
2022-09-01 23:54:57 +09:00
Hajime Hoshi
ae41530f1c internal/graphicscommand: move availableFilename to graphicscommand 2022-08-31 13:26:14 +09:00
Hajime Hoshi
8ce84c6596 internal/atlas: rename ReplacePixels -> WritePixels 2022-08-08 03:24:46 +09:00
Hajime Hoshi
af894d5c83 internal/restorable: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:16:26 +09:00
Hajime Hoshi
bf5f7ee34d internal/restorable: refactoring: replace At with ReadPixels
Updates #1995
2022-08-05 23:37:27 +09:00
mattn
3cd0daac67
go generate ./... with Go 1.19 (#2228) 2022-08-03 20:48:02 +09:00
Hajime Hoshi
764ec8c794 internal/atlas: refactoring 2022-08-02 01:13:46 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
8522bfd0bf internal/graphicscommand: bug fix: replacePixelsCommand should not read pixels
Reading pixels, writing pixels, and using the image as a source might
cause a flaky behavior with Metal. Stop reading pixels if possible.

Closes #2180
2022-07-05 23:30:26 +09:00
Hajime Hoshi
dd805c9414 internal/atlas: remove a wrong comment
(*restrable.Image).ReplacePixels can take overlapped regions.
See TestOverlappedPixels.

Updates #2180
2022-07-05 13:59:23 +09:00
Hajime Hoshi
253f2757d1 internal/atlas: add a test to modify pixels after ReplacePixels call 2022-06-11 23:44:29 +09:00
Hajime Hoshi
03567f74f9 internal/atlas: bug fix: respect injected maxSize for testings 2022-06-10 14:25:08 +09:00
Hajime Hoshi
7c458f519e internal/atlas: remove unnecessary comments 2022-06-10 13:53:24 +09:00
Hajime Hoshi
6b814888b5 internal/atlas: always use DrawTriangles at putOnAtlas
DrawTriangles was introduced at #1508, and apparently there is no
reason we should use ReplacePixels here. So, simplify the logic by
using only DrawTriangles.
2022-06-10 02:58:04 +09:00
Hajime Hoshi
bdae45be8f internal/atlas: add assertions 2022-06-10 02:38:35 +09:00
Hajime Hoshi
116e131ccf internal/atlas: rename ImageTypeIsolated -> ImageTypeUnmanaged 2022-06-10 02:11:08 +09:00
Hajime Hoshi
b40022b286 internal/atlas: stop using padding for ImageTypeVolatile and ImageTypeIsolated
Closes #2131
2022-06-10 00:54:48 +09:00
Hajime Hoshi
9e34103491 internal/atlas: refactoring: make paddingSize a method
Updates #2131
2022-06-10 00:23:25 +09:00
Hajime Hoshi
5290605b2d internal/atlas: add comments 2022-06-08 11:18:08 +09:00
Hajime Hoshi
81f91658ff internal/atlas: refactoring: remove SetVolatile and SetIsolate
Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
b8e8d72377 internal/restorable: rename ImageTypeScreenFramebuffer -> ImageTypeScreen 2022-06-07 23:45:35 +09:00
Hajime Hoshi
73c893e977 internal/restorable: refactoring: unify NewScreenFramebufferImage and NewImage 2022-06-06 09:33:50 +09:00
Hajime Hoshi
7f10744514 internal/atlas: add an assertion at putOnAtlas 2022-06-06 09:01:04 +09:00
Hajime Hoshi
9bf5f2188f internal/atlas: add an assertion at SetIsolated 2022-06-06 08:25:43 +09:00
Hajime Hoshi
86a0a4154d internal/atlas: rename SetIsolate -> SetIsolated 2022-06-06 07:17:45 +09:00
Hajime Hoshi
b9012fc6ed internal/atlas: unify the term 'isolate' and 'independent' to 'isolate' 2022-06-06 00:28:23 +09:00
Hajime Hoshi
faf1e7350d internal/atlas: bug fix: wrong logic to create a new mask with edges
* Fixed wrong operator orders
 * Cleared an allocated region explicitlly

Closes #2089
2022-05-08 23:06:10 +09:00
Hajime Hoshi
928d82c685 internal/atlas: potential bug fix: restore images before other image manipulations
From the reported stack trace, there could be a potential issue in
atlas.BeginFrame: images were manipulated before the images are restored.
Restoring images assumes that all images are not stale, but manipulating
images like putOnAtlas might cause other images stale in ReplacePixels.

Though we failed to reproduce the case, this fix should make sense.

Updates #2075
2022-04-18 02:19:46 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
f75a70dc40 internal/graphicscommand: treat []float32 instead of interface{} for uniform variables 2022-04-03 03:51:52 +09:00
Hajime Hoshi
351ef9fbb7 internal/atlas, internal/graphicsdriver: move the adjusting-pixel logic to atlas
Now pixels are adjusted even when the graphics driver doesn't have
high-precision floats, but this should not be problematic. This was
introduced at 9bff33472a, but the
adjusting way is much different from the current way.

Updates #879
Closes #1820
2022-04-02 05:15:29 +09:00
Hajime Hoshi
34e23f5256 internal/restorable: treat texels instead of pixels
Updates #1820
2022-04-02 04:25:27 +09:00
Hajime Hoshi
0c6362c93a internal/atlas: move the color scaling from internal/atlas to ebiten
Updates #1820
2022-04-02 02:47:56 +09:00
Hajime Hoshi
81b9f91f86 internal/graphicscommand: compile shaders lazily
With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.

This change delays compiling shaders until the graphics commands
are actually executed in the main loop.

Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
fc96eb30a1 internal/atlas: simplify the logic by adding paddings to the mask 2022-03-21 16:13:21 +09:00
Hajime Hoshi
5c3f8915d1 internal/atlas: add an argument check 2022-03-21 15:11:38 +09:00
Hajime Hoshi
4f070915b2 internal/atlas: bug fix: do not use the padding when a mask is specified
With paddings, a mask size was not appropriate.

As a simple solution, let's not use paddings when a mask is specified.
2022-03-21 05:50:31 +09:00
Hajime Hoshi
b3f4d6c522 internal/atlas: add a new parameter specifying a mask for ReplacePixels 2022-03-21 03:56:04 +09:00
Hajime Hoshi
5c79b86412 internal/restorable: add a new parameter specifying a mask for ReplacePixels 2022-03-21 03:08:58 +09:00
Hajime Hoshi
11ff0ab48c internal/atlas: refactoring: remove arguments from Pixels 2022-03-20 18:28:57 +09:00
Hajime Hoshi
367a9ec5bf internal/atlas: refactoring 2022-03-20 18:07:29 +09:00
Hajime Hoshi
b59dd45239 internal/buffered: separate ReplacePixels with the large-area and small-area versions
For the large-area version, this doesn't require a graphics driver.
This is necessary to ensure that ReplacePixels never needs a graphics
driver.
2022-03-20 04:13:31 +09:00
Hajime Hoshi
4cbce71b2b internal/graphicscommand: move the choice of graphics drivers to internal/ui 2022-03-20 02:51:31 +09:00
Hajime Hoshi
7d0f95e9be internal/graphicsdriver: refactoring: replace Uniform with []float32
Closes #2016
2022-03-13 03:42:13 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. (#1996)
Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.

Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.

I assume this is a strict improvement, however this may warrant some testing.

Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.

Updates #1772
2022-02-24 02:27:50 +09:00