Commit Graph

4020 Commits

Author SHA1 Message Date
Hajime Hoshi
0d173834a6 all: speed optimization 2022-12-03 23:09:41 +09:00
Hajime Hoshi
89c64f83e3 ebiten: performance improvement by reducing allocations of []float32 2022-12-03 21:53:56 +09:00
Hajime Hoshi
6a72b1e10d internal/ui: refactoring 2022-12-03 21:25:28 +09:00
Hajime Hoshi
0a6813c17f internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
9d74784723 internal/ui: refactoring: simplify ConvertUniforms 2022-12-03 18:26:30 +09:00
Hajime Hoshi
724516a0e0 internal/shaderir: add comments 2022-12-03 15:37:14 +09:00
Hajime Hoshi
6a0eb82207 internal/glfwwin: bug fix: crash when dropping a file
Updates #2478
2022-12-03 04:47:05 +09:00
Hajime Hoshi
15c2fe01c0 internal/glfwwin: bug fix: unexpected error at wglSwapIntervalEXT
Updates #2478
2022-12-03 04:37:23 +09:00
Hajime Hoshi
ae715ba33b internal/shaderir: performance improvement by using a slice instead of a map 2022-12-03 01:10:29 +09:00
Hajime Hoshi
61f1d8b69f internal/graphics: remove the common vertices backend
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.

This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.

Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
3386908902 ebiten: swap the definition MouseButtonMiddle and MouseButtonRight
This follows the Web standard.

Closes #2468
2022-11-27 13:51:09 +09:00
Hajime Hoshi
e98661c1d3 internal/ui: forbid fullscreen on Xbox 2022-11-25 00:59:15 +09:00
Hajime Hoshi
9e9cec249a ebiten: make some MouseButton definitions explicit
This change redefines named mouse button consts like MouseButtonLeft
to use MouseButton0, so that users can know which enums are the same
and different.

Updates #2445
2022-11-23 04:41:11 +09:00
Kacper Drobny
6e12fd13e4
ebiten: add additional MouseButtons (#2467)
Closes #2445
2022-11-23 04:28:34 +09:00
Hajime Hoshi
5356b44286 internal/graphicsdriver/opengl: add comments about Firefox
Updates #2077
2022-11-23 00:57:16 +09:00
Hajime Hoshi
67430362cc internal/graphicsdriver/directx: add EBITENGINE_DIRECTX_FEATURE_LEVEL
A fix for #2447 was a breaking-change as the DirectX driver was no longer
available for some old graphics card.

To support such old cards, provide a new environment variable
EBITENGINE_DIRECTX_FEATURE_LEVEL to specify a feature level.
The possible values are 11_0, 11_1, 12_0, 12_1, and 12_2. The default
value is 12_0.

Closes #2466
2022-11-21 02:46:07 +09:00
Hajime Hoshi
f129c23393 all: update URLs in comments 2022-11-21 01:46:50 +09:00
Hajime Hoshi
e9e5d27d2c internal/shader: bug fix: % operators for integer vecs didn't work
Closes #1911
2022-11-21 01:39:20 +09:00
Hajime Hoshi
0b9cbaa1ed internal/shader: introduce integer vectors (ivec2, ivec3, ivec4)
Closes #1911
2022-11-21 00:31:23 +09:00
TotallyGamerJet
f09c4a624e
internal/gamepad: use RegisterLibFunc (#2465)
RegisterLibFunction is typesafe and now supports float arguments.

Updates #1162
2022-11-21 00:24:27 +09:00
TotallyGamerJet
fb612ab443
internal/cocoa, internal/graphicsdriver/mtl: remove usages of NSInvocations to directly call ID.Send (#2464)
purego now supports using floats as arguments.
We can remove these instances of NSInvocation that
only existed to circumvent that feature.

Updates #1162
2022-11-20 23:48:22 +09:00
Hajime Hoshi
9a75e266d4 internal/graphicsdriver: fix comments 2022-11-20 23:18:40 +09:00
Hajime Hoshi
7961654927 internal/graphicsdriver/metal: bug fix: wrong alignment for vec3 2022-11-20 23:14:09 +09:00
Hajime Hoshi
5aecd6762c internal/shader: refactoring 2022-11-20 18:25:08 +09:00
Hajime Hoshi
dc1df824a5 internal/shader: more strict type checks with built-in functions 2022-11-20 17:47:53 +09:00
Hajime Hoshi
5d8216def3 internal/shader: stricter const type check 2022-11-20 15:52:33 +09:00
Hajime Hoshi
5f4e3a0348 internal/shader: add swizzling check 2022-11-19 22:39:17 +09:00
Hajime Hoshi
bba196d1ec ebiten: allow array types for uniform variables
Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
90213d5d80 internal/graphicsdriver/opengl: refactoring 2022-11-18 13:32:09 +09:00
Hajime Hoshi
95b4e67c77 internal/graphicsdriver/opengl: reduce context functions 2022-11-18 03:18:30 +09:00
Hajime Hoshi
4de6da0a50 internal/graphicsdriver/opengl: use an appropriate stencil buffer format 2022-11-17 13:31:36 +09:00
Hajime Hoshi
21670691b1 internal/graphicsdriver/opengl: remove duplicated code 2022-11-17 13:22:48 +09:00
Hajime Hoshi
d6027a9357 internal/graphicsdriver/opengl: remove duplicated code 2022-11-17 13:13:15 +09:00
Hajime Hoshi
8cc6fa82fd internal/graphicsdriver/opengl: remove fnIsContextLost
As restoring from context lost doesn't happen on browsers, isContextLost
doesn't have to be called.
2022-11-17 12:43:26 +09:00
Hajime Hoshi
c768860f3f internal/graphicsdriver/opengl: remove fnGetExtension 2022-11-17 12:40:56 +09:00
Hajime Hoshi
bae5aa7732 internal/graphicsdriver/opengl: move initGL to NewGraphics
As restoring from context lost doesn't happen on browsers, initilizing
GL doesn't have to be done at reset.
2022-11-17 12:34:55 +09:00
Hajime Hoshi
4082223aec internal/graphicsdriver/opengl: remove webGLVersion 2022-11-17 12:27:32 +09:00
Hajime Hoshi
74d9515345 internal/graphicsdriver/opengl: refactoring: move gl_js to gl/context_js.go
This unifies the OpenGL context interface for all the platforms.
2022-11-17 12:22:46 +09:00
Hajime Hoshi
f08983e14d internal/graphicsdriver/opengl: remove unused variables
It should be safe to assume 0 is an invalid texture ID in OpenGL.

https://registry.khronos.org/OpenGL-Refpages/gl4/html/glIsTexture.xhtml
> If texture is zero, or is a non-zero value that is not currently the
> name of a texture, or if an error occurs, glIsTexture returns GL_FALSE.
2022-11-17 10:53:28 +09:00
Hajime Hoshi
de3702e4c2 internal/graphicsdriver/opengl: reduce unnecessary slice allocations 2022-11-17 03:01:31 +09:00
Hajime Hoshi
9df4770d20 internal/graphicsdriver/opengl/gl: make Context closer to gomobile's Context 2022-11-17 01:23:27 +09:00
Hajime Hoshi
49fc1cfdc0 internal/graphicsdriver/opengl/gl: refactoring: replace some *iv functions with *i 2022-11-17 00:26:33 +09:00
Hajime Hoshi
098fed65d5 internal/graphicsdriver/opengl/gl: refactoring: replace GetIntegerv -> GetInteger 2022-11-16 23:59:28 +09:00
Hajime Hoshi
c7c9500ba6 internal/graphicsdriver/directx: bug fix: a software adaptor was unexpectedly chosen
Closes #2459
2022-11-16 15:46:17 +09:00
Hajime Hoshi
4c389c1752 internal/graphicsdriver/opengl/gl: bug fix: compile error 2022-11-15 02:41:59 +09:00
Hajime Hoshi
056042ca92 internal/graphicsdriver/opengl/gl: refactoring 2022-11-15 02:38:38 +09:00
Hajime Hoshi
0d8912e7ae internal/graphicsdriver/opengl/gl: bug fix: failed to load OpenGL(ES).framework on iOS
This change also fixes the issue that *EXT functions are missing
in OpenGLES.framework.

Closes #2456
2022-11-15 02:33:45 +09:00
Hajime Hoshi
7d146fb70b internal/ui: bug fix: IsGL / SetUIView can be called before initialization is done
The functions in the package `mobile/ebitenmobileview` could be invoked
from EbitenViewController even before the graphics driver initialization
is done in theory.

This change fixes this issue by waiting the initialization by
channels. Also, this change adds error handlings at these functions.

Closes #2455
2022-11-15 01:53:20 +09:00
Hajime Hoshi
f4e63602d3 internal/graphicsdriver/opengl/gl: dynamic function loading for Android
Closes #2450
2022-11-14 23:23:50 +09:00
Hajime Hoshi
31af27b926 internal/graphicsdriver/opengl/gl: fix error message 2022-11-14 13:19:19 +09:00