Commit Graph

4335 Commits

Author SHA1 Message Date
Hajime Hoshi
0f4066e7ac internal/restorable: remove clearIfOverlapped
We found clearIfOverlapped could be a heavy task in some actual applications.
Instead of clearing existing data in the pixels records, add a new record
with a nil slice which indicates a cleared region.
2023-05-25 21:26:53 +09:00
Hajime Hoshi
47f19da710 internal/restorable: early return for an empty rectangle 2023-05-25 19:17:22 +09:00
Hajime Hoshi
90562ee84b internal/goglfw: enable to build for GOOS=darwin
Updates #2546
2023-05-21 21:29:40 +09:00
Hajime Hoshi
0ab214b018 internal/goglfw: move updateWindowStyles call to win32window_windows.go
updateWindowStyles is originally a Windows-specific function in GLFW,
so this should be in win32window_windows.go.
2023-05-14 02:56:32 +09:00
the-goodies
12a179aab9
internal/goglfw: fix _GET_X_LPARAM and _GET_Y_LPARAM from api_windows.go (#2665)
Negative values should not disappear. For example, if _HIWORD returns 63000,
then _GET_Y_LPARAM should return -2536, but now it returns 63000.

This fixes that.
2023-05-10 09:27:40 +09:00
Hajime Hoshi
50b68a0427 internal/goglfw: refactoring: use unsafe.Add 2023-05-10 00:41:57 +09:00
Hajime Hoshi
1035b1d182 internal/shader: bug fix: wrong issue number
Updates #2590
Updates #2648
2023-05-09 01:40:33 +09:00
Hajime Hoshi
ad23ae81c1 internal/shader: bug fix: forbide assigning to a uniform variable
Closes #2648
2023-05-09 01:38:41 +09:00
Hajime Hoshi
0785502be3 internal/ui: refactoring 2023-05-09 00:35:54 +09:00
Hajime Hoshi
20edb04e5e internal/restorable: refactoring: add EndFrame 2023-05-08 01:09:25 +09:00
Hajime Hoshi
befe990562 internal/shaderir: refactoring 2023-05-05 14:24:48 +09:00
Hajime Hoshi
ceb2bfc89c internal/shaderir: refactoring: use the append pattern 2023-05-04 14:34:22 +09:00
Hajime Hoshi
e4c9d6705c internal/shaderir: refactoring 2023-05-04 14:26:08 +09:00
Hajime Hoshi
ecf07ad09e internal/graphicscommand: speed optimization: reduce boundary checks
Co-authored-by: Egon Elbre <egonelbre@gmail.com>
2023-05-04 12:55:53 +09:00
Hajime Hoshi
d16b591a35 internal/graphicsdriver/directx: bug fix: use an associated IDXGIFactory
In DirectX 11, if a device and a factory are independently created,
some functions like MakeWindowAssociation doe't work well.

This change fixes the issue by getting a factory from a device and
using it.

Closes #2661
2023-05-01 19:17:08 +09:00
Hajime Hoshi
b32258ab8c internal/atlas: refactoring 2023-04-29 13:41:39 +09:00
Hajime Hoshi
e98acd3dc7 internal/graphicsdriver: refactoring: use image.Rectangle 2023-04-29 01:12:05 +09:00
Hajime Hoshi
d2c991b774 all: refactoring: use image.Rectangle 2023-04-28 01:03:38 +09:00
Hajime Hoshi
cdcffd7d4f internal/restorable: refactoring: use image.Rectangle 2023-04-28 00:42:40 +09:00
Hajime Hoshi
d9a2b0922d internal/atlas: refactoring: remove unnecessary calculations 2023-04-28 00:26:09 +09:00
Hajime Hoshi
9e61b52a70 internal/atlas: refactoring: use image.Rectangle 2023-04-27 23:55:11 +09:00
Hajime Hoshi
82c7436be5 internal/packing: refactoring: use image.Rectangle 2023-04-27 23:45:57 +09:00
Hajime Hoshi
6c5477adea internal/atlas: remove borders at the upper and the left sides
Updates #2657
2023-04-27 09:06:05 +09:00
Hajime Hoshi
2a1d23d926 internal/shader: bug fix: panic when an assignment mismatch happens
Closes #2654
2023-04-26 22:09:25 +09:00
Hajime Hoshi
56b4cdc3c4 internal/graphics: use pixels for offsets 2023-04-26 00:38:23 +09:00
Hajime Hoshi
9d2178cf71 internal/shaderir: rename the built-in func to get a texel to __texelAt 2023-04-23 22:57:30 +09:00
Hajime Hoshi
49582519c1 all: add a compiler directive kage:unit
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.

With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.

With the texel-unit mode, the behavior is the same as the current
behavior.

Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
b5ca404c42 internal/shader: bug fix: a swizzling 'r' didn't work for vec2
Closes #2652
2023-04-23 21:29:20 +09:00
Hajime Hoshi
00e45affe9 all: update OpenGL version from 2.1 to 3.2
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.

Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
40c38eb9ee internal/graphicsdriver/opengl: refactoring: remove contextPlatform 2023-04-22 21:52:20 +09:00
Hajime Hoshi
8926a4213e internal/graphicsdriver/opengl: refactoring: move consts to gl 2023-04-22 21:20:34 +09:00
Hajime Hoshi
00ed6f08fc internal/graphicsdriver/opengl/gl: refactoring: reduce types 2023-04-22 19:27:56 +09:00
Hajime Hoshi
504006fc22 internal/graphicsdriver/opengl/gl: refactoring: remove unused types 2023-04-22 16:18:18 +09:00
Hajime Hoshi
0495101450 internal/graphicsdriver/opengl/gl: bug fix: build error with GOOS=js 2023-04-22 16:10:49 +09:00
Hajime Hoshi
0542f9daa3 internal/graphicsdriver/opengl/gl: refactoring 2023-04-22 15:59:18 +09:00
Hajime Hoshi
4f69ca4ea9 internal/graphicsdriver/opengl: add a debug mode with a build tag ebitenginegldebug
In the debug mode, GetError is inserted in each GL function call.

Closes #2650
2023-04-22 13:17:08 +09:00
Hajime Hoshi
b40c5b1e99 internal/ui: catch an error at At at updateIconIfNeeded
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
95709d9182 internal/graphicsdriver/opengl: update GLES version to 3.0
GLES 3.0 is required for GLSL ES 3.0

Updates #1431
2023-04-19 22:43:26 +09:00
Hajime Hoshi
7509c1d7f5 internal/graphicsdriver/opengl: remove the version es100
es300 is requried for 'texelFetch' [1].

[1] https://registry.khronos.org/OpenGL-Refpages/es3.0/html/texelFetch.xhtml

Updates #1431
2023-04-19 22:10:32 +09:00
Hajime Hoshi
2f55bb1b3d internal/atlas, internal/graphicscommand: refactoring 2023-04-19 21:43:08 +09:00
Hajime Hoshi
6817be2594 internal/goglfw: ignore the invalid-handle error at DestroyWindow
Updates #2551
2023-04-18 23:53:26 +09:00
Hajime Hoshi
eb6a773d3f internal/graphicscommand: remove unnecessary space chars 2023-04-18 01:19:28 +09:00
Hajime Hoshi
df32901dce internal/shader: refactoring 2023-04-16 18:37:06 +09:00
Hajime Hoshi
c00579509a internal/ui: bug fix: wrong mouse cursor movement calculation
Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
a56924b22f internal/graphicsdriver/directx: refactoring 2023-04-09 16:49:52 +09:00
Hajime Hoshi
4473557e23 internal/graphicsdriver/directx: smooth rendering when resizing the window with DirectX 12
Updates #2615
2023-04-09 16:38:29 +09:00
Hajime Hoshi
2423733598 internal/graphicsdriver/directx: bug fix: wrong size was used when resizing
Updates #2633
2023-04-09 16:34:56 +09:00
Hajime Hoshi
2c088b9059 internal/graphicsdriver/directx: resize the swap chain after presenting is done
Updates #2633
2023-04-09 16:29:00 +09:00
Hajime Hoshi
730c7a2ad0 internal/graphicsdriver/directx: refactoring 2023-04-09 15:30:46 +09:00
Hajime Hoshi
78d3e4273b internal/graphicsdriver/directx: remove tearing
This is basically a revert of 0035ba0bd1.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.

Now the DirectX 11 driver was introduced, the situation has changed.

Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00