Hajime Hoshi
b31ce0a568
internal/graphicsdriver/directx: update comments
2022-07-15 13:33:45 +09:00
Hajime Hoshi
b48c2aa103
internal/graphicsdriver/directx: bug fix: too many constant buffers could be allocated
...
Closes #2204
2022-07-15 03:40:24 +09:00
Hajime Hoshi
e3d025bf4f
internal/graphicsdriver/directx: fix a wrong constant usage
2022-07-15 02:49:01 +09:00
Hajime Hoshi
8d74039617
internal/graphicsdriver/directx: increment numDescriptorsPerFrame
...
16 seems too conservative. Let's double it.
Updates #2188
2022-07-15 02:42:23 +09:00
Hajime Hoshi
9a35366380
internal/graphicsdriver/directx: batch ResourceBarrier commands ( #2203 )
...
Updates #2188
2022-07-15 02:34:38 +09:00
Hajime Hoshi
41edd98675
Revert "internal/graphicsdriver/directx: batch ExecuteCommandList"
...
This reverts commit f92107c2ee
.
Reason: Performance regression
Updates #2188
2022-07-15 01:06:08 +09:00
Hajime Hoshi
f92107c2ee
internal/graphicsdriver/directx: batch ExecuteCommandList
...
Updates #2188
2022-07-15 00:51:02 +09:00
Hajime Hoshi
82d31c5fb7
internal/graphicsdriver/directx: remove redundant resetting of allocators
...
Updates #2202
2022-07-15 00:13:28 +09:00
Hajime Hoshi
479483b76d
internal/graphicsdriver/directx: bug fix: need to reset command allocators
...
Closes #2202
2022-07-14 21:21:55 +09:00
Hajime Hoshi
b3267a7126
internal/graphicsdriver/directx: bug fix: wrong offsets
...
* Wrong offsets were speicified when creating a constant buffer view and
a shader resource view.
* Wrong root descriptor tables were speicified. For one draw command,
one descriptor table for a constant buffer and textures should be used.
Updates #2198
Closes #2201
2022-07-14 03:01:40 +09:00
Hajime Hoshi
42d5d91829
internal/graphicsdriver/directx: unmap constant buffers appropriately
...
Updates #2198
2022-07-14 01:54:34 +09:00
Hajime Hoshi
6f182d1124
internal/graphicsdriver/directx: fix a suspicious error chceck
2022-07-14 01:45:21 +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
b27b7ec483
internal/graphicsdriver/directx: use CreateEventEx to follow the official example
2022-07-10 22:44:40 +09:00
Hajime Hoshi
4c121ae5eb
internal/graphicsdriver/directx: bug fix: a wrong fence value was passed to SetEventOnCompletion
2022-07-10 22:24:39 +09:00
Hajime Hoshi
a22125a075
internal/graphicsdriver/directx: bug fix: ResizeBuffers failed without the flag
...
Closes #2193
2022-07-10 19:55:28 +09:00
Hajime Hoshi
bf0f3d304b
internal/graphicsdriver/directx: add optimization flag to D3DCompile
...
Updates #2034
Updates #2188
2022-07-10 02:55:16 +09:00
Hajime Hoshi
0035ba0bd1
internal/graphicsdriver/directx: allow tearing when vsync is off
...
Updates #2034
Updates #2188
2022-07-10 01:17:36 +09:00
Hajime Hoshi
a32a137fa8
internal/graphicsdriver/directx: skip unnecessary flushing commands
...
Updates #2034
Updates #2188
2022-07-10 00:24:14 +09:00
Hajime Hoshi
204fb5935b
add new environment variables with the EBITENGINE_ suffix
...
Updates #2111
Updates #2190
2022-07-09 15:00:28 +09:00
Hajime Hoshi
3d5031571d
internal/graphicsdriver/directx: add the original source at D3DCompile errors
2022-07-09 01:59:51 +09:00
Hajime Hoshi
47c65a92ae
internal/graphicsdriver/directx: bug fix: ignore DXGI_STATUS_OCCLUDED
...
When a screen is locked, an Ebitengine application crashed as the
swap chain's Present returned DXGI_STATUS_OCCLUDED.
Let's ignore the error and continue to run the applications. In the
ideal world, an application should stop running during the screen lock,
so let's revisit this later.
This fix also fixes the issue that a Win32API GetCursorPos returned
an error ERROR_ACCESS_DENIED when the screen was locked.
Closes #2179
2022-07-04 12:55:36 +09:00
Hajime Hoshi
712940cb02
internal/graphicsdriver/directx: bug fix: leave mapped regions for constant buffers
...
Mapping for a constant buffer every frame might sometimes fails. We
are not sure the reason, but in the official examples, leaving mapped
regoins seems the way to go.
Updates #2084
Closes #2157
2022-06-23 17:09:46 +09:00
Hajime Hoshi
c93cecdc2b
internal/graphicsdriver/directx: accept S_FALSE at ScheduleFrameEventX
2022-06-22 02:13:32 +09:00
Hajime Hoshi
7b05e59000
internal/graphicsdriver/directx: bug fix: wrong GUID for IDXGIDevice
2022-06-22 01:59:22 +09:00
Hajime Hoshi
8311ff1e46
internal/graphicsdriver/directx: bug fix: wrong pointer usage
2022-06-22 01:49:23 +09:00
Hajime Hoshi
7e92b79a00
internal/graphicsdriver/directx: implement swap chains for Xbox
...
Updates #2084
2022-06-21 12:21:00 +09:00
Hajime Hoshi
a641f9ede0
internal/graphicsdriver/directx: refactoring
2022-06-20 23:40:53 +09:00
Hajime Hoshi
969e87fb89
internal/graphicsdriver/directx: fix moveToNextFrame for Xbox
...
Updates #2084
2022-06-20 00:41:34 +09:00
Hajime Hoshi
f8e9dcf035
internal/graphicsdriver/directx: refactoring
2022-06-19 17:58:04 +09:00
Hajime Hoshi
08c8c8089a
internal/graphicsdriver/directx: bug fix: clear constant buffers at the end of DrawTriangles
...
Constant buffers should not be reset while a stencil buffer is used.
Closes #2138
2022-06-19 17:13:34 +09:00
Hajime Hoshi
667bf2ff9d
internal/graphicsdriver/directx: refactoring
2022-06-19 01:44:31 +09:00
Hajime Hoshi
2a5b64bf4d
internal/graphicsdriver/directx: suppress warnings for depth buffers
...
Updates #2138
2022-06-19 00:21:04 +09:00
Hajime Hoshi
81b3d7bfac
internal/graphicsdriver/directx: add an assertion
2022-06-18 22:33:07 +09:00
Hajime Hoshi
f7a108e693
internal/graphicsdriver/directx: refactoring
2022-06-18 21:53:41 +09:00
Hajime Hoshi
b71a4975dd
internal/graphicsdriver/directx: bug fix: wrong state transitions at screen images
...
This change fixes the following issues:
* There should be two resource states for presenting targets, so an image
for the screen must have two resource states, though it had only one
in the current implementation.
* At removeImage, the screen image was removed unexpectedly.
Updates #2081
Closes #2151
2022-06-18 19:01:59 +09:00
Hajime Hoshi
522660c1f9
internal/graphicsdriver/directx: fix fence usages
...
Updates #2034
Updates #2138
Updates #2149
2022-06-18 15:44:54 +09:00
Hajime Hoshi
e78d888b24
internal/graphicsdriver/directx: handle error at Signal
2022-06-18 02:53:12 +09:00
Hajime Hoshi
0c38d6faeb
internal/graphicsdriver/directx: add comment about frames
...
Updates #2034
2022-06-18 01:18:49 +09:00
Hajime Hoshi
a16ffef499
internal/graphicsdriver/directx: update frameIndex at present
...
This follows the official GDK samples.
2022-06-18 01:09:54 +09:00
Hajime Hoshi
b43312fe80
internal/graphicsdriver/directx: add comments
...
Updates #2142
2022-06-17 12:19:36 +09:00
Hajime Hoshi
2f84e77e74
internal/graphicsdriver/directx: fallback to OpenGL when initialization fails
...
Closes #2142
2022-06-17 12:12:44 +09:00
Hajime Hoshi
9962fc5ee5
internal/graphicsdriver/direct: replace Get -> NewGraphics
...
Updates #2142
2022-06-17 11:48:40 +09:00
Hajime Hoshi
76d88b276a
internal/graphicsdriver/directx: call C++ side for ID3D12GraphicsCommandList functions
...
Updates #2084
2022-06-13 22:35:58 +09:00
Hajime Hoshi
4aebcd2a04
internal/graphicsdriver/directx: bug fix: consider empty slices as arguments
2022-06-13 17:51:02 +09:00
Hajime Hoshi
c08d79d2ce
internal/graphicsdriver/directx: keep runtime.KeepAlive for Xbox
2022-06-13 17:36:58 +09:00
Hajime Hoshi
4adf46c2b0
internal/graphicsdriver/directx: refactoring
2022-06-13 17:25:27 +09:00
Hajime Hoshi
348435f769
internal/graphicsdriver/directx: fix a constant value for Xbox
...
Updates #2084
2022-06-13 14:23:29 +09:00
Hajime Hoshi
aef5402831
internal/graphicsdriver/directx: remove unused function
2022-06-13 01:35:31 +09:00
Hajime Hoshi
bcb2fe8c93
internal/graphicsdriver/directx: enable D3D12SerializeRootSignature for Xbox
...
Updates #2084
2022-06-13 01:02:48 +09:00