Hajime Hoshi
b6ab7a10c1
internal/graphics: unify QuadVertices
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This is a preparation for adding members to Vertex.
Updates #2640
2024-08-12 00:29:24 +09:00
Hajime Hoshi
5f80f4b3de
all: refactoring
2024-08-11 21:43:00 +09:00
Hajime Hoshi
1804d56777
Revert "all: open up for more destinations images ( #3013 )"
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This reverts commit 46d171c3c5
.
Reason: MRT is now suspended. Let's revisit this when we work on MRT again.
2024-07-16 22:43:49 +09:00
Bertrand Jung
46d171c3c5
all: open up for more destinations images ( #3013 )
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Updates #2930
2024-07-09 02:05:55 +09:00
Bertrand Jung
22fd1f107e
internal/graphics: renamed shader image count to specify src ( #3012 )
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This just specifies that the constant refers to the number of source images passed to a shader.
This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
2024-06-10 02:02:47 +09:00
Hajime Hoshi
3fa8e6ac52
internal/graphics: refactoring: move some constants to internal/graphicscommand
2023-11-04 16:33:30 +09:00
Hajime Hoshi
d862a75fb3
internal/graphics: rename constants
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Closes #2828
2023-11-04 16:06:35 +09:00
Hajime Hoshi
1f95c98969
internal/graphics: reland: change the definition of MaxVerticesCount
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Updates #2612
2023-11-04 16:02:22 +09:00
Hajime Hoshi
3a632be0c7
Revert "internal/graphics: change the definition of MaxVerticesCount"
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This reverts commit 3047ad202a
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Reason: Failed to build for 32bit architectures
Updates #2612
2023-11-04 15:10:31 +09:00
Hajime Hoshi
3047ad202a
internal/graphics: change the definition of MaxVerticesCount
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Updates #2612
2023-11-04 14:38:34 +09:00
Hajime Hoshi
f2544a1bd9
internal/graphicsdriver: use []uint32 instead of []uint16 for indices
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Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
534370f7b1
internal/graphics: enable to specify regions for each source image
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This is a preparation to specify different sizes of source images.
Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
fd5e2d39c0
internal/graphics: add uniform variables for source image sizes
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Updates #1870
2023-08-25 07:30:52 +09:00
Hajime Hoshi
3493358fd2
internal/graphics: use the terms 'image' and 'texture' appropriately
2023-08-24 02:36:51 +09:00
Hajime Hoshi
407d7bd43f
internal/graphics: optimization: remove boundary checks
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Before:
```
$ go build -gcflags="-d=ssa/check_bce" ./internal/graphics
internal/graphics/vertex.go:83:9: Found IsSliceInBounds
internal/graphics/vertex.go:85:5: Found IsInBounds
internal/graphics/vertex.go:86:5: Found IsInBounds
...
```
After:
```
$ go build -gcflags="-d=ssa/check_bce" ./internal/graphics
internal/graphics/vertex.go:83:11: Found IsSliceInBounds
internal/graphics/shader.go:134:37: Found IsSliceInBounds
```
Updates #2601
2023-08-20 15:38:07 +09:00
Hajime Hoshi
31273c875f
internal/graphics: rename constants
2023-03-23 20:48:39 +09:00
Hajime Hoshi
ce9274a29d
ebiten: remove the restriction for len(indices) at Draw*
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Closes #2460
2023-03-23 20:01:15 +09:00
Hajime Hoshi
81581df2b9
internal/graphicscommand: reland: add graphics.MaxVertexFloatCount and use it instead of IndicesCount
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This change is reland of 54e2790a06
but with a fix for WebGL. Also, this changes the logic when len(vertices)
exceeds the maximum: just remove the last part.
Updates #2460
2023-03-23 18:01:09 +09:00
Hajime Hoshi
c59bcbdb5b
Revert "internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount"
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This reverts commit 54e2790a06
.
Reason: test failures on browsers:
`GOOS=js GOARCH=wasm go test . -shuffle=1679547510163000000` failed
https://github.com/hajimehoshi/ebiten/actions/runs/4497182906/jobs/7912544699
2023-03-23 14:15:04 +09:00
Hajime Hoshi
54e2790a06
internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount
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Updates #2460
2023-03-23 13:49:05 +09:00
Hajime Hoshi
034f9c2db8
internal/graphicsdriver/opengl: reland: refactoring: remove usages of graphics.IndicesCount
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Updates #2460
2023-03-22 20:13:29 +09:00
Hajime Hoshi
8cbf545e0f
internal/graphicsdriver/opengl: revert commits for graphics.Indices
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This change reverts these commits:
* 13d3a0487b
* 4cd98d512e
Reason: this caused crashes on Android.
Updates #2460
Closes #2610
2023-03-22 17:28:45 +09:00
Hajime Hoshi
13d3a0487b
internal/graphicsdriver/opengl: refactoring: remove usages of graphics.IndicesCount
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Updates #2460
2023-03-22 13:33:34 +09:00
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
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Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
88e5d5e059
Revert "internal/shaderir: refactoring: remove Program.TextureNum"
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This reverts commit c2bea16776
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Reason: test compilation errors
2022-12-24 15:53:16 +09:00
Hajime Hoshi
c2bea16776
internal/shaderir: refactoring: remove Program.TextureNum
2022-12-24 15:15:41 +09:00
Hajime Hoshi
0d173834a6
all: speed optimization
2022-12-03 23:09:41 +09:00
Hajime Hoshi
61f1d8b69f
internal/graphics: remove the common vertices backend
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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
99e777b0c5
internal/atlas: do not adjust pixels for DrawTriangles(Shader)
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Adjusting pixels is needed to avoid strainge rendering to avoid unexpected
rendering (#1171 ). However, this adjustment caused unexpected holes
especially in a thick stroke.
This change moves the logic of adjusting pixels from atlas to
graphics.QuadVertices so that adjusting works only for DrawImage and
DrawRectShader.
Updates #1171
Updates #1843
2022-10-11 02:09:20 +09:00
Hajime Hoshi
f7c44f086f
replace Ebiten with Ebitengine in comments
2022-08-29 11:17:17 +09:00
Hajime Hoshi
afed6a83c6
internal/graphics: change the naming convention: Num -> Count
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This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
02db3bad53
internal/graphicscommand: remove the dependency on a graphics driver from compileShader
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Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
35a5c88901
internal/graphics: rename constants
2022-03-12 04:01:48 +09:00
Hajime Hoshi
0238549cfb
internal/atlas, initernal/graphics: Better buffer size calculation
2021-10-31 17:20:39 +09:00
Hajime Hoshi
d236d73a1f
internal/atlas, initernal/graphics: Bug fix: Needed to reset 'notFullyUsedTime'
2021-10-31 17:18:07 +09:00
Hajime Hoshi
9c5b7b56b2
internal/graphics: Reafctoring
2021-06-28 23:28:43 +09:00
Hajime Hoshi
c725937cc6
internal/graphics: Reuse the vertices backend
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This is basically a reland of 9cb631e30f
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This change locks the vertices backend at the end-frame phase to
protect from vertices usages by other goroutines.
Updates #1546
Closes #1681
2021-06-27 02:31:01 +09:00
Hajime Hoshi
41f060b1d2
ebiten: Use the common vertices backend at DrawTriangles
2021-03-20 20:25:42 +09:00
Hajime Hoshi
15a0c53918
internal/graphics: Refactoring
2021-03-20 20:18:02 +09:00
Hajime Hoshi
26b9fa20c1
internal/graphics: Bug fix: Race condition at QuadVertices
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QuadVertices or verticesBackend.slice reused its backend slice.
This caused a race condition. QuadVertices can be accessed from
multiple goroutines, and resetting the head and copying the data
at internal/graphicscommand might not be synced.
This change fixes this issue by basically reverting
9cb631e30f
.
Closes #1546
2021-03-20 16:32:13 +09:00
Hajime Hoshi
c8b98f13fb
internal/graphics: Always use the vertex backend to reduce GC
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Closes #1521
2021-03-03 22:23:15 +09:00
Hajime Hoshi
718273c2d7
ebiten: Add a new shader function imageDstRegionOnTexture
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Updates #1428
2020-12-09 11:36:29 +09:00
Hajime Hoshi
00f3d83d4c
Remove supporting GopherJS
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Fixes #1129
2020-10-07 01:10:09 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
cb73230301
graphics: Revive the special allocating method for vertices for Wasm
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It looks like the allocation cost is pretty high even on Wasm.
Revive the special method not only on GopherJS but also on Wasm.
examples/sprites kept 30FPS without this fix, but keeps 35FPS with
this fix, on Hajime's MacBook Pro 2020 (macOS Catalina 10.15.6).
Updates #797
2020-09-21 04:21:21 +09:00
Hajime Hoshi
609a3c4e22
ebiten: Bug fix: Fix the texel calculation
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In shaders, texCoord is always in texture0's texels. Convert them
at imageNTextureAt functions correctly.
Fixes #1290
2020-08-11 04:15:07 +09:00
Hajime Hoshi
69f87d5fd1
ebiten: Add new shader builtin functions: image[N]TextureBoundAt
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Fixes #1287
2020-08-11 03:24:54 +09:00
Hajime Hoshi
a4334c5464
shader: Use arrays at uniform variables
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Fixes #1274
2020-08-01 17:22:10 +09:00
Hajime Hoshi
ca3fd4eaa4
ebiten: Add texture[ID]Size functions for shaders
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Fixes #1239
2020-07-26 15:18:01 +09:00
Hajime Hoshi
71aec36ef3
graphics: Update comments
2020-07-26 01:11:11 +09:00