Commit Graph

205 Commits

Author SHA1 Message Date
Hajime Hoshi
1c980a16f5 graphicsdriver/opengl: Ignore non-existent uniform locations
Shader users should not have to care about the existence of uniform
variables.

Updates #1168
2020-05-27 11:39:11 +09:00
Hajime Hoshi
f80719ef9a driver: Use slices for uniform variables instead of maps
Fixes #1172
2020-05-26 23:50:11 +09:00
Hajime Hoshi
1cfc1964bf graphicsdriver/opengl: Bug fix: fmt arguments 2020-05-25 02:36:45 +09:00
Hajime Hoshi
85730b433e graphicsdriver: Bug fix: Pass texture natives as uniform variables correctly 2020-05-25 02:31:54 +09:00
Hajime Hoshi
9bf24ba545 graphicsdriver/opengl: Remove println and add error messages 2020-05-24 23:15:00 +09:00
Hajime Hoshi
521f9dcac5 graphicsdriver/opengl: Bug fix: deleted a wrong shader program
Updates #482
2020-05-23 22:40:49 +09:00
Hajime Hoshi
1a0d92267b driver: Add shader API and implement it on OpenGL
Updates #482
2020-05-23 22:09:12 +09:00
Hajime Hoshi
8fd377f1e3 driver: Add ImageID and use this
This is a preparation to introduce shaders. Shader programs
require images as uniform variables, but the current way would make
API complex unnecessarily.
2020-05-20 00:11:08 +09:00
Hajime Hoshi
7f2092f964 graphicsdriver/opengl: Enable to bind multiple textures (in theory) 2020-05-17 23:57:42 +09:00
Hajime Hoshi
733c463e26 graphicsdriver/opengl: Treat a texture as a uniform variable 2020-05-17 23:25:49 +09:00
Hajime Hoshi
68ef41e256 graphicsdriver/opengl: Integrate uniform variables 2020-05-17 20:20:29 +09:00
Hajime Hoshi
ff311dd564 graphicsdriver/opengl: Pass uniform values to useProgram 2020-05-17 19:43:01 +09:00
Hajime Hoshi
84e2c6f994 graphicsdriver/opengl/gl: Bug fix: misuse of unsafe.Pointer 2020-05-17 19:42:23 +09:00
Hajime Hoshi
8ab12827c0 graphicsdriver/opengl: Refactoring 2020-05-17 19:01:46 +09:00
Hajime Hoshi
9cc128fb40 graphicsdriver/opengl: Integrate last uniform values 2020-05-17 18:36:33 +09:00
Hajime Hoshi
d12b406e0a graphicsdriver/opengl: Remove unused variables 2020-05-17 18:15:27 +09:00
Hajime Hoshi
f4a1f90d92 graphicsdriver/opengl/gl: Reduce reflect usage 2020-05-17 14:28:13 +09:00
Hajime Hoshi
4fa52dcc56 Remove MonoGame support
Fixes #1148
2020-05-08 19:32:28 +09:00
Hajime Hoshi
274245e39c graphicsdriver/metal: Refactoring: Invert the viewport's Y direction 2020-05-08 18:12:30 +09:00
Hajime Hoshi
8029dc352a driver: Use framebuffer's Y directions 2020-05-08 16:49:19 +09:00
Hajime Hoshi
c43ba6e17d graphicsdriver/metal: Update comments 2020-05-08 05:49:38 +09:00
Hajime Hoshi
7068eb9284 graphicsdriver/metal: Simplify the projection matrix 2020-05-08 05:06:09 +09:00
Hajime Hoshi
7ad3343e9c graphicsdriver/monogame: Implement Pixels
Updates #1078
2020-04-22 02:23:16 +09:00
Hajime Hoshi
691e42f806 graphicsdriver/monogame: Bug fix: An underlying image size should be adjusted 2020-04-21 02:43:47 +09:00
Hajime Hoshi
b9e0b5f04b graphicsdriver/monogame: Change the V direction 2020-04-17 21:36:59 +09:00
Hajime Hoshi
de02bcf19f monogame: Update
Updates #1078
2020-04-14 03:23:54 +09:00
Hajime Hoshi
7b77164710 restorable: Ignore the error when restoring failed due to being not ready
(driver.Graphics).BeginFrame tries to restore the images, but
the context might be lost at that time yet. If the attempt to
restore the context because the driver is not ready, return
silently.

Fixes #1133
2020-04-12 20:01:18 +09:00
Hajime Hoshi
d0115f61ae graphicsdriver/monogame: Bug fix: Wrong viewport values 2020-04-11 18:56:50 +09:00
Hajime Hoshi
f0c2c0e8e9 monogame: Set viewports
Updates #1078
2020-04-06 02:36:15 +09:00
Hajime Hoshi
7f64043ba5 monogame: Implement drawing screens
Updates #1078
2020-04-06 01:51:06 +09:00
Hajime Hoshi
7dd9150b86 monogame: Implement Draw temporarily
Updates #1078
2020-04-06 00:13:08 +09:00
Hajime Hoshi
08ac91fb50 monogame: Refactoring 2020-04-05 20:00:53 +09:00
Hajime Hoshi
3a5f0a7a95 graphicsdriver/monogame: Implement some functions
Updates #1078
2020-04-05 17:36:26 +09:00
Hajime Hoshi
57a5783ca0 graphicsdriver/monogame: Implement ReplacePixels
Updates #1078
2020-04-05 04:44:48 +09:00
Hajime Hoshi
8809076682 graphicsdriver/monogame: Create a RenderTarget2D for an image
Updates #1078
2020-04-04 22:59:55 +09:00
Hajime Hoshi
eabe4152a7 graphicsdriver/opengl: Rename Driver -> Graphics 2020-04-04 17:23:38 +09:00
Hajime Hoshi
01d1afa25c graphicsdriver/metal: Rename Driver -> Graphics 2020-04-04 17:12:24 +09:00
Hajime Hoshi
6cbf37e855 Add graphicsdriver/monogame 2020-04-04 17:03:45 +09:00
Hajime Hoshi
b4a9538e1d graphicsdriver/opengl/gl: Remove a misspelled unused const 2020-02-26 12:06:47 +09:00
Hajime Hoshi
9298b044e3 graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
59431e1cad graphicsdriver/opengl: Leave comments why we don't use PBO on Android
Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.

Until we find a good solution, let's not use PBO on Android.

Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
6eb05a0203 graphicsdriver/opengl: Enable to compile with gldebug 2020-01-13 18:55:30 +09:00
Hajime Hoshi
9be3495077 driver: Remove Graphics.SetWindow
Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
e66f1fb71e graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
Updates #988
2020-01-02 16:27:51 +09:00
Hajime Hoshi
de48a13a6e graphicsdriver/opengl/gl: Remove unused functions 2020-01-02 00:17:39 +09:00
Hajime Hoshi
38815ba801 graphicsdriver/opengl: Use glBufferSubData instead of glMapBuffer
We have confirmed that this does not slow down ReplacePixels.

Fixes #993
Fixes #1040
2020-01-02 00:01:27 +09:00
Hajime Hoshi
51f4ba1320 graphicsdriver/opengl: Refactoring 2020-01-01 01:57:12 +09:00
Hajime Hoshi
815afe6670 graphicsdriver/opengl: Reduce calls of glBindTexture 2020-01-01 01:39:45 +09:00
Hajime Hoshi
8285fbfac9 graphicsdriver/opengl: Add error checks 2019-12-31 04:22:28 +09:00
Hajime Hoshi
85cbc7e56b Enable to compile Ebiten on js/wasm with Go 1.14
Fixes #1024
2019-12-19 00:45:53 +09:00