Commit Graph

8473 Commits

Author SHA1 Message Date
Hajime Hoshi
983e8abd46 internal/graphicsdriver/opengl/gl: bug fix: an unavailable library name might be chosen
Instead, let's try all the names with dlopen.

Updates #2523
2023-01-07 03:06:12 +09:00
Hajime Hoshi
df7b7b731e internal/graphicsdriver/opengl/gl: bug fix: libGL.so might not exist in Steam
Instead, libGL.so.1 might exist. Use LD_LIBRARY_PATH and list the
candidates.

Closes #2523
2023-01-07 00:03:07 +09:00
Hajime Hoshi
2f948f35d0 .github/workflows: use Go 1.20.0-rc.2 2023-01-05 19:20:34 +09:00
Hajime Hoshi
b860d8dc61 internal/graphicsdriver/metal/mtl: bug fix: test failures 2023-01-05 14:14:42 +09:00
Hajime Hoshi
41700fe6bb update dependencies 2023-01-05 14:00:55 +09:00
Hajime Hoshi
c5848455f5 internal/graphicsdriver/metal: use MTLGPUFamily instead of MTLGPUFeatureSet 2023-01-05 13:37:37 +09:00
Hajime Hoshi
cf76e3c646 internal/graphicsdriver/opengl: better place to reset uniform variables
Updates #2517
2023-01-04 01:36:04 +09:00
Hajime Hoshi
599be725b9 internal/graphicsdriver/metal: fix comments 2023-01-03 23:16:01 +09:00
Hajime Hoshi
7418576c16 internal/ui: re-enable skipping to render the final screen when possible
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.

With DirectX, Present waits for a while even though nothing is updated,
then that's fine.

Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
edb952c9e7 internal/graphicsdriver/metal: add comments 2023-01-03 22:10:33 +09:00
Hajime Hoshi
365740aca9 internal/ui: update comments
Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82 internal/ui: refactoring 2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610 internal/ui: use a separate render thread for Nintendo Switch
Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c internal/ui: bug fix: compile failures with -tags=nintendosdk
Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96 internal/ui: bug fix: compile failures with -tags=nintendosdk 2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822 internal/ui: rename ebitengine_Init -> ebitengine_Initialize 2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
edf35b02cb internal/graphicsdriver/opengl: record last uniform variables and reset them before swapping buffers
This is basically a revert of 6b4c696b31.
This change resets the last uniform variables before swapping
buffers.

Updates #2517
2023-01-03 03:13:46 +09:00
Hajime Hoshi
aa00293fea update Oto to v2.4.0-alpha.10 2023-01-03 02:50:36 +09:00
Hajime Hoshi
da97657afb Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
This reverts commit 3f753b7086.

Reason: this was actually necessary.

Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d internal/ui: refactoring 2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe internal/ui: bug fix: wrong condition 2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db internal/ui: skip rendering onto the final framebuffer only for OpenGL
This was reverted at a049acd94e but now
I've confirmed this is not problematic only with OpenGL.

Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
6b4c696b31 internal/graphicsdriver/opengl: bug fix: needed always to set uniform variables
Before this fix, setting uniform variables could be skipped when the
values were the same. This caused some issues when a number of drawing
commands were much small than usual (e.g. SetScreenClearedEveryFrame
with false).

This change fixes this by not doing such optimization. Unfortunately
it was impossible to create a minimum reproducible unit test since
we cannot test the final screen framebuffer's states so far.

Closes #2517
2023-01-03 00:43:10 +09:00
Hajime Hoshi
a049acd94e internal/ui: disable the optimization to skip rendering offscreen
This caused some issues in various environments. Until we find a good
solution, let's disable this.

Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
4d270de75e internal/atlas: renmae functions
Updates #2519
2023-01-02 20:18:05 +09:00
Hajime Hoshi
bb1021a549 internal/atlas: ensure the given sizes must be power of 2
Updates #2519
2023-01-02 19:17:27 +09:00
Hajime Hoshi
b4d8519f97 internal/packing: remove unused functions 2023-01-02 18:21:21 +09:00
Hajime Hoshi
471237b701 internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546 internal/ui: bug fix: compile error on the testing CI 2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e internal/ui: refactoring 2023-01-01 17:45:20 +09:00
Hajime Hoshi
fd1a90411a internal/nintendosdk: refactoring 2023-01-01 17:36:27 +09:00
Hajime Hoshi
afbd1aebf1 internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
58692f6d85 internal/gamepad: refactoring 2023-01-01 00:58:42 +09:00
Hajime Hoshi
77f32bd088 internal/gamepad: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
2022-12-31 18:08:28 +09:00
Hajime Hoshi
cd66fecd1b update Oto (update the Oboe version to v1.7.0) 2022-12-31 01:07:12 +09:00
Hajime Hoshi
34941ca083 all: separate the rendering thread from the main thread
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2 internal/ui: move some context-dependent processes to updateFrameImpl
This is a preparation to introduce an independent thread for rendering.

Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50 internal/ui: remove an unnecessary hack for macOS
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.

Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b internal/ui: make it explicit to call swapBuffers only w/ OpenGL 2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7 internal/ui: bug fix: compile error on mobiles 2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d internal/ui: remove unused function runOnAnotherThreadFromMainThread 2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7 internal/graphicscommand: rename SetRenderingThread -> SetRenderThread 2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063 internal/ui: refactoring 2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086 internal/ui: refactoring: remove unnecessary hack for unfocusing
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().

Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22 internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27 internal/ui: remove unnecessary swapBuffer call
This was introduced at 9e161864f6, the
background is now unclear. Things work even without this hack.

Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb internal/ui: give up re-rendering on resizing the window
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.

Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9 internal/ui: refactoring 2022-12-29 21:09:30 +09:00