Hajime Hoshi
ef5f8a9018
internal/uidriver/glfw: Adjusting the view size is not needed on macOS 12
...
Updates #1745
2021-11-27 18:47:05 +09:00
Hajime Hoshi
e6f2764d08
internal/uidriver/glfw: Refactoring: Remove toChangeSize
...
Updates #1884
2021-11-27 18:00:39 +09:00
Hajime Hoshi
22e64c7df0
internal/uidriver/glfw: Bug fix: Rendering should be updated after restoring from fullscreen
...
u.toChangeSize affects the result of u.updateSize. When the callback
for WindowSetSize is invoked, toChangeSize should be true.
In order to simplify the logic, we have to remove toChangeSize later.
Closes #1884
2021-11-27 17:53:40 +09:00
Hajime Hoshi
1dd13ae06e
internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
...
This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.
Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
73bf7a0939
internal/uidriver/glfw: Bug fix: Return a tentative scale when glfw.GetPrmaryMonitor returns 1
...
Updates #1878
2021-11-24 22:35:10 +09:00
Hajime Hoshi
b4f87f9651
internal/uidriver/mobile: Implement Vibrate for Android
...
This change also adds AndroidManifest.xml for the example. This is
used for `gomobile install` command.
Updates #1452
2021-11-19 01:49:22 +09:00
Hajime Hoshi
8ae6793d4d
internal/shader: Check the number of arguments
2021-11-14 17:34:06 +09:00
Hajime Hoshi
9be4ce928b
internal/shader: Add more tests for const
...
Updates #1847
2021-11-14 17:06:54 +09:00
Hajime Hoshi
36ce3b836e
internal/shader: Bug fix: Treat a non-typed consntat argument as a float
...
Closes #1874
2021-11-14 15:47:59 +09:00
Hajime Hoshi
ee414ed849
Revert "internal/uidriver/glfw: Refactoring"
...
This reverts commit c4df397d87
.
Reason: Compile error
2021-11-12 22:29:03 +09:00
Hajime Hoshi
c4df397d87
internal/uidriver/glfw: Refactoring
2021-11-12 22:19:32 +09:00
Hajime Hoshi
b6cf95f5bb
internal/uidriver/js: Optimization: Reduce the call of js.Value.Get
2021-11-12 02:48:58 +09:00
Hajime Hoshi
1f7e7e2816
internal/uidriver/mobile: Remove the warnings
...
Closes #1872
2021-11-11 02:28:05 +09:00
Hajime Hoshi
5d5ce370f1
internal/uidriver/mobile: Implement Vibrate on iOS
...
Updates #1452
2021-11-11 00:50:02 +09:00
Hajime Hoshi
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
...
This change also improves the result of espcae analysis.
Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31
internal/graphicsdriver/opengl: Avoid allocations by escaping to heap
2021-10-31 22:34:14 +09:00
Hajime Hoshi
113796efae
internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
...
Updates #1822
Closes #1857
2021-10-31 18:21:19 +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
15f62bfeb5
internal/graphicsdriver/opengl: Optimization: Cache texture variable names
2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef
internal/graphicsdriver/opengl: Optimization
2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275
internal/graphicsdriver/opengl: Optimization: Avoid heap allocations
2021-10-31 02:10:44 +09:00
Hajime Hoshi
7b7791156c
internal/graphicsdriver/opengl: Remove unreached return
2021-10-31 01:38:01 +09:00
Hajime Hoshi
98083ccd0a
internal/graphicsdriver/opengl: Avoid heap allocation of a local variable
...
If a variable is passed to an argument interface{}, the variable might be
allocated on the heap unexpectedly.
2021-10-31 01:11:12 +09:00
Hajime Hoshi
a082db04fd
internal/jsutil: Optimization: Avoid using empty interface{} conversions
2021-10-30 18:53:21 +09:00
Hajime Hoshi
a826ecb29b
internal/jsutil: Move a function to internal/graphicsdriver/opengl
2021-10-30 18:33:43 +09:00
Hajime Hoshi
06f4142ca0
internal/driver: Optimization: Replace interface{} with driver.Uniform
...
Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
1f82bb297c
internal/graphicsdriver/opengl: Optimization: Avoid the empty interface
2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables)
2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8
internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame
2021-10-30 00:13:57 +09:00
Hajime Hoshi
76324254c1
internal/graphicsdriver/opengl: Avoid creating objects for debugging
2021-10-30 00:04:03 +09:00
Hajime Hoshi
b1a442f86a
internal/graphicscommand: Optimization: Pool drawTrianglesCommand objects
2021-10-29 23:41:47 +09:00
Hajime Hoshi
d3ac199aa9
internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf
2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8
internal/graphicsdriver/opengl: Optimization: Avoid interface conversion
2021-10-29 21:35:40 +09:00
Hajime Hoshi
5b7724f575
internal/uidriver/mobile: Bug fix: Compile error
2021-10-25 03:01:33 +09:00
Hajime Hoshi
2aa232878d
ebiten: Add VibrateGamepad and implement this on browsers
...
Updates #1452
2021-10-25 02:30:42 +09:00
Hajime Hoshi
dde53df6ae
internal/uidriver/glfw: Bug fix: Compile error
2021-10-24 15:23:25 +09:00
Hajime Hoshi
99bfdef416
internal/graphicsdriver/opengl/gl: Support OpenBSD
2021-10-24 15:09:16 +09:00
Hajime Hoshi
ef62f407d1
Clean up build tags
2021-10-24 15:05:36 +09:00
Hajime Hoshi
878831b842
internal/graphicsdriver/opengl: Bug fix: compile error
2021-10-24 14:55:50 +09:00
Hajime Hoshi
a5198275fa
internal/graphicsdriver/opengl/gl: Remove an unused file
2021-10-24 14:46:38 +09:00
Hajime Hoshi
7c6f2fd799
ebiten: Vibrate takes time durations instead of the options
...
Android and browsers can specify only a time duration for vibration.
VibrateOptions is renamed to GamepadVibrateOptions for gamepads.
Updates #1452
2021-10-24 05:02:49 +09:00
Hajime Hoshi
f96d0a97a8
internal/uidriver/mobile: Bug fix: Compile error
2021-10-24 01:22:02 +09:00
Hajime Hoshi
b8a5ea7bd6
ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
...
Updates #1452
2021-10-24 01:05:33 +09:00
Hajime Hoshi
96dc80fd08
internal/restorable: Remove needsDisposingWhenRestoring
...
Now restoring from context lost doesn't work on browsers. Then,
the constant needsDisposingWhenRestoring is actually always true.
2021-10-23 23:46:29 +09:00
Hajime Hoshi
dddfe73604
internal/uidriver/mobile: Bug fix: iOS with ebitengl build tag didn't work correctly
2021-10-23 23:32:57 +09:00
Hajime Hoshi
b11f17b281
internal/uidriver/mobile: Support gamepads on iOS
...
Closes #1105
2021-10-19 19:04:12 +09:00
Hajime Hoshi
a70be6e2f8
internal/uidriver/mobile: Refactoring
...
Updates #1105
2021-10-16 23:46:14 +09:00
Hajime Hoshi
2d9349824f
internal/uidriver/mobile: Separate UpdateInput into UpdateInput and UpdateGamepads
2021-10-16 20:37:01 +09:00
Hajime Hoshi
ce86a9940c
internal/uidriver/mobile: Fix the package name in a panic message
2021-10-16 20:13:36 +09:00
Hajime Hoshi
c3b4b92fa2
internal/uidriver/mobile: Reduce calling make
2021-10-16 20:09:36 +09:00
Hajime Hoshi
efdb31a524
internal/uidriver/mobile: Refactoring
2021-10-16 19:59:30 +09:00
Hajime Hoshi
ad3115b347
mobile/ebitenmobileview: Avoid creating slices every frame
2021-10-16 18:39:47 +09:00
Hajime Hoshi
8b775cf0dd
internal/glfw: Add a new build tag ebitenexternaldll
to requrie external DLLs
...
Embedding a DLL file and extrating it on the fly can be problematic.
The application might be unexpectedly recognized as a virus by some
virus checkers.
To mitigate this issue, Ebiten adds a new build mode `ebitenexternaldll`
which prevents Ebiten from embedding DLL files. Instead, the application
will require DLL files for GLFW.
Closes #1832
2021-10-14 02:44:25 +09:00
Hajime Hoshi
bce2e83565
internal/glfw: Update Dockerfile
2021-10-14 00:03:43 +09:00
Hajime Hoshi
6f79185b2c
internal/glfw/glfw: Update documents
2021-10-13 23:48:53 +09:00
Hajime Hoshi
6f29e57378
internal/uidriver/glfw: Wait for a FramebufferSize callback for the initial temporary window
...
Updates #1847
2021-10-13 00:16:18 +09:00
Hajime Hoshi
2f2ccbbe55
internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
...
Closes #1847
2021-10-13 00:04:14 +09:00
Hajime Hoshi
fa9a08b3d0
internal/uidriver/glfw: Remove unnecessary comments
2021-10-10 16:02:41 +09:00
Hajime Hoshi
0eb6c846c7
internal/uidriver/glfw: Refactoring: Remove unused functions
2021-10-10 16:02:01 +09:00
Hajime Hoshi
4604a00e39
internal/uidriver/glfw: Refactoring: Rename functions
2021-10-10 15:50:12 +09:00
Hajime Hoshi
4580f9fa16
internal/uidriver/glfw: Refactring: Rename InDP -> InDIP
...
This change also renames some functions and variables.
2021-10-10 15:47:15 +09:00
Hajime Hoshi
da6b75bc6d
internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
...
After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.
Closes #1844
2021-10-10 14:29:34 +09:00
Hajime Hoshi
d4b5d17e75
internal/uidriver/glfw: Remove an unused function
...
Updates #1844
2021-10-09 21:11:44 +09:00
Hajime Hoshi
fcd8a6c653
internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
...
Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.
Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.
Updates #1584
Updates #1844
2021-10-09 18:18:22 +09:00
Hajime Hoshi
3f5d1762bb
internal/graphicsdriver/opengl: Return an error when initializing OpenGL fails
...
Updates #1838
2021-10-06 00:38:47 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports ( #1837 )
...
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
78cdb94552
internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
...
Closes #1829
2021-09-29 01:00:17 +09:00
Hajime Hoshi
56c5bec908
internal/gamepaddb: Do not fetch the database file on go:generate
...
This is too aggressive and sometimes risky to update the database
file always when go-generate is executed.
2021-09-25 04:03:19 +09:00
Hajime Hoshi
9ab6758b7a
internal/gamepaddb: Remove some hacks for wrong formats
2021-09-25 03:56:06 +09:00
Hajime Hoshi
52d917eff0
go generate
2021-09-25 03:45:17 +09:00
Hajime Hoshi
77664ff057
internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
...
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e
internal/uidriver/glfw: Refactoring
2021-09-25 02:14:14 +09:00
Hajime Hoshi
a0be4a302c
internal/gamepaddb: Bug fix: A mapping for an axis/button might be missing
...
Closes #1825
2021-09-25 00:58:06 +09:00
Hajime Hoshi
a7b5db6f65
internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
...
Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
f64a946052
internal/gamepaddb: Use XInput's trigger threshold
2021-09-23 15:25:27 +09:00
Hajime Hoshi
226378da88
internal/gamepaddb: Bug fix: ButtonValue must return [0, 1]
2021-09-23 15:18:16 +09:00
Hajime Hoshi
263276c5ab
internal/uidriver/glfw: Refactoring
2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd
internal/uidriver/glfw: Refactoring
2021-09-23 02:03:37 +09:00
Hajime Hoshi
4b64eadfe5
internal/mipmap, internal/atlas: Integrate for-loops for color scaling
2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c
internal/graphicscommand: Optimize flush
2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b
internal/graphicscommand: Refactoring: Do not you 'int' as a variable name
2021-09-22 23:39:56 +09:00
Hajime Hoshi
f79acf9569
internal/mipmap: Bug fix: nil should be meaningful for a mipmap map
2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6
internal/mipmap: Create a mipmap map lazily
2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd
internal/uidriver/glfw: Make SetFullscreen more responsive on macOS
2021-09-20 21:01:17 +09:00
Hajime Hoshi
0ac4c7323f
internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails
2021-09-19 18:23:51 +09:00
Hajime Hoshi
8ed55ef42d
internal/uidriver/glfw: Use the window size on a native fullscreen
...
Updates #1745
2021-09-19 00:35:18 +09:00
Hajime Hoshi
f0395dd329
internal/uidriver/glfw: Skip adjusting the view size with OpenGL
2021-09-18 23:59:37 +09:00
Hajime Hoshi
188e80d2f7
internal/uidriver/glfw: Bug fix: FPS is dropped when pressing the green button
...
Updates #1745
2021-09-18 22:16:21 +09:00
Hajime Hoshi
1a7cf7b3b8
internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
...
Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
7be00d79e8
internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
...
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.
By using a little different size view, FPS becomes stable.
Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161
internal/graphicsdriver/metal: Refactoring
2021-09-18 17:24:03 +09:00
Hajime Hoshi
e98e371bb4
internal/uidriver: Bug fix: Compile error on Linux/UNIX
2021-09-18 16:58:30 +09:00
Hajime Hoshi
428c079e52
internal/uidriver/glfw: Make a 'native' fullscreen on macOS
...
This is a breaking change. On macOS, `SetFullscreen` creates a new
independent space and maximize the size of the window there.
Updates #1506
Closes #1579
2021-09-18 16:31:22 +09:00
Hajime Hoshi
2a390c18c1
internal/uidriver/glfw: Do not iconify the fullscreen window on Linux
...
Updates #1506
2021-09-18 00:52:04 +09:00
Hajime Hoshi
ec2f823420
internal/uidriver/glfw: Clear the device scale cache when monitors are changed
2021-09-15 13:04:38 +09:00
divVerent
5bc7b93e6f
Move VideoModeScaleAt into internal/uidriver/glfw. ( #1812 )
...
It's only used by GLFW, and has been in devicescale only to ease migration
to separate video mode vs content scaling.
Updates #1774
2021-09-15 12:47:04 +09:00
divVerent
923c84a3d6
Split the concept of device scale and screen scale ( #1811 )
...
We now set deviceScale to always the mapping from logical window system pixels
to device independent pixels (which is what Ebiten API users expect), and
introduce a new concept of videoModeScale that maps from video mode to logical
window system pixels.
videoModeScale is now only used for computing full-screen resolutions, while
deviceScale is used for any other conversion.
Fixes window sizes on X11, should be a NOP otherwise.
Closes #1774 .
2021-09-15 01:03:04 +09:00
divVerent
60df512352
Switch out the devicescale implementation by one that relies on glfw/xrandr. ( #1800 )
...
This should fix fullscreen mode on Linux/X11 systems in general,
while not affecting other systems.
Note that this deletes a bunch of OS X specific and Windows specific code,
as GLFW already provides this functionality.
This change is not expected to cause regressions, however,
the current behavior is still wrong and leads to wrong/unintended window sizes.
To be fixed in further PRs.
Updates #1774
2021-09-14 12:35:02 +09:00
Hajime Hoshi
cc1ac47387
internal/uidriver: Fix comments
2021-09-13 21:53:02 +09:00
Hajime Hoshi
64a0577c26
internal/affine: Optimize Scale and Translate
2021-09-13 02:18:07 +09:00
Hajime Hoshi
39e7f71ccb
internal/uidriver/glfw: Bug fix: Forbide Maximize/MinimizeWindow on the native fullscreen on macOS
...
Closes #1810
2021-09-12 23:38:44 +09:00
Hajime Hoshi
ea12ede127
ebiten: Add StandardGamepadButtonValue
...
Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb ( #1805 )
...
This is basically a revert of 93a156a718
.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.
Closes #1802
2021-09-11 22:46:05 +09:00
Hajime Hoshi
28963a66ee
internal/uidriver/glfw: Update the game controller DB
2021-09-11 19:12:48 +09:00
Hajime Hoshi
37771717cc
internal/uidriver: Bug fix: Potential memory leak by [:0]
...
Updates #1803
2021-09-10 02:17:29 +09:00
Hajime Hoshi
dbe101a8ef
internal/restorable: Remove draw-triangles-history items explicitly
...
Updates #1803
2021-09-09 12:57:50 +09:00
Hajime Hoshi
106ff7a84b
internal/ui: Reduce calls of glfw.GetMonitors
...
Updates #1803
2021-09-09 11:14:08 +09:00
Hajime Hoshi
5ac357959c
internal/graphicscommand: Bug fix: memory leak at q.commands
...
Apparently, the part of a slice between len and cap-1 still holds
references. Release them explicitly.
Closes #1803
2021-09-09 04:28:31 +09:00
Hajime Hoshi
8f857daf3e
internal/restorable: Bug fix: Forbid NewImage before the graphics driver is ready
2021-09-09 03:58:58 +09:00
Hajime Hoshi
a3570331dd
internal/restorable: Delay initializing emptyImage
...
Now NeedsRestorable can always return a correct value.
2021-09-09 03:27:22 +09:00
Hajime Hoshi
65943d4bad
internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
...
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
f7738b812b
internal/mipmap: Skip color scaling when possible
2021-09-06 12:11:52 +09:00
Hajime Hoshi
7f3bd1bbd5
internal/jsutil: Remove unused functions
2021-09-04 21:01:21 +09:00
Hajime Hoshi
64ec626ca6
internal/uidriver/js: Optimize isFocused() by using bind
2021-09-04 19:20:24 +09:00
Hajime Hoshi
58ea710a84
internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe
2021-09-04 18:08:27 +09:00
Hajime Hoshi
8c9ec8fc9f
interna/affine: Avoid UnsafeElements at At
...
Updates #1796
2021-09-04 17:55:51 +09:00
Hajime Hoshi
df710a5c63
internal/affine: Change UnsafeElements to take arguments
...
This will enable to suppress unnecessary array allocations in the
future.
Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
65e148700f
internal/jsutil: Optimize byteLength calls by using bind
2021-09-04 16:51:35 +09:00
Hajime Hoshi
e5c051a437
internal/affine: Refactoring: UnsafeScaleElements -> scaleElements
2021-09-03 23:56:55 +09:00
Hajime Hoshi
d5ce0dbd90
internal/uidriver/glfw: Bug fix: Disable the sticky mode on FPSModeVsyncOffMinimum
...
Closes #1791
2021-08-31 11:43:11 +09:00
Hajime Hoshi
0e5dca9453
.github/workflows, internal/uidriver/glfw: Use curl's --remote-name
2021-08-28 16:37:10 +09:00
Hajime Hoshi
eae40c90bb
internal/uidriver/glfw: Enable to update gamecontrollerdb.txt
2021-08-28 16:09:14 +09:00
Hajime Hoshi
fa0efea4a4
internal/png: Regenerate
2021-08-28 03:14:54 +09:00
Hajime Hoshi
91a7288027
internal/atlas: Better pixel allocations
...
Updates #1681
Updates #1788
2021-08-26 03:35:21 +09:00
Hajime Hoshi
40d2dd3ba7
internal/uidriver/glfw: Update comments
...
Updates #1787
2021-08-26 02:05:30 +09:00
Hajime Hoshi
9c321375c9
internal/atlas: Bug fix: pix was reset at a wrong timing
...
Closes #1788
2021-08-25 22:10:57 +09:00
Hajime Hoshi
d1c764640d
internal/glfw, internal/graphicsdriver/opengl/gl: Use the last byte to detect a bool
...
When a C function returns a bool value, only the first byte of a
uintptr value matters. When we want to get a bool value from a C
function, filter this for sefety.
2021-08-25 02:09:55 +09:00
divVerent
7b11377bce
ebiten: Support updating the gamepad mapping ( #1775 )
...
This is only supported on desktops yet (on mobile standard layout isn't
implemented yet, and on the web this is the browser's responsibility).
Closes #1723
2021-08-23 21:44:49 +09:00
Hajime Hoshi
35deb53624
internal/graphicsdriver/metal: Rename files to remove +build comments
2021-08-23 02:06:09 +09:00
Hajime Hoshi
aec74aa39b
Remove flock from the tests
2021-08-22 18:34:35 +09:00
Hajime Hoshi
d5150a194c
internal/shaderir/glfw: Insert a dummy function to touch uniform array variables
...
Closes #1754
2021-08-15 18:06:41 +09:00
Hajime Hoshi
6c8a7d1079
internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted
...
Closes #1753
2021-08-15 04:54:20 +09:00
Hajime Hoshi
7586f1ca5e
internal/atlas: Bug fix: Disable a test resetting the backend
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Closes #1756
2021-08-15 00:02:59 +09:00
Hajime Hoshi
1e062a4245
internal/atlas: Bug fix: Fix test
2021-08-14 23:07:27 +09:00
Hajime Hoshi
8a6302f9dc
internal/atlas: Add tests to call DrawTriangles twice
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Updates #1755
2021-08-14 21:42:07 +09:00
Hajime Hoshi
da08577095
internal/graphicsdriver/opengl: Refactoring
2021-08-14 04:05:18 +09:00
Hajime Hoshi
ce8fc39451
internal/graphicsdriver/opengl: Bug fix: the current program must be reset
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Updates #1751
2021-08-13 23:44:30 +09:00
Hajime Hoshi
797f42b839
internal/glfw: Use a more stable version of MinGW
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Closes #1750
2021-08-13 03:35:51 +09:00
Hajime Hoshi
c6dd349338
internal/glfw: Refactoring
2021-08-09 14:55:10 +09:00
Hajime Hoshi
4482301882
internal/uidriver/glfw: Better implementation of isNativeFullscreen
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The old implementation can return false when the window is not active.
2021-08-08 17:45:48 +09:00
Hajime Hoshi
15ac69b8d5
internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
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Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
ec26b1a43b
internal/graphicsdriver/metal: Refactoring: Remove vsyncInited
2021-08-08 15:30:13 +09:00
Hajime Hoshi
cc1accc32a
internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
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Closes #1740
2021-08-06 03:08:04 +09:00
Hajime Hoshi
0bc5166a36
driver: Refactoring: Rename functions
2021-08-05 01:29:45 +09:00
Hajime Hoshi
60b8f82bfd
graphicscommand: Dump internal image info on the debug mode
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Closes #1714
2021-08-05 01:16:42 +09:00
Hajime Hoshi
8967384dac
internal/graphicsdriver: Bug fix: getting a WebGL2 context might fail even though WebGL2RenderingContext exists
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Closes #1738
2021-08-01 22:00:47 +09:00
Hajime Hoshi
4e6a5a9fa2
internal/atlas: Bug fix: Wrong screenshot size
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Updates #1736
2021-07-29 16:33:54 +09:00
Hajime Hoshi
18903db1c6
internal/atlas: Bug fix: Unexpected padding in screenshots
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Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
59aa41a3c2
internal/affine: Improve ColorM Scale's performance
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The benchmark result comparing the previous commit and this commit is this:
```
name old time/op new time/op delta
ColorMScale-8 9.75µs ± 6% 1.30µs ±22% -86.67% (p=0.000 n=10+9)
name old alloc/op new alloc/op delta
ColorMScale-8 1.34kB ±100% 1.19kB ±19% ~ (p=0.421 n=10+8)
name old allocs/op new allocs/op delta
ColorMScale-8 3.00 ± 0% 2.00 ± 0% -33.33% (p=0.000 n=10+10)
```
Updates #1658
2021-07-27 13:45:09 +09:00