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
...
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
...
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
...
Updates #1751
2021-08-13 23:44:30 +09:00
Hajime Hoshi
797f42b839
internal/glfw: Use a more stable version of MinGW
...
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
...
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
...
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
...
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
...
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
...
Closes #1738
2021-08-01 22:00:47 +09:00
Hajime Hoshi
4e6a5a9fa2
internal/atlas: Bug fix: Wrong screenshot size
...
Updates #1736
2021-07-29 16:33:54 +09:00
Hajime Hoshi
18903db1c6
internal/atlas: Bug fix: Unexpected padding in screenshots
...
Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
59aa41a3c2
internal/affine: Improve ColorM Scale's performance
...
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
Hajime Hoshi
bcb30f8595
Update go-gl/glfw for GLFW 3.3.4
2021-07-27 12:54:11 +09:00
Hajime Hoshi
e4329d0349
internal/driver: Refactoring: Reduce dependencies on affine
2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5
internal/affine: Refactoring: Make ColorM interface
2021-07-27 12:10:22 +09:00
Hajime Hoshi
5f03f4f195
internal/affine: Add coloMImpl interface and colorMImplScale
...
Closes #1658
2021-07-26 22:18:10 +09:00
Hajime Hoshi
7e5b259dd2
internal/affine: Use a pointer of an array for UnsafeElements
2021-07-26 21:19:53 +09:00
Hajime Hoshi
2c26e85183
internal/affine: Replace isInited with isIdentity
2021-07-26 21:07:51 +09:00
Hajime Hoshi
d0ae73084b
internal/affine: Separate ColorM implementation
...
Updates #1658
2021-07-26 15:21:12 +09:00
Hajime Hoshi
e84506dfc3
internal/affine: Add String
2021-07-26 14:26:59 +09:00
Hajime Hoshi
18757cff16
internal/affine: Refactoring
2021-07-25 22:10:38 +09:00
Hajime Hoshi
1706d9436a
ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
...
This change adds these APIs:
* type FPSModeType
* func FPSMode
* func SetFPSMode
* func ScheduleFrame
and deprecates these APIs:
* func SetVsyncEnabled
* func IsVsyncEnabled
Closes #1556
2021-07-24 16:09:13 +09:00
Hajime Hoshi
fee004c28d
internal/uidriver/js: Remove unnecessary event handlers
2021-07-23 11:23:01 +09:00
Hajime Hoshi
0ec5b7b857
internal/uidriver/js: Bug fix: Suppress warnings on SetFullscreen
...
Closes #1727
2021-07-23 02:15:46 +09:00
Hajime Hoshi
2503323557
internal/driver: Add FPSMode
...
Updates #1556
2021-07-23 00:47:09 +09:00
Hajime Hoshi
c28bcc26fc
internal/clock: Rename UncappedTPS -> SyncWithFPS
...
Closes #1726
2021-07-22 22:46:24 +09:00
Hajime Hoshi
50320eeb5b
internal/glfw: Bug fix: Crash after disconnecting a gamepad on Windows (Wine)
2021-07-21 17:50:47 +09:00
Hajime Hoshi
d7bedd165a
internal/driver: Bug fix: Compile error for browsers
2021-07-21 17:20:09 +09:00
Hajime Hoshi
93a156a718
internal/uidriver/glfw: Use glfwGameGamepadState
...
This change replaces the usage of gamepaddb package with glfwGetGamepadState.
Updates #1557
2021-07-21 16:09:30 +09:00
Hajime Hoshi
ee4ec5047e
internal/gamepaddb: Support general XInput devices
2021-07-21 14:38:47 +09:00
Hajime Hoshi
1fce527414
internal/uidriver/js: Use the same gamepad API on go2cpp
2021-07-20 23:10:56 +09:00
Hajime Hoshi
8656786721
internal/uidriver/js: Refactoring: Detect the standard layout at update
2021-07-20 21:56:15 +09:00
Hajime Hoshi
f192971080
ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable
...
Updates #1557
2021-07-20 02:46:12 +09:00
Hajime Hoshi
aa694be6f6
ebiten: Add the standard gamepad layout
...
This change introduces the standard gamepad layout. This changes adds
these APIs:
* func HasGamepadStandardLayoutMapping
* func IsGamepadStandardButtonPressed
* func GamepadStandardAxisValue
* type StandardGamepadButton
* type StandardGamepadAxis
The standard gamepad layout is based on the web standard. See
https://www.w3.org/TR/gamepad/#remapping .
On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is
listed in the text file, the mapping works. GLFW's mapping featrue is
not used.
On browsers, the property of a gamepad 'mapping' is used. When the
mapping value is 'standard', the gamepad is recognized to have the
standard mapping.
On mobiles, the implementation is still WIP.
Updates #1557
2021-07-20 01:32:28 +09:00
Hajime Hoshi
fcfdf9b2ba
Update URLs
2021-07-19 23:09:27 +09:00
Hajime Hoshi
a6fe7801ff
internal/uidriver/glfw: Rename gamePad -> gamepad
2021-07-19 22:25:43 +09:00
Hajime Hoshi
dbcb220742
ebiten: Add GamepadAxisValue replacing GamepadAxis
...
Updates #1718
Closes #1719
2021-07-19 01:22:35 +09:00
Hajime Hoshi
342bf6ae7e
Update GLFW: suppress joystick issue at PollEvents
...
Updates #1229
2021-07-15 11:19:39 +09:00
Hajime Hoshi
ec5b034cbf
Update GLFW: suppress joystick issue (again)
...
Updates #1229
2021-07-15 01:02:57 +09:00
Hajime Hoshi
66dbca7fdd
Update GLFW: suppress joystick issue
...
Updates #1229
2021-07-14 23:54:48 +09:00
Hajime Hoshi
50d2d7ed61
internal/graphicsdriver/opengl: Remove unused code using PBO
...
Updates #1678
2021-07-14 21:51:27 +09:00
Hajime Hoshi
99a6b1b03e
internal/driver: Change some functions to Append*
...
Updates #1692
2021-07-10 01:52:21 +09:00
Hajime Hoshi
5d2c8ad9be
internal/uidriver/mobile: Bug fix: Use mutex at RuneBuffers
2021-07-10 01:39:32 +09:00
Hajime Hoshi
853c1f2b92
internal/shaderir/glsl: Bug fix: Remove uncalled functions
...
Some built-in functions like dFdx is not available in a vertex shader,
then a function that calls such built-in function should not be in
a vertex shader.
Closes #1701
2021-07-09 20:22:40 +09:00
Hajime Hoshi
b0106e95b9
internal/restorable: Bug fix: Test failed on macOS (Metal)
2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03
internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
...
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b
internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
...
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113
internal/graphicsdriver/metal: Separate GCing the buffers
...
Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961
internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
...
See https://developer.apple.com/documentation/quartzcore/cametallayer
> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.
Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6
Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
...
This reverts commit e0fbfc2bb0
.
Reason: Rendering issue
Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc
internal/driver: Add Graphics.Initialize
2021-07-07 13:58:42 +09:00
Hajime Hoshi
519363930a
internal/uidriver/glfw: Bug fix: Memory leak in Objective-C code
...
Use an autorelease pool block.
Closes #1698
2021-07-07 04:34:21 +09:00
Hajime Hoshi
e0fbfc2bb0
internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
...
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.
This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.
Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5
internal/graphicsdriver/metal: Optimize the screen writing
2021-07-07 02:07:09 +09:00
Hajime Hoshi
5e83f409e6
internal/graphicscommand: Add a missing colon to a command string
2021-07-07 01:54:22 +09:00
Hajime Hoshi
38ce325958
internal/graphicsdriver/metal: Skip clearing the screen on Metal
2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea
internal/graphicsdriver/metal: Set framebufferOnly true
...
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba
internal/graphicsdriver/metal: Change the order of GCed buffers
...
As a big buffer is likely reused, we should remove smaller buffers
first.
Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a
internal/graphicsdriver/metal: Remove println
...
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc
internal/graphicsdriver/metal: Reuse MTLBuffer objects
...
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.
See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7
internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
...
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00
Hajime Hoshi
3670b7dd62
internal/graphicsdriver/metal: Reuse DepthStencilState objects
...
In Metal, *State objects are not 'transient' and are expensive to
create. Reuse them whenever possible.
See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
2021-07-06 15:10:05 +09:00
Hajime Hoshi
ab26312108
internal/graphicsdriver/metal: Release objects appropriately
2021-07-06 14:20:19 +09:00
Hajime Hoshi
17d8cb5311
internal/graphicsdriver/metal: Bug fix: Crashed with METAL_DEVICE_WRAPPER_TYPE=1
...
Closes #1697
2021-07-06 14:06:06 +09:00
Hajime Hoshi
59fa689f22
internal/graphicscommand: Misspelling
2021-07-05 23:32:19 +09:00
Hajime Hoshi
5e1d6c06f1
internal/graphicscommand: Merge even-odd draw-triangles commands when possible
...
Closes #1685
2021-07-05 23:28:33 +09:00
Hajime Hoshi
63a00f6171
internal/graphicsdriver/metal/mtl: Bug fix: Test failure
...
Closes #1696
2021-07-05 21:28:25 +09:00
Hajime Hoshi
92b3dab33c
internal/graphicscommand: Refactoring: Use type assesion instead of interface
...
This was an optimization in GopherJS era. This change removes this
to simplify the implementation.
2021-07-05 21:16:04 +09:00
Hajime Hoshi
b2d4521e22
internal/graphicscommand: Log 'even-odd' property
2021-07-05 19:35:34 +09:00
Hajime Hoshi
674802d2f5
ebiten: Bug fix: Draw commands with EvenOdd should not be merged
...
Updates #1684
2021-07-05 18:08:55 +09:00
Hajime Hoshi
daa883d799
ebiten: Bug fix: Stencil buffers should not be cleared until all the vertices are rendered
...
Updates #1684
2021-07-05 17:41:06 +09:00
Hajime Hoshi
b466a0cbd7
ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
...
Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
5c4d3325f6
internal/graphicsdriver/opengl: Add APIs for stencil buffers
...
Updates #1684
2021-07-05 00:24:44 +09:00
Hajime Hoshi
b8bf277825
internal/graphicsdriver/metal/mtl: Add APIs for stencil buffers
...
Updates #1684
2021-07-05 00:11:25 +09:00
Hajime Hoshi
19f034e818
internal/graphicsdriver/metal: Refactoring
2021-07-04 20:35:56 +09:00
Hajime Hoshi
3ec02f767b
internal/graphicsdriver/metal: Refactoring
2021-07-04 18:37:14 +09:00
Hajime Hoshi
7f86761dde
internal/graphicsdriver/metal: Reuse RenderCommandEncoder when possible
2021-07-04 18:13:18 +09:00
Hajime Hoshi
7668052a6b
internal/graphicsdriver/metal: Update the view only when necessary
2021-07-04 17:24:39 +09:00
Hajime Hoshi
f6e210e086
internal/graphicsdriver/opengl: Refactoring: Remove redundant conversions
2021-07-03 22:39:48 +09:00
Hajime Hoshi
b0b7a24f89
internal/uidriver: Remove invalid comments
2021-07-03 19:49:12 +09:00
Hajime Hoshi
56f4e6b2d0
internal/graphicsdriver/opengl: Refactoring: Rename a variable
2021-07-03 02:41:37 +09:00
Hajime Hoshi
269ea7c489
internal/graphicsdriver/opengl: Refactoring: Reorder functions
...
glPixelStorei affects the result of glTexImage2D. This change makes
this fact more explicit.
2021-07-03 02:09:47 +09:00
Hajime Hoshi
6b95dd0d4d
internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions
2021-07-02 00:25:43 +09:00
Hajime Hoshi
ff2dd6fe7e
internal/graphicsdriver/opengl: Refactoring: Unify two drawTriangles* functions
2021-07-02 00:02:21 +09:00
Hajime Hoshi
e9b6237f61
internal/driver: Refactoring: Merge two Draw* functions
2021-07-01 15:55:48 +09:00
Hajime Hoshi
b9d52c0267
internal/driver: Change InvalidImageID/InvalidShaderID to 0
2021-07-01 14:58:55 +09:00
Hajime Hoshi
73bf1f36e5
internal/driver: Define InvalidImageID / InvalidShaderID
2021-07-01 13:56:42 +09:00
Enrico
3ef1d04935
internal/uidriver/glfw: Bug fix: do not execute loop function if init failed ( #1689 )
...
In `internal/uidriver/glfw/run_notsinglethread.go`, if the `UserInterface.init()` function returns an error, the `loop` is
executed regardless and the error is discarded. This behavior will hide the error returned by `init()` and might trigger
some crashes (see #1688 ).
A partial fix was implemented in 6c4edf8
, however that commit alone is not enough: the code now is correctly returning
the error via the `ch` channel, but it still executes the `loop()` function. This merge request skips `loop()` call if `init()`
had an error.
Updates #1688
2021-06-29 23:51:25 +09:00
Hajime Hoshi
6c4edf8605
internal/uidriver/glfw: Bug fix: Abort the game immediately on error
...
Updates #1688
2021-06-29 02:23:17 +09:00
Hajime Hoshi
9c5b7b56b2
internal/graphics: Reafctoring
2021-06-28 23:28:43 +09:00
Hajime Hoshi
817d176994
internal/graphicscommand: Misspelling at newShaderCommand.String
2021-06-27 23:20:27 +09:00
Hajime Hoshi
c725937cc6
internal/graphics: Reuse the vertices backend
...
This is basically a reland of 9cb631e30f
.
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
699bb095c3
internal/atlas: Better algorithm to release the temporary pixels
2021-06-26 23:29:45 +09:00
Hajime Hoshi
067e3c004d
Remove internal/web
2021-06-26 17:04:00 +09:00
Hajime Hoshi
8ff42f55a1
internal/graphicsdriver/opengl: Give up restorign on browsers
...
Using restorable images is expensive as this sometimes requires to
load pixels from GPU. On browsers, just reloading the application
should be fine when the context lost happens.
Closes #1603
2021-06-26 16:54:21 +09:00
Hajime Hoshi
38ce46328a
internal/atlas: Reuse byte array for ReplacePixels
...
This reduces memory allocation at ReplacePixels.
Updates #1681
2021-06-26 03:48:25 +09:00
Hajime Hoshi
414a64ce78
internal/atlas: Allow extending a texture atlas
...
As PBO is no longer used (#1678 ), using a big atlas with
ReplacePixels is no longer problematic.
Closes #1674
Updates #1675
2021-06-24 21:35:36 +09:00
Hajime Hoshi
2a8e8d0eb6
internal/graphicsdriver/opengl: Stop using PBO
...
PBO was introduced to improve the performance at ReplacePixels,
but we found that PBO can degrades the performance. Also, now
multiple glTexImage2Ds are called successively like a batch, so
the situation is now different from that time when PBO was
introduced.
Let's remove PBO usages and wait and see.
Closes #1678
2021-06-24 21:20:58 +09:00
Hajime Hoshi
7f60cd41eb
internal/graphicsdriver/opengl: Refactoring: Remove unused arguments from texSubImage2D
2021-06-24 12:06:28 +09:00
Hajime Hoshi
fa8e271f2a
internal/atlas: Bug fix: Set the minimum texture size to 8192px
...
Closes #1675
Updates #1674
2021-06-19 18:52:08 +09:00
Hajime Hoshi
43c964a3b8
internal/thread: Refactoring
2021-06-15 00:43:48 +09:00
Hajime Hoshi
49c3c30c79
ebiten: Add IsWindowBeingClosed / SetWindowClosingHandled / IsWindowClosingHandled
...
IsWindowBeingClosed reports whether the window is being closed by
the user.
SetWindowClosingHandled sets whether the window closing is handled
or not. If the state is true, the window is not closed immediately
by the user and the game can handle the closing state. In this case,
the Update function should return an error in order to end the game.
This change also adds examples/windowclosing.
Closes #1574
2021-06-14 02:29:11 +09:00
Hajime Hoshi
f989ce4e64
internal/uidriver/glfw: Rename variables
2021-06-13 23:25:24 +09:00
Hajime Hoshi
bceb512e78
internal/glfw: Bug fix: build failure with GOOS=js
...
Updates #1672
2021-06-13 22:59:57 +09:00
Hajime Hoshi
ed6756662a
internal/glfw: Clean up the code
...
Updates #1672
2021-06-13 22:48:27 +09:00
Hajime Hoshi
3c2d562967
internal/glfw: Bug fix: NewCallbackCDecl objects were leaked
...
Callbacks created by NewCallbackCDecl were never released and then
they are leaked, especially when the window size was changed by
SetWindowSize on Windows.
This change defines new callback ID types with uintptr, and reuse
the callbacks.
Closes #1672
2021-06-13 22:23:01 +09:00
Hajime Hoshi
0cea5f2f1a
internal/glfw: Remove one of go-vet warnings
2021-06-13 14:41:39 +09:00
Hajime Hoshi
584c6524ee
internal/graphicsdriver/opengl: Refactring
2021-06-13 14:19:33 +09:00
Hajime Hoshi
b54ad73a2b
Add go:build comments with go1.17beta1 fmt
2021-06-11 01:11:46 +09:00
Hajime Hoshi
a627c41217
Remove support of Go 1.13 and Go 1.14
...
Updates #1258
Updates #1415
Updates #1462
2021-06-07 21:44:22 +09:00
Hajime Hoshi
040fcd930f
Revert "Revert 2 commits using ColorM cache"
...
This reverts commit dd7a8bc497
.
Reason: DrawTriangles worked fine for the reporter's purpose.
Updates #1655
2021-05-30 15:17:11 +09:00
Hajime Hoshi
dd7a8bc497
Revert 2 commits using ColorM cache
...
This reverts commit 87c8625692
.
This reverts commit a6dd6196b4
.
Reason: Performance regression (#1655 )
Closes #1655
2021-05-30 03:10:00 +09:00
Hajime Hoshi
58843b68f9
internal/hooks: Enable to return error at suspend/resume audio
2021-05-04 23:09:01 +09:00
Tom Lister
bea5ab3335
internal/uidriver/glfw: Native macOS implementation for setting cursor shape ( #1624 )
...
Updates #1624
2021-05-02 14:50:50 +09:00
Hajime Hoshi
b509ce523d
internal/uidriver/js: Bug fix: SetFullscreen didn't work on Safari
...
Updates #1611
2021-04-28 23:28:58 +09:00
Tom Lister
5d3a76cbe6
internal/uidriver/js: Implement {Set,}Fullscreen for browsers ( #1623 )
...
Closes #1611
2021-04-27 23:58:32 +09:00
Hajime Hoshi
091e51ae4c
internal/uidriver/glfw: Avoid allocating a new slice
2021-04-25 00:57:06 +09:00
Hajime Hoshi
e2ceb7b3a6
internal/uidriver/glfw: Call fromGLFWPixels from the main thread
...
fromGLFWPixels can invoke driverScaleFactor, and then using the main
thread is safer.
2021-04-24 23:30:51 +09:00
Hajime Hoshi
b6364c46fe
internal/clock: Misspelling
2021-04-24 23:24:11 +09:00
Hajime Hoshi
2534b78755
internal/clock: Simplify the logic to calculate tick per frame
...
Updates #1444
Updates #1597
2021-04-24 23:06:27 +09:00
Hajime Hoshi
2e6ecc766d
internal/clock: Integrate 'now' implementations
...
The Go runtime already uses QueryPerformanceCounter at runtime.nanotime.
2021-04-24 22:32:47 +09:00
Hajime Hoshi
011a524ac7
internal/clock: Update comments
2021-04-24 22:10:00 +09:00
Hajime Hoshi
91f8347500
internal/uidriver/glfw: Avoid busy loop by sleeping
...
Updates #1580
2021-04-24 05:19:23 +09:00
Hajime Hoshi
3df31c0fce
internal/uidriver/glfw: Bug fix: Deadlock at FramebufferSize callback
...
glfw.PollEvents might invoke multiple FramebufferSize callbacks in
theory, this is very rare though. In this case, the sending an object
to the channel never ends.
This change fixes this deadlock by using 'select'.
Closes #1618
2021-04-24 02:22:51 +09:00
Hajime Hoshi
ac9a18931c
internal/uidriver/glfw: Fix comments
...
Updates #1618
2021-04-23 03:28:14 +09:00
Hajime Hoshi
d446aa39a9
internal/uidriver/glfw: Bug fix: Always wait for SetFramebuffer
...
In case when the callback is not called, let's use timeout.
Updates #1618
2021-04-23 03:02:12 +09:00
Hajime Hoshi
c4c331b0d5
Fix misspellings
2021-04-21 22:50:00 +09:00