Commit Graph

9615 Commits

Author SHA1 Message Date
Hajime Hoshi
eccf67172f all: update purego to v0.6.0-alpha.5 2024-02-01 17:19:26 +09:00
Hajime Hoshi
d1ec00e2ba audio: don't create an underlying player at Position
This is simply unnecessary.
2024-02-01 17:18:18 +09:00
Hajime Hoshi
b9f0db955c audio: refactoring 2024-02-01 15:27:24 +09:00
Hajime Hoshi
061d8617ce all: update hideconsole to v1.0.0 2024-01-31 12:35:16 +09:00
Hajime Hoshi
2ad6ab0dcf exp/textinput: bug fix: position conversion was wrong 2024-01-31 03:51:30 +09:00
Hajime Hoshi
f9fa5a14f2 examples/textinput: bug fix: accept touches
The remaining task is to enable a backspace key.

Updates #2898
2024-01-31 00:15:32 +09:00
Hajime Hoshi
872ffc148d internal/atlas: add TestGCShader
Updates #2897
2024-01-29 23:14:33 +09:00
Hajime Hoshi
f74d66e89a internal/atlas: bug fix: fix GC tests
Updates #2897
2024-01-29 21:01:58 +09:00
Hajime Hoshi
d2a9e5b1e8 internal/atlas: bug fix: fix tests
Updates #2897
2024-01-29 20:52:43 +09:00
Hajime Hoshi
f37ebe549b internal/atlas: bug fix: fix tests
Updates #2897
2024-01-29 20:52:02 +09:00
Hajime Hoshi
9a8dde6503 internal/atlas: bug fix: a finalizer was never called
As the finalizer function had a reference to the target image, the
image's reference count never became 0. Then, the image was never
finalized.

This change fixes this issue by using a member function pointer instead
of an anonymous function.

Closes #2897
2024-01-29 20:39:44 +09:00
Hajime Hoshi
48f3d43189 all: update hideconsole 2024-01-29 01:07:25 +09:00
Hajime Hoshi
77c571b26b all: update hideconsole 2024-01-28 23:01:24 +09:00
Hajime Hoshi
a9549ddf68 all: update hideconsole 2024-01-28 22:55:50 +09:00
Hajime Hoshi
6736bb56ec internal/ui: make a separate package to hide a console
Updates #2896
2024-01-28 22:42:58 +09:00
Hajime Hoshi
373e61d054 internal/ui: call hideConsole at init 2024-01-28 22:05:47 +09:00
Hajime Hoshi
cf393fc56e cmd/ebitenmobile: update comments 2024-01-28 16:06:02 +09:00
Hajime Hoshi
5f7c7dbac6 cmd/ebitenmobile: check the Java package before an execution
Closes #2894
2024-01-28 15:52:16 +09:00
Hajime Hoshi
11394d246f internal/ui: bug fix: check the error of TimeBeginPeriod 2024-01-28 14:25:17 +09:00
Hajime Hoshi
7e4cdf5211 internal/ui: use a more precise timer for Windows
When SetScreenClearedEveryFalse(false) and SetVsyncEnabled(false),
Draw might not be called as often as expected on Windows due to its
timer precision. This change improves the situation.

Updates #2889
2024-01-28 14:15:20 +09:00
Hajime Hoshi
d8af23b437 all: update purego 2024-01-28 01:24:04 +09:00
Hajime Hoshi
770fcff4c2 internal/graphicsdriver/directx: bug fix: Go 1.22 + 32bit Windows + DirectX 12 didn't work well
Apparently, a pseudo padding was needed for D3D12_RESOURCE_DESC,
but this is still mysterious.

This change also add Go 1.22 to the GitHub Actions.

Closes #2867
2024-01-27 18:06:53 +09:00
Hajime Hoshi
8c8802f471 all: update go-text 2024-01-27 10:57:57 +09:00
Pedro Tiple
6fafe734da
internal/graphicscommand: refactoring: remove a hard-coded part for ShaderImageCount (#2895)
This change allows increasing ShaderImageCount without breaking the image display.
Simply made the uniform processing dynamic based on ShaderImageCount.
2024-01-26 13:03:04 +09:00
Hajime Hoshi
8551cd350f internal/ui: bug fix: need to sleep when swapping buffers is skipped
Closes #2890
2024-01-24 12:20:30 +09:00
Hajime Hoshi
006f14ac19 internal/graphicsdriver/playstation5: bug fix: link error 2024-01-22 00:14:00 +09:00
Hajime Hoshi
52e0f10ff7 internal/graphicsdriver/playstation5: bug fix: compile error 2024-01-22 00:05:02 +09:00
Hajime Hoshi
f0509096f8 internal/graphicsdriver/playstation5: add ebitengine_IsErrorNil 2024-01-21 23:54:02 +09:00
Hajime Hoshi
e0ccd013ac internal/graphicsdriver/directx: bug fix: depth should be passed by math.Float32bits
As depth was always 0, there was not an actual problem.
2024-01-21 21:43:09 +09:00
Hajime Hoshi
7652ccef81 all: update dependencies 2024-01-19 18:32:47 +09:00
Hajime Hoshi
5887142da7 internal/grpahicsdriver/metal/mtl: use 3 drawings for fullscreen
Hajime found that renderings were delayed with 2 drawing in fullscreen
though FPS might be lowered. This is mysterious but there is no other
good solution.

Updates #2883
2024-01-19 18:29:47 +09:00
Hajime Hoshi
97625566d8 all: bug fix: update purego for internal/graphicsdriver/metal/mtl tests
Closes #2885
2024-01-18 23:40:48 +09:00
Hajime Hoshi
f27402ee44 internal/mipmap: use a better image size
Unnecessarily big images were used since 4 years go
(f8956941b7). Use a better small image
for mipmaps.
2024-01-18 16:10:15 +09:00
Hajime Hoshi
59487e491c all: update purego 2024-01-18 01:02:57 +09:00
Hajime Hoshi
e39c50c296 internal/graphicsdriver/metal: add comments
Updates #2880
Updates #2883
2024-01-17 20:51:32 +09:00
Hajime Hoshi
055db234a1 internal/graphicsdriver/metal: bug fix: use 2 as a drawable count for Arm Mac
Closes #2883
2024-01-17 18:57:50 +09:00
Hajime Hoshi
2ec5c788ab internal/buffered: fix comments 2024-01-17 04:19:07 +09:00
Hajime Hoshi
cef272f638 internal/buffered: refactoring 2024-01-17 00:20:12 +09:00
Hajime Hoshi
3cbc1870bf internal/buffered: update pixels instead of dotsBuffer when possible 2024-01-17 00:18:06 +09:00
Hajime Hoshi
26e2748732 internal/buffered: bug fix: check errors from ReadPixels 2024-01-16 13:26:31 +09:00
Hajime Hoshi
2f894cb311 internal/buffered: move tests to internal/beforemaintest
Also, this change moves TestUnsyncedPixels to buffered_test.
2024-01-16 13:07:10 +09:00
Hajime Hoshi
7b3eae3dcb internal/ui: reland: move dotsBuffer from internal/ui.Image to internal/buffered.Image
This is a reland of fb426cd0dd.

This is a refactoring as 'caching' things should be in internal/buffered,
but also this is a performance optimization to make pixels and dotsBuffer
work well together.
2024-01-16 12:45:43 +09:00
Hajime Hoshi
b2759b66f9 Revert "internal/ui: move dotsBuffer from internal/ui.Image to internal/buffered.Image"
This reverts commit fb426cd0dd.

Reason: processtest (TestPrograms/issue2089) failed (flaky)
2024-01-16 02:56:24 +09:00
Hajime Hoshi
fb426cd0dd internal/ui: move dotsBuffer from internal/ui.Image to internal/buffered.Image
This is a refactoring as 'caching' things should be in internal/buffered,
but also this is a performance optimization to make pixels and dotsBuffer
work well together.
2024-01-16 02:08:41 +09:00
Hajime Hoshi
a0cb0d0568 internal/graphicsdriver/playstation5: use message to detect errors 2024-01-14 22:18:12 +09:00
Hajime Hoshi
00e67b8419 internal/graphicsdriver/playstation5: improve error handlings
Updates #2799
2024-01-14 00:42:13 +09:00
Hajime Hoshi
7f396f72de all: remove the comments about restorable 2024-01-13 20:00:01 +09:00
Hajime Hoshi
c404b448aa internal/restorable: integrate the implementation into internal/atlas
Closes #805
2024-01-13 19:59:57 +09:00
Hajime Hoshi
812cd494de internal/restorable: remove Image
Updates #805
2024-01-13 19:33:04 +09:00
Hajime Hoshi
59896e4447 internal/restorable: integrate Image functions into internal/atlas
Updates #805
2024-01-13 19:27:14 +09:00