Hajime Hoshi
40c38eb9ee
internal/graphicsdriver/opengl: refactoring: remove contextPlatform
2023-04-22 21:52:20 +09:00
Hajime Hoshi
8926a4213e
internal/graphicsdriver/opengl: refactoring: move consts to gl
2023-04-22 21:20:34 +09:00
Hajime Hoshi
00ed6f08fc
internal/graphicsdriver/opengl/gl: refactoring: reduce types
2023-04-22 19:27:56 +09:00
Hajime Hoshi
504006fc22
internal/graphicsdriver/opengl/gl: refactoring: remove unused types
2023-04-22 16:18:18 +09:00
Hajime Hoshi
0495101450
internal/graphicsdriver/opengl/gl: bug fix: build error with GOOS=js
2023-04-22 16:10:49 +09:00
Hajime Hoshi
0542f9daa3
internal/graphicsdriver/opengl/gl: refactoring
2023-04-22 15:59:18 +09:00
Hajime Hoshi
4f69ca4ea9
internal/graphicsdriver/opengl: add a debug mode with a build tag ebitenginegldebug
...
In the debug mode, GetError is inserted in each GL function call.
Closes #2650
2023-04-22 13:17:08 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
...
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
dd393b6f21
cmd/ebitenmobile: update GLES version to 3.0
...
GLES 3.0 is required for GLSL ES 3.0
Updates #1431
2023-04-19 22:49:35 +09:00
Hajime Hoshi
95709d9182
internal/graphicsdriver/opengl: update GLES version to 3.0
...
GLES 3.0 is required for GLSL ES 3.0
Updates #1431
2023-04-19 22:43:26 +09:00
Hajime Hoshi
7509c1d7f5
internal/graphicsdriver/opengl: remove the version es100
...
es300 is requried for 'texelFetch' [1].
[1] https://registry.khronos.org/OpenGL-Refpages/es3.0/html/texelFetch.xhtml
Updates #1431
2023-04-19 22:10:32 +09:00
Hajime Hoshi
2f55bb1b3d
internal/atlas, internal/graphicscommand: refactoring
2023-04-19 21:43:08 +09:00
Eric H
1fdc45e652
example: add a mouse capture example ( #2642 )
...
Closes #2641
2023-04-19 13:02:02 +09:00
Hajime Hoshi
6817be2594
internal/goglfw: ignore the invalid-handle error at DestroyWindow
...
Updates #2551
2023-04-18 23:53:26 +09:00
Hajime Hoshi
65afb51d73
audio/wav: refactoring
2023-04-18 22:27:22 +09:00
Hajime Hoshi
74a79461e9
update dependencies
2023-04-18 01:57:27 +09:00
Hajime Hoshi
053617405b
update purego to v0.4.0-alpha.4
2023-04-18 01:56:21 +09:00
Hajime Hoshi
eb6a773d3f
internal/graphicscommand: remove unnecessary space chars
2023-04-18 01:19:28 +09:00
Hajime Hoshi
bf18a5e998
examples/shader: bug fix: normalize pos correctly
2023-04-17 22:36:31 +09:00
Hajime Hoshi
820548ed68
example/shader: make default.go more deterministic
2023-04-17 22:27:27 +09:00
Hajime Hoshi
df32901dce
internal/shader: refactoring
2023-04-16 18:37:06 +09:00
Hajime Hoshi
e6d79889f9
update purego to v0.4.0-alpha.3
2023-04-14 01:06:30 +09:00
Hajime Hoshi
1c14ba8eeb
examples/shader: add comments
...
Updates #1431
2023-04-13 14:16:55 +09:00
Hajime Hoshi
0776a54712
examples/shader: remove comments
2023-04-13 14:10:34 +09:00
Hajime Hoshi
2d6e13cda4
examples/shader: bug fix: wrong usages of position
...
Closes #2638
Updates #1431
2023-04-13 02:02:15 +09:00
Hajime Hoshi
ebbd0fc07d
update purego
2023-04-11 09:32:01 +09:00
Hajime Hoshi
c00579509a
internal/ui: bug fix: wrong mouse cursor movement calculation
...
Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
a56924b22f
internal/graphicsdriver/directx: refactoring
2023-04-09 16:49:52 +09:00
Hajime Hoshi
4473557e23
internal/graphicsdriver/directx: smooth rendering when resizing the window with DirectX 12
...
Updates #2615
2023-04-09 16:38:29 +09:00
Hajime Hoshi
2423733598
internal/graphicsdriver/directx: bug fix: wrong size was used when resizing
...
Updates #2633
2023-04-09 16:34:56 +09:00
Hajime Hoshi
2c088b9059
internal/graphicsdriver/directx: resize the swap chain after presenting is done
...
Updates #2633
2023-04-09 16:29:00 +09:00
Hajime Hoshi
730c7a2ad0
internal/graphicsdriver/directx: refactoring
2023-04-09 15:30:46 +09:00
Hajime Hoshi
78d3e4273b
internal/graphicsdriver/directx: remove tearing
...
This is basically a revert of 0035ba0bd1
.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.
Now the DirectX 11 driver was introduced, the situation has changed.
Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00
divVerent
cc24796270
internal/restorable: optimize removeDuplicatedRegions from O((n+m)^2) to O(n*m + m^2) ( #2631 )
...
This is achieved by replacing the function by one that only adds a single
new region, and only considers duplicates between the previously existing
region and the one newly added one, thereby removing previously redundant
checking of each previously existing region against each other.
This speeds up AAAAXY loading on a Moto G7 Play from 52.27 seconds to
8.15 seconds.
Closes #2626
2023-04-09 02:31:22 +09:00
Hajime Hoshi
ce71c31a27
internal/packing: refactoring: remove a redundant check of sizes
2023-04-09 01:13:44 +09:00
divVerent
574925cf7a
packing: remove redundant canAlloc checking and alloc allocating. ( #2629 )
...
By removing redundant work done in canAlloc and just calling alloc right away,
this removes 35% contribution to AAAAXY loading CPU time on the profile on
https://user-images.githubusercontent.com/251568/230496805-c5e32c19-9258-49c8-800b-a3f0bc3b072d.svg ,
or - as measured via stopwatch - brings loading time on Moto G7 Play from
17.22s to 14.94s after already applying #2627 .
This should be safe as there is no case in which alloc succeeds and the
allocated region isn't used; also, there is no case in which alloc mutates the
tree when it doesn't actually succeed (comment added in one place to justify
this).
Closes #2628
2023-04-08 22:03:16 +09:00
Hajime Hoshi
aeca79494f
audio: bug fix: compile error
2023-04-08 19:40:59 +09:00
Hajime Hoshi
85f8423345
audio: rename constants
...
Updates #2630
2023-04-08 19:14:28 +09:00
Hajime Hoshi
6e22ebb73a
update purego to v0.4.0-alpha.2
2023-04-06 01:20:25 +09:00
Hajime Hoshi
f59322257b
.github/workflows: update Go versions
2023-04-05 02:48:28 +09:00
Hajime Hoshi
7bd29c0eb6
update purego
2023-04-03 23:55:02 +09:00
Hajime Hoshi
0d1f990338
internal/processtest: output a better error message when failing to compile a Go program
2023-04-01 04:01:39 +09:00
Hajime Hoshi
2875eb25f1
internal/processtest: add a test for #2620
...
Updates #2620
2023-04-01 03:59:00 +09:00
Hajime Hoshi
4e7db88829
internal/processtest: bug fix: timeout didn't work for go-run
...
Apparently timing-out for a go-run process didn't work well. Instead,
use CommandContext for the actual test binary which is already built.
2023-04-01 03:56:50 +09:00
Hajime Hoshi
09d2459f1c
internal/ui: a more robust fix for the unfocused-window loop
...
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.
Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
3564a44638
examples/windowsize: add a new flag -runnableonunfocused
2023-04-01 03:13:47 +09:00
Hajime Hoshi
db7c99fde8
internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
...
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.
This change fixes the issue by changing the loop condition.
Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
f5e0496611
internal/goglfw: ignore invalid-window-handle error at DestroyWindow
...
Closes #2551
2023-03-31 23:59:11 +09:00
Hajime Hoshi
14b34a7b0a
internal/ui: typo
2023-03-31 03:21:48 +09:00
Hajime Hoshi
1999f8a024
internal/ui: use DirectX as a fallback for old Windows
...
Initializing OpenGL can fail [1], though this is pretty rare. For such
this case, try DirectX as a fallback.
[1] https://answers.microsoft.com/en-us/windows/forum/all/my-drivers-dont-support-opengl/a1ee0267-4dc8-4385-a185-6ed322d78329
Updates #2613
2023-03-31 03:15:52 +09:00