Hajime Hoshi
4bd3bc16ac
shader: Define special variables for textures __t%d
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This eanbles to define texture0At to texture3At.
Updates #1193
2020-07-18 19:37:50 +09:00
Hajime Hoshi
e0d5763a60
shader: Use the fixed number of images for shaders
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This changes uses arrays rather than slices in order to avoid heap
allocations.
Updates #1193
2020-07-18 18:27:47 +09:00
Hajime Hoshi
0c13fff62a
ebiten: Add a restriction that all the source image sizes are same
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Updates #1193
2020-07-17 02:17:31 +09:00
Hajime Hoshi
52773e1d12
mipmap: Bug fix: Crash at DrawTrianglesWithShader
2020-07-16 23:02:33 +09:00
Hajime Hoshi
c4c9771b78
mipmap: Bug fix: Infinite loop at (*Mipmap).mipmapLevelFromDistance
2020-07-16 03:00:10 +09:00
Hajime Hoshi
bf56492d2d
mipmap: Bug fix: mipmapLevelFromDistance must be called from the source
2020-07-16 02:43:08 +09:00
Hajime Hoshi
f927e09f56
mipmap: Unify DrawImage and DrawTriangles
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Fixes #909
2020-07-16 02:31:17 +09:00
Hajime Hoshi
7f2be42410
mipmap: Use mipmap for DrawTriangles
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Updates #909
2020-07-16 02:31:11 +09:00
Hajime Hoshi
275dd438fa
mipmap: Refactoring: Do not use mipmap when the image is volatile
2020-07-16 01:19:57 +09:00
Hajime Hoshi
04b26adf3d
mipmap: Refactoring
2020-07-16 00:52:41 +09:00
Hajime Hoshi
38d3811f13
Revert "mipmap: Bug fix: Wrong maximum size of the negative-level mipmap image"
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This reverts commit 48b192dbe9
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2020-07-16 00:51:38 +09:00
Hajime Hoshi
a4e669cc39
ebiten: Avoid using SubImage for stretching test
2020-07-15 23:49:26 +09:00
Hajime Hoshi
48b192dbe9
mipmap: Bug fix: Wrong maximum size of the negative-level mipmap image
2020-07-15 22:59:27 +09:00
Hajime Hoshi
7f70797a6d
ebiten: Rename DrawTriaglesWithShaderOptions.Textures to Images
2020-07-15 03:49:05 +09:00
Hajime Hoshi
ab95c9014d
buffered, shareable: Bug fix: Check source images correctly
2020-07-15 03:37:35 +09:00
Hajime Hoshi
f8956941b7
mipmap: Do not allocate independent mipmaps for each sub-image
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Fixes #1247
2020-07-15 02:23:45 +09:00
Hajime Hoshi
2a9fd5ef13
mipmap: Avoid using the vertex backend when GopherJS is not used
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The backend logic is especially for GopherJS. As the backend logic
tends to consume a lot of memory, let's avoid this when possible.
Updates #797
2020-07-14 12:16:37 +09:00
Hajime Hoshi
385ff8efdf
shader: Bug fix: Wrong local variable names at for-loop
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Fixes #1245
2020-07-13 22:49:15 +09:00
Hajime Hoshi
0e6f4fccc0
shader: Add break/continue
2020-07-13 02:59:11 +09:00
Hajime Hoshi
c02213e900
shader: Use the loop counters in the test
2020-07-13 01:48:00 +09:00
Hajime Hoshi
2ca551cdc6
shader: Implement 'for' statement
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Fixes #1230
2020-07-13 01:44:05 +09:00
Hajime Hoshi
e15ee77e8e
shader: Implement operators ++ and --
2020-07-12 23:07:30 +09:00
Hajime Hoshi
f95ca46c99
shaderir: Add Stmt.ForVarType and use constant.Value
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Updates #1230
2020-07-12 22:31:12 +09:00
Hajime Hoshi
291d69500b
shaderir: Add Stmt.ForVarIndex
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Updates #1230
2020-07-12 21:55:07 +09:00
Hajime Hoshi
4a8bd688a9
shader: Bug fix: index out of range at defining a var
2020-07-12 18:40:01 +09:00
Hajime Hoshi
dcb693460e
shader: Refactoring: Let parseDecl return statements
2020-07-12 15:51:06 +09:00
Hajime Hoshi
d6bce5b9d2
ebiten: Add a comment
2020-07-12 03:17:05 +09:00
Hajime Hoshi
202bb34bac
shaderir: Add builtin funcs dfdx, dfdy, fwidth
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Fixes #1242
2020-07-11 21:50:10 +09:00
Hajime Hoshi
aecd29325e
shaderir: Bug fix: Wrong function names for some bulitin funcs
2020-07-11 21:46:21 +09:00
Hajime Hoshi
776de77744
shaderir: Remove and rename some builtin functions
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Apparently matrixCompMult and outerProduct are not portable.
We adopted the naming rule foobar instead of fooBar.
2020-07-11 21:43:24 +09:00
Hajime Hoshi
f13fe331fb
Update dependencies
2020-07-10 00:26:11 +09:00
Hajime Hoshi
d217bc6033
ebiten: Sparate textures from uniforms at DrawTrianglesWithShader
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Updates #1193
Updates #1239
2020-07-09 01:59:21 +09:00
Hajime Hoshi
914eb093f8
shader: Bug fix: Compile error on the test
2020-07-08 01:38:27 +09:00
Hajime Hoshi
4021c24534
shader: Separate uniform variables and texture variabls
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Textures cannot be treated as a regular variable, then they should
be treated differently from other uniform variables.
Add a new function texture0At replacing texture2D.
Updates #1239
2020-07-08 01:12:07 +09:00
Hajime Hoshi
98ae0826c7
shaderir: Bug fix: Early-returns in the entry points didn't work
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Fixes #1238
2020-07-05 17:57:57 +09:00
Hajime Hoshi
f4a72165e4
shader: Bug fix: Comparison with constants didn't work
2020-07-05 17:33:10 +09:00
Hajime Hoshi
3eaa7dd0e1
uidriver/glfw: Set No-API when creating a hidden window first
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GLFW tries to create an OpenGL context by default when creating a
window. This is not necessary when OpenGL is not used. This is an
optimization by skipping to create an OpenGL context if possible.
2020-07-05 15:01:06 +09:00
Hajime Hoshi
8369a4cc15
shader: Bug fix: Wrong out-params when returning is in a block
2020-07-05 04:30:14 +09:00
Hajime Hoshi
ce4732a7dc
shader: Treat if's 'init' part correctly
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Updates #1230
2020-07-05 04:08:57 +09:00
Hajime Hoshi
f3651e23e4
shader: Bug fix: Some oeprators should be evaluated as bool
2020-07-05 03:29:34 +09:00
Hajime Hoshi
fb63df48ae
shader: Better error message
2020-07-05 03:23:56 +09:00
Hajime Hoshi
380b7382ac
shader: Add 'if'
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Updates #1230
2020-07-05 02:33:49 +09:00
Hajime Hoshi
3ca6e41194
shader: Refactoring: Add statements later
2020-07-05 00:33:54 +09:00
Hajime Hoshi
b00666df22
shader: Refactoring: Split files
2020-07-04 23:47:23 +09:00
Hajime Hoshi
49b389c8b1
shader: Add tests for invalid binary expressions
2020-07-04 20:23:37 +09:00
Hajime Hoshi
f362455387
shader: Bug fix: correct type deduction from 'mat2*vec2'
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Fixes #1236
2020-07-04 20:08:01 +09:00
Hajime Hoshi
6c33ed107f
affine: Add more tests for (*ColorM).Invert
2020-07-04 01:58:37 +09:00
Hajime Hoshi
2e8e35750d
affine: Refactoring
2020-07-04 01:36:48 +09:00
Gabriel Ochsenhofer
94b5747806
affine: Add functions to invert ColorM ( #1233 )
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Fixes #548
2020-07-04 01:23:47 +09:00
Hajime Hoshi
d08f57e610
uidriver/glfw: Bug fix: Skip some special 'joysticks'
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Apparently, there are some special devices that are recognized as
joysticks by GLFW, even though they are not. Such devices can have
too many 'buttons'. Skip them as a tentative solution.
Updates #1173
2020-07-03 22:58:49 +09:00