Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Bui Quoc Trong
0d29979296
Fix the comment style cause heading in pkgsite ( #1369 )
2020-09-29 16:55:39 +09:00
Hajime Hoshi
3dab49fc39
graphicsdriver/opengl: Better error message
2020-09-17 20:35:57 +09:00
Hajime Hoshi
52fcab7a90
graphicsdriver/metal: Fix comments
2020-09-06 16:51:44 +09:00
Hajime Hoshi
e565433fb0
graphicsdriver/metal: Bug fix: Synchronizing textures on iOS was necessary
...
Fixes #1337
2020-09-06 16:19:50 +09:00
Hajime Hoshi
68c43bb4fb
graphicsdriver/opengl: Enable to compile with gldebug tag for gomobile
2020-09-04 15:08:40 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
...
Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
bd888f62b9
graphicsdriver/opengl: Exclude bytes.go from non-mobile environments
...
This requires reflect and reflect prevents Ebiten from being compiiled
with TinyGo.
Updates #747
2020-08-20 22:24:21 +09:00
Hajime Hoshi
c921a63c21
graphicsdriver/opengl/gl: Bug fix: Crash on Parallels
...
Fixes #1310
2020-08-18 04:33:59 +09:00
Hajime Hoshi
609a3c4e22
ebiten: Bug fix: Fix the texel calculation
...
In shaders, texCoord is always in texture0's texels. Convert them
at imageNTextureAt functions correctly.
Fixes #1290
2020-08-11 04:15:07 +09:00
Hajime Hoshi
69f87d5fd1
ebiten: Add new shader builtin functions: image[N]TextureBoundAt
...
Fixes #1287
2020-08-11 03:24:54 +09:00
Hajime Hoshi
4d1947f711
grpahicsdriver/metal: Better error message
2020-08-09 04:06:30 +09:00
Hajime Hoshi
a45e241da1
shaderir/metal: Implement the shader IR compiler for Metal
...
Fixes #1165
2020-08-08 19:14:57 +09:00
Hajime Hoshi
2b89710600
graphicsdriver/metal: Refactoring
2020-08-08 18:05:58 +09:00
Hajime Hoshi
6dc74d308b
graphicsdriver/metal: Rename viewportSize to internalSize and use it more
2020-08-08 16:07:14 +09:00
Hajime Hoshi
b4046a795e
graphics: Reduce the usage of InternalImageSize
2020-08-08 16:01:33 +09:00
Hajime Hoshi
fe1cea533a
graphicsdriver/metal: Add a generalized 'draw' function
...
This is a preparation for rendering shaders.
Updates #1165
2020-08-08 03:12:44 +09:00
Hajime Hoshi
28c638cb5b
graphicsdriver/opengl: Unexpose NewShader
2020-08-08 03:12:44 +09:00
Hajime Hoshi
8bac08cbd9
Add internal/shaderir/glsl
2020-08-03 23:27:27 +09:00
Hajime Hoshi
38dcadb233
graphicsdriver/opengl: Add program error info to the error
2020-08-01 18:58:05 +09:00
Hajime Hoshi
a4334c5464
shader: Use arrays at uniform variables
...
Fixes #1274
2020-08-01 17:22:10 +09:00
Hajime Hoshi
073fd329f2
graphicsdriver/opengl: Enable to pass any type of uniform variables
...
Updates #1274
2020-08-01 05:11:24 +09:00
Hajime Hoshi
a50ef46ed0
graphicsdriver/opengl: Do not allow nil value for uniform variables
2020-08-01 02:01:51 +09:00
Hajime Hoshi
da5642cd0e
graphicsdriver/opengl: Add type checks of uniform variables
2020-08-01 02:01:51 +09:00
Hajime Hoshi
a0197d4c2f
graphicsdriver/opengl: Bug fix: Build error on Android
...
Fixes #1266
2020-07-26 17:01:11 +09:00
Hajime Hoshi
ca3fd4eaa4
ebiten: Add texture[ID]Size functions for shaders
...
Fixes #1239
2020-07-26 15:18:01 +09:00
Hajime Hoshi
d08a04a635
ebiten: Refactoring
2020-07-26 15:05:00 +09:00
Hajime Hoshi
eb056690aa
graphicsdriver/metal: Update the minimum macOS version to 10.12 for Go 1.15
2020-07-25 04:18:26 +09:00
Hajime Hoshi
75d34ab585
graphicsdriver/opengl: Forbids PBO on Raspberry Pi 4 ( #1261 )
...
Fixes #1208
2020-07-23 19:15:34 +09:00
Hajime Hoshi
29d53edf1d
graphicsdriver/opengl: Bug fix: Rename the attribute variables along with custom shaders
2020-07-20 04:06:35 +09:00
Hajime Hoshi
5506491c03
graphicsdriver/opengl: Bug fix: Binding the same texture multiple times did not work
...
Updates #1193
2020-07-19 04:34:53 +09:00
Hajime Hoshi
36e9803cea
shader: Enable to get pixels from multiple images
...
Updates #1193
2020-07-19 02:33:43 +09:00
Hajime Hoshi
fe79bb27af
graphicscommand: Refactoring
2020-07-18 23:25:16 +09:00
Hajime Hoshi
6ccb614b08
graphicsdriver/metal: Implement CompositeModeMultiply
...
Updates #410
2020-07-18 21:51:57 +09:00
nanoslayer
72babcd420
ebiten: Add CompositeModeMultiply ( #1251 )
...
This change adds a new composite mode called `CompositeModeMultiply`,
which multiplies the source color with the destination color.
This is tested on Linux and Windows only.
Fixes #410
2020-07-18 21:37:17 +09:00
Hajime Hoshi
e0d5763a60
shader: Use the fixed number of images for shaders
...
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
7f70797a6d
ebiten: Rename DrawTriaglesWithShaderOptions.Textures to Images
2020-07-15 03:49:05 +09:00
Hajime Hoshi
d217bc6033
ebiten: Sparate textures from uniforms at DrawTrianglesWithShader
...
Updates #1193
Updates #1239
2020-07-09 01:59:21 +09:00
Hajime Hoshi
4021c24534
shader: Separate uniform variables and texture variabls
...
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
b83f0acc4d
Remove source-region information from vertices
...
Fixes #1210
2020-07-02 23:38:39 +09:00
Hajime Hoshi
71c9e7ac40
driver: Add Region and sourceRegion parameter at Draw
...
This is a preparation to remove source-region information from
vertices.
Updates #1210
2020-07-02 03:26:05 +09:00
Hajime Hoshi
ebd0e11c0d
graphicsdriver/metal: Avoid synching texture data at ReplacePixels
...
Instead, use a temporary texture, transfer texture data to it, and
copy the data on GPU side.
2020-06-28 19:40:37 +09:00
Hajime Hoshi
00e8b701c1
graphicsdriver/metal: Optimization
2020-06-27 04:14:21 +09:00
Hajime Hoshi
2bc1475a15
graphicsdriver/metal: Bug fix: Sync textures before replacing a region
...
Updates #1213
2020-06-27 03:08:17 +09:00
Hajime Hoshi
5a176d6f4f
graphicsdriver/metal: Bug fix: synchronizing must be skipped on iOS
2020-06-27 01:45:14 +09:00
Hajime Hoshi
9f76b96c1f
graphicsdriver/metal: Specify the texture type explicitly
2020-06-26 23:46:12 +09:00
Hajime Hoshi
d3613e13af
graphicsdriver/opengl: Fix comments
2020-06-25 01:06:30 +09:00
Hajime Hoshi
2a63512c6e
driver: Add AddressUnsafe
...
This skips the source-region check and reduces 'if' branches from
shader programs.
AddressUnsafe is internal only so far. We might expose this value
later.
Updates #1210
2020-06-25 01:00:38 +09:00
Hajime Hoshi
bfc2fffba6
graphicsdriver/opengl: Move comments
2020-06-24 23:52:39 +09:00
Hajime Hoshi
20b5be0886
graphicsdriver: Bug fix: Tie-breaking when picking a texel
...
When a texel is picked on texel-borders of a texture, the behavior
(tie-breaking) depends on GPU and unexpected. This change fixes this
issue by shifting 1/512 [texel] when picking a texel up.
Updates #1212
2020-06-24 20:51:16 +09:00
Hajime Hoshi
1785b6a670
examples/moire: Add a smaller scale, and remove AdjustTexel function from shaders
...
This can reproduce the bug reported at #669 .
Apparently, the fix (8827520d4a
) is
no longer required after 3550abef7a
.
That's pretty odd, but examples/moire proves this fact.
Updates #669
Updates #759
2020-06-15 00:29:34 +09:00
Hajime Hoshi
e023425be0
graphicsdriver/metal: Reduce calls of SetLayer
2020-06-14 05:07:33 +09:00
Hajime Hoshi
f39c591252
shader: Enable more Go syntax
2020-06-11 01:13:03 +09:00
Hajime Hoshi
e25a6f4d46
graphicsdriver/opengl: Remove isTexture on desktops
2020-05-30 20:56:13 +09:00
Hajime Hoshi
2bdef2e8c4
restorable: Add an explicit way to detect context-lost
...
isTexture was used to detect context-lost and called every frame.
This was not good for performance.
This change adds a way to notify context-lost from the WebGL
handlers directly, and the package restorable uses it instead of
calling (*Image).isInvalaidated.
Fixes #1175
2020-05-30 20:29:15 +09:00
Hajime Hoshi
1c980a16f5
graphicsdriver/opengl: Ignore non-existent uniform locations
...
Shader users should not have to care about the existence of uniform
variables.
Updates #1168
2020-05-27 11:39:11 +09:00
Hajime Hoshi
f80719ef9a
driver: Use slices for uniform variables instead of maps
...
Fixes #1172
2020-05-26 23:50:11 +09:00
Hajime Hoshi
1cfc1964bf
graphicsdriver/opengl: Bug fix: fmt arguments
2020-05-25 02:36:45 +09:00
Hajime Hoshi
85730b433e
graphicsdriver: Bug fix: Pass texture natives as uniform variables correctly
2020-05-25 02:31:54 +09:00
Hajime Hoshi
9bf24ba545
graphicsdriver/opengl: Remove println and add error messages
2020-05-24 23:15:00 +09:00
Hajime Hoshi
521f9dcac5
graphicsdriver/opengl: Bug fix: deleted a wrong shader program
...
Updates #482
2020-05-23 22:40:49 +09:00
Hajime Hoshi
1a0d92267b
driver: Add shader API and implement it on OpenGL
...
Updates #482
2020-05-23 22:09:12 +09:00
Hajime Hoshi
8fd377f1e3
driver: Add ImageID and use this
...
This is a preparation to introduce shaders. Shader programs
require images as uniform variables, but the current way would make
API complex unnecessarily.
2020-05-20 00:11:08 +09:00
Hajime Hoshi
7f2092f964
graphicsdriver/opengl: Enable to bind multiple textures (in theory)
2020-05-17 23:57:42 +09:00
Hajime Hoshi
733c463e26
graphicsdriver/opengl: Treat a texture as a uniform variable
2020-05-17 23:25:49 +09:00
Hajime Hoshi
68ef41e256
graphicsdriver/opengl: Integrate uniform variables
2020-05-17 20:20:29 +09:00
Hajime Hoshi
ff311dd564
graphicsdriver/opengl: Pass uniform values to useProgram
2020-05-17 19:43:01 +09:00
Hajime Hoshi
84e2c6f994
graphicsdriver/opengl/gl: Bug fix: misuse of unsafe.Pointer
2020-05-17 19:42:23 +09:00
Hajime Hoshi
8ab12827c0
graphicsdriver/opengl: Refactoring
2020-05-17 19:01:46 +09:00
Hajime Hoshi
9cc128fb40
graphicsdriver/opengl: Integrate last uniform values
2020-05-17 18:36:33 +09:00
Hajime Hoshi
d12b406e0a
graphicsdriver/opengl: Remove unused variables
2020-05-17 18:15:27 +09:00
Hajime Hoshi
f4a1f90d92
graphicsdriver/opengl/gl: Reduce reflect usage
2020-05-17 14:28:13 +09:00
Hajime Hoshi
4fa52dcc56
Remove MonoGame support
...
Fixes #1148
2020-05-08 19:32:28 +09:00
Hajime Hoshi
274245e39c
graphicsdriver/metal: Refactoring: Invert the viewport's Y direction
2020-05-08 18:12:30 +09:00
Hajime Hoshi
8029dc352a
driver: Use framebuffer's Y directions
2020-05-08 16:49:19 +09:00
Hajime Hoshi
c43ba6e17d
graphicsdriver/metal: Update comments
2020-05-08 05:49:38 +09:00
Hajime Hoshi
7068eb9284
graphicsdriver/metal: Simplify the projection matrix
2020-05-08 05:06:09 +09:00
Hajime Hoshi
7ad3343e9c
graphicsdriver/monogame: Implement Pixels
...
Updates #1078
2020-04-22 02:23:16 +09:00
Hajime Hoshi
691e42f806
graphicsdriver/monogame: Bug fix: An underlying image size should be adjusted
2020-04-21 02:43:47 +09:00
Hajime Hoshi
b9e0b5f04b
graphicsdriver/monogame: Change the V direction
2020-04-17 21:36:59 +09:00
Hajime Hoshi
de02bcf19f
monogame: Update
...
Updates #1078
2020-04-14 03:23:54 +09:00
Hajime Hoshi
7b77164710
restorable: Ignore the error when restoring failed due to being not ready
...
(driver.Graphics).BeginFrame tries to restore the images, but
the context might be lost at that time yet. If the attempt to
restore the context because the driver is not ready, return
silently.
Fixes #1133
2020-04-12 20:01:18 +09:00
Hajime Hoshi
d0115f61ae
graphicsdriver/monogame: Bug fix: Wrong viewport values
2020-04-11 18:56:50 +09:00
Hajime Hoshi
f0c2c0e8e9
monogame: Set viewports
...
Updates #1078
2020-04-06 02:36:15 +09:00
Hajime Hoshi
7f64043ba5
monogame: Implement drawing screens
...
Updates #1078
2020-04-06 01:51:06 +09:00
Hajime Hoshi
7dd9150b86
monogame: Implement Draw temporarily
...
Updates #1078
2020-04-06 00:13:08 +09:00
Hajime Hoshi
08ac91fb50
monogame: Refactoring
2020-04-05 20:00:53 +09:00
Hajime Hoshi
3a5f0a7a95
graphicsdriver/monogame: Implement some functions
...
Updates #1078
2020-04-05 17:36:26 +09:00
Hajime Hoshi
57a5783ca0
graphicsdriver/monogame: Implement ReplacePixels
...
Updates #1078
2020-04-05 04:44:48 +09:00
Hajime Hoshi
8809076682
graphicsdriver/monogame: Create a RenderTarget2D for an image
...
Updates #1078
2020-04-04 22:59:55 +09:00
Hajime Hoshi
eabe4152a7
graphicsdriver/opengl: Rename Driver -> Graphics
2020-04-04 17:23:38 +09:00
Hajime Hoshi
01d1afa25c
graphicsdriver/metal: Rename Driver -> Graphics
2020-04-04 17:12:24 +09:00
Hajime Hoshi
6cbf37e855
Add graphicsdriver/monogame
2020-04-04 17:03:45 +09:00
Hajime Hoshi
b4a9538e1d
graphicsdriver/opengl/gl: Remove a misspelled unused const
2020-02-26 12:06:47 +09:00
Hajime Hoshi
9298b044e3
graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
...
Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
59431e1cad
graphicsdriver/opengl: Leave comments why we don't use PBO on Android
...
Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.
Until we find a good solution, let's not use PBO on Android.
Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
6eb05a0203
graphicsdriver/opengl: Enable to compile with gldebug
2020-01-13 18:55:30 +09:00
Hajime Hoshi
9be3495077
driver: Remove Graphics.SetWindow
...
Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
e66f1fb71e
graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
...
Updates #988
2020-01-02 16:27:51 +09:00
Hajime Hoshi
de48a13a6e
graphicsdriver/opengl/gl: Remove unused functions
2020-01-02 00:17:39 +09:00
Hajime Hoshi
38815ba801
graphicsdriver/opengl: Use glBufferSubData instead of glMapBuffer
...
We have confirmed that this does not slow down ReplacePixels.
Fixes #993
Fixes #1040
2020-01-02 00:01:27 +09:00
Hajime Hoshi
51f4ba1320
graphicsdriver/opengl: Refactoring
2020-01-01 01:57:12 +09:00
Hajime Hoshi
815afe6670
graphicsdriver/opengl: Reduce calls of glBindTexture
2020-01-01 01:39:45 +09:00
Hajime Hoshi
8285fbfac9
graphicsdriver/opengl: Add error checks
2019-12-31 04:22:28 +09:00
Hajime Hoshi
85cbc7e56b
Enable to compile Ebiten on js/wasm with Go 1.14
...
Fixes #1024
2019-12-19 00:45:53 +09:00
Hajime Hoshi
a3343afc36
graphicsdriver/opengl/gl: Use pkg-config instead of LDFLAGS
...
Updates #1012
2019-12-11 03:00:25 +09:00
Hajime Hoshi
c9bc5913fd
driver: Refactoring: Remove Graphics.Flush
...
Updates #226
2019-12-06 08:56:55 +09:00
Hajime Hoshi
7991ba4cfa
graphicsdriver/metal: Bug fix: Failed to compile for iOS
...
The definition of BOOL is different between macOS and iOS. C's
bool is used on iOS, but C's bool is hard to use from Go (e.g.,
an integer cannot be converted to C's bool). Use unsigned char
instead.
Fixes #1006
2019-12-03 01:03:44 +09:00
Hajime Hoshi
0ec447e0d0
ui: Add SetScreenTransparent / IsScreenTransparent
...
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
...
Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
21ba42325c
graphicsdriver/opengl: Use smaller PBOs
2019-11-24 18:32:35 +09:00
Hajime Hoshi
78e912e30b
graphicsdriver/opengl: Fix comments
2019-11-24 18:11:45 +09:00
Hajime Hoshi
3d3a1be1c4
graphicsdriver/opengl: Use glTexSubImage2D instead of glTexImage2D
2019-11-24 18:07:21 +09:00
Hajime Hoshi
9f483ddc60
graphicsdriver/opengl: Adopt WRITE_ONLY for PBOs
...
It looks like it is safe to use WRITE_ONLY:
https://stackoverflow.com/questions/30248594/write-only-glmapbuffer-what-if-i-dont-write-it-all
2019-11-24 17:42:28 +09:00
Hajime Hoshi
4c4f67197f
graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows (again)
2019-11-24 03:05:14 +09:00
Hajime Hoshi
ac6a3f0900
graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows
2019-11-24 02:02:40 +09:00
Hajime Hoshi
0ef8009c11
graphicsdriver/opengl: Use uintptr whenever possible instead of unsafe.Pointer
2019-11-20 02:00:02 +09:00
Hajime Hoshi
4296c11256
graphicsdriver/opengl: Refactoring
2019-11-24 00:08:38 +09:00
Hajime Hoshi
3df198f68e
graphicsdriver/opengl: Use GL_READ_WRITE at glMapBuffer
...
Updates #993
2019-11-22 00:27:20 +09:00
Hajime Hoshi
65fdf48cbf
graphicsdriver: Refactoring: ReplacePixels takes multiple arguments
...
This reduces the number of graphics commands, and this works more
efficiently if the driver has an efficient way.
2019-11-21 23:52:12 +09:00
Hajime Hoshi
161771cc99
graphicsdriver/opengl: Refactoring
2019-11-20 12:23:45 +09:00
Hajime Hoshi
52f6be2639
graphicsdriver/opengl: Fix suspicious GL function calls
...
Before this change, the pixel object buffer is unbound just after
getting a pointer by glMapBuffer. This seemed suspicious.
This change fixes to do all pixel manipulations once between
glMapBuffer and glUnmapBuffer without changing a bound buffer.
This might fix a wrong rendering on some machines, but I am not
sure.
Updates #993
2019-11-20 02:41:34 +09:00
Hajime Hoshi
74902d47af
graphicsdriver/metal/mtl: Bug fix: need to link CoreGraphics as of Catalina
...
Fixes #989
2019-11-17 22:59:21 +09:00
Hajime Hoshi
3aaeee78dd
graphicsdriver/metal: Reduce flushing at ReplacePixels
2019-11-17 16:00:24 +09:00
Hajime Hoshi
4120e868be
graphicsdriver/opengl: Remove unused functions
2019-11-17 05:10:22 +09:00
Hajime Hoshi
acc933b7c3
graphicsdriver/opengl: Experimental PBO implementation
...
This change is an experimental implementation to use Pixel Buffer
Objects. This reduces calls of glTexSubImage2D.
This works only on desktops. Unfortunately WebGL does not have
this features. Mobiles can have PBO as of OpenGL ES 3.
Updates #976
2019-11-17 05:01:43 +09:00
Hajime Hoshi
8c54cf639a
graphicsdriver/opengl: Reduce glFlush calls
...
Fixes #981
2019-11-14 01:21:08 +09:00
Hajime Hoshi
3c29fbdce2
jsutil: Refactoring: SliceToTypedArray -> CopySliceToJS
...
This unifieslocations of the temporary buffer.
2019-10-30 00:35:48 +09:00
Hajime Hoshi
4bfe60fb8a
graphicsdriver/metal: Bug fix: SetFragmentBytes must be called anytime
...
Fixes #954
2019-10-10 03:13:55 +09:00
Hajime Hoshi
3c976eae02
cmd/ebitenmobile: Use Metal on iOS
...
The emulators still use OpenGL.
Fixes #737
2019-10-09 02:13:47 +09:00
Hajime Hoshi
4088de5349
graphicsdriver/opengl/gl: Fix go-vet errors on Windows
...
Updates #889
2019-10-06 23:19:59 +09:00
Hajime Hoshi
3a0f8655e6
graphicsdriver/opengl/gl: Indentation
2019-10-06 23:02:15 +09:00
Hajime Hoshi
378be6be80
graphicsdriver/opengl/gl: Remove unused functions
...
This improves `go vet` results.
Updates #889
2019-10-06 22:49:38 +09:00
Hajime Hoshi
0d56207672
graphicsdriver/opengl/gl: Remove unnecessary consts
2019-10-06 04:27:57 +09:00
Hajime Hoshi
38ee9113ee
graphicsdriver/opengl/gl: Remvoe PtrOffset
...
Updates #889
2019-10-01 01:48:42 +09:00
Hajime Hoshi
899fc38d23
Add wasm test with wasmbrowsertest
...
Fixes #881
2019-09-23 02:45:37 +09:00
Hajime Hoshi
33c7f39f0f
graphicsdriver/opengl/gl: Exclude all the files for Wasm
...
Fixes #938
2019-09-23 00:42:54 +09:00
Hajime Hoshi
3fb9c02e2f
graphicsdriver/metal: Bug fix: Use correct pixel format for the screen
2019-09-08 03:52:29 +09:00
Hajime Hoshi
52900fac79
Move back driver getters to ebiten package
2019-09-03 01:46:11 +09:00
Hajime Hoshi
01297fe015
graphicsdriver: Fix a panic message
2019-08-15 21:29:37 +09:00
Hajime Hoshi
df8fdc855a
Bug fix: Compile error on GOOS=linux CGO_ENABLED=0
2019-08-01 08:17:58 +09:00
Hajime Hoshi
de915a1736
Move driver getters to graphicsdriver/uidriver packages
...
This enables to add internal functions to these packages so that
the driver selector logics can be modified.
2019-08-01 00:40:59 +09:00
Hajime Hoshi
4a9a7f936d
Make go vet a little happier on macOS
...
Updates #889
2019-07-22 20:16:22 +09:00
Hajime Hoshi
3a0dbd3977
graphicsdriver/opengl: Use sync.Once for concurrent safety
2019-07-04 01:15:51 +09:00
Hajime Hoshi
6b7f21f0c8
driver: Add Graphics.MaxImageSize and use it
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There are some devices that cannot accept 4096x4096 pixels
textures. Get the maximum size and use it.
Fixes #892
2019-07-04 01:10:11 +09:00
Hajime Hoshi
480c5527a3
ui/mobile: Move 'DoWork' logic to ui/mobile package
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This simplifies driver.Graphics interface, and will make it easy
to use another graphics driver than OpenGL.
2019-06-27 00:32:37 +09:00
Hajime Hoshi
f40798b586
graphics: Move const definitions to driver package
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Let's keep 'graphics' package as a package for utility functions
or testable functions as much as possible.
2019-06-26 01:05:13 +09:00
Hajime Hoshi
9bff33472a
driver: Add (Graphics).HasHighPrecisionFlaot
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This enables to determine whether vertices should be adjusted or
not.
Fixes #879
2019-06-22 14:57:53 +09:00
Hajime Hoshi
c7ab66e0e1
graphicsdriver/metal: Move MTLDevice and CAMetalLayer to the other struct
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On iOS, they are given or included in a MTKView and we don't have
to (or should not) make them. Let's move them to a different
struct.
2019-06-19 02:17:45 +09:00
Hajime Hoshi
c52e043006
Add jsutil package for new API of Go 1.13
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Audio part still cannot be compiled due to Oto.
Fixes #878
2019-06-15 00:49:57 +09:00
Hajime Hoshi
3af351a2aa
graphicsdriver/metal: Make this compilable on iOS
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This change adds #ifs to enable to compile the driver on iOS.
This also removes BOOL, which can be a duplicated definition.
C's _Bool does not work well with Cgo. Use uint8_t instead for
boolean values.
2019-06-09 05:51:10 +09:00
Hajime Hoshi
67230ec499
graphicsdriver/metal/mtl: Remove CopyAllDevices
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CopyAllDevices is not used at Ebiten, and not defined on iOS.
2019-06-09 04:32:48 +09:00
Hajime Hoshi
1e93d9c699
graphicsdriver/opengl: Use context.Context when possible
2019-06-08 01:30:15 +09:00
Hajime Hoshi
85dcafe176
thread: Rename Run -> Call
2019-06-06 00:25:57 +09:00
Hajime Hoshi
15a5896efd
thread: Rename mainthread -> thread and add struct Thread
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This enables thread available not only for the main thread but also
any threads.
This is a preparation for iOS Metal, that runs drawing functions on
a particular thread.
Updates #737
2019-06-06 00:25:53 +09:00
Hajime Hoshi
9b82ec41de
graphicsdriver/opengl: Refactoring: Remove unused variables
2019-06-04 02:11:14 +09:00
Hajime Hoshi
ca907e2846
uidriver/mobile: Refactoring
2019-06-01 00:21:59 +09:00
Hajime Hoshi
fcb5554aa1
driver: Add Graphics.NeedsRestoring
2019-05-26 19:46:12 +09:00
Acid147
21abd85a63
Small cleanup ( #877 )
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* Remove unused variables and constants
* Remove redundant return statement
* Change flock.NewFlock to flock.New
2019-05-26 18:06:43 +09:00
Hajime Hoshi
b03c02dd28
graphicsdriver/metal: Bug fix: Reading pixels from GPU causes blinking
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Metal's Drawable should be obtained only when needed, or reading
pixels from GPU causes the blinking screen.
Fixes #865
2019-05-11 23:52:35 +09:00
Hajime Hoshi
ea284d86fd
graphicsdriver/metal: Add setView for iOS and non-iOS
2019-05-03 03:08:46 +09:00
Hajime Hoshi
10fb5e33be
Replace GopherWasm with syscall/js
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Fixes #857
2019-05-01 17:28:00 +09:00
Hajime Hoshi
7d9bc8586e
graphcisdriver/metal: Better comment
2019-04-20 17:05:05 +09:00
Hajime Hoshi
b99f4c61b5
graphicsdriver/metal: Make (*Driver).Flush do nothing
2019-04-20 16:50:40 +09:00
Hajime Hoshi
72be1bde24
graphicsdriver/metal: Set and reset screenDrawable more correctly
2019-04-20 16:26:34 +09:00
Hajime Hoshi
a064955a13
graphicsdriver/metal: Use NSAutoreleasePool to release drawable correctly
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Fixes #847
2019-04-20 15:20:38 +09:00
Hajime Hoshi
bfe1d2208e
Revert "graphicsdriver/metal: Bug fix: Release drawable correctly"
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This reverts commit c44accbfb5
.
Reason: This change doesn't make sense
2019-04-20 00:28:09 +09:00
Hajime Hoshi
c44accbfb5
graphicsdriver/metal: Bug fix: Release drawable correctly
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Fixes #847
2019-04-19 20:23:00 +09:00
Hajime Hoshi
7445144194
Move graphicsdriver.GrapahicsDriver to driver.Graphics
2019-03-30 22:38:02 +09:00
Hajime Hoshi
f19d7a29b8
graphicsdriver/metal: Do not release a nil texture (screen)
2019-02-22 00:37:49 +09:00
Hajime Hoshi
0bf911905a
Revert "graphicsdriver/opengl: Call glFinish before glReadPixels"
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This reverts commit 04dc1faa9c
.
Reason: True fix for #814 is 82178794c3
2019-02-19 10:55:06 +09:00
Hajime Hoshi
d724e17032
graphicsdriver/metal: Bug fix: Wrong usage of RenderPipelineState for screen
2019-02-17 21:41:47 +09:00
Hajime Hoshi
84b1c282ff
graphicsdriver/opengl: Refactoring by reduing unused variables
2019-02-17 20:22:03 +09:00
Hajime Hoshi
3aa6eb3a66
graphicsdriver: Optimize shaders for the case of FILTER_SCREEN
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Assume a color matrix or color vertex values are not used when
the filter is FILTER_SCREEN.
2019-02-17 19:40:52 +09:00
Hajime Hoshi
cbb0a1da95
graphicsdriver: Refactoring
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This improved FPS on mobiles a little bit. Maybe now texture2D is
called only when necessary, but not sure.
2019-02-17 17:37:11 +09:00
Hajime Hoshi
742bbb4ccd
graphicsdriver: Simplify clamping color values
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For negative values, OpenGL (and Metal) should take care of them
so we don't have to care.
2019-02-17 15:09:05 +09:00
Hajime Hoshi
3d8a45a770
graphicsdriver/opengl: Refactoring
2019-02-17 14:30:32 +09:00
Hajime Hoshi
d927241223
graphicsdriver/opengl: Remove unnecessary function calls
2019-02-17 11:44:50 +09:00
Hajime Hoshi
3ecb00f717
graphicsdriver: Optimize shaders
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Simplified the case when a color matrix is not used.
2019-02-16 23:53:22 +09:00
Hajime Hoshi
a8b97c9755
graphicsdriver: Optimize shader (skip color matrix calculation)
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Skip multiplying with a color matrix when possible.
2019-02-16 17:33:12 +09:00
Hajime Hoshi
815ed8cda2
graphicsdriver: Optimize shader by removing 'if'
2019-02-16 16:39:02 +09:00
Hajime Hoshi
1f46299870
graphicsdriver/opengl: Bug fix: source_size can be optimized out with nearest filter
2019-02-16 15:14:48 +09:00
Hajime Hoshi
b1b8d0b4b1
graphics: Move texel-region adjustment from shaders to program
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This reduces GPU burden.
2019-02-16 14:50:03 +09:00
Hajime Hoshi
09ca873c41
graphicsdriver/opengl: Use glBindAttribLocation instead of glGetAttribLocation
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Attribute variables are often optimized out and it is really hard
to prevent this.
Instead of implicit indices of attribute variables, use explicit
indices by glBindAttribLocation.
Bug: #816
2019-02-16 14:35:53 +09:00
Hajime Hoshi
7ff99d3965
graphicsdriver/opengl: Remove glGetError calls
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As glGetError doesn't tell where the error happens, this is not
useful.
Fixes #815
2019-02-16 10:00:27 +09:00
Hajime Hoshi
fc329bd215
graphicsdriver/metal: Use template specialization
2019-02-15 09:46:58 +09:00
Hajime Hoshi
fd250c8d8c
graphics: Rename NextPowerOf2Int -> InternalImageSize and add image size adjustment
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There is a minimum internal image size on some system like old iOS
devices. This change adds adjustment of the size.
Issue: #810
2019-02-14 23:06:01 +09:00
Hajime Hoshi
a6d3a1e0cb
graphicsdriver/metal: Refactoring: Use NextPowerOf2Int
2019-02-14 11:09:16 +09:00
Hajime Hoshi
a1b1bce43a
graphicsdriver/metal: Bug fix: Some tests failed due to wrong source size
2019-02-14 11:06:30 +09:00
Hajime Hoshi
7a76a5b42d
graphicsdriver/metal: Remove while loop in shader programs
2019-02-14 10:54:32 +09:00
Hajime Hoshi
5c7f34827f
graphicsdriver/metal: Use template specialization
2019-02-14 09:57:47 +09:00
Hajime Hoshi
04dc1faa9c
graphicsdriver/opengl: Call glFinish before glReadPixels
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It looks like glFlush is not enough at least on Travis CI.
Fixes #814
2019-02-14 02:03:05 +09:00
Hajime Hoshi
3952474690
graphics/metal: Fix comments
2019-02-13 23:36:45 +09:00
Hajime Hoshi
81101e0f48
graphicsdriver/metal: Reduce 'if' from shader programs ( #762 )
2019-02-13 23:28:17 +09:00
Hajime Hoshi
c2c3579cde
graphicsdriver/opengl: Reduce 'if' in shader programs
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Fixes #812
2019-02-12 12:46:18 +09:00
Hajime Hoshi
6c4260d0e1
Revert "graphicsdriver/opengl: Use GL_RGBA8 as the internal format at glTexImage2D"
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This reverts commit f5044f3d8f
.
Reason: This doesn't work on some iOS machines
2019-02-12 03:34:06 +09:00
Hajime Hoshi
f5044f3d8f
graphicsdriver/opengl: Use GL_RGBA8 as the internal format at glTexImage2D
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Related: #810
2019-02-09 21:27:46 +09:00
Hajime Hoshi
a3eddeb50f
Improve panic messages
2019-02-06 23:43:03 -10:00
Hajime Hoshi
9d291f601e
graphicsdriver/metal: Bug fix: Make all the tests pass
2019-02-06 23:42:54 -10:00
Hajime Hoshi
207ae08c9d
graphicsdriver/metal: Give up reusing buffers
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It was inevitable to rely on reference counts, which was too hacky.
Besides, reusing buffers doesn't improve performance.
2019-02-05 03:22:50 +09:00