Commit Graph

5073 Commits

Author SHA1 Message Date
Hajime Hoshi
38d2892906 internal/glfw: bug fix: the cursor position was reset unexpectedly
There was a mistake when updating GLFW to v3.3.9 at 4647e9de53.
When the cursor mode is set to be enabled, the cursor position was
unexpectedly reset. This change fixes the issue.

Closes #2997
2024-05-26 15:11:50 +09:00
Hajime Hoshi
b0a4b6ebbf internal/graphicsdriver/playstation5: update the copyright year 2024-05-19 23:01:47 +09:00
Hajime Hoshi
657e04d3d1 internal/graphicsdriver/playstation5: separate the shader part 2024-05-19 18:05:16 +09:00
Hajime Hoshi
5bb060b1e9 shaderprecomp: add pssl 2024-05-12 15:07:38 +09:00
Hajime Hoshi
a108dac797 internal/shaderir: add 'pssl' package 2024-05-11 18:58:59 +09:00
Hajime Hoshi
b3ad97b22b internal/graphicsdriver/metal/mtl: add comments 2024-05-06 22:07:16 +09:00
Hajime Hoshi
f0ca3f1870 internal/graphicsdriver/metal/mtl: follow ObjC convention
Closes #2981
2024-05-06 21:51:57 +09:00
Hajime Hoshi
2261cf76de internal/graphicsdriver/metal/ca: follow ObjC convention
Updates #2981
2024-05-06 19:36:17 +09:00
Hajime Hoshi
10d9660125 shaderprecomp: implement for Windows
Closes #2861
2024-05-06 16:03:57 +09:00
Hajime Hoshi
5d4a68b0ea internal/shaderir/hlsl: refactoring: separate calculation uniform offsets 2024-05-05 20:47:35 +09:00
Hajime Hoshi
a41af4528b internal/graphicsdriver/directx: refactoring 2024-05-05 18:58:13 +09:00
Hajime Hoshi
caab1ee29f internal/graphicsdriver/metal: refactoring 2024-05-05 17:18:06 +09:00
Hajime Hoshi
c46f62e184 all: add a new package shaderprecomp
The current implementation is only for macOS so far.

Updates #2861
2024-05-05 03:51:04 +09:00
Hajime Hoshi
d7df5ebcbd internal/builtinshader: move a clearing shader to builtinshader 2024-05-05 02:18:14 +09:00
Hajime Hoshi
ca9a80600d internal/graphicsdriver/metal: release MTLLibrary 2024-05-04 19:26:12 +09:00
Hajime Hoshi
c3b9afe8c4 internal/ui: bug fix: compile error for browsers 2024-05-04 00:30:43 +09:00
Hajime Hoshi
1ebfa8b911 internal/ui: refactoring: remove unused code 2024-05-04 00:26:40 +09:00
Hajime Hoshi
c658a25171 all: replace execabs with os/exec
os/exec no longer searches executablse in the current directory as of
Go 1.19. See https://go.dev/blog/path-security and https://go.dev/issue/43724.
2024-05-03 23:39:38 +09:00
Hajime Hoshi
903ab6727b internal/ui: better panic message at ReadPixels before RunGame
Closes #2979
2024-05-03 16:36:19 +09:00
Hajime Hoshi
35e29a29e7 internal/ui: bug fix: wrong property names were specified
Closes #2975
2024-04-30 23:32:54 +09:00
Hajime Hoshi
0af5b41d48 internal/atlas: refactoring 2024-04-29 23:34:37 +09:00
Hajime Hoshi
bb799da51f internal/ui: use atomic.Int32 instead of atomic.Store/LoadInt32
Updates #2422
2024-04-29 21:53:43 +09:00
Hajime Hoshi
59fb259181 internal/graphicsdriver/gl: use PureGo for Linux and UNIX
Updates #2284
2024-04-29 21:25:15 +09:00
Hajime Hoshi
f34932151d all: use atomic.Bool instead of atomic.Store/LoadUint32
Updates #2422
2024-04-29 21:16:01 +09:00
Hajime Hoshi
c390f0a9fa internal/shader: bug fix: treat a built-in function as an invalid argument
Closes #2965
2024-04-29 16:44:33 +09:00
Hajime Hoshi
bc9e9d8562 ebiten: move the builtin shader to internal/builtinshader
Updates #2861
2024-04-20 21:23:37 +09:00
Hajime Hoshi
21a906bc82 internal/gamepaddb: refactoring: GLFW gamepads are requried only for Windows
Updates #2964
2024-04-18 14:25:47 +09:00
Hajime Hoshi
c7eb7371f4 internal/gamepad: refactoring 2024-04-18 13:39:29 +09:00
Hajime Hoshi
c74e7fa943 internal/gamepaddb: bug fix: platform was not initialized correctly
After 6552ae1dbe, the order of the init
function calls changed, and then the platform was not initialized
correctly.

This change fixes this issue by not relying on an init function to
get the platform.

Closes #2964
2024-04-18 13:28:53 +09:00
Hajime Hoshi
9cd7b34a77 internal/glfw: reorder constants 2024-04-14 17:30:21 +09:00
Hajime Hoshi
6df42f1a4b internal/glfw: bug fix: disabling cursor doesn't work well on remote desktop
This change applies the bug fix at glfw/glfw#1276

Updates #2961
2024-04-14 16:43:39 +09:00
Hajime Hoshi
86e0bcc264 internal/glfw: bug fix: limit the DWM swap interval to Vista and 7
This change applies the bug fix at glfw/glfw#1072.

Updates #2961
2024-04-14 15:35:00 +09:00
Hajime Hoshi
d5f15f9354 internal/glfw: bug fix: posting an empty event from different goroutine fails
This change applies the bug fix at glfw/glfw#1649

After this change, an Ebitengine application always shows the menu
bar, but this should be fine for Ebitengine applications.
2024-04-14 14:44:42 +09:00
Hajime Hoshi
6ff9e2b44c internal/glfw: bug fix: too early event emitting
This change applies the bug fix at glfw/glfw#2046.
2024-04-14 14:30:06 +09:00
Hajime Hoshi
4dfb3d2fc1 internal/glfw, internal/gamepad: update GLFW to v3.3.10
Closes #2960
2024-04-14 14:11:45 +09:00
Hajime Hoshi
4647e9de53 internal/glfw, internal/gamepad: update GLFW to v3.3.9
Updates #2960
2024-04-14 01:14:22 +09:00
Hajime Hoshi
4a964da0aa internal/shaderir: fix type mismatches 2024-04-12 23:42:06 +09:00
Hajime Hoshi
3cf3b27729 internal/graphicsdriver/opengl: refactoring: rename variables
A framebuffer's width and height are unclear. Rename them to
viewportWidth and viewportHeight.
2024-04-10 23:38:25 +09:00
lvyaoting
f6927232f2
all: fix function names in comment (#2957)
Signed-off-by: lvyaoting <lvyaoting@outlook.com>
2024-04-08 14:27:27 +09:00
Hajime Hoshi
9c070eb2f3 Revert "internal/graphicsdriver/gl: use PureGo for Linux and UNIX"
This reverts commit 5701206229.

Reason: error on Android:

```
/Users/runner/go/pkg/mod/github.com/ebitengine/purego@v0.8.0-alpha.0.20240404024320-d0aedd0f4393/func.go:301:4: too few values in struct literal of type syscall15Args
```

https://github.com/hajimehoshi/ebiten/actions/runs/8582651053/job/23521003819
2024-04-07 03:00:13 +09:00
Hajime Hoshi
9dc103491a internal/ui: bug fix: a window was shown unexpectedly at start-up
Closes #2951
2024-04-07 02:55:48 +09:00
Hajime Hoshi
5701206229 internal/graphicsdriver/gl: use PureGo for Linux and UNIX
Updates #2284
2024-04-07 02:08:40 +09:00
Hajime Hoshi
d6f7b50387 internal/ui: bug fix: setting a size failed for an invisible window
Updates #2725
Closes #2951
2024-04-06 22:26:01 +09:00
Hajime Hoshi
caecd81f4e Revert "internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX"
This reverts commit b6252a41f2.

Reason: We need more investigation about tearing and vsync=off

Updates #2858
2024-03-30 20:08:06 +09:00
Hajime Hoshi
24238e16af internal/gamepaddb: refactoring
Updates #2936
2024-03-29 13:25:30 +09:00
Kenny
941c97eba2
internal/gamepaddb: generate respective controller dbs for each platform (#2943)
Replace singular embedded controller database file with separate generated
files for each supported platform. The controller database file is some
~500KB, so this change should reduce the overall binary size per
platform.

Closes #2936
2024-03-29 13:17:16 +09:00
Hajime Hoshi
fd2c79398e Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
This reverts commit 55702a7c28.

Reason: This didn't work with the single-thread mode.

Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
459ad709a6 internal/gamepaddb: omit the database for consoles
Updates #2936
2024-03-25 03:08:19 +09:00
Hajime Hoshi
04c4676b7c internal/png: update with Go 1.22 2024-03-24 20:36:31 +09:00
Hajime Hoshi
6552ae1dbe internal/gamepaddb: do not include the database for browsers
This reduces Wasm binary size by 525kb.
2024-03-24 20:16:11 +09:00
Hajime Hoshi
dc8baf96f9 internal/gamepaddb: update the database 2024-03-24 19:18:49 +09:00
Hajime Hoshi
d04d6271d0 internal/ui: bug fix: reset some input states on blur events on browsers
Closes #2874
2024-03-24 16:03:17 +09:00
Hajime Hoshi
f4029aaa77 ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.

Closes #2145
Closes #2795
2024-03-23 23:32:43 +09:00
Hajime Hoshi
b6252a41f2 internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX
Now tearing happens only when 'tearing' is specified and vsync is off.

Closes #2858
2024-03-23 17:53:13 +09:00
Hajime Hoshi
ea6fce45ff internal/shader: bug fix: crash on assignment mismatches 2024-03-23 15:30:49 +09:00
Hajime Hoshi
66667fe877 internal/shader: bug fix: test failures
Updates #2934
2024-03-23 15:15:33 +09:00
Hajime Hoshi
7842942b24 internal/shader: bug fix: need to covert constant type correctly for assignments
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators (#2916)
Closes #2755
2024-03-22 18:14:03 +09:00
Hajime Hoshi
b7dd45c0e4 internal/gamepad: ignore the very first MotionEvent with 0 value for Android
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.

This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.

This change also removes an old hack to initialize axis values for
triggers.

Closes #2598
2024-03-21 22:28:48 +09:00
Hajime Hoshi
9faa3f4601 internal/gamepaddb: refactoring 2024-03-16 17:57:52 +09:00
Hajime Hoshi
696938987d internal/gamepad: use locks for consistency
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00
Hajime Hoshi
209dc50f72 internal/gamepaddb: refactoring 2024-03-16 15:37:42 +09:00
Hajime Hoshi
047858aa59 internal/gamepaddb: rename functions 2024-03-16 15:16:29 +09:00
Hajime Hoshi
bb6430d3ba internal/shader: bug fix: unexpected crash for out of range
Closes #2926
2024-03-13 11:37:00 +09:00
Hajime Hoshi
7389f9ddb2 ebiten: add KeyIntlBackslash
Updates #2921
2024-03-12 12:49:02 +09:00
Hajime Hoshi
63e97c7064 internal/shader: bug fix: needed to resolve const and non-const types
Closes #2922
2024-03-10 19:49:19 +09:00
Hajime Hoshi
c9a973c6c1 internal/ui: bug fix: needed to focus the window at launch
Updates #2725
Closes #2924
2024-03-10 12:44:28 +09:00
Hajime Hoshi
9a7dcb1077 internal/shader: bug fix: failed to return an array in HLSL
Closes #2923
2024-03-10 11:59:50 +09:00
Hajime Hoshi
927e025982 internal/shader: bug fix: wrong type conversion for min, max, and clamp
Closes #2922
2024-03-10 11:30:06 +09:00
Hajime Hoshi
c0d9954b3e exp/textinput: use native pixels for a candidate window position 2024-03-03 23:35:34 +09:00
Hajime Hoshi
3e4c47eb70 internal/ui: refactoring 2024-03-03 23:27:02 +09:00
Hajime Hoshi
cc3db584f2 internal/shader: allow integer types for clamp
Closes #2788
2024-02-25 21:21:27 +09:00
Hajime Hoshi
4b9508c523 internal/shader: bug fix: wrong type checks on min/max
Updates #2788
2024-02-25 21:17:54 +09:00
Hajime Hoshi
e8cdf885c0 internal/shader: allow integer types for min and max
Updates #2788
2024-02-25 20:18:19 +09:00
Hajime Hoshi
face5fd870 internal/shader: allow integer types for abs and sign
Updates #2788
2024-02-25 18:16:44 +09:00
Mykhailo Lohachov
012fe52b6f
internal/atlas: use bit manipulation for function power of 2 -like functions (#2915)
Closes #2914
2024-02-25 02:06:52 +09:00
Hajime Hoshi
64cb6cf8a9 internal/atlas: reduce test flakiness 2024-02-24 23:03:12 +09:00
Hajime Hoshi
732eedf2e0 all: use github.com/ebitengine/gomobile instead of golang.org/x/mobile
Closes #2748
Closes #2899
2024-02-24 22:07:27 +09:00
Hajime Hoshi
40f3cbe1e3 internal/ui: bug fix: DeviceScaleFactor should be initialized asap on Android
Closes #2913
2024-02-24 19:48:20 +09:00
Hajime Hoshi
df68cbfc5b internal/gamepaddb: update the database 2024-02-21 20:36:46 +09:00
TotallyGamerJet
e6a17e58c9
internal/glfw: rewrite cocoa_time_darwin.c and posix_thread_unix.c into Go-ish (#2912)
Updates #1162
2024-02-20 22:37:13 +09:00
Hajime Hoshi
24256af624 internal/atlas: bug fix: test flakiness due to GC 2024-02-15 03:00:49 +09:00
Hajime Hoshi
820c996329 internal/shader: bug fix: wrong lhs in an assignment
Closes #2910
2024-02-15 02:29:21 +09:00
Hajime Hoshi
6d898d752e ebiten: add (*Monitor).DeviceScaleFactor()
This replaces ebiten.DeviceScaleFactor().

Updates #2795
2024-02-12 17:09:03 +09:00
Hajime Hoshi
67d947d37a internal/ui: remove Bounds 2024-02-12 15:24:00 +09:00
Hajime Hoshi
fca8ebb9af internal/shader: bug fix: non-name on the left side of :=
Closes #2891
2024-02-11 21:21:16 +09:00
Hajime Hoshi
75103f39dd internal/shader: bug fix: error on a function name in a function call
Updates #2891
2024-02-11 21:09:49 +09:00
Hajime Hoshi
60725eba86 ebiten: add RunGameOptions.X11ClassName and X11InstanceName
Closes #2904
2024-02-11 19:31:29 +09:00
Hajime Hoshi
0adc1ad681 internal/ui: make virtual keyboard keys work at least on Android
Updates #2898
2024-02-03 21:11:54 +09:00
Hajime Hoshi
7dd22fdc61 internal/ui: refactoring: rename uiKeyToJSKey to uiKeyToJSCode 2024-02-03 15:13:12 +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
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
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
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
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
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
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
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
Hajime Hoshi
6151fd313f internal/restorable: integrate Image.Extend into internal/atlas
Updates #805
2024-01-13 19:15:47 +09:00
Hajime Hoshi
6cc8150185 internal/restorable: integrate Image.WritePixels into internal/atlas
Updates #805
2024-01-13 19:05:19 +09:00
Hajime Hoshi
3ee905bc4d internal/restorable: integrate Image.DrawTriangles into internal/atlas
Updates #805
2024-01-13 18:52:06 +09:00
Hajime Hoshi
bfa2c460a2 internal/restorable: integrate Shader.Dispose into internal/atlas
Updates #805
2024-01-13 18:40:31 +09:00
Hajime Hoshi
2a465c2d0b internal/atlas: bug fix: do not pass nil to WritePixels 2024-01-13 18:33:02 +09:00
Hajime Hoshi
81e1104613 internal/restorable: refactoring
Updates #805
2024-01-13 18:19:48 +09:00
Hajime Hoshi
e804f9e58c internal/restorable: integrate ReadPixels into internal/atlas
Updates #805
2024-01-13 18:19:43 +09:00
Hajime Hoshi
c5d0ec3de7 internal/restorable: integrate some functions into internal/atlas
Updates #805
2024-01-13 18:05:42 +09:00
Hajime Hoshi
21ef462c37 internal/restorable: remove ImageType
Updates #805
2024-01-13 18:03:39 +09:00
Hajime Hoshi
d906dc3a21 internal/packing: rename a function 2024-01-13 17:42:51 +09:00
Hajime Hoshi
3651d73e0b internal/atlas: move some functions in internal/restorable to internal/atlas
Updates #805
2024-01-13 14:05:24 +09:00
Hajime Hoshi
f610cb5724 internal/restorable: move SwapBuffers to internal/atlas
Updates #805
2024-01-09 04:55:26 +09:00
Hajime Hoshi
7c9266d8b6 internal/restorable: move DumpImages to internal/atlas
Updates #805
2024-01-09 04:50:22 +09:00
Hajime Hoshi
fdf36026ae internal/atlas: add special backends to theBackends for consistency 2024-01-09 04:39:15 +09:00
Hajime Hoshi
fe0b33db58 internal/atlas: improve deallocation 2024-01-09 04:31:23 +09:00
Hajime Hoshi
8c2d4e1408 internal/restorable: remove ImageTypeRestorable
Updates #805
2024-01-09 03:35:32 +09:00
Hajime Hoshi
4f3e00ec3a internal/restorable: remove unnecessary functions and variables around shaders
Updates #805
2024-01-09 03:23:13 +09:00
Hajime Hoshi
8169253a57 internal/restorable: remove unused functions and variables
Updates #805
2024-01-09 02:56:15 +09:00
Hajime Hoshi
f3206721a3 internal/restorable: remove alwaysReadPixelsFromGPU
Updates #805
2024-01-09 02:43:09 +09:00
Hajime Hoshi
afe3f7a8ff internal/restorable: remove drawTrianglesHistoryItem
Updates #805
2024-01-09 02:40:27 +09:00
Hajime Hoshi
5a36b4bb48 internal/graphicsdriver/opengl/gl: remove IsTexture
Updates #805
2024-01-09 02:35:30 +09:00
Hajime Hoshi
48e3c766f7 internal/graphicsdriver: remove Image.IsInvalidated
Updates #805
2024-01-09 00:30:21 +09:00
Hajime Hoshi
a19f079da8 internal/graphicsdriver/playstation5: remove NeedsRestoring 2024-01-09 00:26:01 +09:00
Hajime Hoshi
c08a2193a9 internal/restorable: remove the case when the restoring is needed
Updates #805
2024-01-09 00:20:35 +09:00
Hajime Hoshi
771e5685f8 internal/graphicsdriver: remove NeedsRestoring()
Updates #805
2024-01-08 23:27:28 +09:00
Hajime Hoshi
a30f075896 cmd/ebitenmobile: use setPreserveEGLContextOnPause(true)
setPreserveEGLContextOnPause(true) suppresses context losts, and
basically we will no longer need our restoring logic.

Updates #805
2024-01-08 20:13:13 +09:00
Hajime Hoshi
9539a87b17 all: drop the support of gomobile-build
Closes #2741
2024-01-08 00:43:26 +09:00
Hajime Hoshi
a4abc4472b internal/shaderir/msl: always use the same function names 2024-01-07 18:54:15 +09:00
Hajime Hoshi
87fe7bfd99 internal/graphicsdriver/metal: refactoring 2024-01-02 23:42:50 +09:00
Hajime Hoshi
fd63820139 internal/graphicsdriver/metal: bug fix: always use 3 drawables
Updates #2822
Closes #2880
2024-01-02 22:50:46 +09:00
Hajime Hoshi
ec9613dd94 Revert "internal/graphicsdriver/metal: bug fix: use 3 drawables for fullscreen"
This reverts commit 3c7bcf3035.

Reason: the window unexpectedly blinks when exiting from fullscreen

Updates #2880
2024-01-02 22:47:09 +09:00
Hajime Hoshi
3c7bcf3035 internal/graphicsdriver/metal: bug fix: use 3 drawables for fullscreen
Closes #2880
2024-01-02 22:33:05 +09:00
Hajime Hoshi
dddfb7317b internal/cocoa: integrate internal/graphicsdriver/metal/ns and internal/cocoa 2024-01-02 22:22:19 +09:00
Hajime Hoshi
2da56c00c8 internal/ui: remove renderThread
Updates #2714
2024-01-02 17:14:38 +09:00
theinternetftw
5774cf808f
internal/ui: show window after first draw on glfw (#2875)
Fixes #2725 by avoiding the flash in the first place. Showing the
window this way was already default on macOS; This makes it default
for all glfw platforms.

Closes #2725
2023-12-29 14:16:54 +09:00
Hajime Hoshi
338b8957e8 internal/graphicscommand: add Terminate
This change reduces a render thread usage in internal/ui.

Updates #2714
2023-12-27 02:28:55 +09:00
Hajime Hoshi
22715cd2d5 internal/gamepaddb: refactoring 2023-12-24 23:41:44 +09:00
Hajime Hoshi
4a2c8212fb internal/shaderir: fix comments 2023-12-24 23:10:41 +09:00
Hajime Hoshi
c48fc05132 internal/graphicsdriver/metal: use %w instead of %v for errors 2023-12-24 22:29:53 +09:00
Hajime Hoshi
2e363cc19b internal/thread: fix comments 2023-12-23 23:23:52 +09:00
Hajime Hoshi
4895ae7f93 internal/graphicsdriver/opengl: refactoring: move some functions from internal/ui
Updates #2714
2023-12-23 22:30:13 +09:00
Hajime Hoshi
ee2ca6d20c internal/graphicsdriver/opengl: refactoring 2023-12-23 19:28:41 +09:00
Hajime Hoshi
01a4e29c5b internal/graphicsdriver/opengl/gl: add a build tag for PS5 2023-12-23 19:01:36 +09:00
Hajime Hoshi
b73d63da29 internal/glfw: change the default client API to No-API 2023-12-21 04:05:13 +09:00
Hajime Hoshi
037a818601 internal/graphicsdriver/opengl: bug fix: go-vet failed 2023-12-20 03:06:58 +09:00
Hajime Hoshi
4ef7b5c166 internal/graphicsdriver/opengl: refactoring: hide SetGLFWClientAPI
Updates #2714
2023-12-20 02:47:19 +09:00
Hajime Hoshi
f6f0cf05e6 internal/ui: refactoring: move updateVsyncOnRenderThread to the OpenGL driver
Updates #2714
2023-12-20 02:38:20 +09:00
Hajime Hoshi
12ae411d15 internal/graphicsdriver/opengl, internal/graphicsdriver/opengl/gl: refactoring 2023-12-20 02:19:33 +09:00
Hajime Hoshi
6fd18150d8 internal/graphicsdriver/opengl: move egl to the package opengl
Updates #2714
2023-12-19 23:41:14 +09:00
Hajime Hoshi
425b4dd99a internal/graphicsdriver/opengl: fix a wrong comment
Updates #2517
2023-12-18 01:44:27 +09:00
bsski
b8df1217c3
all: fix typos (#2864) 2023-12-17 22:42:34 +09:00
Hajime Hoshi
d7ebc19d04 internal/ui: refactoring: reduce usages of renderThread
Updates #2714
2023-12-17 16:21:07 +09:00
Hajime Hoshi
3b1684978b internal/ui: typo 2023-12-06 23:00:58 +09:00
Hajime Hoshi
d91455c0a7 internal/graphicscommand: add Shader.id 2023-12-01 21:31:50 +09:00
Hajime Hoshi
c45e9d0c00 internal/processtest: remove an empty line 2023-11-19 17:01:00 +09:00
Hajime Hoshi
af6b8dcd1c internal/processtest: use text/v2
Updates #2454
2023-11-19 16:55:03 +09:00
Hajime Hoshi
9b9384baa0 internal/shader: bug fix: variables in an index should be marked as used
Closes #2848
2023-11-19 14:50:43 +09:00
Hajime Hoshi
acd317bf91 internal/ui: bug fix: wrong for-loop condition
Closes #2847
2023-11-18 20:01:24 +09:00
Hajime Hoshi
1e78c2e6b0 internal/shaderir: bug fix: constants must be truncated correctly in an array
Closes #2840
2023-11-15 00:40:20 +09:00
Hajime Hoshi
3ca6184294 ebiten: add a new FillRule: NonZero
Closes #2782
2023-11-06 12:11:38 +09:00
Hajime Hoshi
358106bdc0 internal/graphicsdriver/playstation5: bug fix: compile failure 2023-11-05 21:45:40 +09:00
Hajime Hoshi
95fcbb1e51 internal/graphicsdriver/playstation5: add a binding
Updates #2799
2023-11-05 21:27:30 +09:00
Hajime Hoshi
3df2ffebd1 internal/ui: refactoring: integrate Run except for mobiles 2023-11-05 00:49:53 +09:00
Hajime Hoshi
563bbda615 internal/ui: bug fix: build failure on mobiles 2023-11-05 00:43:02 +09:00
Hajime Hoshi
2db10b1e9c ebiten: add RunGameOptions.SingleThread and deprecate ebitenginesinglethread build tag
Closes #2830
2023-11-05 00:01:44 +09:00
Hajime Hoshi
4d8bb1a5dd internal/graphicsdriver/playstation5: bug fix: build failure 2023-11-04 19:45:45 +09:00
Hajime Hoshi
4e93efa5ac internal/graphicsdriver: reland: add FillRule and replace boolean values with this
Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924 Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
This reverts commit 38cf964a3b.

Reason: build failure on Windows
2023-11-04 19:02:40 +09:00
Hajime Hoshi
38cf964a3b internal/graphicsdriver: add FillRule and replace boolean values with this
Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
0cbcf7e493 internal/atlas: refactoring: remove unused arguments 2023-11-04 18:31:22 +09:00
Hajime Hoshi
3fa8e6ac52 internal/graphics: refactoring: move some constants to internal/graphicscommand 2023-11-04 16:33:30 +09:00
Hajime Hoshi
d862a75fb3 internal/graphics: rename constants
Closes #2828
2023-11-04 16:06:35 +09:00
Hajime Hoshi
1f95c98969 internal/graphics: reland: change the definition of MaxVerticesCount
Updates #2612
2023-11-04 16:02:22 +09:00
Hajime Hoshi
3a632be0c7 Revert "internal/graphics: change the definition of MaxVerticesCount"
This reverts commit 3047ad202a.

Reason: Failed to build for 32bit architectures

Updates #2612
2023-11-04 15:10:31 +09:00
Hajime Hoshi
3047ad202a internal/graphics: change the definition of MaxVerticesCount
Updates #2612
2023-11-04 14:38:34 +09:00
Hajime Hoshi
f2544a1bd9 internal/graphicsdriver: use []uint32 instead of []uint16 for indices
Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
ba93794a72 internal/atlas: images were not collected by GC 2023-11-04 04:37:40 +09:00
Hajime Hoshi
c01ceeaa6a ebiten: replace (*Image).Dispose with Deallocate
Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
8a44ef4f6c internal/atlas: bug fix: (*Image).Deallocate (*Shader).Deallocate were not concurrent-safe
Updates #2162
2023-11-03 17:12:04 +09:00
Hajime Hoshi
bdd8916bb1 ebiten: replace (*ebiten.Shader).Dispose with Deallocate
Updates #2808
2023-11-03 16:25:18 +09:00
Hajime Hoshi
97d1e073e2 internal/atlas: refactoring 2023-11-03 14:52:19 +09:00
Hajime Hoshi
258f0fd941 internal/atlas: remvoe 'disposed' state
Updates #2808
2023-11-03 14:35:57 +09:00
Hajime Hoshi
d72c4ec90b internal/atlas: refactoring 2023-11-03 14:19:59 +09:00
Hajime Hoshi
4a00891960 internal/glfw: refactoring 2023-10-31 22:43:40 +09:00
Hajime Hoshi
5da80ef3a7 internal/graphicsdriver: add playstation5
Updates #2799
2023-10-29 22:16:58 +09:00
Hajime Hoshi
27bc3e2487 internal/ui: refactoring: remove duplicated member variables 2023-10-29 19:25:02 +09:00
Hajime Hoshi
accb777f51 internal/ui: refactoring: remove unused functions 2023-10-29 19:16:11 +09:00
Hajime Hoshi
ae1ea3ba05 internal/ui: bug fix: compile failure 2023-10-29 19:14:24 +09:00
Hajime Hoshi
c4ce1b3503 internal/ui: start implementing UserInterface for PS5
Updates #2799
2023-10-29 19:13:08 +09:00
Hajime Hoshi
5fe8c29b4c internal/ui: refactoring: integrate (*UserInterface).run 2023-10-29 18:57:10 +09:00
Hajime Hoshi
ea842495cf internal/ui: refactoring 2023-10-29 18:29:41 +09:00
Hajime Hoshi
1db0abc4ee internal/graphicsdriver/directx: add comments 2023-10-29 00:19:36 +09:00
Hajime Hoshi
6339872da8 internal/graphicscommand: disable asynchronous rendering when vsync is on
Asynchronouse rendering was introduced at #2664, but apparently this
caused a delay between a game's update and its rendering.

Disable this when vsync is on. When vsync is off, we should not have
to care the delay since new renderings keep to come. Rather,
asynchronous renderings improves FPS.

Updates #2664
Updates #2822
2023-10-28 14:59:25 +09:00
Hajime Hoshi
98f2798b07 internal/ui: call a graphics driver's SetFPSMode only when necessary
It was odd to call this in the swapBufferForGL function.
2023-10-28 14:50:40 +09:00
Hajime Hoshi
61498e899a internal/graphicsdriver/metal: typo 2023-10-28 02:43:57 +09:00
Hajime Hoshi
d91f328083 internal/graphicsdriver/metal: bug fix: use 3 for drawable count when vsync is off
Updates #2822
2023-10-28 02:39:47 +09:00
Hajime Hoshi
80301eb29e internal/graphicsdriver/metal: change the maximum drawable count to 2
Updates #2822
2023-10-28 02:15:02 +09:00
Hajime Hoshi
457f6bb964 Revert "internal/ui: bug fix: panic at ReadPixels before running"
This reverts commit 2f6df3d4d6.

Reason: regression by calling (*ebiten.Image).At from a different goroutine

Updates #2820
2023-10-27 14:29:41 +09:00
Hajime Hoshi
2f6df3d4d6 internal/ui: bug fix: panic at ReadPixels before running
Closes #2820
2023-10-27 12:18:34 +09:00
Hajime Hoshi
4eb9b3a152 internal/ui: remove unused members 2023-10-27 10:49:45 +09:00
Hajime Hoshi
55702a7c28 internal/atlas: refactoring: ensure ReadPixels to be processed in a frame
This enables to call (*Image).At from HandleInput, which might be
called outside of a frame.

Updates #1704
2023-10-25 00:48:09 +09:00
Hajime Hoshi
a3ba83c5da internal/ui: bug fix: an error was ignored 2023-10-24 14:44:53 +09:00
Hajime Hoshi
f2acc3d9f7 internal/ui: refactoring 2023-10-24 14:38:23 +09:00
Hajime Hoshi
2eca476054 internal/ui: bug fix: EndFrame was not called when layoutGame returned 0s 2023-10-24 02:31:05 +09:00
Hajime Hoshi
b94c3fa9bb internal/atlas: split EndFrame into EndFrame and SwapBuffers
This enables to do something asynchronously while executing SwapBuffers
in a different goroutine.

This is a preparation for HandleInput.

Updates #1704
2023-10-24 00:22:04 +09:00
Hajime Hoshi
c2ad36bdce internal/ui: use BlendSourceOver at Fill when possible
Closes #2817
2023-10-21 01:24:49 +09:00
Hajime Hoshi
39688dd27d internal/processtest: improve test issue2815
WritePixels for 1x1 image is optimized at internal/ui, and Ebitengine
doesn't read pixels from GPU in this case. Enlarge the tested image,
and use DrawImage to ensure to invalidate the internal cache.

Updates #2815
2023-10-20 02:48:21 +09:00
Hajime Hoshi
e80e981bf5 internal/atlas: let callers retry ReadPixels instead of blocking
This is a preparation to implement HandleInput, which might call
(*Image).At in its callback.

Updates #1704
2023-10-20 02:30:32 +09:00
Hajime Hoshi
913824beba internal/atlas: close channels on the sender side just in case 2023-10-19 12:14:54 +09:00
Hajime Hoshi
ad51e22252 internal/atlas: bug fix: ReadPixels crashed when inFrame was false
This change fixes the issue by letting ReadPixels return a channel
and executing this asynchronously when needed.

Closes #2815
2023-10-19 03:56:54 +09:00
Hajime Hoshi
7a921e03da internal/atlas: bug fix: inFrame was not correctly updated
Updates #2814
2023-10-19 02:08:28 +09:00
Hajime Hoshi
7d517bfb63 internal/buffered: move buffering to internal/atlas
Closes #2814
2023-10-19 01:56:18 +09:00
Hajime Hoshi
da979a3ab2 internal/buffer, internal/mipmap: remove Shader 2023-10-19 00:52:32 +09:00
Hajime Hoshi
19ee79e2cb internal/buffered: remove unnecessary deferred functions for shaders 2023-10-18 23:36:41 +09:00
Hajime Hoshi
3f1b7e78b8 internal/buffered: remove unnecessary deferred functions 2023-10-18 23:20:02 +09:00
Hajime Hoshi
58847e023d internal/buffered: refactoring 2023-10-18 23:03:05 +09:00
Hajime Hoshi
b0f88bce7d internal/buffered: remove unnecessary deferred functions 2023-10-18 22:30:01 +09:00
Hajime Hoshi
315450474a internal/atlas: add comments 2023-10-18 01:01:21 +09:00
Hajime Hoshi
630789757f all: add files for PlayStation 5
The implementation is WIP.

Updates #2799
2023-10-16 00:54:08 +09:00
Hajime Hoshi
bdd68ca01a internal/ui: reland: use errors.New instead of fmt.Errorf 2023-10-16 00:25:51 +09:00
Hajime Hoshi
565e944691 Revert "internal/ui: use errors.New instead of fmt.Errorf"
This reverts commit ed49d8cc9a.

Reason: compile error
2023-10-16 00:24:41 +09:00
Hajime Hoshi
ed49d8cc9a internal/ui: use errors.New instead of fmt.Errorf 2023-10-16 00:23:37 +09:00
Hajime Hoshi
e1f18b53f5 internal/ui: refactoring 2023-10-16 00:02:25 +09:00
Hajime Hoshi
47e70f2544 internal/ui: use errors.New instead of fmt.Errorf 2023-10-15 23:27:04 +09:00
Hajime Hoshi
742f3a6dac internal/ui: refactoring: reduce functions 2023-10-15 20:14:23 +09:00