Commit Graph

295 Commits

Author SHA1 Message Date
Hajime Hoshi
736d77e0d2 internal/graphicsdriver: remove Graphics.NDCYDirection 2022-04-04 03:03:44 +09:00
Hajime Hoshi
02db3bad53 internal/graphicscommand: remove the dependency on a graphics driver from compileShader
Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
3fafc05411 internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
79e93d3b12 internal/graphicsdriver: introduce the DirectX driver
Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
eeb5687b73 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
2022-03-24 13:20:36 +09:00
Hajime Hoshi
7bb7e45522 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to interface
Converting a nil with a pointer type to an interface type is no longer
a nil-nil interface, and then comparing with nil causes an unexpected
results.
2022-03-24 03:24:58 +09:00
Hajime Hoshi
cd57bccbfc internal/graphicsdriver: let some functions return an error
This is a preparation for the DirectX driver.

Updates #1007
2022-03-21 22:23:12 +09:00
Hajime Hoshi
7d0f95e9be internal/graphicsdriver: refactoring: replace Uniform with []float32
Closes #2016
2022-03-13 03:42:13 +09:00
Hajime Hoshi
35a5c88901 internal/graphics: rename constants 2022-03-12 04:01:48 +09:00
Hajime Hoshi
d4d4b9c070 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo 2022-03-04 03:47:55 +09:00
Hajime Hoshi
b22309a0e5 internal/graphicsdriver: replace Pixels with ReadPixels
Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
566957dc1c internal/graphicsdriver/metal: invert Y at the vertex shader
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.

This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.

Updates #1007
2022-02-27 01:53:03 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. (#1996)
Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.

Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.

I assume this is a strict improvement, however this may warrant some testing.

Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.

Updates #1772
2022-02-24 02:27:50 +09:00
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
ab1ad2c72f .github/workflow: add a test to build with the build tag ebitencbackend 2022-02-13 16:57:48 +09:00
Hajime Hoshi
4c6c31e384 all: reorder build tags in an alphabetical order 2022-02-08 15:49:15 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
84e53d4c61 internal/graphicsdriver/opengl, internal/uidriver/glfw: treat Win32 API errors correctly
The returned errors from syscall.Syscall* and windows.LazyProc.Call come
from GetLastError. The value of GetLastError is not reliable when the
function succeeds.

This change fixes the usages of error values. The error value is now
used only when the API explicitly fails.
2022-01-30 15:54:24 +09:00
Hajime Hoshi
cdf2335f5a refactoring: better error handlings on Windows 2022-01-23 18:30:40 +09:00
Hajime Hoshi
3b0ce21a56 Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
This reverts commit 202f642395.

Reason: TestImageEvenOdd failed

Updates #1933
2022-01-06 03:19:46 +09:00
Hajime Hoshi
202f642395 internal/graphicsdriver: bug fix: render semi-transparent vectors correctly
Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
6b34ddecfa internal/graphicsdriver/opengl/gles: add GLES_SILENCE_DEPRECATION to suppress warnings 2022-01-05 01:54:00 +09:00
Hajime Hoshi
1799ed0b28 add a build tag 'ebitencbackend' and internal/cbackend
This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.

The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.

Closes #1900
2021-12-22 21:12:48 +09:00
Hajime Hoshi
00e2b15e2a shaderir: Bug fix: A wrong argument for fmt.Sprintf
This change also improves the result of espcae analysis.

Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31 internal/graphicsdriver/opengl: Avoid allocations by escaping to heap 2021-10-31 22:34:14 +09:00
Hajime Hoshi
15f62bfeb5 internal/graphicsdriver/opengl: Optimization: Cache texture variable names 2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef internal/graphicsdriver/opengl: Optimization 2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275 internal/graphicsdriver/opengl: Optimization: Avoid heap allocations 2021-10-31 02:10:44 +09:00
Hajime Hoshi
7b7791156c internal/graphicsdriver/opengl: Remove unreached return 2021-10-31 01:38:01 +09:00
Hajime Hoshi
98083ccd0a internal/graphicsdriver/opengl: Avoid heap allocation of a local variable
If a variable is passed to an argument interface{}, the variable might be
allocated on the heap unexpectedly.
2021-10-31 01:11:12 +09:00
Hajime Hoshi
a082db04fd internal/jsutil: Optimization: Avoid using empty interface{} conversions 2021-10-30 18:53:21 +09:00
Hajime Hoshi
a826ecb29b internal/jsutil: Move a function to internal/graphicsdriver/opengl 2021-10-30 18:33:43 +09:00
Hajime Hoshi
06f4142ca0 internal/driver: Optimization: Replace interface{} with driver.Uniform
Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
1f82bb297c internal/graphicsdriver/opengl: Optimization: Avoid the empty interface 2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables) 2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame 2021-10-30 00:13:57 +09:00
Hajime Hoshi
76324254c1 internal/graphicsdriver/opengl: Avoid creating objects for debugging 2021-10-30 00:04:03 +09:00
Hajime Hoshi
d3ac199aa9 internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf 2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8 internal/graphicsdriver/opengl: Optimization: Avoid interface conversion 2021-10-29 21:35:40 +09:00
Hajime Hoshi
99bfdef416 internal/graphicsdriver/opengl/gl: Support OpenBSD 2021-10-24 15:09:16 +09:00
Hajime Hoshi
ef62f407d1 Clean up build tags 2021-10-24 15:05:36 +09:00
Hajime Hoshi
878831b842 internal/graphicsdriver/opengl: Bug fix: compile error 2021-10-24 14:55:50 +09:00
Hajime Hoshi
a5198275fa internal/graphicsdriver/opengl/gl: Remove an unused file 2021-10-24 14:46:38 +09:00
Hajime Hoshi
3f5d1762bb internal/graphicsdriver/opengl: Return an error when initializing OpenGL fails
Updates #1838
2021-10-06 00:38:47 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
d1c764640d internal/glfw, internal/graphicsdriver/opengl/gl: Use the last byte to detect a bool
When a C function returns a bool value, only the first byte of a
uintptr value matters. When we want to get a bool value from a C
function, filter this for sefety.
2021-08-25 02:09:55 +09:00
Hajime Hoshi
6c8a7d1079 internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted
Closes #1753
2021-08-15 04:54:20 +09:00
Hajime Hoshi
da08577095 internal/graphicsdriver/opengl: Refactoring 2021-08-14 04:05:18 +09:00
Hajime Hoshi
ce8fc39451 internal/graphicsdriver/opengl: Bug fix: the current program must be reset
Updates #1751
2021-08-13 23:44:30 +09:00