Hajime Hoshi
4e93efa5ac
internal/graphicsdriver: reland: add FillRule and replace boolean values with this
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Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924
Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
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This reverts commit 38cf964a3b
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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
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Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
f2544a1bd9
internal/graphicsdriver: use []uint32 instead of []uint16 for indices
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Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
c01ceeaa6a
ebiten: replace (*Image).Dispose with Deallocate
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Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
55702a7c28
internal/atlas: refactoring: ensure ReadPixels to be processed in a frame
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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
b94c3fa9bb
internal/atlas: split EndFrame into EndFrame and SwapBuffers
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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
e80e981bf5
internal/atlas: let callers retry ReadPixels instead of blocking
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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
ad51e22252
internal/atlas: bug fix: ReadPixels crashed when inFrame was false
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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
7d517bfb63
internal/buffered: move buffering to internal/atlas
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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
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle ( #2791 )
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Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
534370f7b1
internal/graphics: enable to specify regions for each source image
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This is a preparation to specify different sizes of source images.
Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
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Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
d2c991b774
all: refactoring: use image.Rectangle
2023-04-28 01:03:38 +09:00
Hajime Hoshi
c48d0fbb7a
internal/buffer: refactoring
2023-02-26 02:20:07 +09:00
Hajime Hoshi
110ba5403d
internal/buffered: remove redundant pixel data if possible
2023-02-26 01:55:43 +09:00
Hajime Hoshi
b08b740914
internal/buffered: bug fix: functions were not concurrent-safe
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Before this change, `delayedCommandsFlushed` was set as 1 BEFORE
buffered commands were flushed. This meant that a function call and
a command being flushed were not concurrent-safe.
This change fixes this issue by changing the timing of setting
`delayedCommandsFlushed` as 1 to the later time after flushing the
buffered commands.
Closes #2580
2023-02-21 20:38:06 +09:00
Hajime Hoshi
89c64f83e3
ebiten: performance improvement by reducing allocations of []float32
2022-12-03 21:53:56 +09:00
Hajime Hoshi
0a6813c17f
internal/graphics: use flatten []float32 slice instead of [][]float32
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Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
61f1d8b69f
internal/graphics: remove the common vertices backend
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It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.
This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.
Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
419bb4c1e9
all: use uint32 instead of float32 for uniform values
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This is a preparation for other types of uniform values.
Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
09a7d39874
internal/graphicsdriver: add Blend struct
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This is a preparation to specify blend factors and blend operators.
Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
72983d966b
all: remove unused conditions
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Now Kage shaders are always used.
The situtation is different from when we fixed for #1355 , so we removed
the fast path for #1335 . We have to re-check the current performance.
Updates #1355
2022-10-02 23:50:48 +09:00
Hajime Hoshi
361a1059ee
internal/buffered: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:29 +09:00
Hajime Hoshi
3da30b3b78
internal/atlas: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:27 +09:00
Hajime Hoshi
311aa7dcf8
all: use Kage shaders in internal packages
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Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
ae41530f1c
internal/graphicscommand: move availableFilename to graphicscommand
2022-08-31 13:26:14 +09:00
Hajime Hoshi
7061b34222
internal/buffered: rename ReplacePixels -> WritePixels
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Updates #2236
2022-08-08 03:32:11 +09:00
Hajime Hoshi
8ce84c6596
internal/atlas: rename ReplacePixels -> WritePixels
2022-08-08 03:24:46 +09:00
Hajime Hoshi
6c22f3f1a8
internal/buffered: refactoring: replace At with ReadPixels
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Updates #1995
2022-08-05 23:58:01 +09:00
Hajime Hoshi
764ec8c794
internal/atlas: refactoring
2022-08-02 01:13:46 +09:00
Hajime Hoshi
afed6a83c6
internal/graphics: change the naming convention: Num -> Count
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This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
8522bfd0bf
internal/graphicscommand: bug fix: replacePixelsCommand should not read pixels
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Reading pixels, writing pixels, and using the image as a source might
cause a flaky behavior with Metal. Stop reading pixels if possible.
Closes #2180
2022-07-05 23:30:26 +09:00
Hajime Hoshi
0eb2f76422
internal/buffered: refactoring
2022-06-25 01:42:40 +09:00
Hajime Hoshi
c490347cef
internal/buffer: bug fix: shader manipulations must be buffered
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Closes #2162
2022-06-25 01:31:20 +09:00
Hajime Hoshi
81f91658ff
internal/atlas: refactoring: remove SetVolatile and SetIsolate
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Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
86a0a4154d
internal/atlas: rename SetIsolate -> SetIsolated
2022-06-06 07:17:45 +09:00
Hajime Hoshi
b9012fc6ed
internal/atlas: unify the term 'isolate' and 'independent' to 'isolate'
2022-06-06 00:28:23 +09:00
Hajime Hoshi
6710808cd1
ebiten: compile shaders at NewShader
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Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
f75a70dc40
internal/graphicscommand: treat []float32 instead of interface{} for uniform variables
2022-04-03 03:51:52 +09:00
Hajime Hoshi
81b9f91f86
internal/graphicscommand: compile shaders lazily
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With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.
This change delays compiling shaders until the graphics commands
are actually executed in the main loop.
Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
870a18e8f5
internal/buffered: remove unnecessary conditions from resolvePendingPixels
2022-03-21 15:27:21 +09:00
Hajime Hoshi
4b31983b6d
internal/buffered: English
2022-03-21 15:20:52 +09:00
Hajime Hoshi
c316aaae72
internal/buffered: simplify the API
2022-03-21 15:19:06 +09:00
Hajime Hoshi
29f7a45ccc
internal/buffer: remove the graphics-driver argument from ReplacePartialRegionPixels
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This is necessary to remove the graphics driver usage from
(*ebiten.Image).At. And this is necessary to determine the graphics
driver after the window becomes transparent or not.
Unfortunately, it is not obvious to make a transparent window with
DirectX. Then, the determination of a graphics driver should be delayed.
Updates #1007
2022-03-21 05:59:43 +09:00