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
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
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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
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
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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
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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
8029dc352a
driver: Use framebuffer's Y directions
2020-05-08 16:49:19 +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
eabe4152a7
graphicsdriver/opengl: Rename Driver -> Graphics
2020-04-04 17:23:38 +09:00
Hajime Hoshi
b4a9538e1d
graphicsdriver/opengl/gl: Remove a misspelled unused const
2020-02-26 12:06:47 +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
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Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
e66f1fb71e
graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
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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
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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
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