Hajime Hoshi
217584ceb3
bug fix: unexpected 'replace' in go.mod
2023-01-09 02:16:30 +09:00
Hajime Hoshi
08fba564f8
internal/ui: refactoring: define global sel_ objects
2023-01-09 01:41:13 +09:00
Hajime Hoshi
6f4cb04ebb
text: make CacheGlyphs create all the sub-pixel variations ( #2530 )
...
Before this change, CacheGlyphs created only necessary glyphs wihtout
considering variations by sub-pixels in X direction. This was sometimes
unexpected when a user might want to prepare glyph cache with a string
including all the letters, instead of actual texts.
This change makes CacheGlyphs create all the sub-pixel variations of
the given runes.
Updates #2469
Closes #2528
2023-01-07 23:22:55 +09:00
divVerent
abece041f4
internal/graphicsdriver/opengl: fix state tracking of glBindTexture / glActiveTexture interaction ( #2526 )
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After switching texture units using glActiveTexture, a different texture may
be bound. For now, let's just force the active texture state variable to zero
so the next glBindTexture call isn't skipped.
Closes #2525
2023-01-07 23:13:14 +09:00
Hajime Hoshi
95f1ef0fb9
internal/ui: bug fix: recover the cursor shape when the cursor is visible
...
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7
internal/ui: use 'set' instead of 'push' for cursors
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We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
ed8efa54e3
update Oto and purego
2023-01-07 18:58:04 +09:00
Hajime Hoshi
847d1cae73
internal/graphicsdriver/opengl/gl/: refactoring
2023-01-07 17:01:00 +09:00
Hajime Hoshi
d615c2f42a
internal/graphicsdriver/opengl/gl: bug fix: isES was not set
2023-01-07 03:46:30 +09:00
Hajime Hoshi
869ca1e01f
internal/graphicsdriver/opengl/gl: fix a wrong comment
2023-01-07 03:41:02 +09:00
Hajime Hoshi
983e8abd46
internal/graphicsdriver/opengl/gl: bug fix: an unavailable library name might be chosen
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Instead, let's try all the names with dlopen.
Updates #2523
2023-01-07 03:06:12 +09:00
Hajime Hoshi
df7b7b731e
internal/graphicsdriver/opengl/gl: bug fix: libGL.so might not exist in Steam
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Instead, libGL.so.1 might exist. Use LD_LIBRARY_PATH and list the
candidates.
Closes #2523
2023-01-07 00:03:07 +09:00
Hajime Hoshi
2f948f35d0
.github/workflows: use Go 1.20.0-rc.2
2023-01-05 19:20:34 +09:00
Hajime Hoshi
b860d8dc61
internal/graphicsdriver/metal/mtl: bug fix: test failures
2023-01-05 14:14:42 +09:00
Hajime Hoshi
41700fe6bb
update dependencies
2023-01-05 14:00:55 +09:00
Hajime Hoshi
c5848455f5
internal/graphicsdriver/metal: use MTLGPUFamily instead of MTLGPUFeatureSet
2023-01-05 13:37:37 +09:00
Hajime Hoshi
cf76e3c646
internal/graphicsdriver/opengl: better place to reset uniform variables
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Updates #2517
2023-01-04 01:36:04 +09:00
Hajime Hoshi
599be725b9
internal/graphicsdriver/metal: fix comments
2023-01-03 23:16:01 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
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With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.
With DirectX, Present waits for a while even though nothing is updated,
then that's fine.
Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
edb952c9e7
internal/graphicsdriver/metal: add comments
2023-01-03 22:10:33 +09:00
Hajime Hoshi
365740aca9
internal/ui: update comments
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Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82
internal/ui: refactoring
2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610
internal/ui: use a separate render thread for Nintendo Switch
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Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
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Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822
internal/ui: rename ebitengine_Init -> ebitengine_Initialize
2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0
internal/ui: use -overlay to provide the implementation for Nintendo Switch
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Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
edf35b02cb
internal/graphicsdriver/opengl: record last uniform variables and reset them before swapping buffers
...
This is basically a revert of 6b4c696b31
.
This change resets the last uniform variables before swapping
buffers.
Updates #2517
2023-01-03 03:13:46 +09:00
Hajime Hoshi
aa00293fea
update Oto to v2.4.0-alpha.10
2023-01-03 02:50:36 +09:00
Hajime Hoshi
da97657afb
Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
...
This reverts commit 3f753b7086
.
Reason: this was actually necessary.
Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d
internal/ui: refactoring
2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe
internal/ui: bug fix: wrong condition
2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db
internal/ui: skip rendering onto the final framebuffer only for OpenGL
...
This was reverted at a049acd94e
but now
I've confirmed this is not problematic only with OpenGL.
Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
6b4c696b31
internal/graphicsdriver/opengl: bug fix: needed always to set uniform variables
...
Before this fix, setting uniform variables could be skipped when the
values were the same. This caused some issues when a number of drawing
commands were much small than usual (e.g. SetScreenClearedEveryFrame
with false).
This change fixes this by not doing such optimization. Unfortunately
it was impossible to create a minimum reproducible unit test since
we cannot test the final screen framebuffer's states so far.
Closes #2517
2023-01-03 00:43:10 +09:00
Hajime Hoshi
a049acd94e
internal/ui: disable the optimization to skip rendering offscreen
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This caused some issues in various environments. Until we find a good
solution, let's disable this.
Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
4d270de75e
internal/atlas: renmae functions
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Updates #2519
2023-01-02 20:18:05 +09:00
Hajime Hoshi
bb1021a549
internal/atlas: ensure the given sizes must be power of 2
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Updates #2519
2023-01-02 19:17:27 +09:00
Hajime Hoshi
b4d8519f97
internal/packing: remove unused functions
2023-01-02 18:21:21 +09:00
Hajime Hoshi
471237b701
internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
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Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546
internal/ui: bug fix: compile error on the testing CI
2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e
internal/ui: refactoring
2023-01-01 17:45:20 +09:00
Hajime Hoshi
fd1a90411a
internal/nintendosdk: refactoring
2023-01-01 17:36:27 +09:00
Hajime Hoshi
afbd1aebf1
internal/ui: use -overlay to provide the implementation for Nintendo Switch
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Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
58692f6d85
internal/gamepad: refactoring
2023-01-01 00:58:42 +09:00
Hajime Hoshi
77f32bd088
internal/gamepad: use -overlay to provide the implementation for Nintendo Switch
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Updates #2372
2022-12-31 18:08:28 +09:00
Hajime Hoshi
cd66fecd1b
update Oto (update the Oboe version to v1.7.0)
2022-12-31 01:07:12 +09:00
Hajime Hoshi
34941ca083
all: separate the rendering thread from the main thread
...
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2
internal/ui: move some context-dependent processes to updateFrameImpl
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This is a preparation to introduce an independent thread for rendering.
Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50
internal/ui: remove an unnecessary hack for macOS
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Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.
Updates #1004
2022-12-30 16:25:05 +09:00