Hajime Hoshi
1d9982ee6d
internal/ui: move the dependency on graphicscommand from ebiten to ui
2022-03-20 02:00:44 +09:00
Hajime Hoshi
e78f34aa26
internal/ui: add Image
...
This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00
Hajime Hoshi
3e44a20b22
internal/graphicscommand: swap arguments
2022-03-20 00:09:17 +09:00
Hajime Hoshi
8e3576b404
internal/mipmap: remove unused functions
2022-03-19 23:45:15 +09:00
Hajime Hoshi
7c2300b352
internal/graphicscommand: reduce the usages of the graphicsDriver function
2022-03-19 23:03:34 +09:00
Hajime Hoshi
839e442412
.github/workflow: add a test for internal/shader on Windows
...
This also required to configure Git for Windows.
2022-03-18 21:43:09 +09:00
Hajime Hoshi
58366ce64d
internal/glfw: make the file operation atomic
...
If multiple Ebiten processes start at the same time, the file operation
can cause a race condition. Add a file lock to avoid this.
2022-03-18 20:32:25 +09:00
Hajime Hoshi
f60134bf6a
.github/workflow: bug fix
2022-03-18 19:46:03 +09:00
Hajime Hoshi
cdd46912dc
.github/workflow: clean up the YAML
2022-03-18 19:45:14 +09:00
Hajime Hoshi
c3b712a54e
add Go 1.18 for testing
2022-03-16 03:00:22 +09:00
Hajime Hoshi
2e6bb8c4e2
internal/graphicsdriver/metal: add comments
2022-03-14 22:02:44 +09:00
Hajime Hoshi
82fcff9549
update Oto to v2.1.0-alpha.8
2022-03-14 13:03:50 +09:00
Hajime Hoshi
a617576879
internal/shaderir: replace Mul with ComponentWiseMul and MatrixMul
...
This is a preparation for DirectX / HLSL.
Updates #1007
2022-03-13 19:17:46 +09:00
Hajime Hoshi
044d41dd2d
internal/shaderir: change Op from string to int
...
This is a preparation to distinguish Hadamard product and matrix
product for HLSL.
Updates #1007
2022-03-13 16:20:04 +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
98e2d86ea3
internal/shaderir/msl: refactoring
2022-03-12 00:18:55 +09:00
Hajime Hoshi
5715539a0f
internal/shaderir/glsl, internal/shaderir/msl: refactoring
2022-03-11 15:18:38 +09:00
Hajime Hoshi
e63709a2a5
internal/shaderir/glsl: refactoring
2022-03-11 02:03:15 +09:00
Hajime Hoshi
6f00221051
internal/shaderir/msl: rename the package name
...
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
5f97bdc1d3
internal/shader: fix typo
...
Updates #2011
2022-03-10 02:54:32 +09:00
Hajime Hoshi
5614e9d7eb
internal/shader: fix misspellings
2022-03-10 02:52:44 +09:00
Hajime Hoshi
880dd0682e
internal/shader: bug fix: fix some failing tests
2022-03-10 02:24:29 +09:00
Hajime Hoshi
d3b72d4ef9
internal/shader: add test files
...
Updates #2011
2022-03-10 01:02:51 +09:00
Hajime Hoshi
de05ede27e
internal/shader: bug fix: evaluate the builtin float/int functions in the pre-compile phase correctly
...
Closes #2011
2022-03-10 00:47:16 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
...
Closes #2010
2022-03-10 00:14:06 +09:00
Bertrand Jung
2453f8f0df
examples/shader: add CRT shader example ( #2012 )
...
Closes #2008
2022-03-10 00:02:07 +09:00
Hajime Hoshi
5e5e3c64ac
internal/shaderir/metal: remove a redundant case
2022-03-09 02:54:31 +09:00
Hajime Hoshi
15064dbdc1
internal/shaderir/glsl, internal/shaderir/metal: simplify function names
2022-03-09 01:43:36 +09:00
Hajime Hoshi
e4fba8b047
bug fix: compile error with Go 1.16 and older
2022-03-08 00:08:53 +09:00
Hajime Hoshi
86ba7719eb
internal/ui: bug fix: use CompareAndSwap
2022-03-07 23:51:10 +09:00
Hajime Hoshi
518e7f7022
update Oto
2022-03-07 23:47:28 +09:00
Hajime Hoshi
6a1c17b06f
audio/internal/cbackend: bug fix: use CompareAndSwap
2022-03-07 23:45:42 +09:00
Hajime Hoshi
35f268dfc3
update Oto to v2.1.0-alpha.7
2022-03-06 00:40:44 +09:00
Hajime Hoshi
c37ffecafd
internal/graphicsdriver/metal: reorder uniform variables
...
This might improve memory allocations.
This makes the code more consistent with HLSL's packing rule [1]
[1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
2022-03-05 22:12:08 +09:00
Hajime Hoshi
86698481f6
ebiten: add a comment
2022-03-05 01:58:44 +09:00
Hajime Hoshi
4610505fc5
ebiten: check the current error at Set and ReplacePixels
2022-03-05 01:52:55 +09:00
Hajime Hoshi
9c6b7aaca3
internal/ui: catch the error at At correctly
2022-03-05 01:44:59 +09:00
Hajime Hoshi
df2133186d
internal/shaderir: bug fix: test failures
2022-03-04 19:01:58 +09:00
Hajime Hoshi
3c1e64dd67
internal/shaderir/metal: bug fix: define the 'mod' function correctly
...
Closes #2006
2022-03-04 18:05:44 +09:00
Hajime Hoshi
d4d4b9c070
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo
2022-03-04 03:47:55 +09:00
Hajime Hoshi
ed22052e5f
internal/graphicscommand: add a comment
2022-02-28 00:15:52 +09:00
Hajime Hoshi
dd8900ea48
internal/graphicsdriver: refactoring: choose the graphics driver at this package
2022-02-27 23:51:19 +09:00
Hajime Hoshi
99f8e335ee
ebiten: refactoring
2022-02-27 22:21:57 +09:00
Hajime Hoshi
77f765d483
internal/testing: bug fix: considering the case when Y is inverted
...
Closes #2003
2022-02-27 22:14:32 +09:00
Hajime Hoshi
4ca1220671
internal/graphicscommand: bug fix: compile error, test failures
2022-02-27 20:13:21 +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
1cb7633ff6
internal/ui: bug fix: atomic.Value.Store cannot be called when a differnet type value is already stored
2022-02-27 17:41:19 +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
ea35296be7
ebiten: provide SetScreenFilterEnabled
, a way to disable the default screen filter ( #1997 )
...
Using FilterNearest rather than filterScreen or FilterLinear speeds up a
Dell E6500 from 23fps->36fps and 27fps->48fps.
Updates #1772
2022-02-24 03:46:27 +09:00