Hajime Hoshi
b0106e95b9
internal/restorable: Bug fix: Test failed on macOS (Metal)
2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03
internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
...
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b
internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
...
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113
internal/graphicsdriver/metal: Separate GCing the buffers
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Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961
internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
...
See https://developer.apple.com/documentation/quartzcore/cametallayer
> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.
Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6
Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
...
This reverts commit e0fbfc2bb0
.
Reason: Rendering issue
Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc
internal/driver: Add Graphics.Initialize
2021-07-07 13:58:42 +09:00
Hajime Hoshi
e0fbfc2bb0
internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
...
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.
This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.
Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5
internal/graphicsdriver/metal: Optimize the screen writing
2021-07-07 02:07:09 +09:00
Hajime Hoshi
38ce325958
internal/graphicsdriver/metal: Skip clearing the screen on Metal
2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea
internal/graphicsdriver/metal: Set framebufferOnly true
...
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba
internal/graphicsdriver/metal: Change the order of GCed buffers
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As a big buffer is likely reused, we should remove smaller buffers
first.
Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a
internal/graphicsdriver/metal: Remove println
...
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc
internal/graphicsdriver/metal: Reuse MTLBuffer objects
...
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.
See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7
internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
...
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00
Hajime Hoshi
3670b7dd62
internal/graphicsdriver/metal: Reuse DepthStencilState objects
...
In Metal, *State objects are not 'transient' and are expensive to
create. Reuse them whenever possible.
See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
2021-07-06 15:10:05 +09:00
Hajime Hoshi
ab26312108
internal/graphicsdriver/metal: Release objects appropriately
2021-07-06 14:20:19 +09:00
Hajime Hoshi
17d8cb5311
internal/graphicsdriver/metal: Bug fix: Crashed with METAL_DEVICE_WRAPPER_TYPE=1
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Closes #1697
2021-07-06 14:06:06 +09:00
Hajime Hoshi
63a00f6171
internal/graphicsdriver/metal/mtl: Bug fix: Test failure
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Closes #1696
2021-07-05 21:28:25 +09:00
Hajime Hoshi
674802d2f5
ebiten: Bug fix: Draw commands with EvenOdd should not be merged
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Updates #1684
2021-07-05 18:08:55 +09:00
Hajime Hoshi
daa883d799
ebiten: Bug fix: Stencil buffers should not be cleared until all the vertices are rendered
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Updates #1684
2021-07-05 17:41:06 +09:00
Hajime Hoshi
b466a0cbd7
ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
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Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
b8bf277825
internal/graphicsdriver/metal/mtl: Add APIs for stencil buffers
...
Updates #1684
2021-07-05 00:11:25 +09:00
Hajime Hoshi
19f034e818
internal/graphicsdriver/metal: Refactoring
2021-07-04 20:35:56 +09:00
Hajime Hoshi
3ec02f767b
internal/graphicsdriver/metal: Refactoring
2021-07-04 18:37:14 +09:00
Hajime Hoshi
7f86761dde
internal/graphicsdriver/metal: Reuse RenderCommandEncoder when possible
2021-07-04 18:13:18 +09:00
Hajime Hoshi
7668052a6b
internal/graphicsdriver/metal: Update the view only when necessary
2021-07-04 17:24:39 +09:00
Hajime Hoshi
6b95dd0d4d
internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions
2021-07-02 00:25:43 +09:00
Hajime Hoshi
e9b6237f61
internal/driver: Refactoring: Merge two Draw* functions
2021-07-01 15:55:48 +09:00
Hajime Hoshi
b9d52c0267
internal/driver: Change InvalidImageID/InvalidShaderID to 0
2021-07-01 14:58:55 +09:00
Hajime Hoshi
73bf1f36e5
internal/driver: Define InvalidImageID / InvalidShaderID
2021-07-01 13:56:42 +09:00
Hajime Hoshi
b54ad73a2b
Add go:build comments with go1.17beta1 fmt
2021-06-11 01:11:46 +09:00
Hajime Hoshi
77b198211c
internal/graphicsdriver/metal: Add a comment
2021-02-27 04:04:25 +09:00
Hajime Hoshi
53352cf2b3
internal/graphicsdriver/metal: Use the smallest temporary texture
...
Updates #1517
2021-02-27 03:45:19 +09:00
Hajime Hoshi
673627c4d4
internal/graphicsdriver/metal: Optimization
2021-02-27 02:30:20 +09:00
Hajime Hoshi
6b3c51921c
internal/driver: Remove Image.Sync
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Syncing is no longer needed for Metal, and additionally, OpenGL's sync
implementation was mock.
Updates #1508
2021-02-26 23:16:28 +09:00
Hajime Hoshi
718273c2d7
ebiten: Add a new shader function imageDstRegionOnTexture
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Updates #1428
2020-12-09 11:36:29 +09:00
Hajime Hoshi
ddfb8adbc4
graphicsdriver/metal: Asynchronous sending pixels
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Fixes #1418
2020-11-10 22:48:03 +09:00
Hajime Hoshi
5705dc79fb
graphicsdriver/metal: Do not need to wait until flushing at Sync
2020-11-10 22:12:26 +09:00
Hajime Hoshi
e09f3aa286
graphicsdriver/metal/mtl: Bug fix: Fix the guard range
2020-11-08 04:44:43 +09:00
Hajime Hoshi
aaff18ecf7
graphicsdriver/metal/mtl: Bug fix: Guard the handler map by a mutex
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The handler is invoked in another thread than the main thread.
2020-11-08 04:40:13 +09:00
Hajime Hoshi
ed028110cf
ebiten: Allow rendering on a sub-image by scissor test
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Fixes #1255
2020-11-08 00:58:44 +09:00
Hajime Hoshi
e4e8e7254e
graphicsdriver/metal/mtl: Refactoring: Specify struct member names explicitly
2020-11-07 23:46:07 +09:00
Hajime Hoshi
a8f96ee9af
graphicsdriver/metal: Add Sync to sync CPU and GPU asynchronously
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Fixes #1414
2020-11-07 04:09:47 +09:00
Hajime Hoshi
6e3cbe2e33
graphicsdriver/metal/mtl: Refactoring
2020-11-07 03:26:35 +09:00
Hajime Hoshi
8da5ad2c4f
graphicsdriver/metal: Misspelling
2020-11-03 23:44:40 +09:00
Hajime Hoshi
fe6a2daef4
graphicsdriver/metal: Bug fix: Had to set the vsync state again at resetting
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Fixes #1364
2020-10-14 01:58:56 +09:00
Hajime Hoshi
249e1c46ba
graphicsdriver/metal: Remove an old comment
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Updates #1367
2020-10-14 01:51:18 +09:00
Hajime Hoshi
eed619ad0f
graphicsdriver/metal, graphicsdriver/opengl: Reland: Remove the thread usages for performance
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Instead, graphicscommand package has a thread.
Updates #1367
2020-10-13 02:46:31 +09:00
Hajime Hoshi
713eee1117
Revert "graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance"
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This reverts commit 2942f10d9d
.
Reason: Compile error on mobiles and runtime error on browsers
2020-10-13 02:12:02 +09:00
Hajime Hoshi
2942f10d9d
graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance
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Instead, graphicscommand package has a thread.
Updates #1367
2020-10-13 01:50:54 +09:00
Hajime Hoshi
e90b5ff277
Update import paths in the documents
2020-10-04 05:07:08 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
52fcab7a90
graphicsdriver/metal: Fix comments
2020-09-06 16:51:44 +09:00
Hajime Hoshi
e565433fb0
graphicsdriver/metal: Bug fix: Synchronizing textures on iOS was necessary
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Fixes #1337
2020-09-06 16:19:50 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
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Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
609a3c4e22
ebiten: Bug fix: Fix the texel calculation
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In shaders, texCoord is always in texture0's texels. Convert them
at imageNTextureAt functions correctly.
Fixes #1290
2020-08-11 04:15:07 +09:00
Hajime Hoshi
69f87d5fd1
ebiten: Add new shader builtin functions: image[N]TextureBoundAt
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Fixes #1287
2020-08-11 03:24:54 +09:00
Hajime Hoshi
4d1947f711
grpahicsdriver/metal: Better error message
2020-08-09 04:06:30 +09:00
Hajime Hoshi
a45e241da1
shaderir/metal: Implement the shader IR compiler for Metal
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Fixes #1165
2020-08-08 19:14:57 +09:00
Hajime Hoshi
2b89710600
graphicsdriver/metal: Refactoring
2020-08-08 18:05:58 +09:00
Hajime Hoshi
6dc74d308b
graphicsdriver/metal: Rename viewportSize to internalSize and use it more
2020-08-08 16:07:14 +09:00
Hajime Hoshi
fe1cea533a
graphicsdriver/metal: Add a generalized 'draw' function
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This is a preparation for rendering shaders.
Updates #1165
2020-08-08 03:12:44 +09:00
Hajime Hoshi
eb056690aa
graphicsdriver/metal: Update the minimum macOS version to 10.12 for Go 1.15
2020-07-25 04:18:26 +09:00
Hajime Hoshi
36e9803cea
shader: Enable to get pixels from multiple images
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Updates #1193
2020-07-19 02:33:43 +09:00
Hajime Hoshi
6ccb614b08
graphicsdriver/metal: Implement CompositeModeMultiply
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Updates #410
2020-07-18 21:51:57 +09:00
Hajime Hoshi
e0d5763a60
shader: Use the fixed number of images for shaders
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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
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Updates #1193
Updates #1239
2020-07-09 01:59:21 +09:00
Hajime Hoshi
b83f0acc4d
Remove source-region information from vertices
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Fixes #1210
2020-07-02 23:38:39 +09:00
Hajime Hoshi
71c9e7ac40
driver: Add Region and sourceRegion parameter at Draw
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This is a preparation to remove source-region information from
vertices.
Updates #1210
2020-07-02 03:26:05 +09:00
Hajime Hoshi
ebd0e11c0d
graphicsdriver/metal: Avoid synching texture data at ReplacePixels
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Instead, use a temporary texture, transfer texture data to it, and
copy the data on GPU side.
2020-06-28 19:40:37 +09:00
Hajime Hoshi
00e8b701c1
graphicsdriver/metal: Optimization
2020-06-27 04:14:21 +09:00
Hajime Hoshi
2bc1475a15
graphicsdriver/metal: Bug fix: Sync textures before replacing a region
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Updates #1213
2020-06-27 03:08:17 +09:00
Hajime Hoshi
5a176d6f4f
graphicsdriver/metal: Bug fix: synchronizing must be skipped on iOS
2020-06-27 01:45:14 +09:00
Hajime Hoshi
9f76b96c1f
graphicsdriver/metal: Specify the texture type explicitly
2020-06-26 23:46:12 +09:00
Hajime Hoshi
2a63512c6e
driver: Add AddressUnsafe
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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
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
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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
e023425be0
graphicsdriver/metal: Reduce calls of SetLayer
2020-06-14 05:07:33 +09:00
Hajime Hoshi
f80719ef9a
driver: Use slices for uniform variables instead of maps
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Fixes #1172
2020-05-26 23:50:11 +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
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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
274245e39c
graphicsdriver/metal: Refactoring: Invert the viewport's Y direction
2020-05-08 18:12:30 +09:00
Hajime Hoshi
8029dc352a
driver: Use framebuffer's Y directions
2020-05-08 16:49:19 +09:00
Hajime Hoshi
c43ba6e17d
graphicsdriver/metal: Update comments
2020-05-08 05:49:38 +09:00
Hajime Hoshi
7068eb9284
graphicsdriver/metal: Simplify the projection matrix
2020-05-08 05:06:09 +09:00
Hajime Hoshi
01d1afa25c
graphicsdriver/metal: Rename Driver -> Graphics
2020-04-04 17:12:24 +09:00
Hajime Hoshi
9298b044e3
graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
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Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
c9bc5913fd
driver: Refactoring: Remove Graphics.Flush
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Updates #226
2019-12-06 08:56:55 +09:00
Hajime Hoshi
7991ba4cfa
graphicsdriver/metal: Bug fix: Failed to compile for iOS
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The definition of BOOL is different between macOS and iOS. C's
bool is used on iOS, but C's bool is hard to use from Go (e.g.,
an integer cannot be converted to C's bool). Use unsigned char
instead.
Fixes #1006
2019-12-03 01:03:44 +09:00
Hajime Hoshi
0ec447e0d0
ui: Add SetScreenTransparent / IsScreenTransparent
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Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
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Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
65fdf48cbf
graphicsdriver: Refactoring: ReplacePixels takes multiple arguments
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This reduces the number of graphics commands, and this works more
efficiently if the driver has an efficient way.
2019-11-21 23:52:12 +09:00
Hajime Hoshi
74902d47af
graphicsdriver/metal/mtl: Bug fix: need to link CoreGraphics as of Catalina
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Fixes #989
2019-11-17 22:59:21 +09:00
Hajime Hoshi
3aaeee78dd
graphicsdriver/metal: Reduce flushing at ReplacePixels
2019-11-17 16:00:24 +09:00
Hajime Hoshi
4bfe60fb8a
graphicsdriver/metal: Bug fix: SetFragmentBytes must be called anytime
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Fixes #954
2019-10-10 03:13:55 +09:00
Hajime Hoshi
3c976eae02
cmd/ebitenmobile: Use Metal on iOS
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The emulators still use OpenGL.
Fixes #737
2019-10-09 02:13:47 +09:00
Hajime Hoshi
3fb9c02e2f
graphicsdriver/metal: Bug fix: Use correct pixel format for the screen
2019-09-08 03:52:29 +09:00
Hajime Hoshi
4a9a7f936d
Make go vet a little happier on macOS
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Updates #889
2019-07-22 20:16:22 +09:00