Hajime Hoshi
619436a47b
internal/ui: refactoring: add monitor_glfw.go
2023-09-16 00:16:00 +09:00
Hajime Hoshi
dd2768d5f3
internal/ui: bug fix: introduce locks for monitors
...
Updates #1853
2023-09-15 03:59:13 +09:00
Hajime Hoshi
32bd565df9
internal/ui: bug fix: setWindowMonitor was processed even when the same monitor was specified
...
Updates #1835
2023-09-15 03:30:15 +09:00
Hajime Hoshi
b710ff17c8
internal/ui: bug fix: wait for a while after exiting fullscreen on macOS
...
Closes #2758
2023-09-15 03:19:37 +09:00
Hajime Hoshi
90accfba1e
internal/ui: bug fix: do not call PollEvents on Windows and Linux
...
Updates #2296
2023-09-15 03:11:58 +09:00
Hajime Hoshi
568e98ef1c
internal/ui: bug fix: call setOrigWindowPos on entering fullscreen
...
Closes #2757
2023-09-15 02:53:38 +09:00
Hajime Hoshi
f7a801d591
internal/ui: refactoring
2023-09-15 02:45:31 +09:00
Hajime Hoshi
9a5ef1b553
internal/ui: bug fix: disable window size limitation on fullscreen
...
Closes #2260
2023-09-15 02:19:20 +09:00
Hajime Hoshi
0e19cd10be
internal/shader: add type checks for a bitwise operator + assignment
...
Closes #2754
2023-09-13 04:17:46 +09:00
Hajime Hoshi
1f67518319
internal/shader: clean up tests
2023-09-13 03:57:20 +09:00
Hajime Hoshi
320cec8869
internal/shaderir: refactoring
2023-09-13 03:25:42 +09:00
Hajime Hoshi
19413c2805
internal/shader: refactoring: move type deduction to shaderir package
...
Updates #2754
2023-09-13 00:18:47 +09:00
Hajime Hoshi
5e30e1ee1d
internal/shader: refactoring
2023-09-12 03:27:30 +09:00
Hajime Hoshi
73e4423fe7
internal/shader: bug fix: bitwise operators with assignment didn't work
...
Closes #2752
Updates #2754
2023-09-12 03:15:28 +09:00
Hajime Hoshi
c13980158f
internal/shader: add type checks for bitwise operators
...
Updates #2754
2023-09-12 02:40:42 +09:00
Hajime Hoshi
41c7852c7d
internal/ui: sort selectors in alphabetical order
2023-09-11 02:15:42 +09:00
TotallyGamerJet
5dc293fe4f
internal/ui: use new OBJC API ( #2750 )
...
Updates #1162
2023-09-11 02:05:42 +09:00
Hajime Hoshi
55bfc02509
internal/processtest: use (*testing.T).TempDir
2023-09-06 11:37:27 +09:00
Hajime Hoshi
20ddfba983
internal/shader: bug fix: error in assinments to multiple variables
...
Closes #2747
2023-09-04 02:21:45 +09:00
Hajime Hoshi
1bbded8653
internal/shader: bug fix: wrong local variable index was used for assignments
...
Closes #2655
2023-09-04 01:23:03 +09:00
Hajime Hoshi
f82114e8eb
internal/shader: add parseFor
...
Updates #1897
2023-09-03 17:15:39 +09:00
Hajime Hoshi
f30a58a393
internal/ui: bug fix: disable global functions after the game termination
...
Closes #2743
2023-09-02 15:38:41 +09:00
Hajime Hoshi
6e968558b1
internal/ui: bug fix: setRunning(true) must be called after the main thread is set
...
Some functions like ebiten.SetCursorMode use `running` to detect
whether the game starts or not. If the game starts, the main thread
must exist, but there was a timing when `running` was true but the
main thread didn't exist.
This change fixes this issue by changing the timing to call
`setRunning(true)` after the main thread initialization and before
`initOnMainThread`. `initOnMainThread` assumes that `running` is
true.
Closes #2742
2023-09-02 04:24:51 +09:00
Hajime Hoshi
d9757138a7
internal/restorable: use clearImage to clear a region
...
This is an improvement for https://github.com/hajimehoshi/ebiten/issues/2676#issuecomment-1650325027
Updates #2676
2023-08-31 23:32:54 +09:00
Hajime Hoshi
e082ea73dc
internal/restorable: reuse empty byte slices for ClearPixels
...
This is an improvement for https://github.com/hajimehoshi/ebiten/issues/2676#issuecomment-1650325027
Updates #2676
2023-08-31 23:02:40 +09:00
Hajime Hoshi
7ed2d73406
internal/builtinshader: bug fix: wrong blending rate
...
The blending rate of colors in a square vertices should be calculated
by the lower-right point, not the upper-left point.
mix(a, b, rate) function calculates (1-rate)*a + rate*b, so a should
be weighted if rate is close to 0, and b should be weighted if rate
is close to 1. The current implementation was opposite.
Rendering results don't seem to be changed so much actually, but the
current implementation doesn't make sense.
2023-08-31 15:11:37 +09:00
Hajime Hoshi
009fb504ed
internal/builtinshader: remove adjustments for tie-breaking
...
This seems no longer needed with the pixel mode.
This was confirmed by this test:
```
go run . -run=TestImageLinearFilterGlitch2
```
The same change didn't work at b5ca404c42
but worked at 49582519c1
, which
introduced the pixel mode.
Updates #1212
2023-08-30 23:55:44 +09:00
Ketchetwahmeegwun T. Southall
60b7de6a3c
ebiten: add APIs to treat monitors ( #2597 )
...
This change adds these APIs:
* `type MonitorType`
* `func (*MonitorType) Bounds() image.Rectangle`
* `func (*MonitorType) Name() string`
* `func Monitor() *MonitorType`
* `func SetMonitor(*MonitorType)`
* `func AppendMonitors([]*MonitorType) []*MonitorType`
Closes #1835
2023-08-30 21:02:04 +09:00
Hajime Hoshi
98ead195c6
audio: bug fix: deadlock between a player and a context
...
Closes #2737
2023-08-29 14:52:48 +09:00
Hajime Hoshi
1269315f75
internal/shader: bug fix: forbid duplicated uniform variables
...
Closes #2648
2023-08-29 00:43:10 +09:00
Hajime Hoshi
446a6dc952
internal/graphics: deprecated some built-in functions
...
Updates #1870
2023-08-29 00:06:54 +09:00
Hajime Hoshi
db34930ae8
internal/graphics: add built-in Kage functions
...
This change adds these Kage functions:
* imageDstOrigin
* imageDstSrc
* imageSrcNOrigin
* imageSrcNSrc
and deprecates these functions:
* imageDstRegionOnTexture
* imageSrcRegionOnTexture
Closes #1870
2023-08-28 15:06:45 +09:00
Hajime Hoshi
534370f7b1
internal/graphics: enable to specify regions for each source image
...
This is a preparation to specify different sizes of source images.
Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
dec08b9e4e
all: bug fix: relative paths for dlopen didn't work on macOS Sonoma
...
Closes #2732
2023-08-26 14:52:52 +09:00
Hajime Hoshi
592d6c57b7
internal/graphicsdriver/metal: improve an error message for Metal initialization
...
Updates #2732
2023-08-26 12:43:16 +09:00
Hajime Hoshi
4116fd3eb4
internal/debug: bug fix: add SwitchLogger to dump logs for each frame correctly
...
Closes #2731
2023-08-26 03:38:37 +09:00
Hajime Hoshi
b29fc5672c
internal/graphicscommand: use bufio to make dumping images faster
2023-08-26 00:50:45 +09:00
Hajime Hoshi
fd5e2d39c0
internal/graphics: add uniform variables for source image sizes
...
Updates #1870
2023-08-25 07:30:52 +09:00
Hajime Hoshi
a9b2f5f9ca
Revert "ebiten: panic if a non-existent uniform variable name is given"
...
This reverts commit 1b8580fab7
.
Reason: some existing applications don't work with this fix.
Updates #2710
2023-08-24 14:15:19 +09:00
Hajime Hoshi
3493358fd2
internal/graphics: use the terms 'image' and 'texture' appropriately
2023-08-24 02:36:51 +09:00
Hajime Hoshi
7ea3cd4738
internal/atlas: bug fix: copy the image slice before iterating it
...
Closes #2729
2023-08-23 16:41:34 +09:00
Hajime Hoshi
2de64088dc
internal/graphicscommand: reduce boundary checks
...
This can be confirmed by this command:
```
go build -gcflags="-d=ssa/check_bce" ./internal/graphicscommand/
```
Updates #2601
2023-08-21 03:15:31 +09:00
Hajime Hoshi
c00795416a
internal/graphicscommand: remove a redundant boundary check
...
The boundary is already checked the above 'copy' call. This can be
confirmed by the result of this command.
```
go build -gcflags="-d=ssa/check_bce" ./internal/graphicscommand/
```
2023-08-20 15:45:19 +09:00
Hajime Hoshi
407d7bd43f
internal/graphics: optimization: remove boundary checks
...
Before:
```
$ go build -gcflags="-d=ssa/check_bce" ./internal/graphics
internal/graphics/vertex.go:83:9: Found IsSliceInBounds
internal/graphics/vertex.go:85:5: Found IsInBounds
internal/graphics/vertex.go:86:5: Found IsInBounds
...
```
After:
```
$ go build -gcflags="-d=ssa/check_bce" ./internal/graphics
internal/graphics/vertex.go:83:11: Found IsSliceInBounds
internal/graphics/shader.go:134:37: Found IsSliceInBounds
```
Updates #2601
2023-08-20 15:38:07 +09:00
Hajime Hoshi
d9797423e5
ebiten, internal/builtinshader: use an array instead of a map
...
runtime.mapaccess2 is one of heavy function calls.
Updates #2601
2023-08-20 05:20:52 +09:00
Hajime Hoshi
10c9f489ce
internal/devicescale: use a slice instead of a map
...
runtime.mapaccess2 is one of heavy function calls.
Updates #2601
2023-08-20 05:00:46 +09:00
Hajime Hoshi
4f2327536c
internal/shaderir: improve FilterUniformVariables
...
```
name old time/op new time/op delta
Filter-8 31.7ns ± 1% 29.9ns ± 1% -5.60% (p=0.000 n=9+10)
```
Updates #2601
2023-08-20 03:21:46 +09:00
Hajime Hoshi
3b67b91bb2
internal/graphicscommand: remove redundant buffers
...
Now there are two command queues, uint32sBuffer doesn't have to have
two buffers.
2023-08-19 17:15:48 +09:00
Hajime Hoshi
fcec771f34
internal/graphicscommand: clear uniform variables explicitly
...
This change is a performance optimization.
(*uint32sBuffer).alloc doesn't clear the uniform values. Without
clearing the values explicitly, CanMergeWithDrawTrianglesCommand
might return false even though two commands can be merged.
2023-08-19 16:19:14 +09:00
Hajime Hoshi
a9d9143d90
internal/atlas: replace a map with a set with a slice
...
Updates #2601
2023-08-19 15:08:49 +09:00