Hajime Hoshi
5de0493294
shader: Implement multiple out params
2020-05-31 19:20:53 +09:00
Hajime Hoshi
afd114e606
shader: Parse function bodies
2020-05-31 19:03:33 +09:00
Hajime Hoshi
91e5dde320
shader: Parse return
2020-05-31 18:01:12 +09:00
Hajime Hoshi
ddba8a911f
shader: Parse function signatures
2020-05-31 16:20:36 +09:00
Hajime Hoshi
5ea5dfccfc
shader: Remove stmt
2020-05-31 02:23:51 +09:00
Hajime Hoshi
1ede103ce6
shader: Add tests for uniform variables
2020-05-31 02:06:41 +09:00
Hajime Hoshi
e7323e04bf
shader: Remove sorting
2020-05-31 01:47:12 +09:00
Hajime Hoshi
8cb70062b7
shader: Remove dumping and original types
2020-05-31 01:25:24 +09:00
Hajime Hoshi
eb1b06c326
graphicscommand: Adjust texels
2020-05-30 22:41:14 +09:00
Hajime Hoshi
1da6dbcb29
examples: Use RunGame
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Updates #1111
2020-05-30 21:47:36 +09:00
Hajime Hoshi
bab3288a37
examples: Use RunGame
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Updates #1111
2020-05-30 21:20:26 +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
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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
117fd61d27
restorable: Do not dispose objects when restoring on browsers
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This fix suppresses warnings on the Chrome console.
2020-05-30 19:24:03 +09:00
Hajime Hoshi
1042eb71e0
shaderir: Rename Sampler2D -> Texture2D
2020-05-30 17:48:56 +09:00
Hajime Hoshi
c0cd7ec59c
restorable: Update comments
2020-05-30 16:06:22 +09:00
Hajime Hoshi
b2eee7ee8a
graphicscommand: Adjust regions for secondory and following images correctly
2020-05-30 15:52:56 +09:00
Hajime Hoshi
915aecb960
graphicscomand: Fix comments
2020-05-30 15:08:28 +09:00
Hajime Hoshi
90e03a65c0
graphicscommand: Update comments
2020-05-30 05:19:49 +09:00
Hajime Hoshi
833a364ba8
testing: Bug fix: Image's size should not be in uniform variables
2020-05-30 05:16:50 +09:00
Hajime Hoshi
f92253487f
buffered: Add Shader
2020-05-30 03:36:28 +09:00
Hajime Hoshi
218b6fc172
mipmap: Add Shader
2020-05-29 04:12:41 +09:00
Hajime Hoshi
18c59e44aa
shareable: Allow multiple call of (*Shader).Dispose
2020-05-29 03:47:06 +09:00
Hajime Hoshi
9c637c65be
shareable: Add Shader
2020-05-29 00:15:42 +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
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Fixes #1172
2020-05-26 23:50:11 +09:00
Hajime Hoshi
fd5c34cbc3
Update dependencies
2020-05-26 20:23:19 +09:00
Hajime Hoshi
f14f3b6456
restorable: Fix comments
2020-05-26 00:28:00 +09:00
Hajime Hoshi
7b9cc8deb4
restorable: Add tests to dispose shaders
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When a shader is disposed, all the images depending on it should
become stale, i.e., discard its all the rendering history items,
because they cannot be restored due to the lack of data on the GPU.
2020-05-26 00:20:11 +09:00
Hajime Hoshi
8e6f19b37a
restorable: Add a test using shaders with multiple sources
2020-05-25 23:57:55 +09:00
Hajime Hoshi
ca73f17dd4
restorable: Bug fix: Fill didn't invalidate its dependencies
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Fixes #1170
2020-05-25 23:37:25 +09:00
seebs
982a68e5a2
inpututil: use slices for maps where keys are small contiguous integers ( #1169 )
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Durations for key presses and gamepad button presses were being stored
in map[int]int, where the key values were always small integers, and
furthermore, were always contiguous and contained the whole set. It's
much faster and cheaper to do those with slices.
We could probably do this with mouse buttons, but I was wary of that
code because I don't see any handling for more-than-three-button
mice. Similar logic could perhaps apply to touch events, but there
it might make more sense to use a dynamic allocation of some kind.
It might be more efficient to just swap the two slices back and
forth, computing the new values from the previous values and
then swapping the slice arrays themselves, but that seemed like
a more intrusive change.
2020-05-25 03:20:21 +09:00
Hajime Hoshi
1cfc1964bf
graphicsdriver/opengl: Bug fix: fmt arguments
2020-05-25 02:36:45 +09:00
Hajime Hoshi
8738d182fb
restoreble: Add test with shaders rendering an image
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Updates #1168
2020-05-25 02:32:23 +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
732f288d20
restorable: Add Shader (WIP)
2020-05-25 00:50:01 +09:00
Hajime Hoshi
9bf24ba545
graphicsdriver/opengl: Remove println and add error messages
2020-05-24 23:15:00 +09:00
Hajime Hoshi
fc50f9b0be
testing: Refactoring
2020-05-24 22:30:11 +09:00
Hajime Hoshi
155c63ec76
graphicscommand: Move the shader program to testing package
2020-05-24 20:15:07 +09:00
Hajime Hoshi
465d8aa273
graphicscommand: Add IsShaderAvailable for other packages
2020-05-24 19:15:18 +09:00
Hajime Hoshi
c5aba02723
graphicscommand: Update comments
2020-05-24 16:54:28 +09:00
Hajime Hoshi
6506c20f4e
graphicscommand: Use an image in the uniform variables
2020-05-24 16:43:08 +09:00
Hajime Hoshi
968c0a9b9a
graphicscommand: Bug fix: test failures
2020-05-24 03:04:52 +09:00
Hajime Hoshi
d94b84b8de
graphciscommand: Add coments
2020-05-24 02:51:37 +09:00
Hajime Hoshi
a4d419bab1
graphicscommand: Merge DrawTriangles and DrawShader
2020-05-24 02:36:09 +09:00
Hajime Hoshi
3ed9f8ee3b
shaderir: Update comments
2020-05-24 02:07:57 +09:00
Hajime Hoshi
47f415fe5a
examples/raycasting: Use RunGame
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Updates #1111
2020-05-24 00:12:44 +09:00
Hajime Hoshi
0bbf0d5291
examples: Use RunGame
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Updates #1111
2020-05-23 23:36:53 +09:00
Hajime Hoshi
3306a957ba
graphicscommand: Skip the shader test on browsers
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Updates #482
2020-05-23 22:41:06 +09:00
Hajime Hoshi
521f9dcac5
graphicsdriver/opengl: Bug fix: deleted a wrong shader program
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Updates #482
2020-05-23 22:40:49 +09:00