Commit Graph

9847 Commits

Author SHA1 Message Date
Hajime Hoshi
afe1a93648 internal/graphicscommand, internal/graphicsdriver/metal: remove unused code 2022-07-03 15:23:52 +09:00
Hajime Hoshi
12533c2cce Revert "internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles"
This reverts commit ac802cf0d0.

Reason: This caused flickerings, and didn't solve #2154

Updates #2154
Closes #2174
2022-07-03 12:17:58 +09:00
Hajime Hoshi
ac5c48f575 internal/gamepad: support Xbox
Updates #2084
2022-07-02 01:02:24 +09:00
Hajime Hoshi
a6f6fdbfb7 internal/gamepad: update for Xbox
Updates #2084
2022-07-01 20:43:49 +09:00
Hajime Hoshi
97039ff714 internal/gamepad: implement gamepad detection callbacks for Xbox
Updates #2084
2022-07-01 17:15:11 +09:00
Hajime Hoshi
8cb023e3c8 audio: refactoring: remove Reset from Player 2022-07-01 02:33:39 +09:00
Hajime Hoshi
7232b1a8a9 audio: bug fix: test failures 2022-07-01 02:31:29 +09:00
Hajime Hoshi
a516a5b092 update Oto (for refactoring) 2022-07-01 02:28:20 +09:00
Hajime Hoshi
858f3926ee audio/internal/cbackend: add comments 2022-07-01 02:26:09 +09:00
Hajime Hoshi
12d274eb0a update Oto for a player's Seek
Updates hajimehoshi/oto#172
2022-07-01 02:21:19 +09:00
Hajime Hoshi
abc8697ea3 audio: fix a wrong comment 2022-07-01 02:06:30 +09:00
Hajime Hoshi
75e84f6eda audio/mp3, audio/vorbis, audio/wav: add DecodeWithoutResampling
Updates #2055
2022-07-01 01:46:37 +09:00
Hajime Hoshi
298d6488cc internal/affine: add test
Updates #2170
2022-07-01 01:46:37 +09:00
Hajime Hoshi
8cdfa4f66c internal/affine: create a fast path for ChangeHSV
When hue = 0 and saturation = 1, this should be the same as scaling.

Closes #2170
2022-06-30 11:32:12 +09:00
Hajime Hoshi
a9c9e18ff4 internal/graphicscommand: better strings for ColorM 2022-06-30 11:13:02 +09:00
Hajime Hoshi
c8f0bf52e4 update purego 2022-06-29 23:42:31 +09:00
Hajime Hoshi
8aeda9f543 inpututil: bug fix: out of range at scanning buttons
Updates #2169
2022-06-29 15:55:08 +09:00
Hajime Hoshi
d6e257084d audio: bug fix: potential busy reading after the source reaches EOF
Closes #2167
Updates hajimehoshi/oto#171
2022-06-27 22:54:33 +09:00
Hajime Hoshi
8b86751237 update purego 2022-06-27 10:19:47 +09:00
Hajime Hoshi
0eb2f76422 internal/buffered: refactoring 2022-06-25 01:42:40 +09:00
Hajime Hoshi
bf27f25e26 internal/gamepad: bug fix: build failures on FreeBSD 2022-06-25 01:36:13 +09:00
Hajime Hoshi
c490347cef internal/buffer: bug fix: shader manipulations must be buffered
Closes #2162
2022-06-25 01:31:20 +09:00
Hajime Hoshi
2d23168aca iinternal/gamepad: start implementation for Xbox
Updates #2084
2022-06-25 00:02:12 +09:00
Hajime Hoshi
3fb3997160 internal/gamepad: separate the Xbox part
Updates #2084
2022-06-24 22:49:37 +09:00
Hajime Hoshi
847c4f067a internal/gamepad: make nativeGamepad(s) interfaces
This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
2022-06-24 21:52:48 +09:00
Hajime Hoshi
f1037d8bff internal/ui: handle gamepad errors 2022-06-24 20:20:49 +09:00
Hajime Hoshi
0cd43bd081 internal/gamepad: stop embedding a member into a struct
This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
2022-06-24 19:01:50 +09:00
Hajime Hoshi
a4d782da5b ebiten: add Key.MarshalText and Key.UnmarshalText
Closes #2133
2022-06-24 03:13:13 +09:00
Hajime Hoshi
7f26562531 update dependencies 2022-06-24 02:06:23 +09:00
Hajime Hoshi
ddced3af9f ebiten: bug fix: Fill and Clear doesn't work on an image whose upper-left is not (0, 0)
Closes #2159
2022-06-24 02:02:00 +09:00
Hajime Hoshi
712940cb02 internal/graphicsdriver/directx: bug fix: leave mapped regions for constant buffers
Mapping for a constant buffer every frame might sometimes fails. We
are not sure the reason, but in the official examples, leaving mapped
regoins seems the way to go.

Updates #2084
Closes #2157
2022-06-23 17:09:46 +09:00
Hajime Hoshi
506d534370 internal/ui: fix window sizes for Xbox
Updates #2084
2022-06-23 14:50:41 +09:00
Hajime Hoshi
409c78eeb9 update GLFW 2022-06-23 11:35:13 +09:00
Hajime Hoshi
397834b388 update README 2022-06-23 11:27:29 +09:00
Hajime Hoshi
c93cecdc2b internal/graphicsdriver/directx: accept S_FALSE at ScheduleFrameEventX 2022-06-22 02:13:32 +09:00
Hajime Hoshi
7b05e59000 internal/graphicsdriver/directx: bug fix: wrong GUID for IDXGIDevice 2022-06-22 01:59:22 +09:00
Hajime Hoshi
8311ff1e46 internal/graphicsdriver/directx: bug fix: wrong pointer usage 2022-06-22 01:49:23 +09:00
Hajime Hoshi
10af36ee9f internal/jsutil: bug fix: unnecessary allocations of temporary ArrayBuffers
Closes #2156
2022-06-21 21:54:02 +09:00
Hajime Hoshi
7e92b79a00 internal/graphicsdriver/directx: implement swap chains for Xbox
Updates #2084
2022-06-21 12:21:00 +09:00
Hajime Hoshi
a641f9ede0 internal/graphicsdriver/directx: refactoring 2022-06-20 23:40:53 +09:00
Hajime Hoshi
2f104a35be update purego 2022-06-20 11:49:19 +09:00
Hajime Hoshi
969e87fb89 internal/graphicsdriver/directx: fix moveToNextFrame for Xbox
Updates #2084
2022-06-20 00:41:34 +09:00
Hajime Hoshi
f8e9dcf035 internal/graphicsdriver/directx: refactoring 2022-06-19 17:58:04 +09:00
Hajime Hoshi
08c8c8089a internal/graphicsdriver/directx: bug fix: clear constant buffers at the end of DrawTriangles
Constant buffers should not be reset while a stencil buffer is used.

Closes #2138
2022-06-19 17:13:34 +09:00
Hajime Hoshi
ac802cf0d0 internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles
Closes #2154
2022-06-19 15:38:12 +09:00
Hajime Hoshi
667bf2ff9d internal/graphicsdriver/directx: refactoring 2022-06-19 01:44:31 +09:00
Hajime Hoshi
2a5b64bf4d internal/graphicsdriver/directx: suppress warnings for depth buffers
Updates #2138
2022-06-19 00:21:04 +09:00
Hajime Hoshi
81b3d7bfac internal/graphicsdriver/directx: add an assertion 2022-06-18 22:33:07 +09:00
Hajime Hoshi
f7a108e693 internal/graphicsdriver/directx: refactoring 2022-06-18 21:53:41 +09:00
Hajime Hoshi
b71a4975dd internal/graphicsdriver/directx: bug fix: wrong state transitions at screen images
This change fixes the following issues:
 * There should be two resource states for presenting targets, so an image
   for the screen must have two resource states, though it had only one
   in the current implementation.
 * At removeImage, the screen image was removed unexpectedly.

Updates #2081
Closes #2151
2022-06-18 19:01:59 +09:00