Hajime Hoshi
2737bd6d04
internal/cglfw: drop a native Wayland support
...
Closes #2759
2023-09-16 21:46:24 +09:00
Hajime Hoshi
45acc2c5d8
internal/ui: reland: bug fix: disable window size limitation on fullscreen
...
Closes #2260
2023-09-16 16:49:49 +09:00
Hajime Hoshi
40fc96d78c
internal/ui: forbid a green button when a max window size limit is specified
...
Updates #2260
2023-09-16 16:40:03 +09:00
Hajime Hoshi
128215eedd
Revert "internal/ui: bug fix: disable window size limitation on fullscreen"
...
This reverts commit 9a5ef1b553
.
Reason: we should disable the green button instead
Updates #2260
2023-09-16 03:23:34 +09:00
Hajime Hoshi
657e4c2541
internal/ui: update a comment
...
Closes #2240
2023-09-16 03:12:37 +09:00
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
Hajime Hoshi
3b2251a858
internal/atlas: refactoring: improve a comment
2023-08-19 05:24:20 +09:00
Hajime Hoshi
be68f50f96
internal/atlas: refactoring: rename a variable
2023-08-19 05:20:39 +09:00
Hajime Hoshi
3c49f81b5c
internal/atlas: replace a global map with a member
...
This should be a pure performance improvement.
Updates #2601
2023-08-19 05:02:35 +09:00
Hajime Hoshi
32f1436576
internal/atlas: refactoring: remove (probably) unnecessary logics
2023-08-19 04:36:40 +09:00
Hajime Hoshi
1e2a4cb4b1
internal/atlas: refactoring: remove unnecessary logics
...
Updates #2601
2023-08-19 04:06:43 +09:00
Hajime Hoshi
e1041ea20e
internal/atlas: replace a global map with a struct member
...
This should be a pure performance improvement.
Updates #2586
Updates #2601
2023-08-19 03:25:17 +09:00
Hajime Hoshi
77fd15145b
internal/atlas: add a test for a bug fix
...
Closes #2728
2023-08-19 01:36:05 +09:00
Hajime Hoshi
ea1f596cda
internal/atlas: bug fix: possible overflowing on 32bit machines
2023-08-19 01:19:15 +09:00
Hajime Hoshi
e270dea460
internal/graphicsdriver: use []PixelsArgs for ReadPixels
...
Closes #2592
2023-08-17 03:06:48 +09:00
Hajime Hoshi
842c3cbfcd
internal/graphicscommand: use a slice to values instead of pointers
...
This should reduce heap allocations.
2023-08-16 23:23:30 +09:00
Hajime Hoshi
377b0b8502
internal/graphicscommand: rename WritePixelsArgs -> PixelsArgs
...
Updates #2592
2023-08-16 22:34:56 +09:00
Hajime Hoshi
2de54c556b
internal/shader: bug fix: wrong for-loop should fail compilation
...
Closes #2680
2023-08-08 23:38:01 +09:00
Hajime Hoshi
98cb77d94f
internal/atlas: refactoring
2023-08-06 16:03:57 +09:00
Hajime Hoshi
32ed22f91c
internal/atlas: refactoring
2023-08-06 15:59:15 +09:00
Hajime Hoshi
0433dfac99
internal/atlas: reland: clarify the logic when to update usedAsDestination
...
This is a reland of 2c9f5d9dad
.
As the name is `usedAsDestination`, this should be updated whenever
the image is used as a rendering destination.
Confirmed that this change didn't cause a performance regression
like #2586 .
Updates #2586
Updates #2676
2023-08-06 15:59:11 +09:00
Hajime Hoshi
dcc8794883
Revert "internal/atlas: clarify the logic when to update usedAsDestination"
...
This reverts commit 2c9f5d9dad
.
Reason: test failures
2023-08-06 15:25:55 +09:00
Hajime Hoshi
2c9f5d9dad
internal/atlas: clarify the logic when to update usedAsDestination
...
As the name is `usedAsDestination`, this should be updated whenever
the image is used as a rendering destination.
Confirmed that this change didn't cause a performance regression
like #2586 .
Updates #2586
Updates #2676
2023-08-06 15:23:19 +09:00
Hajime Hoshi
a50d9e6291
internal/atlas: check overflows
2023-08-06 13:46:41 +09:00
Hajime Hoshi
1ae5e022b6
internal/atlas: change when to count up usedAsDestinationCount
...
An image has a counter to count how many times an image is used.
Before this change, the counter was updated only when an image was moved
from a source backend to a destination backend. This seemed not enough,
and an image was likely moved to a source backend more often than
necessary (#2676 ).
However, there was also an issue that the counter was updated too
aggressively and the image was unlikely moved from a destination to
a source image (#2586 ).
In order to resolve this dilemma, let's adopt an intermediate way:
count up the counter at most once per frame.
Updates #2586
Updates #2676
2023-08-06 13:27:28 +09:00
Hajime Hoshi
6fa8c02d4a
internal/shader: bug fix: div between a matrix and a flaot failed
...
Closes #2719
2023-08-05 02:12:39 +09:00
Hajime Hoshi
d9acc57997
internal/goglfw: fix copyright texts
...
This change updates the copyright comment to respect the original
GLFW source comments.
2023-08-04 01:17:23 +09:00
Hajime Hoshi
56f37ed42b
internal/cglfw: change the license to Apache-2.0
...
Closes #2695
2023-08-04 01:09:48 +09:00
Hajime Hoshi
4158e206e6
internal/graphicsdriver/metal: rename files
2023-08-03 23:54:48 +09:00
Hajime Hoshi
120366c3ac
internal/cglfw: change the license of *.go files to Apache-2.0
...
Updates #2695
2023-08-03 23:52:53 +09:00
Hajime Hoshi
3dd2f15b64
internal/cglfw: remove GLFW_C_REVISION.txt
...
The source in internal/cglfw is no longer the same as the original one.
2023-08-02 02:02:30 +09:00
Hajime Hoshi
b2be456af8
internal/goglfw: change the license to Apache-2.0
...
Updates #2695
2023-08-01 23:57:05 +09:00
Hajime Hoshi
d410d740a3
internal/graphicsdriver/opengl/gl: change the license of default_cgo* to Apache-2.0
...
Updates #2695
2023-08-01 23:45:43 +09:00
Hajime Hoshi
d8630f940d
internal/shader: bug fix: forbide comparing non-scalar values
...
Closes #2718
2023-08-01 12:32:16 +09:00
Hajime Hoshi
63df6168d9
internal/shader: use plural forms for Kage compiler directives
...
This change renames
```
//kage:unit texel
//kage:unit pixel
```
to
```
//kage:unit texels
//kage:unit pixels
```
.
Closes #2717
2023-08-01 11:41:38 +09:00
Hajime Hoshi
ae9781cd53
internal/graphicscommand: add comments
2023-08-01 00:18:12 +09:00
Hajime Hoshi
ce25583438
internal/atlas: refactoring: move temporaryBytes to internal/graphicscommand
2023-08-01 00:11:40 +09:00
Hajime Hoshi
0fb1cdcfbd
internal/atlas: bug fix: there should be multiple temporaryBytes objects for pipelining
...
Closes #2716
2023-07-31 16:18:17 +09:00
Hajime Hoshi
f81dbd9288
internal/graphicsdriver: flush commands asynchronously whenever possible
...
Closes #2664
2023-07-30 22:44:13 +09:00
Hajime Hoshi
a7e4665f71
internal/graphicscommand: use multiple command queues
...
This is a preparation for asynchronous rendering.
Updates #2664
2023-07-30 22:42:58 +09:00
Hajime Hoshi
5a64f8299e
internal/thread: refactoring: add a common interface Thread
2023-07-30 22:42:24 +09:00
Hajime Hoshi
81b7fd7641
internal/graphicscommand: refactoring
2023-07-30 18:37:18 +09:00
Hajime Hoshi
d13bea29dc
internal/ui: refactoring
2023-07-30 03:52:54 +09:00
Hajime Hoshi
3869e2e4f6
internal/ui: refactoring: integrate the render thread usages into internal/graphicscommand
...
Updates #2664
2023-07-30 03:50:49 +09:00
Hajime Hoshi
246bd41695
internal/graphicscommand: fix a wrong comment
2023-07-30 01:56:58 +09:00
Hajime Hoshi
4df647a400
internal/shader: bug fix: forbid to have an initial value for uniform variables
...
Closes #2711
2023-07-29 20:51:02 +09:00
Hajime Hoshi
1b8580fab7
ebiten: panic if a non-existent uniform variable name is given
...
Closes #2710
2023-07-29 20:24:42 +09:00
Hajime Hoshi
0b1c7404d5
ebiten: use zero values for an unspecified uniform variable
...
Closes #2709
2023-07-29 19:11:49 +09:00
Hajime Hoshi
d0e4023d88
internal/ui: add a length check for uniform variables
2023-07-29 18:59:36 +09:00
Hajime Hoshi
5ddf1df423
internal/shaderir: remove ConstType
...
Closes #2550
2023-07-29 15:34:30 +09:00
Hajime Hoshi
7549f4fcd6
internal/shader: reduce ConstType usages
...
Updates #2550
2023-07-29 14:18:32 +09:00
Hajime Hoshi
e225f118fb
internal/shaderir: use ConstType just for an assetion
...
Updates #2550
2023-07-29 14:02:26 +09:00
Hajime Hoshi
900b687f40
internal/shader: add tests
...
Updates #2712
2023-07-28 01:59:31 +09:00
Hajime Hoshi
692d119818
internal/shader: refactoring: reduce ConstType usages
...
Updates #2550
2023-07-28 01:36:15 +09:00
Hajime Hoshi
88be4c5b7c
internal/shader: reland: bug fix: stricter type checks for the built-in cast-like functions
...
Closes #2712
2023-07-28 01:33:27 +09:00
Hajime Hoshi
be2123f7fd
Revert "internal/shader: bug fix: stricter type checks for the built-in functions"
...
This reverts commit 287545b02a
.
Reason: test failures
Updates #2712
2023-07-28 00:54:36 +09:00
Hajime Hoshi
287545b02a
internal/shader: bug fix: stricter type checks for the built-in functions
...
Closes #2712
2023-07-28 00:51:42 +09:00
Hajime Hoshi
ef08873f30
internal/shader: reland2: bug fix: int + ivec failed
...
Closes #2707
2023-07-26 01:23:02 +09:00
Hajime Hoshi
8aefa49510
Revert "internal/shader: reland: bug fix: int + ivec failed"
...
This reverts commit 1c4a0ac0dc
.
Reason: TestShaderUniformMatrix2 failed on Windows
Updates #2707
2023-07-26 00:30:17 +09:00
Hajime Hoshi
1c4a0ac0dc
internal/shader: reland: bug fix: int + ivec failed
...
Closes #2707
2023-07-25 23:02:06 +09:00
Hajime Hoshi
3d8d759976
Revert "internal/shader: bug fix: int + ivec failed"
...
This reverts commit a93908503a
.
Reason: test failures at TestShaderUniformMatrix2
Updates #2070
2023-07-25 22:53:02 +09:00
Hajime Hoshi
a93908503a
internal/shader: bug fix: int + ivec failed
...
Closes #2707
2023-07-25 22:42:06 +09:00
Hajime Hoshi
ad63d0842c
internal/shader: refactoring: check dimensions at AreValidTypesForBinaryOp
2023-07-25 13:46:44 +09:00
Hajime Hoshi
6b94de4ef6
internal/shader: refactoring: integrate type checks to shaderir.AreValidTypesForBinaryOp
2023-07-25 02:51:25 +09:00
Hajime Hoshi
b743b7ab50
internal/shader: bug fix: return true
for float must fail
...
Closes #2706
2023-07-25 02:51:18 +09:00
Hajime Hoshi
29545906c0
internal/shader: refactoring
2023-07-25 01:40:47 +09:00
Hajime Hoshi
c329eab1b2
internal/shader: refactoring
2023-07-24 12:29:27 +09:00
Hajime Hoshi
20123e8420
internal/shader: bug fix: unary operators should keep the type info
...
Closes #2705
2023-07-24 02:21:42 +09:00
Hajime Hoshi
5a1109e56a
internal/shader: refactoring
2023-07-24 02:06:54 +09:00
Hajime Hoshi
0657e67cef
internal/shader: add more tests for % op
2023-07-24 02:00:00 +09:00
Hajime Hoshi
d99da81203
internal/shader: refactoring
2023-07-24 01:49:37 +09:00
Hajime Hoshi
a8c3eb7167
internal/shader: bug fix: don't allow a binary op with different typed constants
...
Closes #2704
2023-07-24 01:41:22 +09:00
Hajime Hoshi
9ffbc51607
internal/shader: remove ConstType usages from canApplyBinaryOp
...
Updates #2550
2023-07-23 14:55:15 +09:00
Hajime Hoshi
94d1df8c7d
internal/shader: simplify canBeFloatImplicitly
...
Updates #2550
2023-07-23 14:06:18 +09:00
Hajime Hoshi
12e60b7273
internal/shader: reduce shaderir.ConstType usages
...
Updates #2550
2023-07-23 13:08:08 +09:00
Hajime Hoshi
a5af8f3b0b
internal/shaderir: remove isUntypedInteger
...
Updates #2550
2023-07-23 13:04:25 +09:00
Hajime Hoshi
8b4c744ca8
internal/ui: rename a file
...
Use `_linbsd.go` suffix for Linux and BSDs.
2023-07-23 02:29:57 +09:00
Hajime Hoshi
91e1c0ea29
ebiten: add more cursor shapes
...
This change adds these new cursor shapes:
* CursorShapeNESWResize
* CursorShapeNWSEResize
* CursorShapeMove
* CursorShapeNotAllowed
Closes #2476
2023-07-23 00:49:45 +09:00
Hajime Hoshi
269b557e38
internal/glfw: rename files
...
Updates #1162
2023-07-22 18:15:46 +09:00
Hajime Hoshi
3d41e8171e
internal/cglfw: refactoring: split build.go into each platform
2023-07-22 17:37:48 +09:00
Hajime Hoshi
47dea6fac4
move internal/glfw/glfw to internal/cglfw
2023-07-22 01:02:55 +09:00
Hajime Hoshi
c85c5b1884
internal/glfw: move Wayland files
2023-07-21 01:59:40 +09:00
Hajime Hoshi
0324db5657
internal/glfw/glfw: remove -l options
...
DLLs for OpenGL are loaded automatically and doesn't have to link them
when compiling.
DLLs for Vulkan are not used.
2023-07-21 01:09:25 +09:00
Hajime Hoshi
65bbfad84a
internal/glfw/glfw: remove null_platform.h
2023-07-21 01:04:08 +09:00
Hajime Hoshi
214f6094f8
internal/glfw/glfw: move osmesa_context.h
2023-07-21 00:09:17 +09:00
Hajime Hoshi
f6e5d2eca6
internal/glfw/glfw: remove unnecessary files
2023-07-21 00:03:26 +09:00
Hajime Hoshi
bccb33236f
internal/glfw/glfw: move xkb_unicode.* and X11 files
2023-07-20 23:37:44 +09:00
Hajime Hoshi
e10c5f5c59
internal/glfw/glfw: move and remove null_* files
2023-07-15 12:57:15 +09:00
Hajime Hoshi
31bad92c23
internal/glfw/glfw: move cocoa_* and nsgl_* files
2023-07-15 12:38:43 +09:00
Hajime Hoshi
647d2aca14
internal/glfw/glfw: move egl_context.* files
2023-07-15 12:30:12 +09:00
Hajime Hoshi
4d9ae2a815
./internal/glfw/glfw: move posix_*.* files
2023-07-13 03:39:12 +09:00
Hajime Hoshi
d8a8404fd4
internal/glfw/glfw/glfw/src: remove internal.h
2023-07-13 03:39:12 +09:00
Hajime Hoshi
a4c183c5d4
internal/glfw/glfw: move some C and H files
2023-07-13 03:08:09 +09:00
Hajime Hoshi
8ee3a6d0c1
internal/glfw/glfw/glfw/src: remove warnings for Wayland
2023-07-13 02:33:06 +09:00
Hajime Hoshi
5ddf75c4b3
internal/glfw/glfw/glfw/src: bug fix: build failure
2023-07-11 00:15:41 +09:00
Hajime Hoshi
72293d48b5
internal/glfw/glfw: unify c_glfw_bsd.go and c_glfw_linux.go
2023-07-11 00:05:33 +09:00
Hajime Hoshi
bf197e379b
internal/glfw/glfw: refactoring: remove glfw/include
2023-07-10 23:30:03 +09:00
Hajime Hoshi
4267e5d22e
internal/gamepad: bug fix: do not call GetRawInputDeviceList with the count 0
...
Updates #2696
2023-07-08 19:18:05 +09:00
Hajime Hoshi
bc2b373bca
internal/glfw/glfw: fix build tags
2023-07-08 14:04:30 +09:00
Hajime Hoshi
f8d8d7a231
examples/life, internal/graphicsdriver/opengl/gl: format copyright texts
2023-07-08 02:50:54 +09:00
Hajime Hoshi
c2b386a917
internal/glfw/glfw: refactoring
2023-07-08 02:34:56 +09:00
Hajime Hoshi
fafbe2711f
internal/glfw/glfw: refactoring
2023-07-08 02:16:39 +09:00
Hajime Hoshi
8039911bc8
internal/glfw/glfw: add license header comments
2023-07-08 02:15:47 +09:00
Hajime Hoshi
a4c2072c0f
internal/glfw/glfw: add 'static' to C functions
2023-07-08 00:37:20 +09:00
Hajime Hoshi
eba8713c64
internal/glfw/glfw: refactoring: reduce files
2023-07-08 00:33:20 +09:00
Hajime Hoshi
65fd352e3b
internal/glfw/glfw: remove unused files
2023-07-07 12:12:47 +09:00
Hajime Hoshi
7a7d4fd91f
internal/ui: bug fix: need to delay to capture a cursor
...
From the spec https://w3c.github.io/pointerlock/#extensions-to-the-element-interface ,
capturing a cursor might require a cooltime. This change adds a delay
to capture a cursor just after escaping from a capture.
Closes #2693
2023-07-07 01:24:02 +09:00
Hajime Hoshi
d0b6d2c41a
internal/glfw/glfw: remove implementation for joystick
...
Closes #2692
2023-07-06 23:24:34 +09:00
Hajime Hoshi
8052c5bdd5
internal/glfw/glfw: remove the Windows part
2023-07-06 00:08:48 +09:00
Hajime Hoshi
fbe732b378
copy github.com/go-gl/glfw/v3.3/glfw to internal/glfw/glfw
...
Closes #2546
2023-07-05 23:59:34 +09:00
guangwu
54e1263565
all: unnecessary use of fmt.Sprintf ( #2691 )
...
Signed-off-by: guoguangwu <guoguangwu@magic-shield.com>
2023-07-05 16:36:29 +09:00
Hajime Hoshi
eb5c1ee818
internal/ui: bug fix: the original cursor position was not scaled correctly
...
Updates #2690
2023-07-05 09:24:29 +09:00
Hajime Hoshi
929539b66e
add exp/textinput package
...
This works only for macOS and browsers so far.
Updates #1029
2023-07-05 02:09:04 +09:00
Hajime Hoshi
1d02d20879
internal/ui: fix comments
2023-07-04 23:34:00 +09:00
divVerent
b96aea70f1
internal/ui: compute antialias region size correctly. ( #2681 )
...
Closes #2679
2023-06-24 02:25:19 +09:00
Hajime Hoshi
8de08295e9
internal/restorable: refactoring
2023-05-26 01:44:13 +09:00
Hajime Hoshi
0f4066e7ac
internal/restorable: remove clearIfOverlapped
...
We found clearIfOverlapped could be a heavy task in some actual applications.
Instead of clearing existing data in the pixels records, add a new record
with a nil slice which indicates a cleared region.
2023-05-25 21:26:53 +09:00
Hajime Hoshi
47f19da710
internal/restorable: early return for an empty rectangle
2023-05-25 19:17:22 +09:00
Hajime Hoshi
90562ee84b
internal/goglfw: enable to build for GOOS=darwin
...
Updates #2546
2023-05-21 21:29:40 +09:00
Hajime Hoshi
0ab214b018
internal/goglfw: move updateWindowStyles call to win32window_windows.go
...
updateWindowStyles is originally a Windows-specific function in GLFW,
so this should be in win32window_windows.go.
2023-05-14 02:56:32 +09:00
the-goodies
12a179aab9
internal/goglfw: fix _GET_X_LPARAM and _GET_Y_LPARAM from api_windows.go ( #2665 )
...
Negative values should not disappear. For example, if _HIWORD returns 63000,
then _GET_Y_LPARAM should return -2536, but now it returns 63000.
This fixes that.
2023-05-10 09:27:40 +09:00
Hajime Hoshi
50b68a0427
internal/goglfw: refactoring: use unsafe.Add
2023-05-10 00:41:57 +09:00
Hajime Hoshi
1035b1d182
internal/shader: bug fix: wrong issue number
...
Updates #2590
Updates #2648
2023-05-09 01:40:33 +09:00
Hajime Hoshi
ad23ae81c1
internal/shader: bug fix: forbide assigning to a uniform variable
...
Closes #2648
2023-05-09 01:38:41 +09:00
Hajime Hoshi
0785502be3
internal/ui: refactoring
2023-05-09 00:35:54 +09:00
Hajime Hoshi
20edb04e5e
internal/restorable: refactoring: add EndFrame
2023-05-08 01:09:25 +09:00
Hajime Hoshi
befe990562
internal/shaderir: refactoring
2023-05-05 14:24:48 +09:00
Hajime Hoshi
ceb2bfc89c
internal/shaderir: refactoring: use the append pattern
2023-05-04 14:34:22 +09:00
Hajime Hoshi
e4c9d6705c
internal/shaderir: refactoring
2023-05-04 14:26:08 +09:00
Hajime Hoshi
ecf07ad09e
internal/graphicscommand: speed optimization: reduce boundary checks
...
Co-authored-by: Egon Elbre <egonelbre@gmail.com>
2023-05-04 12:55:53 +09:00
Hajime Hoshi
d16b591a35
internal/graphicsdriver/directx: bug fix: use an associated IDXGIFactory
...
In DirectX 11, if a device and a factory are independently created,
some functions like MakeWindowAssociation doe't work well.
This change fixes the issue by getting a factory from a device and
using it.
Closes #2661
2023-05-01 19:17:08 +09:00
Hajime Hoshi
b32258ab8c
internal/atlas: refactoring
2023-04-29 13:41:39 +09:00
Hajime Hoshi
e98acd3dc7
internal/graphicsdriver: refactoring: use image.Rectangle
2023-04-29 01:12:05 +09:00
Hajime Hoshi
d2c991b774
all: refactoring: use image.Rectangle
2023-04-28 01:03:38 +09:00
Hajime Hoshi
cdcffd7d4f
internal/restorable: refactoring: use image.Rectangle
2023-04-28 00:42:40 +09:00
Hajime Hoshi
d9a2b0922d
internal/atlas: refactoring: remove unnecessary calculations
2023-04-28 00:26:09 +09:00
Hajime Hoshi
9e61b52a70
internal/atlas: refactoring: use image.Rectangle
2023-04-27 23:55:11 +09:00
Hajime Hoshi
82c7436be5
internal/packing: refactoring: use image.Rectangle
2023-04-27 23:45:57 +09:00
Hajime Hoshi
6c5477adea
internal/atlas: remove borders at the upper and the left sides
...
Updates #2657
2023-04-27 09:06:05 +09:00
Hajime Hoshi
2a1d23d926
internal/shader: bug fix: panic when an assignment mismatch happens
...
Closes #2654
2023-04-26 22:09:25 +09:00
Hajime Hoshi
56b4cdc3c4
internal/graphics: use pixels for offsets
2023-04-26 00:38:23 +09:00
Hajime Hoshi
9d2178cf71
internal/shaderir: rename the built-in func to get a texel to __texelAt
2023-04-23 22:57:30 +09:00
Hajime Hoshi
49582519c1
all: add a compiler directive kage:unit
...
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.
With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.
With the texel-unit mode, the behavior is the same as the current
behavior.
Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
b5ca404c42
internal/shader: bug fix: a swizzling 'r' didn't work for vec2
...
Closes #2652
2023-04-23 21:29:20 +09:00
Hajime Hoshi
00e45affe9
all: update OpenGL version from 2.1 to 3.2
...
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.
Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
40c38eb9ee
internal/graphicsdriver/opengl: refactoring: remove contextPlatform
2023-04-22 21:52:20 +09:00
Hajime Hoshi
8926a4213e
internal/graphicsdriver/opengl: refactoring: move consts to gl
2023-04-22 21:20:34 +09:00
Hajime Hoshi
00ed6f08fc
internal/graphicsdriver/opengl/gl: refactoring: reduce types
2023-04-22 19:27:56 +09:00
Hajime Hoshi
504006fc22
internal/graphicsdriver/opengl/gl: refactoring: remove unused types
2023-04-22 16:18:18 +09:00
Hajime Hoshi
0495101450
internal/graphicsdriver/opengl/gl: bug fix: build error with GOOS=js
2023-04-22 16:10:49 +09:00
Hajime Hoshi
0542f9daa3
internal/graphicsdriver/opengl/gl: refactoring
2023-04-22 15:59:18 +09:00
Hajime Hoshi
4f69ca4ea9
internal/graphicsdriver/opengl: add a debug mode with a build tag ebitenginegldebug
...
In the debug mode, GetError is inserted in each GL function call.
Closes #2650
2023-04-22 13:17:08 +09:00
Hajime Hoshi
b40c5b1e99
internal/ui: catch an error at At at updateIconIfNeeded
...
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
95709d9182
internal/graphicsdriver/opengl: update GLES version to 3.0
...
GLES 3.0 is required for GLSL ES 3.0
Updates #1431
2023-04-19 22:43:26 +09:00
Hajime Hoshi
7509c1d7f5
internal/graphicsdriver/opengl: remove the version es100
...
es300 is requried for 'texelFetch' [1].
[1] https://registry.khronos.org/OpenGL-Refpages/es3.0/html/texelFetch.xhtml
Updates #1431
2023-04-19 22:10:32 +09:00
Hajime Hoshi
2f55bb1b3d
internal/atlas, internal/graphicscommand: refactoring
2023-04-19 21:43:08 +09:00
Hajime Hoshi
6817be2594
internal/goglfw: ignore the invalid-handle error at DestroyWindow
...
Updates #2551
2023-04-18 23:53:26 +09:00
Hajime Hoshi
eb6a773d3f
internal/graphicscommand: remove unnecessary space chars
2023-04-18 01:19:28 +09:00
Hajime Hoshi
df32901dce
internal/shader: refactoring
2023-04-16 18:37:06 +09:00
Hajime Hoshi
c00579509a
internal/ui: bug fix: wrong mouse cursor movement calculation
...
Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
a56924b22f
internal/graphicsdriver/directx: refactoring
2023-04-09 16:49:52 +09:00
Hajime Hoshi
4473557e23
internal/graphicsdriver/directx: smooth rendering when resizing the window with DirectX 12
...
Updates #2615
2023-04-09 16:38:29 +09:00
Hajime Hoshi
2423733598
internal/graphicsdriver/directx: bug fix: wrong size was used when resizing
...
Updates #2633
2023-04-09 16:34:56 +09:00
Hajime Hoshi
2c088b9059
internal/graphicsdriver/directx: resize the swap chain after presenting is done
...
Updates #2633
2023-04-09 16:29:00 +09:00
Hajime Hoshi
730c7a2ad0
internal/graphicsdriver/directx: refactoring
2023-04-09 15:30:46 +09:00
Hajime Hoshi
78d3e4273b
internal/graphicsdriver/directx: remove tearing
...
This is basically a revert of 0035ba0bd1
.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.
Now the DirectX 11 driver was introduced, the situation has changed.
Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00
divVerent
cc24796270
internal/restorable: optimize removeDuplicatedRegions from O((n+m)^2) to O(n*m + m^2) ( #2631 )
...
This is achieved by replacing the function by one that only adds a single
new region, and only considers duplicates between the previously existing
region and the one newly added one, thereby removing previously redundant
checking of each previously existing region against each other.
This speeds up AAAAXY loading on a Moto G7 Play from 52.27 seconds to
8.15 seconds.
Closes #2626
2023-04-09 02:31:22 +09:00
Hajime Hoshi
ce71c31a27
internal/packing: refactoring: remove a redundant check of sizes
2023-04-09 01:13:44 +09:00
divVerent
574925cf7a
packing: remove redundant canAlloc checking and alloc allocating. ( #2629 )
...
By removing redundant work done in canAlloc and just calling alloc right away,
this removes 35% contribution to AAAAXY loading CPU time on the profile on
https://user-images.githubusercontent.com/251568/230496805-c5e32c19-9258-49c8-800b-a3f0bc3b072d.svg ,
or - as measured via stopwatch - brings loading time on Moto G7 Play from
17.22s to 14.94s after already applying #2627 .
This should be safe as there is no case in which alloc succeeds and the
allocated region isn't used; also, there is no case in which alloc mutates the
tree when it doesn't actually succeed (comment added in one place to justify
this).
Closes #2628
2023-04-08 22:03:16 +09:00
Hajime Hoshi
0d1f990338
internal/processtest: output a better error message when failing to compile a Go program
2023-04-01 04:01:39 +09:00
Hajime Hoshi
2875eb25f1
internal/processtest: add a test for #2620
...
Updates #2620
2023-04-01 03:59:00 +09:00
Hajime Hoshi
4e7db88829
internal/processtest: bug fix: timeout didn't work for go-run
...
Apparently timing-out for a go-run process didn't work well. Instead,
use CommandContext for the actual test binary which is already built.
2023-04-01 03:56:50 +09:00
Hajime Hoshi
09d2459f1c
internal/ui: a more robust fix for the unfocused-window loop
...
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.
Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8
internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
...
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.
This change fixes the issue by changing the loop condition.
Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
f5e0496611
internal/goglfw: ignore invalid-window-handle error at DestroyWindow
...
Closes #2551
2023-03-31 23:59:11 +09:00
Hajime Hoshi
14b34a7b0a
internal/ui: typo
2023-03-31 03:21:48 +09:00
Hajime Hoshi
1999f8a024
internal/ui: use DirectX as a fallback for old Windows
...
Initializing OpenGL can fail [1], though this is pretty rare. For such
this case, try DirectX as a fallback.
[1] https://answers.microsoft.com/en-us/windows/forum/all/my-drivers-dont-support-opengl/a1ee0267-4dc8-4385-a185-6ed322d78329
Updates #2613
2023-03-31 03:15:52 +09:00
Hajime Hoshi
370b7599bc
internal/graphicsdriver/directx: use OpenGL as the default on old Windows
...
On old machines, CreateSwapChain might fail without a specific reasons.
Probably this is due to an issue in drivers, and if so, there is nothing
we can do. When choosing a graphics library, prefer OpenGL on such old
machines.
Updates #2613
2023-03-31 02:21:11 +09:00
Hajime Hoshi
182ac21866
internal/goglfw: separate the Windows version detection to a new package winver
2023-03-31 02:16:01 +09:00
Hajime Hoshi
c0adcee12c
Revert "internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7"
...
This reverts commit a4bfe8a869
.
Reason: This doesn't take any effects.
Updates #2613
2023-03-30 22:40:53 +09:00
Hajime Hoshi
a4bfe8a869
internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7
...
This is an experimental fix inspired by Chromium/ANGLE
https://source.chromium.org/chromium/chromium/src/+/main:third_party/angle/src/libANGLE/renderer/gl/wgl/DXGISwapChainWindowSurfaceWGL.cpp;l=491-492;drc=79aa846e38739138918891e8b334fac464dd9b83
Updates #2613
2023-03-30 22:22:26 +09:00
Hajime Hoshi
09250ff4f3
internal/graphicsdriver/directx: adjust buffer count
...
Apparently the buffer count should be 1 with a non-flipping swap effect.
Updates #2613
2023-03-30 21:09:41 +09:00
Hajime Hoshi
61ced5127b
internal/graphicsdriver/directx: limit d3dcompiler versions
...
For example, the verions 45/44 are alpha and should not be used.
Updates #2613
Updates #2618
2023-03-30 17:54:42 +09:00
Hajime Hoshi
99fb40f299
internal/processtest: skip tests on WSL
...
Closes #1864
2023-03-30 13:42:44 +09:00
Hajime Hoshi
d22158b156
internal/graphicsdriver/directx: use non-flip swap effect for old Windows
...
Updates #2613
Updates #2619
2023-03-30 12:33:08 +09:00
Hajime Hoshi
0cd832f096
internal/graphicsdriver/directx: check the DLL availability at NewGraphics
...
Updates #2613
Updates #2618
2023-03-30 01:45:31 +09:00
Hajime Hoshi
3e477d0bbb
internal/graphicsdriver/directx: bug fix: d3dcomipler_47.dll might be missing
...
Updates #2613
Closes #2618
2023-03-30 01:12:46 +09:00
Hajime Hoshi
6858e4b60b
internal/graphicsdriver/directx: use QueryInterface to cast IDXGISwapChain to IDXGISwapChain4
...
QueryInterface is better in terms of error messages than a dumb
pointer casting.
2023-03-30 00:44:39 +09:00
Hajime Hoshi
7fa65ae983
internal/graphicsdriver/directx: reduce unnecessary usages of IDXGISwapChain4
...
IDXGISwapChain is enough for DirectX 11.
Updates #2613
2023-03-30 00:14:04 +09:00
Hajime Hoshi
c9f1696a5b
internal/graphicsdriver/directx: use CreateDXGIFactory instead of CreateDXGIFactory2
...
CreateDXGIFactory2 is available in Windows 8.1 and newer. This is not
necessary for the current Ebitengine implementation. Use the old version
CreateDXGIFactory to support Windows 8 and older.
Updates #2613
2023-03-29 23:56:17 +09:00
Hajime Hoshi
fe67399022
internal/graphicsdriver/directx: use CreateSwapChain instead of CreateSwapChainForHwnd
...
This is a preparation to use IDXGIFactory instead of IDXGIFactory4.
Updates #2613
2023-03-29 23:37:08 +09:00
Hajime Hoshi
ad1bb4b2cb
internal/graphicsdriver/directx: remove unused functions
2023-03-29 23:21:08 +09:00
Hajime Hoshi
1017161c36
internal/graphicsdriver/directx: refactoring
2023-03-29 18:26:11 +09:00
Hajime Hoshi
0b0526a05b
internal/graphicsdriver/directx: bug fix: had to consider strides when copying resources
...
Closes #2617
2023-03-29 18:24:36 +09:00
Hajime Hoshi
0449126c5b
internal/graphicsdriver/directx: integrate EBITENGINE_DIRECTX and EBITENGINE_DIRECTX_FEATURE_LEVEL
2023-03-29 16:22:20 +09:00
Hajime Hoshi
129956d8f0
internal/graphicsdriver/directx: refactoring: remove graphic12.transparent
2023-03-29 15:56:33 +09:00
Hajime Hoshi
78d76945ad
internal/graphicsdriver/directx: implement DirectX 11 driver
...
Updates #2613
2023-03-29 15:52:33 +09:00
Hajime Hoshi
c8a2e5dc71
internal/graphicsdriver/directx: refactoring
...
This is a preparation for a DirectX 11 driver.
Updates #2613
2023-03-29 15:34:58 +09:00
Hajime Hoshi
4779bbc04d
internal/graphicsdriver/directx: refactoring: remove redundant adapter check
2023-03-29 15:32:49 +09:00
Hajime Hoshi
f23dd72fb4
internal/graphicsdriver/directx: reduce unnecessary settings of pipelines
2023-03-29 14:15:22 +09:00
Hajime Hoshi
c22957f678
internal/graphicsdriver/directx: dispose a screen image explicitly
...
A screen image in DirectX 12 should not include any buffers to release
so there is not a bug, but disposing it explicitly when resizing the
window should be polite.
2023-03-29 00:42:03 +09:00