Hajime Hoshi
7321e86a6b
internal/graphicsdriver/directx: bug fix: the screen image can be nil when resizing the window
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Closes #2081
2022-04-26 11:19:48 +09:00
Hajime Hoshi
736d77e0d2
internal/graphicsdriver: remove Graphics.NDCYDirection
2022-04-04 03:03:44 +09:00
Hajime Hoshi
02db3bad53
internal/graphicscommand: remove the dependency on a graphics driver from compileShader
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Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
9be454ef25
internal/graphicsdriver: remove an old comment
2022-04-03 02:53:43 +09:00
Hajime Hoshi
3fafc05411
internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
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Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
6bd3c81e27
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
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Updates #2036
2022-03-27 00:32:30 +09:00
Hajime Hoshi
eaad959472
internal/graphicsdriver/metal: remove println
2022-03-27 00:12:34 +09:00
Hajime Hoshi
f6d87f6ee8
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix variables were passed wrongly
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Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12
internal/graphicsdriver: introduce the DirectX driver
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Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
eeb5687b73
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
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On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
2022-03-24 13:20:36 +09:00
Hajime Hoshi
7bb7e45522
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to interface
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Converting a nil with a pointer type to an interface type is no longer
a nil-nil interface, and then comparing with nil causes an unexpected
results.
2022-03-24 03:24:58 +09:00
Hajime Hoshi
09b0a0ffaf
internal/ui: refactoring: simplify the selection of graphics libraries
2022-03-23 02:21:53 +09:00
Hajime Hoshi
a74e7b1578
Revert "internal/graphicsdriver/metal: refactoring"
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This reverts commit 1c57393393
.
Reason: nothing is rendered on iOS.
Closes #2022
2022-03-23 01:22:39 +09:00
Hajime Hoshi
cd57bccbfc
internal/graphicsdriver: let some functions return an error
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This is a preparation for the DirectX driver.
Updates #1007
2022-03-21 22:23:12 +09:00
Hajime Hoshi
0dcf43b350
internal/graphicsdriver: reorder the member
2022-03-21 22:05:21 +09:00
Hajime Hoshi
5fe6791b5d
internal/graphicscommand: add a new paramter 'mask' to ReplacePixels
2022-03-21 01:11:01 +09:00
Hajime Hoshi
2e6bb8c4e2
internal/graphicsdriver/metal: add comments
2022-03-14 22:02:44 +09:00
Hajime Hoshi
7d0f95e9be
internal/graphicsdriver: refactoring: replace Uniform with []float32
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Closes #2016
2022-03-13 03:42:13 +09:00
Hajime Hoshi
35a5c88901
internal/graphics: rename constants
2022-03-12 04:01:48 +09:00
Hajime Hoshi
6f00221051
internal/shaderir/msl: rename the package name
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Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
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Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
c37ffecafd
internal/graphicsdriver/metal: reorder uniform variables
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This might improve memory allocations.
This makes the code more consistent with HLSL's packing rule [1]
[1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
2022-03-05 22:12:08 +09:00
Hajime Hoshi
d4d4b9c070
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo
2022-03-04 03:47:55 +09:00
Hajime Hoshi
b22309a0e5
internal/graphicsdriver: replace Pixels with ReadPixels
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Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
566957dc1c
internal/graphicsdriver/metal: invert Y at the vertex shader
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Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.
This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.
Updates #1007
2022-02-27 01:53:03 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. ( #1996 )
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Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.
Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.
I assume this is a strict improvement, however this may warrant some testing.
Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.
Updates #1772
2022-02-24 02:27:50 +09:00
Hajime Hoshi
8b7273b74a
internal/graphicsdriver/metal: call PresentDrawable only when necessary
2022-02-22 01:37:13 +09:00
Hajime Hoshi
ee911fd892
internal/graphicsdriver/metal: fix an error message
2022-02-20 22:01:36 +09:00
Hajime Hoshi
ab1ad2c72f
.github/workflow: add a test to build with the build tag ebitencbackend
2022-02-13 16:57:48 +09:00
Hajime Hoshi
1c57393393
internal/graphicsdriver/metal: refactoring
2022-02-13 01:00:20 +09:00
Hajime Hoshi
162f62f54e
internal/graphicsdriver/metal/mtl: bug fix: test compile error
2022-02-11 23:23:22 +09:00
Hajime Hoshi
176e984a58
internal/ui: refactoring: remove dependency on the package mtl
2022-02-11 23:11:49 +09:00
Hajime Hoshi
6f3c6d6c1b
internal/graphicsdriver/meta: rename function
2022-02-11 22:47:13 +09:00
Hajime Hoshi
cc4e2f08be
internal/graphicsdriver/metal: rename files
2022-02-11 21:49:05 +09:00
Hajime Hoshi
4c6c31e384
all: reorder build tags in an alphabetical order
2022-02-08 15:49:15 +09:00
Hajime Hoshi
df60c4c92d
internal/driver: rename to internal/graphicsdriver
2022-02-06 20:41:32 +09:00
Hajime Hoshi
84e53d4c61
internal/graphicsdriver/opengl, internal/uidriver/glfw: treat Win32 API errors correctly
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The returned errors from syscall.Syscall* and windows.LazyProc.Call come
from GetLastError. The value of GetLastError is not reliable when the
function succeeds.
This change fixes the usages of error values. The error value is now
used only when the API explicitly fails.
2022-01-30 15:54:24 +09:00
Hajime Hoshi
d0a6ce6567
internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
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Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
cdf2335f5a
refactoring: better error handlings on Windows
2022-01-23 18:30:40 +09:00
Hajime Hoshi
1b498a03cc
Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
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This reverts commit 1dd13ae06e
.
Reason: This caused FPS drop on macOS 12.0.1
Updates #1885
Closes #1939
2022-01-09 01:02:53 +09:00
Hajime Hoshi
3b0ce21a56
Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
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This reverts commit 202f642395
.
Reason: TestImageEvenOdd failed
Updates #1933
2022-01-06 03:19:46 +09:00
Hajime Hoshi
202f642395
internal/graphicsdriver: bug fix: render semi-transparent vectors correctly
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Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
6b34ddecfa
internal/graphicsdriver/opengl/gles: add GLES_SILENCE_DEPRECATION to suppress warnings
2022-01-05 01:54:00 +09:00
Hajime Hoshi
1799ed0b28
add a build tag 'ebitencbackend' and internal/cbackend
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This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.
The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.
Closes #1900
2021-12-22 21:12:48 +09:00
Hajime Hoshi
1dd13ae06e
internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
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This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.
Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
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This change also improves the result of espcae analysis.
Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31
internal/graphicsdriver/opengl: Avoid allocations by escaping to heap
2021-10-31 22:34:14 +09:00
Hajime Hoshi
15f62bfeb5
internal/graphicsdriver/opengl: Optimization: Cache texture variable names
2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef
internal/graphicsdriver/opengl: Optimization
2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275
internal/graphicsdriver/opengl: Optimization: Avoid heap allocations
2021-10-31 02:10:44 +09:00