Hajime Hoshi
9693ce8382
internal/shader: allow less arguments at Fragment
...
Closes #3073
2024-08-25 19:17:41 +09:00
Hajime Hoshi
2cc809516f
ebiten: add Vertex.Custom0 to Custom3
...
Closes #2640
2024-08-25 18:11:39 +09:00
Hajime Hoshi
7842942b24
internal/shader: bug fix: need to covert constant type correctly for assignments
...
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f
internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
...
Closes #2933
2024-03-22 23:15:33 +09:00
Hajime Hoshi
6cdabf09d1
ebiten: guarantee invalid color values are not clamped
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Closes #2798
2024-03-13 12:03:44 +09:00
Hajime Hoshi
9a7dcb1077
internal/shader: bug fix: failed to return an array in HLSL
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Closes #2923
2024-03-10 11:59:50 +09:00
Hajime Hoshi
95f7204035
ebiten: make sure panicking with a disposed shader
2023-11-04 00:28:26 +09:00
Hajime Hoshi
c01ceeaa6a
ebiten: replace (*Image).Dispose with Deallocate
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Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
bdd8916bb1
ebiten: replace (*ebiten.Shader).Dispose with Deallocate
...
Updates #2808
2023-11-03 16:25:18 +09:00
Hajime Hoshi
b95228a8a6
all: rename arguments in Kage
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Closes #2767
2023-09-24 16:46:36 +09:00
Hajime Hoshi
73e4423fe7
internal/shader: bug fix: bitwise operators with assignment didn't work
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Closes #2752
Updates #2754
2023-09-12 03:15:28 +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
101372a8c3
ebiten: allow different-size source images at DrawTrianglesShader (pixel mode)
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Updates #1870
2023-08-28 01:39:43 +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
6fa8c02d4a
internal/shader: bug fix: div between a matrix and a flaot failed
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Closes #2719
2023-08-05 02:12:39 +09:00
Hajime Hoshi
63df6168d9
internal/shader: use plural forms for Kage compiler directives
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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
a0ffd8dd25
ebiten: enable texCoord at DrawRectShader even without a source image
...
imageSrcRegionOnTexture will return (0, 0) to (width, height) for
the pixel-unit mode.
Closes #2166
2023-08-01 04:14:36 +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
88be4c5b7c
internal/shader: reland: bug fix: stricter type checks for the built-in cast-like functions
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Closes #2712
2023-07-28 01:33:27 +09:00
Hajime Hoshi
8276a53dd6
ebiten: add TestShaderIVec
2023-07-23 16:42:39 +09:00
Hajime Hoshi
56b4cdc3c4
internal/graphics: use pixels for offsets
2023-04-26 00:38:23 +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
818e27302c
ebiten: skip tests with dfdx and dfdy
...
Updates #2583
2023-02-28 03:30:37 +09:00
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
...
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
divVerent
abece041f4
internal/graphicsdriver/opengl: fix state tracking of glBindTexture / glActiveTexture interaction ( #2526 )
...
After switching texture units using glActiveTexture, a different texture may
be bound. For now, let's just force the active texture state variable to zero
so the next glBindTexture call isn't skipped.
Closes #2525
2023-01-07 23:13:14 +09:00
Hajime Hoshi
e9e5d27d2c
internal/shader: bug fix: % operators for integer vecs didn't work
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Closes #1911
2022-11-21 01:39:20 +09:00
Hajime Hoshi
0b9cbaa1ed
internal/shader: introduce integer vectors (ivec2, ivec3, ivec4)
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Closes #1911
2022-11-21 00:31:23 +09:00
Hajime Hoshi
7961654927
internal/graphicsdriver/metal: bug fix: wrong alignment for vec3
2022-11-20 23:14:09 +09:00
Hajime Hoshi
bba196d1ec
ebiten: allow array types for uniform variables
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Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
1ecac8d834
all: allow integer uniform variables for Kage shaders
...
Closes #2305
Updates #2448
2022-11-13 01:49:24 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{}
with any
( #2430 )
...
Closes #2429
2022-11-03 15:33:09 +09:00
Hajime Hoshi
b0b64e3610
ebiten: use premultiplied-alpha format for ColorScale
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Closes #2361
2022-10-02 14:41:50 +09:00
Hajime Hoshi
1f70307582
ebiten: add DrawRectShaderOptions.ColorScale
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This change also introduces a new struct ColorScale.
Closes #2361
2022-09-30 21:44:48 +09:00
Hajime Hoshi
cf92158e33
ebiten: bug fix: add an indirect function call for a fragment shader
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Closes #2245
Closes #2247
2022-08-17 16:37:37 +09:00
Hajime Hoshi
652cd169b2
ebiten: revert the changes for DrawRectShader
...
This reverts these commits:
- 9bd46cb2b5
.
- f8c4634017
.
This causes test failures on the Steam bot. See #2246 .
Updates #2166
Closes #2246
2022-08-17 00:56:33 +09:00
Hajime Hoshi
9bd46cb2b5
ebiten: bug fix: assigning to arguments doesn't work with OpenGL
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Updates #2166
2022-08-16 23:07:15 +09:00
Hajime Hoshi
f8c4634017
ebiten: always specify the source region at DrawRectShader
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imageSrcRegionOnTexture should work even without any images.
Updates #2166
2022-08-16 22:43:33 +09:00
Hajime Hoshi
205245b094
internal/shader: implement a new built-in function discard
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Closes #1969
2022-08-09 11:31:59 +09:00
Hajime Hoshi
0217ed0544
ebiten: add WritePixels replacing ReplacePixels
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Closes #2236
2022-08-08 03:50:27 +09:00
Hajime Hoshi
c01821ca5c
internal/shader: use all functions for vector comparisons
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Updates #2186
2022-07-09 02:30:16 +09:00
Hajime Hoshi
bac34a4474
ebiten: add NewImageWithOptions and NewImageOptions
...
This change adds NewImageWithOptions, that creates a new image with
the given options.
NewImageWithOptions takes image.Rectangle instead of a width and a
height, then a user can create an image with an arbitrary bounds.
A left-upper position can be a negative number.
NewImageWithOptions can create an unmanged image, that is no longer
on an automatic internal texture atlas. A user can have finer controls
over the image.
This change also adds tests for this function.
Updates #2013
Updates #2017
Updates #2124
2022-06-15 02:20:19 +09:00
Hajime Hoshi
2d912a2387
internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables
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Closes #2038
2022-03-27 01:49:52 +09:00
Hajime Hoshi
aef00a5235
internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
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Updates #2037
2022-03-27 01:22:54 +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
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
dcccd27629
internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
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Updates #2029
2022-03-26 02:57:38 +09:00
Hajime Hoshi
b96b75d51c
ebiten: add TestShaderMatrixInitialize
2022-03-26 01:19:20 +09:00