Hajime Hoshi
c23af8fa3a
internal/ui: remove unnecessary comments
2022-10-13 12:28:32 +09:00
Hajime Hoshi
30088cf602
internal/ui: refactoring: reduce uniform variable
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This might degrade performance, but can demonstrate how to get the
scale of the screen.
Updates #2046
2022-10-13 00:59:51 +09:00
Ronnie
913a03e247
inpututil: add new APIs for keys and gamepads ( #2383 )
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This change adds these APIs:
* `AppendJustPressedKeys`
* `AppendJustReleasedKeys`
* `AppendPressedGamepadButtons`
* `AppendJustPressedGamepadButtons`
* `AppendJustReleasedGamepadButtons`
* `AppendPressedStandardGamepadButtons`
* `AppendJustPressedStandardGamepadButtons`
2022-10-12 16:21:52 +09:00
Hajime Hoshi
91275e8fc2
internal/ui: add comments
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Updates #1431
2022-10-12 02:46:08 +09:00
Hajime Hoshi
27d2e8b60e
update gomobile
2022-10-11 22:47:40 +09:00
Hajime Hoshi
fe172f2151
update Oto to v2.4.0-alpha.4
2022-10-11 22:37:07 +09:00
Hajime Hoshi
99e777b0c5
internal/atlas: do not adjust pixels for DrawTriangles(Shader)
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Adjusting pixels is needed to avoid strainge rendering to avoid unexpected
rendering (#1171 ). However, this adjustment caused unexpected holes
especially in a thick stroke.
This change moves the logic of adjusting pixels from atlas to
graphics.QuadVertices so that adjusting works only for DrawImage and
DrawRectShader.
Updates #1171
Updates #1843
2022-10-11 02:09:20 +09:00
Hajime Hoshi
1ff55bc745
vector: remove redundant MoveTo
2022-10-11 01:18:18 +09:00
Hajime Hoshi
84452b0bf8
vector: remove redundant LineTo calls before Arc
2022-10-11 01:17:13 +09:00
Hajime Hoshi
2322acbd9c
Revert "vector: improve quality of lines by removing holes"
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This reverts commit ccfedeea1d
.
Reason: This affects the result of the line ends
2022-10-11 00:28:24 +09:00
Hajime Hoshi
ccfedeea1d
vector: improve quality of lines by removing holes
2022-10-11 00:12:35 +09:00
Hajime Hoshi
69c8fd745b
vector: add AppendVerticesAndIndicesForStroke
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Updates #1843
2022-10-10 23:19:29 +09:00
Hajime Hoshi
a57042ebef
vector: bug fix: wrong base index
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Closes #2379
2022-10-10 18:07:13 +09:00
Hajime Hoshi
a310b7c5bb
internal/builtinshader: fix comments
2022-10-10 13:14:37 +09:00
Hajime Hoshi
010bf69f5a
examples/vector: improve readability of the debug message
2022-10-10 00:22:57 +09:00
Hajime Hoshi
5d9acfe7ec
examples/vector: add switching anti-alias
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This change is a proof-of-concept of anti-alias with a pseudo MSAA
effect.
Updates #663
2022-10-09 21:27:16 +09:00
Hajime Hoshi
f57fb4763c
update Oto
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Updates hajmehoshi/oto#187
2022-10-09 17:15:44 +09:00
Hajime Hoshi
2d5da14d8f
ebiten: fix the documentation about GraphicsLibrary
2022-10-08 22:44:39 +09:00
Hajime Hoshi
cf5c74ed76
update Oto (to fix a stuttering issue)
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Closes #2376
2022-10-07 12:23:59 +09:00
Hajime Hoshi
cb79e4eabe
internal/restorable: improve pixelsForRestore usages
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Updates #2375
2022-10-06 15:54:54 +09:00
Hajime Hoshi
c6b37e9809
internal/restorable: use pixelsForRestore only when restoring is needed
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Updates #2375
2022-10-06 15:09:21 +09:00
Hajime Hoshi
34562c3337
internal/restorable: clear pixelsForRestore at Dispose
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Updates #2375
2022-10-06 15:04:12 +09:00
Hajime Hoshi
e66bac5c3f
internal/restorable: reuse byte slices for restoring
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Updates #2375
2022-10-06 14:52:20 +09:00
Hajime Hoshi
85d8a5889a
Revert "internal/restorable: reuse bytes instead of allocations"
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This reverts commit 8cf3c31cf6
.
Reason: This didn't improve the situation.
Updates #2375
2022-10-06 14:11:09 +09:00
Hajime Hoshi
8cf3c31cf6
internal/restorable: reuse bytes instead of allocations
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Updates #2375
2022-10-06 12:41:47 +09:00
Hajime Hoshi
69cdd2b178
internal/graphicsdriver/metal: refactoring
2022-10-04 00:29:18 +09:00
Hajime Hoshi
940d6b11c8
ebiten: add comments about SubImage as destinations
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Updates #2232
2022-10-03 01:56:20 +09:00
Hajime Hoshi
dcc98e78e9
ebiten: remove unnecessary casts
2022-10-03 01:25:24 +09:00
Hajime Hoshi
b489548963
internal/builtinshader: fix comments
2022-10-03 01:09:28 +09:00
Hajime Hoshi
61cabbf2e7
internal/atlas: optimization
2022-10-03 00:06:50 +09:00
Hajime Hoshi
72983d966b
all: remove unused conditions
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Now Kage shaders are always used.
The situtation is different from when we fixed for #1355 , so we removed
the fast path for #1335 . We have to re-check the current performance.
Updates #1355
2022-10-02 23:50:48 +09:00
Hajime Hoshi
534d82c17d
internal/builtinshader: move Filter and Address from internal/graphicsdriver
2022-10-02 23:24:15 +09:00
Hajime Hoshi
9c07b20f2b
internal/ui: remove an odd cast
2022-10-02 23:20:16 +09:00
Hajime Hoshi
efd91c8b86
internal/ui: remove unused arguments from DrawTriangles
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Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed
internal/mipmap: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
361a1059ee
internal/buffered: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:29 +09:00
Hajime Hoshi
3da30b3b78
internal/atlas: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 23:06:27 +09:00
Hajime Hoshi
de8f85651d
internal/restorable: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 22:51:34 +09:00
Hajime Hoshi
0ae2b1bc24
all: remove unnecessary conditions
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Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
6fca8edc1b
internal/graphicscommand: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 22:21:11 +09:00
Hajime Hoshi
080d936d42
internal/graphics: remove unused arguments from DrawTriangles
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Updates #2369
2022-10-02 22:13:31 +09:00
Hajime Hoshi
6fc9d9316d
internal/graphicscommand: remove unnecessary conditions
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Now a Kage shader is always used.
2022-10-02 22:11:20 +09:00
Hajime Hoshi
a9574627e8
internal/graphicsdriver/directx: remove the built-in shaders
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Updates #2369
2022-10-02 21:35:23 +09:00
Hajime Hoshi
033997d928
internal/graphicsdriver/opengl: remove the built-in shaders
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Updates #2369
2022-10-02 21:26:13 +09:00
Hajime Hoshi
5f7db485f2
internal/graphicsdriver/metal: remove the built-in shaders
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Updates #2369
2022-10-02 20:34:38 +09:00
Hajime Hoshi
0b45ca7057
ebiten: reduce duplicated shader compilations
2022-10-02 20:33:50 +09:00
Hajime Hoshi
d4e7676daa
ebiten: do not use mipmaps at DrawTrianglesShader
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This change stops using mipmaps at DrawTrianglesShader. Though this
is a brekaing change, the shader APIs are experimental in v2.4, and
the extent of the impact should be pretty small as DrawTrianglesShader
is a rarely-used low-level API.
For DrawRectShader, mipmaps were not used even before this change.
Updates #2370
2022-10-02 20:22:59 +09:00
Hajime Hoshi
ff72898b85
internal/builtinshader: use a struct instead of a map
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With a map, we might miss typos.
2022-10-02 20:17:47 +09:00
Hajime Hoshi
72004b2e23
ebiten: update comments about Vertex
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Updates #2365
2022-10-02 19:35:19 +09:00
Hajime Hoshi
311aa7dcf8
all: use Kage shaders in internal packages
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Updates #2369
2022-10-02 19:17:09 +09:00