Commit Graph

195 Commits

Author SHA1 Message Date
Hajime Hoshi
7d0f95e9be internal/graphicsdriver: refactoring: replace Uniform with []float32
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
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e internal/shaderir/metal: rename to msl
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
c37ffecafd internal/graphicsdriver/metal: reorder uniform variables
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
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
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)
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
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
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
d0a6ce6567 internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
1b498a03cc Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
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"
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
Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
1dd13ae06e internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
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
06f4142ca0 internal/driver: Optimization: Replace interface{} with driver.Uniform
Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
7be00d79e8 internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.

By using a little different size view, FPS becomes stable.

Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161 internal/graphicsdriver/metal: Refactoring 2021-09-18 17:24:03 +09:00
Hajime Hoshi
65943d4bad internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
35deb53624 internal/graphicsdriver/metal: Rename files to remove +build comments 2021-08-23 02:06:09 +09:00
Hajime Hoshi
15ac69b8d5 internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
ec26b1a43b internal/graphicsdriver/metal: Refactoring: Remove vsyncInited 2021-08-08 15:30:13 +09:00
Hajime Hoshi
cc1accc32a internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
Closes #1740
2021-08-06 03:08:04 +09:00
Hajime Hoshi
e4329d0349 internal/driver: Refactoring: Reduce dependencies on affine 2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5 internal/affine: Refactoring: Make ColorM interface 2021-07-27 12:10:22 +09:00
Hajime Hoshi
7e5b259dd2 internal/affine: Use a pointer of an array for UnsafeElements 2021-07-26 21:19:53 +09:00
Hajime Hoshi
b0106e95b9 internal/restorable: Bug fix: Test failed on macOS (Metal) 2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03 internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113 internal/graphicsdriver/metal: Separate GCing the buffers
Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961 internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
See https://developer.apple.com/documentation/quartzcore/cametallayer

> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.

Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6 Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
This reverts commit e0fbfc2bb0.

Reason: Rendering issue

Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
e0fbfc2bb0 internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.

This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.

Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5 internal/graphicsdriver/metal: Optimize the screen writing 2021-07-07 02:07:09 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea internal/graphicsdriver/metal: Set framebufferOnly true
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba internal/graphicsdriver/metal: Change the order of GCed buffers
As a big buffer is likely reused, we should remove smaller buffers
first.

Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a internal/graphicsdriver/metal: Remove println
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc internal/graphicsdriver/metal: Reuse MTLBuffer objects
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html

Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7 internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00