Hajime Hoshi
4a9caf8afb
internal/graphicsdriver/directx: ignore higher 32bit values for Errno
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Updates #2113
2022-06-02 23:01:38 +09:00
Hajime Hoshi
fb03a1e351
internal/graphicsdriver/directx: bug fix: ID3D12Resource::Unmap does not return an value
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Updates #2113
2022-06-02 12:52:58 +09:00
Hajime Hoshi
4a684c4195
treat Windows error values as uint32 instead of windows.Handle
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The error value are defined as windows.Handle (64bit) in
golang.org/x/sys/windows, but an actual type should be HRESULT (32bit).
This causes an issue that a returning value from a Windows API was
recognized as a non-zero error value though the value was not an error,
when the value's lower 32-bits are all zero.
See also https://github.com/golang/go/issues/48736#issuecomment-1143993096
Updates #2113
2022-06-02 12:10:21 +09:00
Hajime Hoshi
b900f83a01
internal/graphicsdriver/directx: refactoring: remove an unused member Image.numRows
2022-06-02 01:53:27 +09:00
Hajime Hoshi
0dc6e4e64e
internal/graphicsdriver/directx: use ID3D12Resource instead of ID3D12Resource1
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Updates #2114
2022-06-02 01:26:02 +09:00
Hajime Hoshi
c99b948df3
internal/graphicsdriver/directx: refactoring
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Updates #2084
2022-05-30 03:17:15 +09:00
Hajime Hoshi
d4226659ee
internal/graphicsdriver/directx: initialize a device for Xbox
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Updates #1162
2022-05-30 02:10:18 +09:00
Hajime Hoshi
59798d29f4
internal/graphicsdriver/directx: defer the initialization
2022-05-29 22:02:39 +09:00
Hajime Hoshi
b4491ab94d
internal/graphicsdriver/directx: unify the naming convention with glfwwin
2022-05-29 21:18:23 +09:00
Hajime Hoshi
0081fa7a47
internal/graphicsdriver/directx: add a comment
2022-05-29 20:05:37 +09:00
Hajime Hoshi
ad380a32f4
internal/glfwwin: split GDK part to a new package internal/microsoftgdk
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Updates #1162
2022-05-29 19:25:26 +09:00
Hajime Hoshi
5c63c4a4aa
internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
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From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.
[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
d577cc5e7d
internal/graphicsdriver/opengl/gl: rename files
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Updates #1162
2022-05-27 18:31:40 +09:00
TotallyGamerJet
726e88e520
internal/graphics/opengl/gl: remove CGO in openGL on macOS ( #2104 )
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Updates #1162
2022-05-27 18:26:53 +09:00
Hajime Hoshi
7030840efa
internal/graphicsdriver/opengl/gl: refactoring
2022-05-25 02:24:40 +09:00
Hajime Hoshi
3745c0a2e0
internal/graphicsdriver/opengl/gl: remove an unused function GetBufferSubData
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This is basically a revert of 86a0c7aa82
2022-05-24 20:45:45 +09:00
Hajime Hoshi
a1370a4791
internal/graphicsdriver/opengl: remove an unused member gl.getBufferSubData
2022-05-24 20:40:53 +09:00
Hajime Hoshi
f888b7868b
internal/graphicsdriver/opengl: fix the error message when GenFramebufferEXT fails
2022-05-23 22:25:40 +09:00
Hajime Hoshi
0577a28aed
all: add struct members for go-vet
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Updates #1306
2022-05-22 22:05:40 +09:00
Hajime Hoshi
4396785829
Revert "internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )"
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This reverts commit f7e21983cf
.
Reason: test failures (#2102 )
Closes #2102
2022-05-22 01:24:48 +09:00
TotallyGamerJet
f7e21983cf
internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )
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Updates #1162
2022-05-22 00:58:45 +09:00
Hajime Hoshi
fef79f4d3e
internal/graphicsdriver/metal: update the minimum version of macOS
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Updates #2095
2022-05-18 00:09:04 +09:00
Hajime Hoshi
7409f01b17
internal/graphicsdriver/metal/mtl: bug fix: specify the language version explicitly
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Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
a0e1d08123
internal/graphicsdriver/directx: update comments
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Updates #2081
2022-04-26 11:20:48 +09:00
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