Hajime Hoshi
f7c44f086f
replace Ebiten with Ebitengine in comments
2022-08-29 11:17:17 +09:00
Hajime Hoshi
fd5d142453
internal/restorable: bug fix: needed to copy the stale region when extending an image
...
Updates #2274
2022-08-27 23:29:50 +09:00
Hajime Hoshi
b2f874a244
image/rectangle: read pixels only for necessary parts
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Closes #2274
2022-08-27 23:23:33 +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
af894d5c83
internal/restorable: rename ReplacePixels -> WritePixels
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Updates #2236
2022-08-08 03:16:26 +09:00
Hajime Hoshi
70f5e84098
internal/graphicsdriver: rename ReplacePixels to WritePixels
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Updates #2236
2022-08-08 03:05:04 +09:00
Hajime Hoshi
bf5f7ee34d
internal/restorable: refactoring: replace At with ReadPixels
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Updates #1995
2022-08-05 23:37:27 +09:00
mattn
3cd0daac67
go generate ./... with Go 1.19 ( #2228 )
2022-08-03 20:48:02 +09:00
Hajime Hoshi
7bf179472b
internal/restorable: change the naming convention: Num -> Count
2022-07-13 02:11:12 +09:00
Hajime Hoshi
afed6a83c6
internal/graphics: change the naming convention: Num -> Count
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This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
8522bfd0bf
internal/graphicscommand: bug fix: replacePixelsCommand should not read pixels
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Reading pixels, writing pixels, and using the image as a source might
cause a flaky behavior with Metal. Stop reading pixels if possible.
Closes #2180
2022-07-05 23:30:26 +09:00
Hajime Hoshi
6b814888b5
internal/atlas: always use DrawTriangles at putOnAtlas
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DrawTriangles was introduced at #1508 , and apparently there is no
reason we should use ReplacePixels here. So, simplify the logic by
using only DrawTriangles.
2022-06-10 02:58:04 +09:00
Hajime Hoshi
6b212d7642
internal/restorable: refactoring: add Image.needsRestoring
2022-06-08 02:24:10 +09:00
Hajime Hoshi
9f729cf5c3
internal/restorable: remove SetVolatile
2022-06-08 02:20:09 +09:00
Hajime Hoshi
b8e8d72377
internal/restorable: rename ImageTypeScreenFramebuffer -> ImageTypeScreen
2022-06-07 23:45:35 +09:00
Hajime Hoshi
73c893e977
internal/restorable: refactoring: unify NewScreenFramebufferImage and NewImage
2022-06-06 09:33:50 +09:00
Hajime Hoshi
31fd736ca5
internal/graphicscommand: refactoring: unify NewScreenFrameBufferImage and NewImage
2022-06-06 09:21:11 +09:00
Hajime Hoshi
cb0cbb4efa
internal/restorable: refactoring: introduce ImageType
2022-06-06 09:13:55 +09:00
Hajime Hoshi
6710808cd1
ebiten: compile shaders at NewShader
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Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
f75a70dc40
internal/graphicscommand: treat []float32 instead of interface{} for uniform variables
2022-04-03 03:51:52 +09:00
Hajime Hoshi
34e23f5256
internal/restorable: treat texels instead of pixels
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Updates #1820
2022-04-02 04:25:27 +09:00
Hajime Hoshi
151dfffad6
internal/restorable: simplify canDetectContextLostExplicitly
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This constant was set with some wrong assumptions:
1. On Android, recovering was needed.
2. On iOS, OpenGL ES was used when
a. The architecture was 386 or amd64 == an emulator is used
b. The build tag ebitengl was not specified
c. gomobile-build was used
3. On browsers, recovering was needed.
1., 2b, and 2c are correct.
2a. is not correct: Now emulators are available on all the
architectures with both Metal and OpenGL.
3. is not correct: Ebiten no longer recovers the contest lost.
Now, Ebiten can detect a context lost explicitly when
1. On Android
2. On iOS and on gomobile-build
(When gomobile-build is used, OpenGL should always be used)
Based on this fact, this change changes the constant to a variable,
and fixes the logic to set the variable.
2022-03-23 03:01:59 +09:00
Hajime Hoshi
81b9f91f86
internal/graphicscommand: compile shaders lazily
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With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.
This change delays compiling shaders until the graphics commands
are actually executed in the main loop.
Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
dfc9eeaaec
internal/restorable: bug fix: the parameter mask was not passed correctly
2022-03-21 05:40:13 +09:00
Hajime Hoshi
5c79b86412
internal/restorable: add a new parameter specifying a mask for ReplacePixels
2022-03-21 03:08:58 +09:00
Hajime Hoshi
e55dbbf3cd
internal/restorable: add more tests
2022-03-21 03:04:52 +09:00
Hajime Hoshi
72a6ab8da4
internal/restorable: add more tests
2022-03-21 02:44:48 +09:00
Hajime Hoshi
924f7ea932
internal/restorable: refactoring
2022-03-21 01:26:48 +09:00
Hajime Hoshi
5fe6791b5d
internal/graphicscommand: add a new paramter 'mask' to ReplacePixels
2022-03-21 01:11:01 +09:00
Hajime Hoshi
c1a0d83f8d
internal/restorable: simplify the implementation of rect
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Allow overlapped regions at pixelsRecords.
This removes the members `last*` for caching. These were introduced
at 7e7751bd43
, and apparently these
are no longer needed.
2022-03-21 00:06:30 +09:00
Hajime Hoshi
54b4e87506
internal/restorable: bug fix: ReplacePixels on a sub-image might panic on Android
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If regions by ReplacePixel are overlapped, this can panics. This can
happen only on Android, where a context lost can happen.
Thus, a sub-image cannot call a direct ReplacePixels. internal/buffer
has to care this.
2022-03-20 18:01:37 +09:00
Hajime Hoshi
4cbce71b2b
internal/graphicscommand: move the choice of graphics drivers to internal/ui
2022-03-20 02:51:31 +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
77f765d483
internal/testing: bug fix: considering the case when Y is inverted
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Closes #2003
2022-02-27 22:14:32 +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
df60c4c92d
internal/driver: rename to internal/graphicsdriver
2022-02-06 20:41:32 +09:00
Hajime Hoshi
06f4142ca0
internal/driver: Optimization: Replace interface{} with driver.Uniform
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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
96dc80fd08
internal/restorable: Remove needsDisposingWhenRestoring
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Now restoring from context lost doesn't work on browsers. Then,
the constant needsDisposingWhenRestoring is actually always true.
2021-10-23 23:46:29 +09:00
Hajime Hoshi
dddfe73604
internal/uidriver/mobile: Bug fix: iOS with ebitengl build tag didn't work correctly
2021-10-23 23:32:57 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports ( #1837 )
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Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
dbe101a8ef
internal/restorable: Remove draw-triangles-history items explicitly
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Updates #1803
2021-09-09 12:57:50 +09:00
Hajime Hoshi
8f857daf3e
internal/restorable: Bug fix: Forbid NewImage before the graphics driver is ready
2021-09-09 03:58:58 +09:00
Hajime Hoshi
a3570331dd
internal/restorable: Delay initializing emptyImage
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Now NeedsRestorable can always return a correct value.
2021-09-09 03:27:22 +09:00
Hajime Hoshi
60b8f82bfd
graphicscommand: Dump internal image info on the debug mode
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Closes #1714
2021-08-05 01:16:42 +09:00
Hajime Hoshi
18903db1c6
internal/atlas: Bug fix: Unexpected padding in screenshots
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Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
21aa96f9f5
internal/affine: Refactoring: Make ColorM interface
2021-07-27 12:10:22 +09:00
Hajime Hoshi
6213c17abc
internal/driver: Add Graphics.Initialize
2021-07-07 13:58:42 +09:00
Hajime Hoshi
b466a0cbd7
ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
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Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
c725937cc6
internal/graphics: Reuse the vertices backend
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This is basically a reland of 9cb631e30f
.
This change locks the vertices backend at the end-frame phase to
protect from vertices usages by other goroutines.
Updates #1546
Closes #1681
2021-06-27 02:31:01 +09:00
Hajime Hoshi
38ce46328a
internal/atlas: Reuse byte array for ReplacePixels
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This reduces memory allocation at ReplacePixels.
Updates #1681
2021-06-26 03:48:25 +09:00