Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Bui Quoc Trong
0d29979296
Fix the comment style cause heading in pkgsite ( #1369 )
2020-09-29 16:55:39 +09:00
Hajime Hoshi
9890dc51da
uidriver/glfw: Bug fix: Need to call updateVsync after setWindowSize
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Fixes #1363
2020-09-22 18:45:56 +09:00
Hajime Hoshi
3c71eba446
shaderir: Bug fix: Implement atan2 for Metal correctly
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Fixes #1360
2020-09-22 04:29:34 +09:00
Hajime Hoshi
ee52c88e98
uidriver/glfw: Bug fix: Set the correct window size when going back from fullscreen
2020-09-21 19:20:58 +09:00
Hajime Hoshi
3fc328db8d
uidriver/glfw: Adjust monitor sizes with math.Ceil
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deviceScaleFactor() sometimes returns an unnice value (e.g.,
1.502361). Add math.Ceil whenever the calculation involves the
device scale factor.
2020-09-21 18:52:27 +09:00
Hajime Hoshi
f3ef2e2af5
Performance optimization for the path without a shader
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Fixes #1355
2020-09-21 05:43:24 +09:00
Hajime Hoshi
cb73230301
graphics: Revive the special allocating method for vertices for Wasm
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It looks like the allocation cost is pretty high even on Wasm.
Revive the special method not only on GopherJS but also on Wasm.
examples/sprites kept 30FPS without this fix, but keeps 35FPS with
this fix, on Hajime's MacBook Pro 2020 (macOS Catalina 10.15.6).
Updates #797
2020-09-21 04:21:21 +09:00
Hajime Hoshi
8d17ec837a
shareable: Refactoring
2020-09-21 01:58:00 +09:00
Hajime Hoshi
138d9b8e47
shareable: Bug fix: Wrong offset calculation
2020-09-21 01:52:21 +09:00
Hajime Hoshi
41564533f9
ebiten: Allow SubImage at DrawRectShader
2020-09-20 04:48:10 +09:00
Hajime Hoshi
28ce1fc3fb
uidriver/glfw: Bug fix: Compile failure
2020-09-19 01:32:33 +09:00
Hajime Hoshi
51f06139a6
uidriver/glfw: Bug fix: Treat X scale (HiDPI) correctly
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Fixes #1350
2020-09-19 01:24:18 +09:00
Hajime Hoshi
40e35fa047
uidriver/glfw: Bug fix: Unscale the size for framebuffers on Linux/UNIX
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Fixes #1307
2020-09-19 01:04:18 +09:00
Hajime Hoshi
97607f5779
graphicsdriver/glfw: Bug fix: Convert window size unit correctly on Linux/UNIX
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Updates #1307
2020-09-19 00:31:34 +09:00
Hajime Hoshi
5278a7c6d6
uidriver/glfw: Bug fix: Use the correct scale for GLFW APIs on Linux/UNIX
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Updates #1307
2020-09-19 00:21:10 +09:00
Hajime Hoshi
632b985448
devicescale: Ignore the base scale
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The window might be too bit when the base scale is 2.
Updates #1307
Updates #1350
2020-09-18 03:48:42 +09:00
Hajime Hoshi
5f3d6dbc19
devicescale: Choose the correct Cinnamon monitor configuration
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Updates #1307
2020-09-18 01:07:48 +09:00
Hajime Hoshi
da94f3c2cb
devicescale: Bug fix: Base-scale should be multiplied on Cinnamon
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Updates #1307
2020-09-18 00:19:16 +09:00
Hajime Hoshi
65759f33a3
devicescale: Refactoring
2020-09-18 00:11:18 +09:00
Hajime Hoshi
3dab49fc39
graphicsdriver/opengl: Better error message
2020-09-17 20:35:57 +09:00
Hajime Hoshi
ab004031d0
shader: Reland: Bug fix: Checking unused variables defined with var
2020-09-17 17:46:35 +09:00
Hajime Hoshi
ac971f77c5
Revert "shader: Bug fix: Checking unused variables defined with var"
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This reverts commit 4d3d3134d5
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Reason: Test failures
2020-09-17 17:32:07 +09:00
Hajime Hoshi
4d3d3134d5
shader: Bug fix: Checking unused variables defined with var
2020-09-17 17:29:37 +09:00
Hajime Hoshi
ded223ead0
shader: Bug fix: selector is not available on a blank identifier
2020-09-14 03:41:25 +09:00
Hajime Hoshi
e1d8629189
shader: Bug fix: a blank identifier lhs and += cannot work
2020-09-14 00:51:27 +09:00
Hajime Hoshi
fd51abfb0d
shader: Bug fix ++/-- must not be applied to a blank identifier
2020-09-14 00:32:47 +09:00
Hajime Hoshi
7666987b09
shader: Bug fix: a blank identifier cannot be used as values
2020-09-13 23:55:25 +09:00
Hajime Hoshi
154f86e6c1
shader: Check unused local variables
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Fixes #1328
2020-09-13 22:36:41 +09:00
Hajime Hoshi
e543d4f107
shader: Bug fix: true/false should be available as a local variable
2020-09-13 20:38:51 +09:00
Hajime Hoshi
a5af597594
shader: Forbid assigning to special variables
2020-09-13 05:19:20 +09:00
Hajime Hoshi
ed4a7e1856
shader: Forbid init functions
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Fixes #1331
2020-09-12 19:50:23 +09:00
Hajime Hoshi
de4ff71544
devicescale: Read ~/.config/cinnamon-monitors.xml on Cinnamon
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Updates #1307
2020-09-12 19:15:11 +09:00
Hajime Hoshi
8833e46c7e
shader: Refactoring
2020-09-12 18:54:36 +09:00
Hajime Hoshi
a0db26f234
ebiten: Bug fix: Test failuer (TestShaderWrongReturn)
2020-09-12 18:36:22 +09:00
Hajime Hoshi
d001f49ad7
shader: Bug fix: Treat multiple-context at return correctly
2020-09-12 17:44:04 +09:00
Hajime Hoshi
2fb1033183
shader: Initialize output parameters explicitly
2020-09-12 00:35:14 +09:00
Hajime Hoshi
99dcb14582
shaderir/glsl: Refactoring
2020-09-10 02:11:21 +09:00
Hajime Hoshi
e1ae9bdde0
shaderir/glsl, shaderir/metal: Refactoring
2020-09-10 02:04:28 +09:00
Hajime Hoshi
337f44c916
shader: Add Metal tests
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Fixes #1340
2020-09-10 01:19:02 +09:00
Hajime Hoshi
031f8376e9
shaderir: Refactoring
2020-09-08 03:51:29 +09:00
Hajime Hoshi
3b040e5f22
Fix test failures
2020-09-08 03:10:59 +09:00
Hajime Hoshi
1786be55f7
shader: Refactoring
2020-09-08 02:43:41 +09:00
Hajime Hoshi
0a0401e217
shader: Refactoring: Simplify calculation of LocalVarIndexOffset
2020-09-08 02:42:43 +09:00
Hajime Hoshi
41d4fc288b
shader: Reword
2020-09-08 01:40:49 +09:00
Hajime Hoshi
f61a916e4a
shaderir/glsl: Bug fix: Calculate local variable indices correctly
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Fixes #1339
2020-09-08 00:19:07 +09:00
Hajime Hoshi
4308bbbc31
shader: Check the existence of 'return'
2020-09-06 22:33:27 +09:00
Hajime Hoshi
e0b8b9945f
shader: Check returning value types and the number
2020-09-06 22:08:57 +09:00
Hajime Hoshi
52fcab7a90
graphicsdriver/metal: Fix comments
2020-09-06 16:51:44 +09:00
Hajime Hoshi
e565433fb0
graphicsdriver/metal: Bug fix: Synchronizing textures on iOS was necessary
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Fixes #1337
2020-09-06 16:19:50 +09:00
Hajime Hoshi
20ccafce4b
uidriver/mobile: Bug fix: Freezing on Pixel 4a by force calling DoWork
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When the two channels don't receive for a while, call DoWork forcibly to avoid
freeze.
In theory, this timeout should not be necessary. However, it looks like this
'select' statement sometimes blocks forever on some Android devices like
Pixel 4(a). Apparently workAvailable sometimes not receives even though there
are queued OpenGL functions. Call DoWork for such case as a symptomatic
treatment.
Calling DoWork without waiting for workAvailable is safe. If there are no tasks,
DoWork should return immediately.
Updates #1322
Fixes #1332
2020-09-06 14:34:12 +09:00
Hajime Hoshi
29c7b7687f
shaderir: Add Program.UniformNames
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Updates #1324
2020-09-06 03:41:17 +09:00
Hajime Hoshi
ac30377297
graphicscommand: Bug fix: Adjusting source regions must be done before checking merging
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Fixes #1333
2020-09-05 00:42:51 +09:00
Hajime Hoshi
68c43bb4fb
graphicsdriver/opengl: Enable to compile with gldebug tag for gomobile
2020-09-04 15:08:40 +09:00
Hajime Hoshi
760225df75
glfw: Replace the pointer size calc with bits.UintSize / 8
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Updates #1306
2020-09-04 01:18:42 +09:00
Hajime Hoshi
ee15e06c50
glfw: Remove some suspicious codes depending on the memory layout
2020-09-04 01:10:39 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
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Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
55f0c983ba
shader: Bug fix: Ignore blank identifiers for the duplication check
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Fixes #1330
2020-09-03 03:03:06 +09:00
Hajime Hoshi
4ac11bf156
shader: Bug fix: Treat number literals in function calls correctly
2020-09-03 02:45:22 +09:00
Hajime Hoshi
0b1d29b6e7
shader: Bug fix: Returning value's integer literals were wrong
2020-09-03 02:10:52 +09:00
Hajime Hoshi
f5829b2cf3
shader: Check at least one variable on left side of :=
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Updates #1330
2020-09-03 01:15:41 +09:00
Hajime Hoshi
8336cb6007
uidriver/mobile: Refactoring
2020-08-31 23:28:00 +09:00
Hajime Hoshi
f332fa61c1
uidriver/mobile: Refactoring
2020-08-31 01:01:36 +09:00
Hajime Hoshi
8c779447db
shader: Friendly error messages when local variable names are duplicated
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Fixes #1254
2020-08-30 21:22:10 +09:00
Hajime Hoshi
349faa0f34
thread: Use an error value instead of context.Context
2020-08-30 02:18:12 +09:00
Hajime Hoshi
1ed2b09ba0
uidriver/glfw: Ensure that canceling happens after all the queued tasks are done
2020-08-29 23:27:20 +09:00
Hajime Hoshi
deb3d4a0c3
uidriver/mobile: Bug fix: Freeze on Pixel 4
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An Ebiten application often freezes on Pixel 4. Apparently adding
loggings or runtime.Gosched hides the issue, though this doesn't fix
the root cause. The root cause might be in gomobile itself, but it
seeems really hard to make a minimum case.
As a tentative fix, add runtime.Gosched to avoid freezing.
Fixes #1322
2020-08-29 22:02:54 +09:00
Hajime Hoshi
e19f38bd4f
uidriver/mobile: Refactoring
2020-08-29 03:02:20 +09:00
Hajime Hoshi
12878571f6
uidriver/mobile: Refactoring
2020-08-29 02:48:06 +09:00
Hajime Hoshi
b76c34336d
uidriver/mobile: Reduce mutex usages
2020-08-29 00:24:30 +09:00
Hajime Hoshi
91aa6a0f3a
mobile/ebitenmobileview: Remove mutex usages
2020-08-29 00:18:42 +09:00
Hajime Hoshi
0f21829867
shareable: Bug fix: Add the padding to the offsets when there are no sources
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Fixes #1320
2020-08-27 03:42:23 +09:00
Hajime Hoshi
12e5617396
uidriver/glfw: Update comments
2020-08-24 04:07:08 +09:00
Hajime Hoshi
932d599c98
uidriver/glfw: Bug fix compilation failure on macOS and Windows
2020-08-24 03:31:46 +09:00
Hajime Hoshi
a7d234e3c8
uidriver/glfw: Refactoring: make currentMonitorByOS more explicit
2020-08-24 03:27:38 +09:00
Hajime Hoshi
9bff1c79be
uidriver/glfw: Refactoring
2020-08-24 03:05:38 +09:00
Hajime Hoshi
af6961fc17
uidriver/glfw: Bug fix: isInitWindowMaximized didn't unlock the mutex
2020-08-24 02:55:31 +09:00
Hajime Hoshi
b1bc06935a
uidriver/glfw: Update comments
2020-08-24 00:57:48 +09:00
Hajime Hoshi
ed3a4a734e
uidriver/glfw: Refactoring
2020-08-24 00:34:57 +09:00
Hajime Hoshi
9f8054c2d5
uidriver/glfw: Misspelling
2020-08-24 00:10:43 +09:00
Hajime Hoshi
07480ed66d
uidriver/glfw: Add better fallbacks for currentMonitorFromPosition
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Updates #1119
2020-08-23 23:38:03 +09:00
Hajime Hoshi
10d6a3ad67
uidriver/glfw: Bug fix: Crash on Wine when getting a monitor
2020-08-23 02:31:52 +09:00
Hajime Hoshi
77fa0cb9ef
ui: Add SetInitFocused
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Fixes #769
2020-08-23 02:19:09 +09:00
Hajime Hoshi
dea716c9a6
uidriver: Remove force focusing by clicking the body
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As long as the game is embedded in an iframe, this is no longer
needed.
2020-08-22 18:40:34 +09:00
Hajime Hoshi
bd888f62b9
graphicsdriver/opengl: Exclude bytes.go from non-mobile environments
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This requires reflect and reflect prevents Ebiten from being compiiled
with TinyGo.
Updates #747
2020-08-20 22:24:21 +09:00
Hajime Hoshi
85d172c673
uidriver/mobile: Bug fix: The context didn't recovered on gomobile-build
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Updates #1176
2020-08-19 23:59:27 +09:00
Hajime Hoshi
7329880f40
restorable: Make the image stale when volatile state changes
2020-08-19 21:13:05 +09:00
Hajime Hoshi
8aef1f9080
restorable: Enable to set the 'volatile' state later
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Updates #1309
2020-08-19 00:57:23 +09:00
Hajime Hoshi
c921a63c21
graphicsdriver/opengl/gl: Bug fix: Crash on Parallels
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Fixes #1310
2020-08-18 04:33:59 +09:00
Hajime Hoshi
64a6b39240
Revert "restorable: Do not record pixels if restoring is not requried"
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This reverts commit 5e1f263d6d
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Reason: Issue #1304
2020-08-17 00:00:12 +09:00
Hajime Hoshi
5e1f263d6d
restorable: Do not record pixels if restoring is not requried
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Fixes #1022
2020-08-16 20:07:17 +09:00
Hajime Hoshi
a9b94a183b
shader: Implement swapping variables
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Fixes #1248
2020-08-16 18:40:45 +09:00
Hajime Hoshi
06ed4f5444
shader: Implement len function
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Fixes #1279
2020-08-16 02:07:39 +09:00
Hajime Hoshi
a67fd4a2b3
mipmap: Bug fix: Adopt 32 for tooBigScale
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I found the case that 64 was not enough on Huawei ALE-L02.
2020-08-15 15:39:27 +09:00
Hajime Hoshi
71e65fa1b7
cmd/ebitenmobile: Use an explict way to detect context lost on Android
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Fixes #1176
2020-08-15 01:39:08 +09:00
Hajime Hoshi
d48770cb1c
png: Update for Go 1.15
2020-08-14 03:25:02 +09:00
Hajime Hoshi
7307a148f5
glfw: Use Dockerfile for ease to generate the embedding files for Windows
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As MinGW version is specified, the result should be more deterministic.
Fixes #1201
2020-08-14 01:34:58 +09:00
Hajime Hoshi
d73472f4f2
Use the library style of file2byteslice
2020-08-14 00:50:09 +09:00
Hajime Hoshi
f6c3e0579f
shaderir: Adopt the precision 10 for float literals
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Adopted the same precision of (*math/big.Float).String().
2020-08-13 00:01:16 +09:00
Hajime Hoshi
50cd33ed9b
shader: Bug fix: Use integer literals in the integer context
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Fixes #1299
2020-08-12 13:47:22 +09:00