Hajime Hoshi
869ca1e01f
internal/graphicsdriver/opengl/gl: fix a wrong comment
2023-01-07 03:41:02 +09:00
Hajime Hoshi
983e8abd46
internal/graphicsdriver/opengl/gl: bug fix: an unavailable library name might be chosen
...
Instead, let's try all the names with dlopen.
Updates #2523
2023-01-07 03:06:12 +09:00
Hajime Hoshi
df7b7b731e
internal/graphicsdriver/opengl/gl: bug fix: libGL.so might not exist in Steam
...
Instead, libGL.so.1 might exist. Use LD_LIBRARY_PATH and list the
candidates.
Closes #2523
2023-01-07 00:03:07 +09:00
Hajime Hoshi
b860d8dc61
internal/graphicsdriver/metal/mtl: bug fix: test failures
2023-01-05 14:14:42 +09:00
Hajime Hoshi
c5848455f5
internal/graphicsdriver/metal: use MTLGPUFamily instead of MTLGPUFeatureSet
2023-01-05 13:37:37 +09:00
Hajime Hoshi
cf76e3c646
internal/graphicsdriver/opengl: better place to reset uniform variables
...
Updates #2517
2023-01-04 01:36:04 +09:00
Hajime Hoshi
599be725b9
internal/graphicsdriver/metal: fix comments
2023-01-03 23:16:01 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
...
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.
With DirectX, Present waits for a while even though nothing is updated,
then that's fine.
Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
edb952c9e7
internal/graphicsdriver/metal: add comments
2023-01-03 22:10:33 +09:00
Hajime Hoshi
365740aca9
internal/ui: update comments
...
Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82
internal/ui: refactoring
2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610
internal/ui: use a separate render thread for Nintendo Switch
...
Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
...
Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822
internal/ui: rename ebitengine_Init -> ebitengine_Initialize
2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0
internal/ui: use -overlay to provide the implementation for Nintendo Switch
...
Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
edf35b02cb
internal/graphicsdriver/opengl: record last uniform variables and reset them before swapping buffers
...
This is basically a revert of 6b4c696b31
.
This change resets the last uniform variables before swapping
buffers.
Updates #2517
2023-01-03 03:13:46 +09:00
Hajime Hoshi
da97657afb
Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
...
This reverts commit 3f753b7086
.
Reason: this was actually necessary.
Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d
internal/ui: refactoring
2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe
internal/ui: bug fix: wrong condition
2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db
internal/ui: skip rendering onto the final framebuffer only for OpenGL
...
This was reverted at a049acd94e
but now
I've confirmed this is not problematic only with OpenGL.
Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
6b4c696b31
internal/graphicsdriver/opengl: bug fix: needed always to set uniform variables
...
Before this fix, setting uniform variables could be skipped when the
values were the same. This caused some issues when a number of drawing
commands were much small than usual (e.g. SetScreenClearedEveryFrame
with false).
This change fixes this by not doing such optimization. Unfortunately
it was impossible to create a minimum reproducible unit test since
we cannot test the final screen framebuffer's states so far.
Closes #2517
2023-01-03 00:43:10 +09:00
Hajime Hoshi
a049acd94e
internal/ui: disable the optimization to skip rendering offscreen
...
This caused some issues in various environments. Until we find a good
solution, let's disable this.
Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
4d270de75e
internal/atlas: renmae functions
...
Updates #2519
2023-01-02 20:18:05 +09:00
Hajime Hoshi
bb1021a549
internal/atlas: ensure the given sizes must be power of 2
...
Updates #2519
2023-01-02 19:17:27 +09:00
Hajime Hoshi
b4d8519f97
internal/packing: remove unused functions
2023-01-02 18:21:21 +09:00
Hajime Hoshi
471237b701
internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
...
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546
internal/ui: bug fix: compile error on the testing CI
2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e
internal/ui: refactoring
2023-01-01 17:45:20 +09:00
Hajime Hoshi
fd1a90411a
internal/nintendosdk: refactoring
2023-01-01 17:36:27 +09:00
Hajime Hoshi
afbd1aebf1
internal/ui: use -overlay to provide the implementation for Nintendo Switch
...
Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
58692f6d85
internal/gamepad: refactoring
2023-01-01 00:58:42 +09:00
Hajime Hoshi
77f32bd088
internal/gamepad: use -overlay to provide the implementation for Nintendo Switch
...
Updates #2372
2022-12-31 18:08:28 +09:00
Hajime Hoshi
34941ca083
all: separate the rendering thread from the main thread
...
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2
internal/ui: move some context-dependent processes to updateFrameImpl
...
This is a preparation to introduce an independent thread for rendering.
Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50
internal/ui: remove an unnecessary hack for macOS
...
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.
Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b
internal/ui: make it explicit to call swapBuffers only w/ OpenGL
2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7
internal/ui: bug fix: compile error on mobiles
2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d
internal/ui: remove unused function runOnAnotherThreadFromMainThread
2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7
internal/graphicscommand: rename SetRenderingThread -> SetRenderThread
2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063
internal/ui: refactoring
2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086
internal/ui: refactoring: remove unnecessary hack for unfocusing
...
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().
Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22
internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
...
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27
internal/ui: remove unnecessary swapBuffer call
...
This was introduced at 9e161864f6
, the
background is now unclear. Things work even without this hack.
Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb
internal/ui: give up re-rendering on resizing the window
...
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.
Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9
internal/ui: refactoring
2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07
internal/ui: refactoring
2022-12-29 20:47:32 +09:00
Hajime Hoshi
e5b9569142
internal/ui: bug fix: the env variable should be used only when the library is not specified
...
Updates #2378
2022-12-29 15:44:55 +09:00
Hajime Hoshi
8d020ad414
internal/graphicsdriver/metal: refactoring
2022-12-29 15:27:51 +09:00