Commit Graph

87 Commits

Author SHA1 Message Date
Hajime Hoshi
a406904a51 internal/graphicsdriver: refactoring 2022-11-12 21:03:54 +09:00
Hajime Hoshi
419bb4c1e9 all: use uint32 instead of float32 for uniform values
This is a preparation for other types of uniform values.

Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
d73e8f785d internal/graphicsdriver: render various destination regions as one command
Closes #2232
2022-11-04 20:49:44 +09:00
Hajime Hoshi
1b3696a7ff internal/graphicsdriver/opengl: fix comments 2022-10-31 12:59:27 +09:00
Hajime Hoshi
a5993f09a2 internal/graphicscommand: refactoring: add preserved uniform variables at the graphicscommand package
This is a preparation to skip setting unnecessary uniform variables
like dstRegion.

Updates #2232
2022-10-30 22:30:52 +09:00
Hajime Hoshi
09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
08e6f5af86 internal/graphicsdriver: remove FramebufferYDirection 2022-10-14 00:05:59 +09:00
Hajime Hoshi
080d936d42 internal/graphics: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 22:13:31 +09:00
Hajime Hoshi
033997d928 internal/graphicsdriver/opengl: remove the built-in shaders
Updates #2369
2022-10-02 21:26:13 +09:00
Hajime Hoshi
cff64894cc internal/affine: refactoring: use slices instead of array pointers
This doesn't change the performance at the test using ColorM:

```
name           old time/op  new time/op  delta
ColorMScale-8  1.11µs ±43%  1.23µs ±70%   ~     (p=1.000 n=5+5)
```
2022-09-30 22:20:32 +09:00
Hajime Hoshi
35f597e682 internal/graphicsdriver: refactoring: remove FilterScreen
Closes #2282
2022-09-06 19:04:15 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
70f5e84098 internal/graphicsdriver: rename ReplacePixels to WritePixels
Updates #2236
2022-08-08 03:05:04 +09:00
mattn
2bacecca24
fix typos (#2227) 2022-08-03 22:40:39 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
a6d415ebf2
internal/graphicsdriver/opengl: replace Get with NewGraphics (#2146)
This is a prepartion to return an error when a graphics driver, especially
DirectX, fails to initialize.

Updates #2142
2022-06-17 02:02:29 +09:00
Hajime Hoshi
ad380a32f4 internal/glfwwin: split GDK part to a new package internal/microsoftgdk
Updates #1162
2022-05-29 19:25:26 +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
Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
3fafc05411 internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
79e93d3b12 internal/graphicsdriver: introduce the DirectX driver
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
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
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
cd57bccbfc internal/graphicsdriver: let some functions return an error
This is a preparation for the DirectX driver.

Updates #1007
2022-03-21 22:23:12 +09:00
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
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
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +09:00
Hajime Hoshi
15f62bfeb5 internal/graphicsdriver/opengl: Optimization: Cache texture variable names 2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef internal/graphicsdriver/opengl: Optimization 2021-10-31 05:17:23 +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
1f82bb297c internal/graphicsdriver/opengl: Optimization: Avoid the empty interface 2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables) 2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame 2021-10-30 00:13:57 +09:00
Hajime Hoshi
d3ac199aa9 internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf 2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8 internal/graphicsdriver/opengl: Optimization: Avoid interface conversion 2021-10-29 21:35:40 +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
da08577095 internal/graphicsdriver/opengl: Refactoring 2021-08-14 04:05:18 +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
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
50d2d7ed61 internal/graphicsdriver/opengl: Remove unused code using PBO
Updates #1678
2021-07-14 21:51:27 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +09:00
Hajime Hoshi
b466a0cbd7 ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
56f4e6b2d0 internal/graphicsdriver/opengl: Refactoring: Rename a variable 2021-07-03 02:41:37 +09:00