Commit Graph

3553 Commits

Author SHA1 Message Date
Hajime Hoshi
8c879c7bcf internal/shader: refactoring 2022-07-10 16:02:50 +09:00
Hajime Hoshi
bf0f3d304b internal/graphicsdriver/directx: add optimization flag to D3DCompile
Updates #2034
Updates #2188
2022-07-10 02:55:16 +09:00
Hajime Hoshi
0035ba0bd1 internal/graphicsdriver/directx: allow tearing when vsync is off
Updates #2034
Updates #2188
2022-07-10 01:17:36 +09:00
Hajime Hoshi
a32a137fa8 internal/graphicsdriver/directx: skip unnecessary flushing commands
Updates #2034
Updates #2188
2022-07-10 00:24:14 +09:00
Hajime Hoshi
b2a1b9a9a2 internal/shader: bug fix: float constant didn't work with assign operators 2022-07-09 22:29:42 +09:00
Hajime Hoshi
55c7a2df6c internal/graphicsdriver/opengl/gl: bug fix: wrong build tags 2022-07-09 16:15:56 +09:00
Hajime Hoshi
28fd3ec9e5 add the ebitengine version build tags besides the ebiten version
Closes #2111
Updates #2190
2022-07-09 15:38:03 +09:00
Hajime Hoshi
428b1263d9 add ebitenginecbackend build tag besides ebitencbackend
Updates #2111
Updates #2190
2022-07-09 15:23:52 +09:00
Hajime Hoshi
204fb5935b add new environment variables with the EBITENGINE_ suffix
Updates #2111
Updates #2190
2022-07-09 15:00:28 +09:00
Hajime Hoshi
a5179b9491 internal/shaderir/glsl: bug fix: test failures with OpenGL
Updates #2186
2022-07-09 02:43:48 +09:00
Hajime Hoshi
c01821ca5c internal/shader: use all functions for vector comparisons
Updates #2186
2022-07-09 02:30:16 +09:00
Hajime Hoshi
3d5031571d internal/graphicsdriver/directx: add the original source at D3DCompile errors 2022-07-09 01:59:51 +09:00
Hajime Hoshi
6dcd2ff11c internal/shader: bug fix: wrong assignment rule for booleans 2022-07-08 02:19:42 +09:00
Hajime Hoshi
87be157b23 internal/shader: refactoring 2022-07-08 01:09:42 +09:00
Hajime Hoshi
a3590cb258 internal/shader: add type checks to bool/int/flaot
Updates #2184
2022-07-08 00:22:55 +09:00
Hajime Hoshi
faa2ad5c6f internal/shader: add type checks for mat2/mat3/mat4
Updates #2184
2022-07-07 23:05:26 +09:00
Hajime Hoshi
f89277fd85 internal/shader: add type checks to vec2/vec3/vec4
Updates #2184
2022-07-07 00:20:02 +09:00
Hajime Hoshi
a866fe7391 internal/graphicscommand: improve debug command messages for shaders 2022-07-06 19:29:19 +09:00
Hajime Hoshi
8522bfd0bf internal/graphicscommand: bug fix: replacePixelsCommand should not read pixels
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
dd805c9414 internal/atlas: remove a wrong comment
(*restrable.Image).ReplacePixels can take overlapped regions.
See TestOverlappedPixels.

Updates #2180
2022-07-05 13:59:23 +09:00
Hajime Hoshi
08ebab0558 internal/ui: better fix for initialMonitorByOS
Updates #2179
2022-07-04 14:42:21 +09:00
Hajime Hoshi
47c65a92ae internal/graphicsdriver/directx: bug fix: ignore DXGI_STATUS_OCCLUDED
When a screen is locked, an Ebitengine application crashed as the
swap chain's Present returned DXGI_STATUS_OCCLUDED.

Let's ignore the error and continue to run the applications. In the
ideal world, an application should stop running during the screen lock,
so let's revisit this later.

This fix also fixes the issue that a Win32API GetCursorPos returned
an error ERROR_ACCESS_DENIED when the screen was locked.

Closes #2179
2022-07-04 12:55:36 +09:00
Hajime Hoshi
fb23e4b578 internal/processtest/testdata: fix col and row
Updates #2154
2022-07-04 12:07:39 +09:00
Hajime Hoshi
5411e8136b ebiten: bug fix: use DrawTriangles as an implementation of Set
Closes #2154
2022-07-04 12:02:47 +09:00
Hajime Hoshi
7d725f3e58 Revert "internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal"
This reverts commit c31cc4ecff.

Reason: This didn't fix the issue.

Updates #2154
2022-07-04 11:50:06 +09:00
Hajime Hoshi
c31cc4ecff internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal
Inserting a dummy rendering command after ReplacePixels and before
DrawTriangles solved the issue. This is a very dirty hack, but
there seems no other better way.

Closes #2154
2022-07-03 15:59:18 +09:00
Hajime Hoshi
afe1a93648 internal/graphicscommand, internal/graphicsdriver/metal: remove unused code 2022-07-03 15:23:52 +09:00
Hajime Hoshi
12533c2cce Revert "internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles"
This reverts commit ac802cf0d0.

Reason: This caused flickerings, and didn't solve #2154

Updates #2154
Closes #2174
2022-07-03 12:17:58 +09:00
Hajime Hoshi
ac5c48f575 internal/gamepad: support Xbox
Updates #2084
2022-07-02 01:02:24 +09:00
Hajime Hoshi
a6f6fdbfb7 internal/gamepad: update for Xbox
Updates #2084
2022-07-01 20:43:49 +09:00
Hajime Hoshi
97039ff714 internal/gamepad: implement gamepad detection callbacks for Xbox
Updates #2084
2022-07-01 17:15:11 +09:00
Hajime Hoshi
298d6488cc internal/affine: add test
Updates #2170
2022-07-01 01:46:37 +09:00
Hajime Hoshi
8cdfa4f66c internal/affine: create a fast path for ChangeHSV
When hue = 0 and saturation = 1, this should be the same as scaling.

Closes #2170
2022-06-30 11:32:12 +09:00
Hajime Hoshi
a9c9e18ff4 internal/graphicscommand: better strings for ColorM 2022-06-30 11:13:02 +09:00
Hajime Hoshi
0eb2f76422 internal/buffered: refactoring 2022-06-25 01:42:40 +09:00
Hajime Hoshi
bf27f25e26 internal/gamepad: bug fix: build failures on FreeBSD 2022-06-25 01:36:13 +09:00
Hajime Hoshi
c490347cef internal/buffer: bug fix: shader manipulations must be buffered
Closes #2162
2022-06-25 01:31:20 +09:00
Hajime Hoshi
2d23168aca iinternal/gamepad: start implementation for Xbox
Updates #2084
2022-06-25 00:02:12 +09:00
Hajime Hoshi
3fb3997160 internal/gamepad: separate the Xbox part
Updates #2084
2022-06-24 22:49:37 +09:00
Hajime Hoshi
847c4f067a internal/gamepad: make nativeGamepad(s) interfaces
This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
2022-06-24 21:52:48 +09:00
Hajime Hoshi
f1037d8bff internal/ui: handle gamepad errors 2022-06-24 20:20:49 +09:00
Hajime Hoshi
0cd43bd081 internal/gamepad: stop embedding a member into a struct
This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
2022-06-24 19:01:50 +09:00
Hajime Hoshi
712940cb02 internal/graphicsdriver/directx: bug fix: leave mapped regions for constant buffers
Mapping for a constant buffer every frame might sometimes fails. We
are not sure the reason, but in the official examples, leaving mapped
regoins seems the way to go.

Updates #2084
Closes #2157
2022-06-23 17:09:46 +09:00
Hajime Hoshi
506d534370 internal/ui: fix window sizes for Xbox
Updates #2084
2022-06-23 14:50:41 +09:00
Hajime Hoshi
c93cecdc2b internal/graphicsdriver/directx: accept S_FALSE at ScheduleFrameEventX 2022-06-22 02:13:32 +09:00
Hajime Hoshi
7b05e59000 internal/graphicsdriver/directx: bug fix: wrong GUID for IDXGIDevice 2022-06-22 01:59:22 +09:00
Hajime Hoshi
8311ff1e46 internal/graphicsdriver/directx: bug fix: wrong pointer usage 2022-06-22 01:49:23 +09:00
Hajime Hoshi
10af36ee9f internal/jsutil: bug fix: unnecessary allocations of temporary ArrayBuffers
Closes #2156
2022-06-21 21:54:02 +09:00
Hajime Hoshi
7e92b79a00 internal/graphicsdriver/directx: implement swap chains for Xbox
Updates #2084
2022-06-21 12:21:00 +09:00
Hajime Hoshi
a641f9ede0 internal/graphicsdriver/directx: refactoring 2022-06-20 23:40:53 +09:00