Hajime Hoshi
5c285de3db
uidriver/mobile: Prevent non-mobile environments from compiling
2020-01-18 21:15:56 +09:00
Hajime Hoshi
2b9cd5aed6
uidriver/mobile: Bug fix: Compile error
...
TravisCI doesn't compile for mobiles, so we missed this error.
Updates #1037
2020-01-18 17:39:36 +09:00
Zachary Burkett
6686044452
ui: Add IsForeground API to glfw driver ( #1058 )
...
Updates #1037
2020-01-16 10:47:23 +09:00
Hajime Hoshi
6eb05a0203
graphicsdriver/opengl: Enable to compile with gldebug
2020-01-13 18:55:30 +09:00
Hajime Hoshi
e797aed6c9
uidriver/glfw: Refactoring
2020-01-13 18:23:18 +09:00
Hajime Hoshi
c1adf60e69
uidriver/glfw: Rename files
2020-01-13 18:15:39 +09:00
Hajime Hoshi
b4819c4523
input: Rename GamepadGUID -> GamepadSDLID ( #1049 )
...
Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.
Renaming the function makes the situation clearer.
Updates #1048
2020-01-11 15:50:37 +09:00
Hajime Hoshi
68d58d7452
buffered: Refactoring
2020-01-11 03:11:56 +09:00
Hajime Hoshi
52a5ed0ad4
buffered: Add tests for #1050
2020-01-11 02:45:46 +09:00
hiroebe
27404b7ae3
buffered: Fix delayed DrawImage() ( #1050 )
2020-01-10 23:58:22 +09:00
Jake Bentvelzen
c17946bb82
ui: Add GamepadGUID and GamepadName functions ( #1035 )
...
Fixes #1034
2020-01-09 22:11:32 +09:00
hiroebe
6ee587301c
Fix multiple close for channel ( #1047 )
2020-01-08 12:50:57 +09:00
Hajime Hoshi
2cbd5aa16e
mipmap: Remove unused members
2020-01-08 02:32:28 +09:00
Hajime Hoshi
4c8137ccf5
mipmap: Bug fix: Use more negative mipmaps when float precision is low
...
Fixes #1044
2020-01-08 02:06:36 +09:00
Hajime Hoshi
c99fd1a742
mipmap: Create mipmap package and bufferd.Image uses it
...
Mipmap calculation must be executed after the main loop starts
because the graphics driver's HasHighPrecisionFloat is needed.
Then, operations on mipmap images must be called from images in
buffered package.
Updates #1044
2020-01-08 02:06:01 +09:00
Hajime Hoshi
9be3495077
driver: Remove Graphics.SetWindow
...
Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
fa95275a02
uidriver/glfw: Bug fix: js should be excluded from compiling targets
2020-01-03 19:01:45 +09:00
Hajime Hoshi
982b7d6ddc
driver: Let UI have Graphics
...
Now UIs own the implementation of Graphics.
Updates #1026
2020-01-03 18:32:27 +09:00
Hajime Hoshi
e66f1fb71e
graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
...
Updates #988
2020-01-02 16:27:51 +09:00
Hajime Hoshi
de48a13a6e
graphicsdriver/opengl/gl: Remove unused functions
2020-01-02 00:17:39 +09:00
Hajime Hoshi
38815ba801
graphicsdriver/opengl: Use glBufferSubData instead of glMapBuffer
...
We have confirmed that this does not slow down ReplacePixels.
Fixes #993
Fixes #1040
2020-01-02 00:01:27 +09:00
zamadatix
c4dfc69c81
Typo Corrections from https://goreportcard.com/ ( #1042 )
...
Correct typo found by https://goreportcard.com/
2020-01-01 23:59:56 +09:00
Hajime Hoshi
51f4ba1320
graphicsdriver/opengl: Refactoring
2020-01-01 01:57:12 +09:00
Hajime Hoshi
815afe6670
graphicsdriver/opengl: Reduce calls of glBindTexture
2020-01-01 01:39:45 +09:00
Hajime Hoshi
8285fbfac9
graphicsdriver/opengl: Add error checks
2019-12-31 04:22:28 +09:00
Hajime Hoshi
9ed8279fc8
driver: Add interface Window
2019-12-25 00:24:21 +09:00
Hajime Hoshi
049aa552d4
ui: Add SetWindowResizable
...
This change also fixes example/windowsize.
Fixes #320
2019-12-22 19:26:04 +09:00
Hajime Hoshi
c9863284cf
uidriver/glfw: Set a default window size
...
Now RunGame can be called without SetWindowSize.
2019-12-22 12:51:36 +09:00
Hajime Hoshi
7d56e4335e
ui: Add RunGame, WindowSize and SetWindowSize
...
This change introduces the new APIs RunGame, WindowSize and
SetWindowSize. These new APIs hides the notion of 'scale', and is
more flexible with the outside size change. This means that we can
introduce a resizable window.
This change also adds -legacy flag to examples/windowsize. If the
flag is off, the new APIs are used.
This change deprecates these functions since the notion of 'scale'
is deprecated:
* ScreenScale
* ScreenSizeInFullscreen
* SetScreenScale
* SetScreenSize
Fixes #943 , #571
Updates #320
2019-12-22 03:35:31 +09:00
Hajime Hoshi
57d527bea2
driver: Remove 'title' argument from UI.Run
2019-12-22 01:41:51 +09:00
Hajime Hoshi
8b995b086b
driver: Remove some arguments from UI.Run
2019-12-21 22:52:23 +09:00
Hajime Hoshi
8013fef9ea
uidriver: Bug fix: Needed to implement MonitorPosition
2019-12-21 21:15:58 +09:00
Hajime Hoshi
dabaf66b81
uidriver: Remove width/height/scale arguments from run
...
The initial window position is determined on ebiten package side.
Updates #943
2019-12-21 20:10:58 +09:00
Hajime Hoshi
d07028735f
uidriver/glfw: Refactoring
2019-12-21 19:52:07 +09:00
Hajime Hoshi
987f333d95
uidriver/glfw: Rename variables
2019-12-21 17:34:58 +09:00
Hajime Hoshi
2e8358529c
uidriver/glfw: Bug fix: WindowPos/SetWindowPos should convert pixels
...
This change also enables these functions even on fullscreen mode.
Fixes #1010
2019-12-21 17:03:19 +09:00
Hajime Hoshi
09ea15e0ff
shareable: Bug fix: Unexpected allocation when extending an image
...
Fixes #1028
2019-12-20 01:13:28 +09:00
Hajime Hoshi
85cbc7e56b
Enable to compile Ebiten on js/wasm with Go 1.14
...
Fixes #1024
2019-12-19 00:45:53 +09:00
Hajime Hoshi
9486defdae
uidriver/mobile: Rely on uiContext's Layout function to determine the screen size
2019-12-17 02:16:45 +09:00
Hajime Hoshi
6a8013ed37
ui: Reduce arguments from newUIContext
2019-12-16 11:12:38 +09:00
Hajime Hoshi
bda11b0e17
driver: Add UI.SetWindowSize and UIContext.Layout
...
This is a preparation to introduce RunGame function.
Updates # 943 (Fix this line before committing)
2019-12-15 02:29:43 +09:00
Hajime Hoshi
d8f02cf03e
uidriver/js: Bug fix: Compile error on CursorMode
2019-12-14 12:54:21 +09:00
Zachary Burkett
ed19d6fae9
Add cursor capture functionality ( #1016 )
...
Fixes #1016
2019-12-14 12:30:03 +09:00
Hajime Hoshi
ba0e8ef13f
uidriver/mobile: Refactoring: Rename variables
2019-12-13 02:50:57 +09:00
Hajime Hoshi
2871795895
uidriver/glfw: Refactoring: Remove mutex from Input
...
Mixing a thread and a mutex is risky. Use a thread if possible.
2019-12-12 03:20:24 +09:00
Hajime Hoshi
a3343afc36
graphicsdriver/opengl/gl: Use pkg-config instead of LDFLAGS
...
Updates #1012
2019-12-11 03:00:25 +09:00
Hajime Hoshi
00fb4cd2f9
uidriver/glfw: Refactoring: Remove windowWidthInDP
2019-12-09 01:39:42 +09:00
Hajime Hoshi
190feb6ecd
uidriver/glfw: Rename variables
...
DP represents a device independent pixel.
2019-12-09 00:19:38 +09:00
Hajime Hoshi
7d403930af
uidriver/glfw: Bug fix: Compile errors on Windows and Linux
2019-12-08 23:20:09 +09:00
Hajime Hoshi
c243bfcdd8
uidriver/glfw: Fix comments
2019-12-08 23:03:13 +09:00
Hajime Hoshi
3e89e7e561
uidriver/glfw: Bug fix: Show the window at last on initialization
2019-12-08 23:00:10 +09:00
Hajime Hoshi
e00a190f22
uidriver/glfw: Refactoring: Add toDeviceIndependentPixel / toDeviceDependentPixel
2019-12-08 22:09:12 +09:00
Hajime Hoshi
a0cf8bac21
uidriver/glfw: Refactoring: Limit the calls of devicescale.GetAt
2019-12-08 20:55:40 +09:00
Hajime Hoshi
8e9f5b9535
driver: Remove Suspend/ResumeAudio from UIContext
2019-12-08 16:17:02 +09:00
Hajime Hoshi
63fbffa9f6
uidriver/glfw: Fix thread issues at reqWidth/reqHeight
2019-12-08 02:44:14 +09:00
Hajime Hoshi
22e3db6814
uidriver/glfw: Add comments
...
Updates #1004
2019-12-08 02:04:04 +09:00
Hajime Hoshi
80fbc9701c
uidriver/glfw: Force to swap buffer or recreate an window after toggling fullscreen
...
This change resolves a bug that an image lag remains after
toggling fullscreen.
On OpenGL, swapping buffer is necessary after toggling fullscreen.
On Metal, recreating a window works after toggling fullscreen.
Fixes #1004
2019-12-08 01:47:32 +09:00
Hajime Hoshi
2180613e2a
uidriver/glfw: Refactoring: Add createWindow
2019-12-07 19:56:56 +09:00
Hajime Hoshi
67ee0ff5d4
uidriver/glfw: Refactoring: Remove forceSetScreenSize
2019-12-07 17:35:57 +09:00
Hajime Hoshi
c9bc5913fd
driver: Refactoring: Remove Graphics.Flush
...
Updates #226
2019-12-06 08:56:55 +09:00
Hajime Hoshi
7991ba4cfa
graphicsdriver/metal: Bug fix: Failed to compile for iOS
...
The definition of BOOL is different between macOS and iOS. C's
bool is used on iOS, but C's bool is hard to use from Go (e.g.,
an integer cannot be converted to C's bool). Use unsigned char
instead.
Fixes #1006
2019-12-03 01:03:44 +09:00
Hajime Hoshi
42056c2d61
restorable: Refactoring: Remove Clear
...
Fill now fills the whole texture.
2019-12-02 03:03:07 +09:00
Hajime Hoshi
b35ffa57b3
Revert "uidriver/glfw: Remove the dirty hack for GLFW 3.2"
...
This reverts commit d1da5b4920
.
Reason: The dirty hack might still be needed.
2019-12-02 01:06:55 +09:00
Hajime Hoshi
d1da5b4920
uidriver/glfw: Remove the dirty hack for GLFW 3.2
...
See also https://github.com/glfw/glfw/issues/1334 .
Updates #703
2019-12-02 01:04:28 +09:00
Hajime Hoshi
5153713469
uidriver/glfw: Make the panic messages more consistent
2019-12-01 03:34:09 +09:00
Hajime Hoshi
0ec447e0d0
ui: Add SetScreenTransparent / IsScreenTransparent
...
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
b8a099e354
ui: Bug fix: (Set)WindowPosition didn't work well with fullscreen mode
2019-12-01 00:39:04 +09:00
Hajime Hoshi
6cd0b44baa
uidriver/glfw: Use invalidPos instead of pointers
2019-12-01 00:21:11 +09:00
Hajime Hoshi
e463f9e611
ui: Make (Set)WindowPosition concurrent safe
2019-12-01 00:11:46 +09:00
Hajime Hoshi
9b2f864fc8
ui: Add SetWindowPosition(x, y int)
...
Fixes #936
2019-11-30 23:22:39 +09:00
Hajime Hoshi
c021d6be6a
ui: Add WindowPosition()
...
Fixes #936
2019-11-30 22:37:56 +09:00
Hajime Hoshi
e0d780b029
uidriver/glfw: Enable to call SetWindowDecorated after Run
...
Fixes #556
2019-11-26 11:46:18 +09:00
Hajime Hoshi
995ba3afcf
glfw: Update GLFW 3.3
2019-11-26 11:21:07 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
...
Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
5f33d47711
png: Add stdlibfuzz.go
2019-11-26 00:13:50 +09:00
Hajime Hoshi
f6390abad7
png: Update for Go 1.13
2019-11-25 22:24:33 +09:00
Hajime Hoshi
21ba42325c
graphicsdriver/opengl: Use smaller PBOs
2019-11-24 18:32:35 +09:00
Hajime Hoshi
78e912e30b
graphicsdriver/opengl: Fix comments
2019-11-24 18:11:45 +09:00
Hajime Hoshi
3d3a1be1c4
graphicsdriver/opengl: Use glTexSubImage2D instead of glTexImage2D
2019-11-24 18:07:21 +09:00
Hajime Hoshi
9f483ddc60
graphicsdriver/opengl: Adopt WRITE_ONLY for PBOs
...
It looks like it is safe to use WRITE_ONLY:
https://stackoverflow.com/questions/30248594/write-only-glmapbuffer-what-if-i-dont-write-it-all
2019-11-24 17:42:28 +09:00
Hajime Hoshi
4c4f67197f
graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows (again)
2019-11-24 03:05:14 +09:00
Hajime Hoshi
ac6a3f0900
graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows
2019-11-24 02:02:40 +09:00
Hajime Hoshi
0ef8009c11
graphicsdriver/opengl: Use uintptr whenever possible instead of unsafe.Pointer
2019-11-20 02:00:02 +09:00
Hajime Hoshi
4296c11256
graphicsdriver/opengl: Refactoring
2019-11-24 00:08:38 +09:00
Hajime Hoshi
3df198f68e
graphicsdriver/opengl: Use GL_READ_WRITE at glMapBuffer
...
Updates #993
2019-11-22 00:27:20 +09:00
Hajime Hoshi
65fdf48cbf
graphicsdriver: Refactoring: ReplacePixels takes multiple arguments
...
This reduces the number of graphics commands, and this works more
efficiently if the driver has an efficient way.
2019-11-21 23:52:12 +09:00
Hajime Hoshi
161771cc99
graphicsdriver/opengl: Refactoring
2019-11-20 12:23:45 +09:00
Hajime Hoshi
52f6be2639
graphicsdriver/opengl: Fix suspicious GL function calls
...
Before this change, the pixel object buffer is unbound just after
getting a pointer by glMapBuffer. This seemed suspicious.
This change fixes to do all pixel manipulations once between
glMapBuffer and glUnmapBuffer without changing a bound buffer.
This might fix a wrong rendering on some machines, but I am not
sure.
Updates #993
2019-11-20 02:41:34 +09:00
Hajime Hoshi
95d3561a3a
packing: Better panic message
2019-11-18 00:27:34 +09:00
Hajime Hoshi
63f9ac2ccc
packing: Add Rollback/CommitExntension
...
This enables to dry-run to extend pages without cloning.
Fixes #990
2019-11-18 00:23:13 +09:00
Hajime Hoshi
61839506d8
packing: Add an extending count at Extend
2019-11-17 23:39:16 +09:00
Hajime Hoshi
74902d47af
graphicsdriver/metal/mtl: Bug fix: need to link CoreGraphics as of Catalina
...
Fixes #989
2019-11-17 22:59:21 +09:00
Hajime Hoshi
725cc22200
uidriver/mobile: Rename Render -> Update
2019-11-17 21:52:06 +09:00
Hajime Hoshi
92e056c508
uidriver/glfw: Bug fix: an unexpected window at launching
...
Fixes #986
2019-11-17 19:58:44 +09:00
Hajime Hoshi
3aaeee78dd
graphicsdriver/metal: Reduce flushing at ReplacePixels
2019-11-17 16:00:24 +09:00
Hajime Hoshi
800b98a0c6
ui: Bug fix: a window was alwasy 'unfocused' on Windows
...
There is an issue in GLFW that a window was recognized as unfoces
on Windows (glfw/glfw#1573). As a workaround, skip the logic for
an unfocused window on Windows. On Windows, even if a window is in
another workspace, vsync works. Then there seems no problem.
Fixes #987
2019-11-17 14:10:38 +09:00
Hajime Hoshi
4120e868be
graphicsdriver/opengl: Remove unused functions
2019-11-17 05:10:22 +09:00
Hajime Hoshi
acc933b7c3
graphicsdriver/opengl: Experimental PBO implementation
...
This change is an experimental implementation to use Pixel Buffer
Objects. This reduces calls of glTexSubImage2D.
This works only on desktops. Unfortunately WebGL does not have
this features. Mobiles can have PBO as of OpenGL ES 3.
Updates #976
2019-11-17 05:01:43 +09:00
Hajime Hoshi
16b3a5c296
buffered: Bug fix: Needed to copy pixels when buffering
...
Updates #983
2019-11-16 16:39:02 +09:00
Hajime Hoshi
e42cff071c
restorable: Merge two 'copy' into one
...
Fixes #983
2019-11-16 02:10:53 +09:00
Hajime Hoshi
aa6fc67736
Revert "graphics: Avoid all copying pixels"
...
This reverts commit c60a32a479
.
Reason: This breaks backward comptibility and it was not obvious how to fix examples.
2019-11-16 02:04:46 +09:00
Hajime Hoshi
c60a32a479
graphics: Avoid all copying pixels
...
This is a breaking change: ReplacePixels now takes the ownership
of the given pixels.
Fixes #983
2019-11-16 01:51:36 +09:00
Hajime Hoshi
f1091910bd
Revert "graphicscommand: Remove copying pixels"
...
This reverts commit 339a96b7e6
.
Reason: this causes panic on extending textures
2019-11-16 00:43:22 +09:00
Hajime Hoshi
339a96b7e6
graphicscommand: Remove copying pixels
...
Now ReplacePixels takes the ownership.
Updates #983
2019-11-16 00:29:37 +09:00
Hajime Hoshi
bfd5774faf
graphicsdriver/glfw: Bug fix: CPU was busy when the window is hidden
...
Fixes #982
2019-11-14 23:11:36 +09:00
Hajime Hoshi
8c54cf639a
graphicsdriver/opengl: Reduce glFlush calls
...
Fixes #981
2019-11-14 01:21:08 +09:00
Hajime Hoshi
c2eae69b47
graphicscommand: Refactoring
2019-11-14 00:08:44 +09:00
Hajime Hoshi
a1a294df72
uidriver/glfw: Bug fix: Freeze on Wayland
...
Fixes #974
2019-11-10 19:26:49 +09:00
Hajime Hoshi
572780ed6d
uidriver/glfw: Bug fix: errors are ignored at (*UserInterface).run
...
Updates #978
2019-11-10 19:09:41 +09:00
Hajime Hoshi
d43e203ccf
uidriver/glfw: Remove a redundant 'if' branch
2019-11-10 17:34:14 +09:00
Hajime Hoshi
63f73ddd75
web: Bug fix: iPad was not recognized as iOS
...
Fixes #979
2019-11-10 16:52:49 +09:00
Hajime Hoshi
8d12446dbe
buffered: Bug fix: reset the flag when invalidating the pending pixels
...
Updates #977
2019-11-09 05:54:27 +09:00
Hajime Hoshi
ec59e9b9ae
buffered: Bug fix: Resolve pixels only when Set is called
...
Fixes #977
2019-11-09 05:43:36 +09:00
Hajime Hoshi
ddba7f0ee0
driver: Bug fix: unused import
2019-11-04 03:15:09 +09:00
Hajime Hoshi
889bc12093
driver: Remove IsPlayground
2019-11-04 03:04:00 +09:00
Hajime Hoshi
3c29fbdce2
jsutil: Refactoring: SliceToTypedArray -> CopySliceToJS
...
This unifieslocations of the temporary buffer.
2019-10-30 00:35:48 +09:00
Hajime Hoshi
31f56efd75
jsutil: Add doc.go
...
This is to avoid no-Go-files error on TravisCI.
https://travis-ci.org/hajimehoshi/ebiten/builds/603539948
2019-10-28 01:28:50 +09:00
Hajime Hoshi
49a5a2bf4e
uidriver/js: Bug fix: Needed to initialize pseudoScale with the given scale
...
Updates #960 , #973
2019-10-27 17:16:49 +09:00
Hajime Hoshi
06bbc08e9b
web: Bug fix: IsAndroidChrome always returned true
2019-10-24 00:20:33 +09:00
Hajime Hoshi
e7611139c3
uidriver/js: Bug fix: Watch the state regularly instead of events
...
visibilitystate is sometimes not called and in this case the app
does not come back.
This fix creates another goroutine to watch the state, and remove
event handlers.
Fixes #961
2019-10-21 00:04:07 +09:00
Hajime Hoshi
e578b0bd49
graphicscommand: Bug fix: Needed to adjust vertices when highp is not available
...
Fixes #962
2019-10-19 17:05:04 +09:00
Hajime Hoshi
43a8881ab8
uidriver/ui: Reduce calls of syscall/js
2019-10-16 02:56:58 +09:00
Hajime Hoshi
72248fa3ef
ui: Bug fix: Focus canvas explicitly on input
...
Fixes #961
2019-10-15 23:57:16 +09:00
Hajime Hoshi
75721e6fc1
ui: Auto scaling on browsers
...
This change forces Ebiten apps on browsers 'fullscreen' mode.
After this change, 'scale' value is no longer used on browsers.
Note that this breaks backward compatibility, but as long as the
game works in an iframe, this should not be problematic.
Fixes #960
2019-10-15 00:02:02 +09:00
Hajime Hoshi
30c185f254
uidriver/js: Bug fix: context must not be accessed before loop
2019-10-14 02:41:04 +09:00
Hajime Hoshi
5027bc1af5
buffered: Allow Set before the game runs
...
Fixes #949
2019-10-12 03:13:29 +09:00
Hajime Hoshi
cbe4844fa0
Fix misspellings
2019-10-12 01:10:53 +09:00
Hajime Hoshi
4bfe60fb8a
graphicsdriver/metal: Bug fix: SetFragmentBytes must be called anytime
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Fixes #954
2019-10-10 03:13:55 +09:00
Hajime Hoshi
3c976eae02
cmd/ebitenmobile: Use Metal on iOS
...
The emulators still use OpenGL.
Fixes #737
2019-10-09 02:13:47 +09:00
Hajime Hoshi
4088de5349
graphicsdriver/opengl/gl: Fix go-vet errors on Windows
...
Updates #889
2019-10-06 23:19:59 +09:00
Hajime Hoshi
3a0f8655e6
graphicsdriver/opengl/gl: Indentation
2019-10-06 23:02:15 +09:00
Hajime Hoshi
378be6be80
graphicsdriver/opengl/gl: Remove unused functions
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This improves `go vet` results.
Updates #889
2019-10-06 22:49:38 +09:00
Hajime Hoshi
0d56207672
graphicsdriver/opengl/gl: Remove unnecessary consts
2019-10-06 04:27:57 +09:00
Hajime Hoshi
7e7751bd43
restorable: Performance tuning
...
This is based on the result of examples/set (Wasm).
2019-10-04 02:02:36 +09:00
Hajime Hoshi
382f6365fd
shareable: Avoid defer for performance
2019-10-04 01:52:27 +09:00
Hajime Hoshi
38ee9113ee
graphicsdriver/opengl/gl: Remvoe PtrOffset
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Updates #889
2019-10-01 01:48:42 +09:00
Hajime Hoshi
ffbdda9a25
shareable: Avoid defer for performance
2019-09-29 03:50:43 +09:00
Hajime Hoshi
907302c440
graphicscommand: Keep the capacity at q.commands
2019-09-29 03:23:40 +09:00
Hajime Hoshi
86b4e9ffeb
restorable: Bug fix: Do not mutate graphics.QuadIndices
2019-09-29 02:57:11 +09:00
Hajime Hoshi
6c8c064a58
restorable: Add TestMutateSlices
2019-09-29 02:36:06 +09:00
Hajime Hoshi
9cb631e30f
Reland: graphics: Reuse vertices backend and reduce allocating
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This is a reland of 74f1e5519f
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The vertex slice is now copied before saving as the drawing
history items.
2019-09-29 01:36:00 +09:00
Hajime Hoshi
4feb0a4f3e
restorable: Bug fix: indices has to be copied
2019-09-29 01:30:26 +09:00
Hajime Hoshi
5e6bdc25e5
gofmt
2019-09-28 23:09:20 +09:00
Hajime Hoshi
f873b66267
graphicscommand: Reduce calling InternalWidth/InternalHeight
2019-09-28 23:03:11 +09:00
Hajime Hoshi
791f96f980
graphicscommand: Reduce division operators
2019-09-28 02:31:04 +09:00
Hajime Hoshi
7bb2895415
clock: Avoid calling (js.Value).Get() for performance
2019-09-28 01:47:48 +09:00
Hajime Hoshi
af6bda48c3
Reduce division operators
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It looks like runtime.wasmDiv takes account for a big part at CPU
usages with examples/sprites.
2019-09-27 03:29:10 +09:00
Hajime Hoshi
3cf867035d
buffered: Do not delay commands if possible
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Delaying commands causes memory allocations, which can be heavy
especially on browsers.
This avoids to use 'defer' for performance.
2019-09-27 03:27:47 +09:00
Hajime Hoshi
3291ec51bb
buffered: Use a raw function to avoid allocating structs
2019-09-27 00:37:31 +09:00
Hajime Hoshi
fc3e8bebe4
Use 0-length slice instead of nil to keep capacities
2019-09-27 00:34:55 +09:00