Hajime Hoshi
62e08e7356
internal/restorable: fix comments
2023-02-26 12:26:22 +09:00
Hajime Hoshi
c48d0fbb7a
internal/buffer: refactoring
2023-02-26 02:20:07 +09:00
Hajime Hoshi
110ba5403d
internal/buffered: remove redundant pixel data if possible
2023-02-26 01:55:43 +09:00
Hajime Hoshi
df944fdf90
internal/restorble: clear pixels when possible to save memory
2023-02-26 00:12:34 +09:00
Hajime Hoshi
f04d9d6925
internal/restoring: avoid using staleRegions when alwaysReadPixelsFromGPU is true
...
Updates #2582
2023-02-25 23:26:28 +09:00
Hajime Hoshi
965fd4cac8
internal/restoring: bug fix: stop keeping pixel data on 32bit architecture
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Updates #4259
2023-02-25 23:11:42 +09:00
Hajime Hoshi
a0a80bbc1f
internal/restorable: do not reset basePixels at makeStale
...
This information is still available even after context-lost happens,
so this doesn't have to be reset.
2023-02-25 21:13:35 +09:00
Hajime Hoshi
ff1621885d
internal/processtest: use a semaphore for sub-tests
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Updates #2571
2023-02-25 16:19:15 +09:00
Hajime Hoshi
aca42e4046
internal/restorable: use sparate regions instead of a big unified region
2023-02-25 15:40:48 +09:00
Hajime Hoshi
09e0320309
internal/restorable: minimize a region for restoring
2023-02-25 15:10:32 +09:00
Hajime Hoshi
ff926b2e9f
internal/restorable: reland (2nd): use a smaller size rectangle for staleRegion
2023-02-24 21:25:47 -08:00
Hajime Hoshi
ec6f425fa0
Revert "internal/restorable: reland: use a smaller size rectangle for staleRegion"
...
This reverts these commits:
* 0755523776
* e36007a3a3
Reason: TestImageOptionsFill fails with OpenGL ES (https://github.com/hajimehoshi/ebiten/actions/runs/4264894196/jobs/7423561399 )
2023-02-25 03:12:26 +09:00
Hajime Hoshi
0755523776
internal/restorable: bug fix: pixel info was unexpectedly lost
2023-02-25 02:43:58 +09:00
Hajime Hoshi
e36007a3a3
internal/restorable: reland: use a smaller size rectangle for staleRegion
2023-02-25 02:09:22 +09:00
Hajime Hoshi
f58d7e1ab5
internal/graphicsdriver/directx: bug fix: getting pixels with non-zero position might not work
2023-02-25 02:08:50 +09:00
Hajime Hoshi
185529f1cb
Revert "internal/restorable: use a smaller size rectangle for staleRegion"
...
This reverts commit e4debfd466
.
Reason: test failures on Windows: https://github.com/hajimehoshi/ebiten/actions/runs/4262488629/jobs/7418053241
2023-02-24 21:56:32 +09:00
Hajime Hoshi
e4debfd466
internal/restorable: use a smaller size rectangle for staleRegion
2023-02-24 21:33:39 +09:00
Hajime Hoshi
745a69aeaa
internal/restorable: update comments
2023-02-24 18:25:17 +09:00
Hajime Hoshi
d947cf0da0
internal/atlas: refactoring: use moveTo to make an image isolated
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This reduces backend allocations by &backend{...}.
Updates #2581
2023-02-23 02:23:03 +09:00
Hajime Hoshi
0720ec2251
internal/packing: allow initialization with a rectangle size
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Updates #2327
2023-02-23 00:45:42 +09:00
Hajime Hoshi
b08b740914
internal/buffered: bug fix: functions were not concurrent-safe
...
Before this change, `delayedCommandsFlushed` was set as 1 BEFORE
buffered commands were flushed. This meant that a function call and
a command being flushed were not concurrent-safe.
This change fixes this issue by changing the timing of setting
`delayedCommandsFlushed` as 1 to the later time after flushing the
buffered commands.
Closes #2580
2023-02-21 20:38:06 +09:00
Hajime Hoshi
ea7d007df9
internal/ui: bug fix: dstRegion should not exceed the image region
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Closes #2577
2023-02-21 14:15:39 +09:00
Hajime Hoshi
ad7d5a86f9
internal/shader: bug fix: check the type for composite literal
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Closes #2348
2023-02-20 23:07:11 +09:00
Hajime Hoshi
d91b8cae88
internal/ui: reland: refactoring: improve anti-alias logic
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* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.
Updates #2399
2023-02-19 23:49:32 +09:00
Hajime Hoshi
3aa8448511
Revert "internal/ui: refactoring: improve anti-alias logic"
...
This reverts commit 41f8295611
.
Reason: test failures: https://github.com/hajimehoshi/ebiten/actions/runs/4216421788/jobs/7318236488
2023-02-19 22:46:37 +09:00
Hajime Hoshi
41f8295611
internal/ui: refactoring: improve anti-alias logic
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* Remove the image extension. The image is always flushed when necessary.
* Use a small offscreen image whichever the blend is.
Closes #2399
2023-02-19 22:14:23 +09:00
Hajime Hoshi
961c34efb5
internal/ui: use a small buffer image for anti-alias
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Closes #2399
2023-02-19 17:35:43 +09:00
Hajime Hoshi
8479fee606
internal/ui: refactoring
2023-02-18 18:23:57 +09:00
Hajime Hoshi
0e57fc4c5f
internal/processtest: set timeout
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Updates #2571
2023-02-18 17:36:31 +09:00
Hajime Hoshi
56597800dd
internal/ui: refactoring: add bigOffscreenImage
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Updates #2399
2023-02-18 02:32:41 +09:00
Hajime Hoshi
7018d1aebe
internal/processtest: fix the timeout logic
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Updates #2571
2023-02-15 22:41:18 +09:00
Hajime Hoshi
a65b65110b
Revert "internal/processtest: prevent parallel process testing"
...
This reverts commit 397da70815
.
Reason: This did not resolve the issue: https://github.com/hajimehoshi/ebiten/actions/runs/4180959132/jobs/7242421909
Updates #2571
2023-02-15 15:13:57 +09:00
Hajime Hoshi
7315044dcf
internal/ui: remove a redundant call to close a window
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glfw.Terminate should close the window too. This might fix the issue
so let's wait and see.
Updates #2551
2023-02-15 14:36:28 +09:00
Hajime Hoshi
397da70815
internal/processtest: prevent parallel process testing
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Updates #2571
2023-02-14 18:13:27 +09:00
TotallyGamerJet
93537650c0
internal/goglfw: use platform agnostic functions for context_windows.go ( #2570 )
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context_windows.go is used for all the platforms. However, it used syscall.Syscall which behaves differently on macOS
and Windows as well as windows.BytePtrToString which isn't available on Linux or macOS.
This commit replaces syscall.Syscall with purego.SyscallN and windows.BytePtrToString with a copied version called
bytePtrToString.
Updates #2546
2023-02-10 02:35:17 +09:00
TotallyGamerJet
b359985e97
internal/goglfw: separate windows specific struct from common structs ( #2567 )
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Many of the structs found in internal.h (internal_windows.go) contain defines such as GLFW_WIN32_WINDOW_STATE
which gets replaced with a struct defined in win32platform_windows.go (win32_platform.h).
Originally, these structs where directly placed inside of internal_windows.go. However, to make it easier to add macOS
and Linux these cannot be in this file.
This commit separates the windows specific structs into the respective windows file and updates the field to be named
state.
Updates #2546
2023-02-08 03:05:46 +09:00
Hajime Hoshi
8864ce1291
all: update comments
2023-02-07 12:05:43 +09:00
Hajime Hoshi
f4371991fe
internal/gamepad: refactoring
2023-02-02 22:33:01 +09:00
Hajime Hoshi
628418d88e
internal/gamepaddb: update the database
2023-02-02 22:00:34 +09:00
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
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Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
f009dd8dd2
ebiten: implement DroppedFiles to replace AppendDroppedFiles
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Closes #2552
2023-01-25 14:27:11 +09:00
Hajime Hoshi
aa52402a90
internal/graphicsdriver/metal: fix a comment
2023-01-24 02:22:35 +09:00
Hajime Hoshi
16e49e0499
internal/ui: fix a potential out-of-range error
2023-01-24 00:32:08 +09:00
Hajime Hoshi
7f39b9c5b6
internal/graphicsdriver/metal: use supportsFeatureSet: as a fallback
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This change is a fix for a regression that happened on macOS High Sierra.
Closes #2553
2023-01-23 23:44:56 +09:00
Hajime Hoshi
84e32c2e4e
internal/ui: more precise detection of directory on browsers
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Updates #1868
2023-01-22 18:28:34 +09:00
Hajime Hoshi
8c25fac860
ebiten: add AppendDroppedFiles
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Closes #1868
2023-01-22 17:22:25 +09:00
Hajime Hoshi
b79f0394cc
internal/ui: refactoring: allow slices in InputState
2023-01-22 01:28:57 +09:00
Hajime Hoshi
d53803615a
internal/ui: merge a window-closing state into an input state
2023-01-21 23:42:48 +09:00
Hajime Hoshi
35e25a3636
rename internal/glfwwin -> internal/goglfw
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Updates #2546
2023-01-21 22:09:21 +09:00
Hajime Hoshi
06bc569b73
internal/shader: bug fix: wrongly typed constants were unexpectedly used
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Closes #2549
2023-01-20 02:26:39 +09:00
Hajime Hoshi
f054a7634a
ebiten: deprecate (*Image).Size
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Closes #2351
2023-01-20 01:26:37 +09:00
Hajime Hoshi
96a44eceaf
internal/glfwwin: remove unused functions
2023-01-14 17:04:46 +09:00
Hajime Hoshi
72f026e254
internal/graphicsdriver/opengl/gl: bug fix: searching GL libraries failed on some machines
...
On a Debian machine, LD_LIBRARY_PATH might not be set and libGL.so might
not exist (libGL.so.1 exists instead). In this case, searching for a GL
library fails
This change fixes the issue by not using LD_LIBRARY_PATH and also including
`libGL.so.*` files as candidates for dlopen.
Closes #2539
2023-01-13 15:08:06 +09:00
Hajime Hoshi
08fba564f8
internal/ui: refactoring: define global sel_ objects
2023-01-09 01:41:13 +09:00
divVerent
abece041f4
internal/graphicsdriver/opengl: fix state tracking of glBindTexture / glActiveTexture interaction ( #2526 )
...
After switching texture units using glActiveTexture, a different texture may
be bound. For now, let's just force the active texture state variable to zero
so the next glBindTexture call isn't skipped.
Closes #2525
2023-01-07 23:13:14 +09:00
Hajime Hoshi
95f1ef0fb9
internal/ui: bug fix: recover the cursor shape when the cursor is visible
...
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7
internal/ui: use 'set' instead of 'push' for cursors
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We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
847d1cae73
internal/graphicsdriver/opengl/gl/: refactoring
2023-01-07 17:01:00 +09:00
Hajime Hoshi
d615c2f42a
internal/graphicsdriver/opengl/gl: bug fix: isES was not set
2023-01-07 03:46:30 +09:00
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
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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
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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
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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
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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
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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
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Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
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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
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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
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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"
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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
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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
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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
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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
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Updates #2519
2023-01-02 20:18:05 +09:00
Hajime Hoshi
bb1021a549
internal/atlas: ensure the given sizes must be power of 2
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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
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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
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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
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Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2
internal/ui: move some context-dependent processes to updateFrameImpl
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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
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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