Hajime Hoshi
7d3007a43e
internal/graphicsdriver/metal: bug fix: compilation failure
2024-12-07 23:15:13 +09:00
Hajime Hoshi
beac278c59
internal/grahics, internal/shadeir: use the term Dword instead of Uint32
...
This change also renames DWord to Dword.
2024-12-07 22:26:09 +09:00
Hajime Hoshi
6cf235daef
internal/graphicscommand: refactoring
2024-10-26 23:07:03 +09:00
Hajime Hoshi
ecc42d4042
internal/graphicscommand: move the const check outside of the function
...
old.txt: 1fe988eabf
new.txt: this commit
```
benchstat old.txt new.txt
goos: darwin
goarch: arm64
pkg: github.com/hajimehoshi/ebiten/v2/internal/graphicscommand
cpu: Apple M3 Pro
│ old.txt │ new.txt │
│ sec/op │ sec/op vs base │
PrependPreservedUniforms-12 19.79n ± 4% 18.84n ± 2% -4.80% (p=0.001 n=10)
```
Updates #3144
2024-10-26 13:03:37 +09:00
Hajime Hoshi
1fe988eabf
internal/graphicscommand: improve performance of prependPreservedUniforms
...
```
% benchstat old.txt new.txt
goos: darwin
goarch: arm64
pkg: github.com/hajimehoshi/ebiten/v2/internal/graphicscommand
cpu: Apple M3 Pro
│ old.txt │ new.txt │
│ sec/op │ sec/op vs base │
PrependPreservedUniforms-12 23.07n ± 2% 19.96n ± 0% -13.48% (p=0.000 n=10)
```
Updates #3144
2024-10-26 01:18:06 +09:00
Hajime Hoshi
9f5f53c041
internal/graphicscommand: add BenchPrependPreservedUniforms
...
Updates #3144
2024-10-26 01:15:12 +09:00
Gabriel Ochsenhofer
2ad0e9a9db
internal/graphicscommand: add a debug.IsDebug check before splitting strings ( #3134 )
...
Since `debug.IsDebug` is a constant, by putting the `strings.Cut` calls inside the check this makes the
`(*commandqueue).flush` method faster when Ebitengine is compiled without the debug build tag.
Without the if `debug.IsDebug` check, unnecessary allocations occur (since the logger is a noop logger when debug is
disabled).
2024-10-18 22:46:28 +09:00
Hajime Hoshi
71ae311355
internal/debug: better info for first callers
2024-10-16 11:16:24 +09:00
Hajime Hoshi
74765c995e
internal/debug: bug fix: panic when Go command is not found with -tags=ebitenginedebug
2024-10-15 21:29:15 +09:00
Hajime Hoshi
9de408a25c
internal/graphicscommand: better calculation for callers
2024-10-15 21:13:17 +09:00
Hajime Hoshi
7f87ecaddc
internal/graphicscommand: better debug info for blending
2024-10-15 18:26:27 +09:00
Hajime Hoshi
39c21bf4a6
internal/graphicscommand: add a first-caller information
2024-10-15 17:15:42 +09:00
Hajime Hoshi
a4bfa6cb15
all: use Go 1.21's min/max builtin functions
2024-09-12 01:01:05 +09:00
Hajime Hoshi
af9bd6a282
all: specify src-regions correctly
...
This parameter was not important and actually not used with usual
shaders. However, now this information will be important for the
restorable package optimization later.
There was a performance issue that was caused by srcRegions, but
now this should not happen thanks to FilterUniformVariables.
Updates #1293
2024-09-08 22:24:15 +09:00
Hajime Hoshi
1488e5e685
internal/graphicscommand: add attributes to images
2024-09-07 23:38:16 +09:00
Hajime Hoshi
4fa8265c58
internal: add comments
2024-09-07 23:24:55 +09:00
Hajime Hoshi
46cf09197b
internal/graphicscommand: enable to show shader names
2024-09-07 22:06:41 +09:00
Hajime Hoshi
393437b8be
internal/graphicscommand: imporve blend log
2024-09-07 21:29:50 +09:00
Hajime Hoshi
6eb0271f83
internal/graphicscommand: better log for read/write pixels
2024-09-06 18:38:07 +09:00
Hajime Hoshi
b6ab7a10c1
internal/graphics: unify QuadVertices
...
This is a preparation for adding members to Vertex.
Updates #2640
2024-08-12 00:29:24 +09:00
Hajime Hoshi
5f80f4b3de
all: refactoring
2024-08-11 21:43:00 +09:00
Hajime Hoshi
1f03971fa9
internal/debug: reland: rename functions
2024-08-07 23:48:35 +09:00
Hajime Hoshi
fab9482e0e
Revert "internal/debug: rename functions"
...
This reverts commit 74722298a2
.
Reason: This included an unexpected change in internal/gamepad
2024-08-07 23:47:51 +09:00
Hajime Hoshi
74722298a2
internal/debug: rename functions
2024-08-07 23:42:36 +09:00
Hajime Hoshi
1804d56777
Revert "all: open up for more destinations images ( #3013 )"
...
This reverts commit 46d171c3c5
.
Reason: MRT is now suspended. Let's revisit this when we work on MRT again.
2024-07-16 22:43:49 +09:00
Hajime Hoshi
9bc5ed3847
internal/graphicscommand: bug fix: missing file
...
Updates #3036
2024-07-12 11:30:36 +09:00
Hajime Hoshi
7b46df44ee
internal/graphicscommand: bug fix: buffered write pixel args might never be released
...
Closes #3036
2024-07-12 11:25:50 +09:00
Bertrand Jung
46d171c3c5
all: open up for more destinations images ( #3013 )
...
Updates #2930
2024-07-09 02:05:55 +09:00
Hajime Hoshi
346aaf071e
internal/graphicscommand: add screen info to log
2024-07-04 02:01:56 +09:00
Bertrand Jung
22fd1f107e
internal/graphics: renamed shader image count to specify src ( #3012 )
...
This just specifies that the constant refers to the number of source images passed to a shader.
This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
2024-06-10 02:02:47 +09:00
Hajime Hoshi
e5d10c47e7
internal/graphicsdriver: reland: rename FillRule constants
...
Updates #3006
2024-06-08 12:16:20 +09:00
Hajime Hoshi
6ac1270cb0
Revert "internal/graphicsdriver: rename FillRule constants"
...
This reverts commit ab4a3af1b5
.
Reason: compile error on Windows
2024-06-08 12:10:27 +09:00
Hajime Hoshi
ab4a3af1b5
internal/graphicsdriver: rename FillRule constants
...
Updates #3006
2024-06-08 11:54:46 +09:00
Hajime Hoshi
f34932151d
all: use atomic.Bool instead of atomic.Store/LoadUint32
...
Updates #2422
2024-04-29 21:16:01 +09:00
Hajime Hoshi
bc9e9d8562
ebiten: move the builtin shader to internal/builtinshader
...
Updates #2861
2024-04-20 21:23:37 +09:00
Pedro Tiple
6fafe734da
internal/graphicscommand: refactoring: remove a hard-coded part for ShaderImageCount ( #2895 )
...
This change allows increasing ShaderImageCount without breaking the image display.
Simply made the uniform processing dynamic based on ShaderImageCount.
2024-01-26 13:03:04 +09:00
Hajime Hoshi
48e3c766f7
internal/graphicsdriver: remove Image.IsInvalidated
...
Updates #805
2024-01-09 00:30:21 +09:00
Hajime Hoshi
2da56c00c8
internal/ui: remove renderThread
...
Updates #2714
2024-01-02 17:14:38 +09:00
Hajime Hoshi
338b8957e8
internal/graphicscommand: add Terminate
...
This change reduces a render thread usage in internal/ui.
Updates #2714
2023-12-27 02:28:55 +09:00
Hajime Hoshi
4895ae7f93
internal/graphicsdriver/opengl: refactoring: move some functions from internal/ui
...
Updates #2714
2023-12-23 22:30:13 +09:00
bsski
b8df1217c3
all: fix typos ( #2864 )
2023-12-17 22:42:34 +09:00
Hajime Hoshi
d7ebc19d04
internal/ui: refactoring: reduce usages of renderThread
...
Updates #2714
2023-12-17 16:21:07 +09:00
Hajime Hoshi
d91455c0a7
internal/graphicscommand: add Shader.id
2023-12-01 21:31:50 +09:00
Hajime Hoshi
3ca6184294
ebiten: add a new FillRule: NonZero
...
Closes #2782
2023-11-06 12:11:38 +09:00
Hajime Hoshi
4e93efa5ac
internal/graphicsdriver: reland: add FillRule and replace boolean values with this
...
Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924
Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
...
This reverts commit 38cf964a3b
.
Reason: build failure on Windows
2023-11-04 19:02:40 +09:00
Hajime Hoshi
38cf964a3b
internal/graphicsdriver: add FillRule and replace boolean values with this
...
Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
3fa8e6ac52
internal/graphics: refactoring: move some constants to internal/graphicscommand
2023-11-04 16:33:30 +09:00
Hajime Hoshi
d862a75fb3
internal/graphics: rename constants
...
Closes #2828
2023-11-04 16:06:35 +09:00
Hajime Hoshi
f2544a1bd9
internal/graphicsdriver: use []uint32 instead of []uint16 for indices
...
Updates #2612
2023-11-04 04:39:17 +09:00