Commit Graph

236 Commits

Author SHA1 Message Date
Hajime Hoshi
bff760af01 internal/shader: bug fix: test failures
Updates #2640
2024-08-25 17:43:44 +09:00
Hajime Hoshi
fef487e09d internal/shaderir/hlsl: refactoring: more flexible generation
Updates #2640
2024-08-25 17:27:00 +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
Bertrand Jung
46d171c3c5
all: open up for more destinations images (#3013)
Updates #2930
2024-07-09 02:05:55 +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
4818768965 shaderprecomp: remove ShaderSourceID
`ShaderSourceID` was confusing as there was no guarantee the same ID is
used for the same source if Ebitengine versions are different.

`ShaderSource` should be kept as the built-in shader contents should not
be exposed.

Updates #2861
Closes #2999
2024-05-27 00:01:05 +09:00
Hajime Hoshi
83ae577c80 Revert "shaderprecomp: remove ShaderSource and ShaderSourceID"
This reverts commit 8be3bb41d5.

Reason: removing `ShaderSource` unexpected exposes the source.

Updates #2999
2024-05-26 22:45:12 +09:00
Hajime Hoshi
8be3bb41d5 shaderprecomp: remove ShaderSource and ShaderSourceID
This change simplifies the APIs to avoid some confusions around IDs.

Updates #2861
Closes #2999
2024-05-26 22:42:52 +09:00
Hajime Hoshi
10d9660125 shaderprecomp: implement for Windows
Closes #2861
2024-05-06 16:03:57 +09:00
Hajime Hoshi
5d4a68b0ea internal/shaderir/hlsl: refactoring: separate calculation uniform offsets 2024-05-05 20:47:35 +09:00
Hajime Hoshi
a41af4528b internal/graphicsdriver/directx: refactoring 2024-05-05 18:58:13 +09:00
Hajime Hoshi
caecd81f4e Revert "internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX"
This reverts commit b6252a41f2.

Reason: We need more investigation about tearing and vsync=off

Updates #2858
2024-03-30 20:08:06 +09:00
Hajime Hoshi
b6252a41f2 internal/graphicsdriver/directx: add 'tearing' for EBITENGINE_DIRECTX
Now tearing happens only when 'tearing' is specified and vsync is off.

Closes #2858
2024-03-23 17:53:13 +09:00
Hajime Hoshi
770fcff4c2 internal/graphicsdriver/directx: bug fix: Go 1.22 + 32bit Windows + DirectX 12 didn't work well
Apparently, a pseudo padding was needed for D3D12_RESOURCE_DESC,
but this is still mysterious.

This change also add Go 1.22 to the GitHub Actions.

Closes #2867
2024-01-27 18:06:53 +09:00
Hajime Hoshi
e0ccd013ac internal/graphicsdriver/directx: bug fix: depth should be passed by math.Float32bits
As depth was always 0, there was not an actual problem.
2024-01-21 21:43:09 +09:00
Hajime Hoshi
48e3c766f7 internal/graphicsdriver: remove Image.IsInvalidated
Updates #805
2024-01-09 00:30:21 +09:00
Hajime Hoshi
771e5685f8 internal/graphicsdriver: remove NeedsRestoring()
Updates #805
2024-01-08 23:27:28 +09:00
bsski
b8df1217c3
all: fix typos (#2864) 2023-12-17 22:42:34 +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
f2544a1bd9 internal/graphicsdriver: use []uint32 instead of []uint16 for indices
Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
1db0abc4ee internal/graphicsdriver/directx: add comments 2023-10-29 00:19:36 +09:00
Hajime Hoshi
8274b32301 internal/graphicslibrary: refactoring: remove IsGL and IsDirectX 2023-10-15 17:30:16 +09:00
Hajime Hoshi
567e2fa04c ebiten: add BlendOperationMin and BlendOperationMax
Closes #2395
2023-10-13 01:56:33 +09:00
Hajime Hoshi
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle (#2791)
Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
6f41a05264 Revert "internal/graphicsdriver/directx: remove tearing"
This reverts commit 78d3e4273b.

Reason: tearing is potentially risky but needed for maximizing FPS.
Also, tearing is officially recommended by Microsoft (see [1])

Closes #2697

[1] https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Samples/Desktop/D3D12Raytracing/src/D3D12RaytracingHelloWorld/DeviceResources.cpp#L520
2023-09-18 03:30:34 +09:00
Hajime Hoshi
e270dea460 internal/graphicsdriver: use []PixelsArgs for ReadPixels
Closes #2592
2023-08-17 03:06:48 +09:00
Hajime Hoshi
842c3cbfcd internal/graphicscommand: use a slice to values instead of pointers
This should reduce heap allocations.
2023-08-16 23:23:30 +09:00
Hajime Hoshi
377b0b8502 internal/graphicscommand: rename WritePixelsArgs -> PixelsArgs
Updates #2592
2023-08-16 22:34:56 +09:00
Hajime Hoshi
d16b591a35 internal/graphicsdriver/directx: bug fix: use an associated IDXGIFactory
In DirectX 11, if a device and a factory are independently created,
some functions like MakeWindowAssociation doe't work well.

This change fixes the issue by getting a factory from a device and
using it.

Closes #2661
2023-05-01 19:17:08 +09:00
Hajime Hoshi
e98acd3dc7 internal/graphicsdriver: refactoring: use image.Rectangle 2023-04-29 01:12:05 +09:00
Hajime Hoshi
a56924b22f internal/graphicsdriver/directx: refactoring 2023-04-09 16:49:52 +09:00
Hajime Hoshi
4473557e23 internal/graphicsdriver/directx: smooth rendering when resizing the window with DirectX 12
Updates #2615
2023-04-09 16:38:29 +09:00
Hajime Hoshi
2423733598 internal/graphicsdriver/directx: bug fix: wrong size was used when resizing
Updates #2633
2023-04-09 16:34:56 +09:00
Hajime Hoshi
2c088b9059 internal/graphicsdriver/directx: resize the swap chain after presenting is done
Updates #2633
2023-04-09 16:29:00 +09:00
Hajime Hoshi
730c7a2ad0 internal/graphicsdriver/directx: refactoring 2023-04-09 15:30:46 +09:00
Hajime Hoshi
78d3e4273b internal/graphicsdriver/directx: remove tearing
This is basically a revert of 0035ba0bd1.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.

Now the DirectX 11 driver was introduced, the situation has changed.

Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00
Hajime Hoshi
182ac21866 internal/goglfw: separate the Windows version detection to a new package winver 2023-03-31 02:16:01 +09:00
Hajime Hoshi
c0adcee12c Revert "internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7"
This reverts commit a4bfe8a869.

Reason: This doesn't take any effects.

Updates #2613
2023-03-30 22:40:53 +09:00
Hajime Hoshi
a4bfe8a869 internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7
This is an experimental fix inspired by Chromium/ANGLE
https://source.chromium.org/chromium/chromium/src/+/main:third_party/angle/src/libANGLE/renderer/gl/wgl/DXGISwapChainWindowSurfaceWGL.cpp;l=491-492;drc=79aa846e38739138918891e8b334fac464dd9b83

Updates #2613
2023-03-30 22:22:26 +09:00
Hajime Hoshi
09250ff4f3 internal/graphicsdriver/directx: adjust buffer count
Apparently the buffer count should be 1 with a non-flipping swap effect.

Updates #2613
2023-03-30 21:09:41 +09:00
Hajime Hoshi
61ced5127b internal/graphicsdriver/directx: limit d3dcompiler versions
For example, the verions 45/44 are alpha and should not be used.

Updates #2613
Updates #2618
2023-03-30 17:54:42 +09:00
Hajime Hoshi
d22158b156 internal/graphicsdriver/directx: use non-flip swap effect for old Windows
Updates #2613
Updates #2619
2023-03-30 12:33:08 +09:00
Hajime Hoshi
0cd832f096 internal/graphicsdriver/directx: check the DLL availability at NewGraphics
Updates #2613
Updates #2618
2023-03-30 01:45:31 +09:00
Hajime Hoshi
3e477d0bbb internal/graphicsdriver/directx: bug fix: d3dcomipler_47.dll might be missing
Updates #2613
Closes #2618
2023-03-30 01:12:46 +09:00
Hajime Hoshi
6858e4b60b internal/graphicsdriver/directx: use QueryInterface to cast IDXGISwapChain to IDXGISwapChain4
QueryInterface is better in terms of error messages than a dumb
pointer casting.
2023-03-30 00:44:39 +09:00
Hajime Hoshi
7fa65ae983 internal/graphicsdriver/directx: reduce unnecessary usages of IDXGISwapChain4
IDXGISwapChain is enough for DirectX 11.

Updates #2613
2023-03-30 00:14:04 +09:00
Hajime Hoshi
c9f1696a5b internal/graphicsdriver/directx: use CreateDXGIFactory instead of CreateDXGIFactory2
CreateDXGIFactory2 is available in Windows 8.1 and newer. This is not
necessary for the current Ebitengine implementation. Use the old version
CreateDXGIFactory to support Windows 8 and older.

Updates #2613
2023-03-29 23:56:17 +09:00
Hajime Hoshi
fe67399022 internal/graphicsdriver/directx: use CreateSwapChain instead of CreateSwapChainForHwnd
This is a preparation to use IDXGIFactory instead of IDXGIFactory4.

Updates #2613
2023-03-29 23:37:08 +09:00