Hajime Hoshi
d6525a2782
internal/graphicsdriver/directx: refactoring
2023-03-25 16:52:58 +09:00
Hajime Hoshi
c394bdcf7c
internal/graphicsdriver/directx: separate a part for images and shaders
2023-03-25 15:54:28 +09:00
Hajime Hoshi
4811386d8a
internal/graphicsdriver/directx: separate a part for DirectX 12
...
Updates #2613
2023-03-25 15:35:47 +09:00
Hajime Hoshi
488bce7e36
internal/graphicsdriver/directx: remove unnecessary comments
2023-03-25 13:53:00 +09:00
Hajime Hoshi
c1e83432c0
internal/graphicsdriver/directx: refactoring: split api_windows.go
2023-03-25 12:07:04 +09:00
Hajime Hoshi
4ec27262ed
internal/graphicsdriver/directx: refactoring
2023-03-25 01:34:29 +09:00
Hajime Hoshi
90723025cc
internal/graphicsdriver/directx: reuse vertices/indices buffers whenever possible
2023-03-23 11:34:39 +09:00
Hajime Hoshi
e5525a04d5
internal/graphicsdriver/directx: refactoring: remove usages of graphics.IndicesCount
...
Updates #2460
2023-03-23 11:25:29 +09:00
Hajime Hoshi
a19ff07130
internal/graphicsdriver/opengl: bug fix: potential infinite loop
2023-03-23 02:47:23 +09:00
Hajime Hoshi
ad90ae3475
internal/graphicsdriver/directx: refactoring
2023-03-22 21:52:14 +09:00
Hajime Hoshi
034f9c2db8
internal/graphicsdriver/opengl: reland: refactoring: remove usages of graphics.IndicesCount
...
Updates #2460
2023-03-22 20:13:29 +09:00
Hajime Hoshi
61ee811579
internal/graphicsdriver: define Resetter
2023-03-22 18:35:46 +09:00
Hajime Hoshi
8cbf545e0f
internal/graphicsdriver/opengl: revert commits for graphics.Indices
...
This change reverts these commits:
* 13d3a0487b
* 4cd98d512e
Reason: this caused crashes on Android.
Updates #2460
Closes #2610
2023-03-22 17:28:45 +09:00
Hajime Hoshi
13d3a0487b
internal/graphicsdriver/opengl: refactoring: remove usages of graphics.IndicesCount
...
Updates #2460
2023-03-22 13:33:34 +09:00
Hajime Hoshi
4cd98d512e
internal/graphicsdriver/opengl: refactoring
2023-03-21 23:06:49 +09:00
Hajime Hoshi
23e90b7e39
internal/graphicsdriver/opengl: refactoring
2023-03-20 22:48:20 +09:00
Hajime Hoshi
8ae6ea5ff6
internal/graphicsdriver/opengl: update comments
2023-03-20 01:42:54 +09:00
Hajime Hoshi
cbff3555db
internal/graphicsdriver/opengl: drop WebGL 1 support
...
Closes #2191
2023-03-18 22:50:09 +09:00
Hajime Hoshi
3bcac70d1c
internal/graphicsdriver/metal: add comments
2023-03-13 22:21:55 +09:00
Hajime Hoshi
65fb9d56ba
internal/graphicsdriver/metal: refactoring
...
Updates #2599
2023-03-13 21:29:42 +09:00
Hajime Hoshi
36e2d0ec40
internal/graphicsdriver/metal: bug fix: a path for CoreGraphics.framework didn't work
...
Closes #2595
2023-03-10 23:24:06 +09:00
Hajime Hoshi
6ccdc6382c
internal/graphicsdriver/metal/mtl: bug fix: fix a vet error
2023-03-04 01:37:45 +09:00
Hajime Hoshi
36bd3329b3
internal/graphicsdriver/metal: bug fix: compile error
2023-03-04 01:25:43 +09:00
Hajime Hoshi
7998e4d31d
update purego to v0.3.0-alpha
...
There are breaking changes between purego v0.2.0 and v0.3.0-alpha.
2023-03-04 01:22:54 +09:00
Hajime Hoshi
a5a5de2f3f
internal/graphicsdriver/directx: reduce memory usages for writing pixels
...
Updates #2294
Updates #2582
2023-03-01 00:11:34 +09:00
Hajime Hoshi
264f0bad42
internal/graphicsdriver/directx: reduce memory usages when reading pixels
...
Updates #2294
Updates #2582
2023-02-28 22:55:21 +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
Pierre Curto
4de807cc44
all: fix typos ( #2558 )
...
Signed-off-by: Pierre Curto <pierre.curto@gmail.com>
2023-01-28 19:06:38 +09:00
Hajime Hoshi
aa52402a90
internal/graphicsdriver/metal: fix a comment
2023-01-24 02:22:35 +09:00
Hajime Hoshi
7f39b9c5b6
internal/graphicsdriver/metal: use supportsFeatureSet: as a fallback
...
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
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
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
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
...
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
...
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
...
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
...
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
edf35b02cb
internal/graphicsdriver/opengl: record last uniform variables and reset them before swapping buffers
...
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
6b4c696b31
internal/graphicsdriver/opengl: bug fix: needed always to set uniform variables
...
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
34941ca083
all: separate the rendering thread from the main thread
...
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
8d020ad414
internal/graphicsdriver/metal: refactoring
2022-12-29 15:27:51 +09:00
Hajime Hoshi
5e17791e4e
internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
...
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
0756be0b68
cmd/ebitenmobile: use an independent thread for rendering on iOS
...
Closes #2508
2022-12-28 23:37:13 +09:00
Hajime Hoshi
ece60af1b7
internal/graphicsdriver/metal: stop using presentsWithTransaction
...
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.
Fortunately, applications work well even without presentsWithTransaction.
Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +09:00
Hajime Hoshi
8b588587cc
internal/graphicsdriver/directx: do not cache a vertex shader when an error occurs
2022-12-25 04:27:15 +09:00
Hajime Hoshi
8e1bd4eaba
internal/graphicsdriver/directx: refactoring
2022-12-24 18:05:47 +09:00
Hajime Hoshi
fda0b1cbcb
internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
...
D3DCompile can be a very slow function, and let's skip this if possible.
2022-12-24 17:44:54 +09:00
Hajime Hoshi
1b4f68d775
internal/graphicsdriver/directx: call D3DCompile in parallel
...
D3DCompile can be very slow on some old machines.
See also https://bugs.chromium.org/p/angleproject/issues/detail?id=422
2022-12-24 01:22:33 +09:00
Hajime Hoshi
de8184ac10
internal/graphicsdriver/directx: implement suspend/resume for Xbox
2022-12-23 17:28:03 +09:00
Hajime Hoshi
102a2d2138
internal/graphicsdriver/directx: change the default feature level to 11_0
...
The feature level 12_0 causes some issues on some machines. As we now
have EBITENGINE_DIRECTX_FEATURE_LEVEL, let's go back to the default
feature level 11_0.
Updates #2486
2022-12-07 21:16:47 +09:00
Hajime Hoshi
0a6813c17f
internal/graphics: use flatten []float32 slice instead of [][]float32
...
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
5356b44286
internal/graphicsdriver/opengl: add comments about Firefox
...
Updates #2077
2022-11-23 00:57:16 +09:00
Hajime Hoshi
67430362cc
internal/graphicsdriver/directx: add EBITENGINE_DIRECTX_FEATURE_LEVEL
...
A fix for #2447 was a breaking-change as the DirectX driver was no longer
available for some old graphics card.
To support such old cards, provide a new environment variable
EBITENGINE_DIRECTX_FEATURE_LEVEL to specify a feature level.
The possible values are 11_0, 11_1, 12_0, 12_1, and 12_2. The default
value is 12_0.
Closes #2466
2022-11-21 02:46:07 +09:00
Hajime Hoshi
0b9cbaa1ed
internal/shader: introduce integer vectors (ivec2, ivec3, ivec4)
...
Closes #1911
2022-11-21 00:31:23 +09:00
TotallyGamerJet
fb612ab443
internal/cocoa, internal/graphicsdriver/mtl: remove usages of NSInvocations to directly call ID.Send ( #2464 )
...
purego now supports using floats as arguments.
We can remove these instances of NSInvocation that
only existed to circumvent that feature.
Updates #1162
2022-11-20 23:48:22 +09:00
Hajime Hoshi
9a75e266d4
internal/graphicsdriver: fix comments
2022-11-20 23:18:40 +09:00
Hajime Hoshi
7961654927
internal/graphicsdriver/metal: bug fix: wrong alignment for vec3
2022-11-20 23:14:09 +09:00
Hajime Hoshi
90213d5d80
internal/graphicsdriver/opengl: refactoring
2022-11-18 13:32:09 +09:00
Hajime Hoshi
95b4e67c77
internal/graphicsdriver/opengl: reduce context functions
2022-11-18 03:18:30 +09:00
Hajime Hoshi
4de6da0a50
internal/graphicsdriver/opengl: use an appropriate stencil buffer format
2022-11-17 13:31:36 +09:00
Hajime Hoshi
21670691b1
internal/graphicsdriver/opengl: remove duplicated code
2022-11-17 13:22:48 +09:00
Hajime Hoshi
d6027a9357
internal/graphicsdriver/opengl: remove duplicated code
2022-11-17 13:13:15 +09:00
Hajime Hoshi
8cc6fa82fd
internal/graphicsdriver/opengl: remove fnIsContextLost
...
As restoring from context lost doesn't happen on browsers, isContextLost
doesn't have to be called.
2022-11-17 12:43:26 +09:00
Hajime Hoshi
c768860f3f
internal/graphicsdriver/opengl: remove fnGetExtension
2022-11-17 12:40:56 +09:00
Hajime Hoshi
bae5aa7732
internal/graphicsdriver/opengl: move initGL to NewGraphics
...
As restoring from context lost doesn't happen on browsers, initilizing
GL doesn't have to be done at reset.
2022-11-17 12:34:55 +09:00
Hajime Hoshi
4082223aec
internal/graphicsdriver/opengl: remove webGLVersion
2022-11-17 12:27:32 +09:00
Hajime Hoshi
74d9515345
internal/graphicsdriver/opengl: refactoring: move gl_js to gl/context_js.go
...
This unifies the OpenGL context interface for all the platforms.
2022-11-17 12:22:46 +09:00
Hajime Hoshi
f08983e14d
internal/graphicsdriver/opengl: remove unused variables
...
It should be safe to assume 0 is an invalid texture ID in OpenGL.
https://registry.khronos.org/OpenGL-Refpages/gl4/html/glIsTexture.xhtml
> If texture is zero, or is a non-zero value that is not currently the
> name of a texture, or if an error occurs, glIsTexture returns GL_FALSE.
2022-11-17 10:53:28 +09:00
Hajime Hoshi
de3702e4c2
internal/graphicsdriver/opengl: reduce unnecessary slice allocations
2022-11-17 03:01:31 +09:00
Hajime Hoshi
9df4770d20
internal/graphicsdriver/opengl/gl: make Context closer to gomobile's Context
2022-11-17 01:23:27 +09:00
Hajime Hoshi
49fc1cfdc0
internal/graphicsdriver/opengl/gl: refactoring: replace some *iv functions with *i
2022-11-17 00:26:33 +09:00
Hajime Hoshi
098fed65d5
internal/graphicsdriver/opengl/gl: refactoring: replace GetIntegerv -> GetInteger
2022-11-16 23:59:28 +09:00
Hajime Hoshi
c7c9500ba6
internal/graphicsdriver/directx: bug fix: a software adaptor was unexpectedly chosen
...
Closes #2459
2022-11-16 15:46:17 +09:00
Hajime Hoshi
4c389c1752
internal/graphicsdriver/opengl/gl: bug fix: compile error
2022-11-15 02:41:59 +09:00
Hajime Hoshi
056042ca92
internal/graphicsdriver/opengl/gl: refactoring
2022-11-15 02:38:38 +09:00
Hajime Hoshi
0d8912e7ae
internal/graphicsdriver/opengl/gl: bug fix: failed to load OpenGL(ES).framework on iOS
...
This change also fixes the issue that *EXT functions are missing
in OpenGLES.framework.
Closes #2456
2022-11-15 02:33:45 +09:00
Hajime Hoshi
f4e63602d3
internal/graphicsdriver/opengl/gl: dynamic function loading for Android
...
Closes #2450
2022-11-14 23:23:50 +09:00
Hajime Hoshi
31af27b926
internal/graphicsdriver/opengl/gl: fix error message
2022-11-14 13:19:19 +09:00
Hajime Hoshi
f6f7ed3e3d
internal/graphicsdriver/opengl/gl: automatically choose OpenGL and OpenGL ES
...
Updates #292
2022-11-14 12:50:53 +09:00
Hajime Hoshi
fcf454ef20
internal/graphicsdriver/opengl/gl: use RTLD_LAZY instead of RTLD_NOW
...
See the discussion at #2453 .
2022-11-14 04:46:11 +09:00
TotallyGamerJet
56ec19caa1
all: use RTLD_LAZY in dlopen for darwin ( #2453 )
...
dlopen requires either RTLD_LAZY or RTLD_NOW but there was neither.
Updates #1162
2022-11-14 04:44:51 +09:00
Hajime Hoshi
072e91d67f
internal/graphicsdriver/opengl/gl: dynamic-load functions with GLX
...
Updates #292
Updates #2450
2022-11-14 03:21:42 +09:00
Hajime Hoshi
f093996284
internal/graphicsdriver/opengl/gl: refactoring
2022-11-14 03:14:21 +09:00
Hajime Hoshi
1e86e7fa18
internal/ui: refactoring: reduce opengles build tags
...
Updates #292
2022-11-14 02:46:34 +09:00
Hajime Hoshi
114a8aa6ea
internal/graphicsdriver/opengl/gl: reland: refactoring: reduce opengles build tags
...
Updates #292
2022-11-14 02:33:23 +09:00
Hajime Hoshi
e8810495cf
internal/graphicsdriver/opengl/gl: reland: refactoring: reduce opengles build tags
...
This is a reland of c9cff69dcb
.
Updates #292
2022-11-14 02:21:18 +09:00
Hajime Hoshi
e87e4ffbd2
Revert "internal/graphicsdriver/opengl/gl: refactoring"
...
This reverts commit c9cff69dcb
.
Reason: compmile error for browsers
2022-11-14 02:17:27 +09:00
Hajime Hoshi
c9cff69dcb
internal/graphicsdriver/opengl/gl: refactoring
2022-11-14 02:13:32 +09:00
Hajime Hoshi
94291ecb17
internal/graphicsdriver/opengl/gl: update copyrights
...
These files are already completely different from the original files.
2022-11-14 01:56:30 +09:00
Hajime Hoshi
39b8a66359
internal/graphicsdriver/opengl/gl: dynamic function load for OpenGL ES
...
Updates #292
Updates #2450
2022-11-13 08:48:26 -08:00
Hajime Hoshi
e5e7ceb688
internal/graphicsdriver/opengl/gl: refactoring
2022-11-13 23:10:20 +09:00
Hajime Hoshi
144d2374bf
internal/graphicsdriver/opengl/gl: remove 'egl' build tag
...
Probably nobody uses this.
2022-11-13 22:50:21 +09:00
Hajime Hoshi
5b96d93d13
internal/graphicsdriver/opengl/gl: refactoring
2022-11-13 22:26:13 +09:00
Hajime Hoshi
78f8ddbda8
internal/graphicsdriver/opengl/gl: load OpenGLES.framework if possible on Darwin
...
Closes #2449
2022-11-13 19:51:43 +09:00