Commit Graph

4858 Commits

Author SHA1 Message Date
Zyko
b2b88f4bdd Disable metal shader compilation tests tmp 2024-04-12 00:17:12 +02:00
Zyko
042fdab3d0 Fixed shader testdata (except msl) 2024-04-12 00:09:36 +02:00
Zyko
15ccaf1998 Fixed ps5 src argument constant name 2024-04-10 22:06:56 +02:00
Zyko
15b5c888ca Fixed DrawTriangles for ps5 2024-04-10 22:00:37 +02:00
Zyko
8c0bc0a2e0 Implement the correct DrawTriangles definition on metal 2024-04-10 21:55:00 +02:00
Zyko
ced0c62827 go vet error check 2024-04-10 21:11:32 +02:00
Zyko
6a8c00e0aa Fixed opengl tests 2024-04-10 21:08:03 +02:00
Zyko
92a257a557 directx: Better logic to assume MRT 2024-04-10 20:17:20 +02:00
Zyko
65646df8ed Temporary fix for directx11 2024-04-10 20:12:10 +02:00
Zyko
c73221ac16 Merge upstream - fixed conflicts 2024-04-10 19:15:34 +02:00
Zyko
1b3bfda17b Fixed empty target for directx11 2024-04-10 19:10:21 +02:00
Zyko
c9eb30d66f Fixed magic number 2024-04-10 18:59:21 +02:00
Zyko
55f1a5d32e (Fixed) webgl 2024-04-10 18:57:55 +02:00
Zyko
fc3a6ed373 Fixed nil dst image checks 2024-04-10 18:56:25 +02:00
Hajime Hoshi
3cf3b27729 internal/graphicsdriver/opengl: refactoring: rename variables
A framebuffer's width and height are unclear. Rename them to
viewportWidth and viewportHeight.
2024-04-10 23:38:25 +09:00
Zyko
c3a358b44b Fixed missing arg on gl with CGo 2024-04-09 02:40:21 +02:00
Zyko
d1fd70495b Revert to gl_FragData (future webgl) 2024-04-09 02:26:29 +02:00
Zyko
c7eeae7189 Cleanup 2024-04-09 01:00:26 +02:00
Zyko
4536fadebe Update hlsl 2024-04-08 23:48:16 +02:00
Zyko
280cc1a732 Update glsl 2024-04-08 23:43:19 +02:00
lvyaoting
f6927232f2
all: fix function names in comment (#2957)
Signed-off-by: lvyaoting <lvyaoting@outlook.com>
2024-04-08 14:27:27 +09:00
Hajime Hoshi
9c070eb2f3 Revert "internal/graphicsdriver/gl: use PureGo for Linux and UNIX"
This reverts commit 5701206229.

Reason: error on Android:

```
/Users/runner/go/pkg/mod/github.com/ebitengine/purego@v0.8.0-alpha.0.20240404024320-d0aedd0f4393/func.go:301:4: too few values in struct literal of type syscall15Args
```

https://github.com/hajimehoshi/ebiten/actions/runs/8582651053/job/23521003819
2024-04-07 03:00:13 +09:00
Hajime Hoshi
9dc103491a internal/ui: bug fix: a window was shown unexpectedly at start-up
Closes #2951
2024-04-07 02:55:48 +09:00
Hajime Hoshi
5701206229 internal/graphicsdriver/gl: use PureGo for Linux and UNIX
Updates #2284
2024-04-07 02:08:40 +09:00
Hajime Hoshi
d6f7b50387 internal/ui: bug fix: setting a size failed for an invisible window
Updates #2725
Closes #2951
2024-04-06 22:26:01 +09:00
Zyko
577664c1cb Dirty directx11 2024-04-06 14:54:32 +02:00
Zyko
c247da0f05 Remove useless debug + setviewport only once 2024-04-06 11:40:12 +02:00
Zyko
32b5e3edd8 Saving 2024-04-05 20:39:14 +02:00
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
24238e16af internal/gamepaddb: refactoring
Updates #2936
2024-03-29 13:25:30 +09:00
Kenny
941c97eba2
internal/gamepaddb: generate respective controller dbs for each platform (#2943)
Replace singular embedded controller database file with separate generated
files for each supported platform. The controller database file is some
~500KB, so this change should reduce the overall binary size per
platform.

Closes #2936
2024-03-29 13:17:16 +09:00
Hajime Hoshi
fd2c79398e Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
This reverts commit 55702a7c28.

Reason: This didn't work with the single-thread mode.

Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
459ad709a6 internal/gamepaddb: omit the database for consoles
Updates #2936
2024-03-25 03:08:19 +09:00
Hajime Hoshi
04c4676b7c internal/png: update with Go 1.22 2024-03-24 20:36:31 +09:00
Hajime Hoshi
6552ae1dbe internal/gamepaddb: do not include the database for browsers
This reduces Wasm binary size by 525kb.
2024-03-24 20:16:11 +09:00
Hajime Hoshi
dc8baf96f9 internal/gamepaddb: update the database 2024-03-24 19:18:49 +09:00
Hajime Hoshi
d04d6271d0 internal/ui: bug fix: reset some input states on blur events on browsers
Closes #2874
2024-03-24 16:03:17 +09:00
Hajime Hoshi
f4029aaa77 ebiten: add (*Monitor).Size() to replace ScreenSizeInFullscreen()
Also, this change fixes redundant checks the case when a monitor
does not exist. Now Ebitengine checks a monitor existence at the
initialization.

Closes #2145
Closes #2795
2024-03-23 23:32:43 +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
ea6fce45ff internal/shader: bug fix: crash on assignment mismatches 2024-03-23 15:30:49 +09:00
Hajime Hoshi
66667fe877 internal/shader: bug fix: test failures
Updates #2934
2024-03-23 15:15:33 +09:00
Hajime Hoshi
7842942b24 internal/shader: bug fix: need to covert constant type correctly for assignments
Closes #2934
2024-03-23 15:08:34 +09:00
Hajime Hoshi
e7bb66bb2f internal/shader: bug fix: ++/-- statements didn't work for vec2 on browsers
Closes #2933
2024-03-22 23:15:33 +09:00
Mykhailo Lohachov
1586c6764a
internal/shaderir: Kage update support for shift operators (#2916)
Closes #2755
2024-03-22 18:14:03 +09:00
Hajime Hoshi
b7dd45c0e4 internal/gamepad: ignore the very first MotionEvent with 0 value for Android
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.

This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.

This change also removes an old hack to initialize axis values for
triggers.

Closes #2598
2024-03-21 22:28:48 +09:00
Hajime Hoshi
9faa3f4601 internal/gamepaddb: refactoring 2024-03-16 17:57:52 +09:00
Hajime Hoshi
696938987d internal/gamepad: use locks for consistency
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00
Hajime Hoshi
209dc50f72 internal/gamepaddb: refactoring 2024-03-16 15:37:42 +09:00
Hajime Hoshi
047858aa59 internal/gamepaddb: rename functions 2024-03-16 15:16:29 +09:00
Hajime Hoshi
bb6430d3ba internal/shader: bug fix: unexpected crash for out of range
Closes #2926
2024-03-13 11:37:00 +09:00