Commit Graph

205 Commits

Author SHA1 Message Date
Hajime Hoshi
fccb43e15b internal/graphicsdriver/directx: remove .errcheck_excludes_windows
These DirectX functions don't return any value and should not affect
the last error. Then it should be fine to ignore the returning values
from syscall.Syscall*.

Updates #2287
2022-09-10 03:03:18 +09:00
Terra Brown
a1cc44833d
add errcheck static analysis (#2293)
Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
35f597e682 internal/graphicsdriver: refactoring: remove FilterScreen
Closes #2282
2022-09-06 19:04:15 +09:00
Hajime Hoshi
bd43b42ee5 internal/ui: reland the screen shader in Kage
This change relads a part of the change to use the screen shader
instead of FilterScreen, but with the issue on iOS fixed.

Let's remove FilterScreen later.

Updates #2282
2022-09-06 18:48:19 +09:00
Hajime Hoshi
37bae461d1 internal/graphicsdriver/directx: bug fix: processtest failures
The command allocators should be reset only when the frame index was
updated.

Closes #2249
2022-09-02 12:48:06 +09:00
Hajime Hoshi
c126dea7fb Revert "internal/graphicsdriver/directx: bug fix: do not reset command allocators at Begin"
This reverts commit 9d303e8dc5.

Reason: A GPU memory leak (#2292). Though this reverting reveals the error #2249
again, a memory leak is more critical. Then revert the change once, and then
take time to investigate how to resolve #2249.

Closes #2292
Updates #2249
2022-09-02 02:27:40 +09:00
Hajime Hoshi
cdf83ad2fc internal/atlas: dispose images at ReadPixels
Without resolveDeferred() at ReadPixels, many images are never disposed
in tests.

Updates #2292
2022-09-01 23:54:57 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
313c70f4b4 internal/graphicsdriver/directx: support 32bit Windows
Closes #2088
2022-08-28 00:04:55 +09:00
Hajime Hoshi
b2f874a244 image/rectangle: read pixels only for necessary parts
Closes #2274
2022-08-27 23:23:33 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
9d303e8dc5 internal/graphicsdriver/directx: bug fix: do not reset command allocators at Begin
Closes #2249
2022-08-17 22:37:26 +09:00
Hajime Hoshi
bb2df24f83 internal/graphicsdriver/directx: use DXGI_PRESENT_TEST when the screen is invisible
This change also reduces FPS to about 10 when the screen is invisible
in order to save CPU power.

Closes #2181
2022-08-17 00:10:44 +09:00
Hajime Hoshi
70f5e84098 internal/graphicsdriver: rename ReplacePixels to WritePixels
Updates #2236
2022-08-08 03:05:04 +09:00
mattn
2bacecca24
fix typos (#2227) 2022-08-03 22:40:39 +09:00
Hajime Hoshi
2aa595de52 Revert "internal/graphicsdriver/directx: bug fix: check the error at CreateGraphicsPipelineState at initialization"
This reverts commit c183555cc8.

Reason: this didn't help anything on the reporter's machine
2022-07-31 00:46:26 +09:00
Hajime Hoshi
c183555cc8 internal/graphicsdriver/directx: bug fix: check the error at CreateGraphicsPipelineState at initialization
CreateGraphicsPipelineState someitmes causes an error
DXGI_ERROR_DEVICE_HUNG, but we failed to know why.

Instead of fixing this, check the error earlier and use the fallback
grpahics library OpenGL in this case.

Updates #2198
2022-07-29 16:20:09 +09:00
Hajime Hoshi
9ea399e7cc internal/graphicsdriver/directx: typo 2022-07-20 01:24:08 +09:00
Hajime Hoshi
7025f195a7 internal/graphicsdriver/directx: check DirectX availability earlier for Wine
Closes #2114
2022-07-20 01:22:45 +09:00
Hajime Hoshi
e861080145 internal/graphicsdriver/directx: early error check for Wine
Updates #2114
2022-07-19 23:55:44 +09:00
Hajime Hoshi
f8acd5e7ee internal/graphicsdriver/directx: bug fix: D3D12CreateDevice could be called without creating a device 2022-07-19 03:22:46 +09:00
Hajime Hoshi
0f9ec45709 internal/graphicsdriver/directx: refactoring 2022-07-18 23:36:42 +09:00
Hajime Hoshi
b31ce0a568 internal/graphicsdriver/directx: update comments 2022-07-15 13:33:45 +09:00
Hajime Hoshi
b48c2aa103 internal/graphicsdriver/directx: bug fix: too many constant buffers could be allocated
Closes #2204
2022-07-15 03:40:24 +09:00
Hajime Hoshi
e3d025bf4f internal/graphicsdriver/directx: fix a wrong constant usage 2022-07-15 02:49:01 +09:00
Hajime Hoshi
8d74039617 internal/graphicsdriver/directx: increment numDescriptorsPerFrame
16 seems too conservative. Let's double it.

Updates #2188
2022-07-15 02:42:23 +09:00
Hajime Hoshi
9a35366380
internal/graphicsdriver/directx: batch ResourceBarrier commands (#2203)
Updates #2188
2022-07-15 02:34:38 +09:00
Hajime Hoshi
41edd98675 Revert "internal/graphicsdriver/directx: batch ExecuteCommandList"
This reverts commit f92107c2ee.

Reason: Performance regression

Updates #2188
2022-07-15 01:06:08 +09:00
Hajime Hoshi
f92107c2ee internal/graphicsdriver/directx: batch ExecuteCommandList
Updates #2188
2022-07-15 00:51:02 +09:00
Hajime Hoshi
82d31c5fb7 internal/graphicsdriver/directx: remove redundant resetting of allocators
Updates #2202
2022-07-15 00:13:28 +09:00
Hajime Hoshi
479483b76d internal/graphicsdriver/directx: bug fix: need to reset command allocators
Closes #2202
2022-07-14 21:21:55 +09:00
Hajime Hoshi
b3267a7126 internal/graphicsdriver/directx: bug fix: wrong offsets
* Wrong offsets were speicified when creating a constant buffer view and
  a shader resource view.
* Wrong root descriptor tables were speicified. For one draw command,
  one descriptor table for a constant buffer and textures should be used.

Updates #2198
Closes #2201
2022-07-14 03:01:40 +09:00
Hajime Hoshi
42d5d91829 internal/graphicsdriver/directx: unmap constant buffers appropriately
Updates #2198
2022-07-14 01:54:34 +09:00
Hajime Hoshi
6f182d1124 internal/graphicsdriver/directx: fix a suspicious error chceck 2022-07-14 01:45:21 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
b27b7ec483 internal/graphicsdriver/directx: use CreateEventEx to follow the official example 2022-07-10 22:44:40 +09:00
Hajime Hoshi
4c121ae5eb internal/graphicsdriver/directx: bug fix: a wrong fence value was passed to SetEventOnCompletion 2022-07-10 22:24:39 +09:00
Hajime Hoshi
a22125a075 internal/graphicsdriver/directx: bug fix: ResizeBuffers failed without the flag
Closes #2193
2022-07-10 19:55:28 +09:00
Hajime Hoshi
bf0f3d304b internal/graphicsdriver/directx: add optimization flag to D3DCompile
Updates #2034
Updates #2188
2022-07-10 02:55:16 +09:00
Hajime Hoshi
0035ba0bd1 internal/graphicsdriver/directx: allow tearing when vsync is off
Updates #2034
Updates #2188
2022-07-10 01:17:36 +09:00
Hajime Hoshi
a32a137fa8 internal/graphicsdriver/directx: skip unnecessary flushing commands
Updates #2034
Updates #2188
2022-07-10 00:24:14 +09:00
Hajime Hoshi
204fb5935b add new environment variables with the EBITENGINE_ suffix
Updates #2111
Updates #2190
2022-07-09 15:00:28 +09:00
Hajime Hoshi
3d5031571d internal/graphicsdriver/directx: add the original source at D3DCompile errors 2022-07-09 01:59:51 +09:00
Hajime Hoshi
47c65a92ae internal/graphicsdriver/directx: bug fix: ignore DXGI_STATUS_OCCLUDED
When a screen is locked, an Ebitengine application crashed as the
swap chain's Present returned DXGI_STATUS_OCCLUDED.

Let's ignore the error and continue to run the applications. In the
ideal world, an application should stop running during the screen lock,
so let's revisit this later.

This fix also fixes the issue that a Win32API GetCursorPos returned
an error ERROR_ACCESS_DENIED when the screen was locked.

Closes #2179
2022-07-04 12:55:36 +09:00
Hajime Hoshi
712940cb02 internal/graphicsdriver/directx: bug fix: leave mapped regions for constant buffers
Mapping for a constant buffer every frame might sometimes fails. We
are not sure the reason, but in the official examples, leaving mapped
regoins seems the way to go.

Updates #2084
Closes #2157
2022-06-23 17:09:46 +09:00
Hajime Hoshi
c93cecdc2b internal/graphicsdriver/directx: accept S_FALSE at ScheduleFrameEventX 2022-06-22 02:13:32 +09:00
Hajime Hoshi
7b05e59000 internal/graphicsdriver/directx: bug fix: wrong GUID for IDXGIDevice 2022-06-22 01:59:22 +09:00
Hajime Hoshi
8311ff1e46 internal/graphicsdriver/directx: bug fix: wrong pointer usage 2022-06-22 01:49:23 +09:00
Hajime Hoshi
7e92b79a00 internal/graphicsdriver/directx: implement swap chains for Xbox
Updates #2084
2022-06-21 12:21:00 +09:00
Hajime Hoshi
a641f9ede0 internal/graphicsdriver/directx: refactoring 2022-06-20 23:40:53 +09:00
Hajime Hoshi
969e87fb89 internal/graphicsdriver/directx: fix moveToNextFrame for Xbox
Updates #2084
2022-06-20 00:41:34 +09:00
Hajime Hoshi
f8e9dcf035 internal/graphicsdriver/directx: refactoring 2022-06-19 17:58:04 +09:00
Hajime Hoshi
08c8c8089a internal/graphicsdriver/directx: bug fix: clear constant buffers at the end of DrawTriangles
Constant buffers should not be reset while a stencil buffer is used.

Closes #2138
2022-06-19 17:13:34 +09:00
Hajime Hoshi
667bf2ff9d internal/graphicsdriver/directx: refactoring 2022-06-19 01:44:31 +09:00
Hajime Hoshi
2a5b64bf4d internal/graphicsdriver/directx: suppress warnings for depth buffers
Updates #2138
2022-06-19 00:21:04 +09:00
Hajime Hoshi
81b3d7bfac internal/graphicsdriver/directx: add an assertion 2022-06-18 22:33:07 +09:00
Hajime Hoshi
f7a108e693 internal/graphicsdriver/directx: refactoring 2022-06-18 21:53:41 +09:00
Hajime Hoshi
b71a4975dd internal/graphicsdriver/directx: bug fix: wrong state transitions at screen images
This change fixes the following issues:
 * There should be two resource states for presenting targets, so an image
   for the screen must have two resource states, though it had only one
   in the current implementation.
 * At removeImage, the screen image was removed unexpectedly.

Updates #2081
Closes #2151
2022-06-18 19:01:59 +09:00
Hajime Hoshi
522660c1f9 internal/graphicsdriver/directx: fix fence usages
Updates #2034
Updates #2138
Updates #2149
2022-06-18 15:44:54 +09:00
Hajime Hoshi
e78d888b24 internal/graphicsdriver/directx: handle error at Signal 2022-06-18 02:53:12 +09:00
Hajime Hoshi
0c38d6faeb internal/graphicsdriver/directx: add comment about frames
Updates #2034
2022-06-18 01:18:49 +09:00
Hajime Hoshi
a16ffef499 internal/graphicsdriver/directx: update frameIndex at present
This follows the official GDK samples.
2022-06-18 01:09:54 +09:00
Hajime Hoshi
b43312fe80 internal/graphicsdriver/directx: add comments
Updates #2142
2022-06-17 12:19:36 +09:00
Hajime Hoshi
2f84e77e74 internal/graphicsdriver/directx: fallback to OpenGL when initialization fails
Closes #2142
2022-06-17 12:12:44 +09:00
Hajime Hoshi
9962fc5ee5 internal/graphicsdriver/direct: replace Get -> NewGraphics
Updates #2142
2022-06-17 11:48:40 +09:00
Hajime Hoshi
76d88b276a internal/graphicsdriver/directx: call C++ side for ID3D12GraphicsCommandList functions
Updates #2084
2022-06-13 22:35:58 +09:00
Hajime Hoshi
4aebcd2a04 internal/graphicsdriver/directx: bug fix: consider empty slices as arguments 2022-06-13 17:51:02 +09:00
Hajime Hoshi
c08d79d2ce internal/graphicsdriver/directx: keep runtime.KeepAlive for Xbox 2022-06-13 17:36:58 +09:00
Hajime Hoshi
4adf46c2b0 internal/graphicsdriver/directx: refactoring 2022-06-13 17:25:27 +09:00
Hajime Hoshi
348435f769 internal/graphicsdriver/directx: fix a constant value for Xbox
Updates #2084
2022-06-13 14:23:29 +09:00
Hajime Hoshi
aef5402831 internal/graphicsdriver/directx: remove unused function 2022-06-13 01:35:31 +09:00
Hajime Hoshi
bcb2fe8c93 internal/graphicsdriver/directx: enable D3D12SerializeRootSignature for Xbox
Updates #2084
2022-06-13 01:02:48 +09:00
Hajime Hoshi
08b52698c6 internal/graphicsdriver/directx: call C++ side for some functions for Xbox
Updates #2084
2022-06-11 19:37:17 +09:00
Hajime Hoshi
d42bb7d699 internal/graphicsdriver/directx: add a comment for Xbox
Updates #2084
2022-06-11 14:20:21 +09:00
Hajime Hoshi
826afcb9cc internal/graphicsdriver/directx: fix CopyTextureRegion for Xbox
Updates #2084
2022-06-10 22:51:04 +09:00
Hajime Hoshi
07aa906753 internal/graphicsdriver/directx: fix GetCPU/GPUDescriptorHandleForHeapStart for Xbox
Updates #2084
2022-06-10 21:35:20 +09:00
Hajime Hoshi
b9373c498b internal/graphicsdriver/directx: fix CreateCommandList for Xbox
Updates #2084
2022-06-10 16:44:07 +09:00
Hajime Hoshi
6ce8f77c53 gofmt 2022-06-06 00:28:19 +09:00
Hajime Hoshi
0256b0cfbf internal/graphicsdriver/directx: bug fix: disable fullscreen by Alt+Enter
By default, DirectX 12 tries to make the window fullscreen by Alt+Enter.
This caused application crashes. Let's disable this feature.

Closes #2123
2022-06-05 16:16:09 +09:00
Hajime Hoshi
d518e64e22 Revert "internal/graphicsdriver/directx: refactoring: add syscallN"
This reverts commit 55a490736a.

Reason: This has a potential risk of stack overflow.

Closes #2120
2022-06-04 13:58:01 +09:00
Hajime Hoshi
f69c550992 internal/graphicsdriver/directx: bug fix: go:nosplit was required for syscallN
Updates #2116
Closes #2117
2022-06-04 01:11:22 +09:00
Hajime Hoshi
55a490736a internal/graphicsdriver/directx: refactoring: add syscallN
syscall.SyscallN is available as of Go 1.18 so this change implemented
our original syscallN function.

syscallN also panics when a given function pointer is 0. This helps
debugging especially on Xbox.

Updates #2084
2022-06-03 21:56:34 +09:00
Hajime Hoshi
3e1b313221 internal/graphicsdriver/directx: bug fix: ID3D12Resource::Map sometimes retrying
Updates #2113
Closes #2116
2022-06-03 21:56:30 +09:00
Hajime Hoshi
532b476c4e Revert "internal/graphicsdriver/directx: pass nil for pReadRange at Map"
This reverts commit 3b13158cc0.

Reason: Specifying nil for reading ranges is not efficient
2022-06-03 13:59:34 +09:00
Hajime Hoshi
3b13158cc0 internal/graphicsdriver/directx: pass nil for pReadRange at Map
Updates #2113
2022-06-03 13:45:08 +09:00
Hajime Hoshi
c29c423686 internal/glfwwin, internal/graphicsdriver/directx: bug fix: HRESULT and Errno are imcompatible 2022-06-03 00:41:04 +09:00
Hajime Hoshi
4a9caf8afb internal/graphicsdriver/directx: ignore higher 32bit values for Errno
Updates #2113
2022-06-02 23:01:38 +09:00
Hajime Hoshi
fb03a1e351 internal/graphicsdriver/directx: bug fix: ID3D12Resource::Unmap does not return an value
Updates #2113
2022-06-02 12:52:58 +09:00
Hajime Hoshi
4a684c4195 treat Windows error values as uint32 instead of windows.Handle
The error value are defined as windows.Handle (64bit) in
golang.org/x/sys/windows, but an actual type should be HRESULT (32bit).
This causes an issue that a returning value from a Windows API was
recognized as a non-zero error value though the value was not an error,
when the value's lower 32-bits are all zero.

See also https://github.com/golang/go/issues/48736#issuecomment-1143993096

Updates #2113
2022-06-02 12:10:21 +09:00
Hajime Hoshi
b900f83a01 internal/graphicsdriver/directx: refactoring: remove an unused member Image.numRows 2022-06-02 01:53:27 +09:00
Hajime Hoshi
0dc6e4e64e internal/graphicsdriver/directx: use ID3D12Resource instead of ID3D12Resource1
Updates #2114
2022-06-02 01:26:02 +09:00
Hajime Hoshi
c99b948df3 internal/graphicsdriver/directx: refactoring
Updates #2084
2022-05-30 03:17:15 +09:00
Hajime Hoshi
d4226659ee internal/graphicsdriver/directx: initialize a device for Xbox
Updates #1162
2022-05-30 02:10:18 +09:00
Hajime Hoshi
59798d29f4 internal/graphicsdriver/directx: defer the initialization 2022-05-29 22:02:39 +09:00
Hajime Hoshi
b4491ab94d internal/graphicsdriver/directx: unify the naming convention with glfwwin 2022-05-29 21:18:23 +09:00
Hajime Hoshi
0081fa7a47 internal/graphicsdriver/directx: add a comment 2022-05-29 20:05:37 +09:00
Hajime Hoshi
0577a28aed all: add struct members for go-vet
Updates #1306
2022-05-22 22:05:40 +09:00
Hajime Hoshi
a0e1d08123 internal/graphicsdriver/directx: update comments
Updates #2081
2022-04-26 11:20:48 +09:00
Hajime Hoshi
7321e86a6b internal/graphicsdriver/directx: bug fix: the screen image can be nil when resizing the window
Closes #2081
2022-04-26 11:19:48 +09:00
Hajime Hoshi
736d77e0d2 internal/graphicsdriver: remove Graphics.NDCYDirection 2022-04-04 03:03:44 +09:00
Hajime Hoshi
02db3bad53 internal/graphicscommand: remove the dependency on a graphics driver from compileShader
Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
3fafc05411 internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
6bd3c81e27 internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
Updates #2036
2022-03-27 00:32:30 +09:00
Hajime Hoshi
f6d87f6ee8 internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix variables were passed wrongly
Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12 internal/graphicsdriver: introduce the DirectX driver
Closes #1007
2022-03-26 20:09:34 +09:00