Hajime Hoshi
83ac234142
internal/ui: bug fix: offscreen images were created too often unexpectedly
2022-06-08 09:26:22 +09:00
Hajime Hoshi
81f91658ff
internal/atlas: refactoring: remove SetVolatile and SetIsolate
...
Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
d3e3df812a
internal/ui: recreate an offscreen image when isScreenClearedEveryFrame is toggled
...
This is a preparation to remove SetVolatile and SetIsolated in
the atlas package.
2022-06-07 23:16:42 +09:00
Hajime Hoshi
6710808cd1
ebiten: compile shaders at NewShader
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Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
f75a70dc40
internal/graphicscommand: treat []float32 instead of interface{} for uniform variables
2022-04-03 03:51:52 +09:00
Hajime Hoshi
b52a02a178
internal/ui: bug fix: crash when Image.MarkDisposed is called multiple times
...
Closes #2048
2022-04-03 00:21:26 +09:00
Hajime Hoshi
5c7917897c
internal/ui: refactoring: move the logic in gameForUI to context
2022-04-01 22:33:31 +09:00
Hajime Hoshi
99437944bc
internal/ui: remove graphicsDrivre() calls from image.go
2022-03-21 22:49:47 +09:00
Hajime Hoshi
81b9f91f86
internal/graphicscommand: compile shaders lazily
...
With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.
This change delays compiling shaders until the graphics commands
are actually executed in the main loop.
Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
b5bb576a58
internal/ui: refactoring: unexport ConvertUniforms
2022-03-21 17:05:50 +09:00
Hajime Hoshi
c316aaae72
internal/buffered: simplify the API
2022-03-21 15:19:06 +09:00
Hajime Hoshi
29f7a45ccc
internal/buffer: remove the graphics-driver argument from ReplacePartialRegionPixels
...
This is necessary to remove the graphics driver usage from
(*ebiten.Image).At. And this is necessary to determine the graphics
driver after the window becomes transparent or not.
Unfortunately, it is not obvious to make a transparent window with
DirectX. Then, the determination of a graphics driver should be delayed.
Updates #1007
2022-03-21 05:59:43 +09:00
Hajime Hoshi
14c327c89b
internal/atlas: replace Pixels with At to reduce unnecessary slice allocations
2022-03-20 18:39:17 +09:00
Hajime Hoshi
11ff0ab48c
internal/atlas: refactoring: remove arguments from Pixels
2022-03-20 18:28:57 +09:00
Hajime Hoshi
54b4e87506
internal/restorable: bug fix: ReplacePixels on a sub-image might panic on Android
...
If regions by ReplacePixel are overlapped, this can panics. This can
happen only on Android, where a context lost can happen.
Thus, a sub-image cannot call a direct ReplacePixels. internal/buffer
has to care this.
2022-03-20 18:01:37 +09:00
Hajime Hoshi
696bbc088f
internal/ui: rename variables
2022-03-20 16:51:23 +09:00
Hajime Hoshi
c3e855ab02
internal/buffered: refactoring
2022-03-20 16:44:11 +09:00
Hajime Hoshi
673556d03f
internal/ui: move the error handlings to the ui package
2022-03-20 16:26:26 +09:00
Hajime Hoshi
cc574ad67e
internal/atlas: rename functions: Area -> Region
2022-03-20 04:20:23 +09:00
Hajime Hoshi
b59dd45239
internal/buffered: separate ReplacePixels with the large-area and small-area versions
...
For the large-area version, this doesn't require a graphics driver.
This is necessary to ensure that ReplacePixels never needs a graphics
driver.
2022-03-20 04:13:31 +09:00
Hajime Hoshi
4cbce71b2b
internal/graphicscommand: move the choice of graphics drivers to internal/ui
2022-03-20 02:51:31 +09:00
Hajime Hoshi
1d9982ee6d
internal/ui: move the dependency on graphicscommand from ebiten to ui
2022-03-20 02:00:44 +09:00
Hajime Hoshi
e78f34aa26
internal/ui: add Image
...
This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00