Commit Graph

1972 Commits

Author SHA1 Message Date
Hajime Hoshi
b4a9538e1d graphicsdriver/opengl/gl: Remove a misspelled unused const 2020-02-26 12:06:47 +09:00
Hajime Hoshi
5040b3bcfc thread: Add comments 2020-02-24 01:54:52 +09:00
Hajime Hoshi
00e78c1eae thread: Close channels 2020-02-24 01:50:23 +09:00
Hajime Hoshi
c166fe8eea Update GLFW to v3.3.2
Fixes #1086
2020-02-23 03:10:38 +09:00
Hajime Hoshi
3af869732c uidriver/mobile: Implement InputChars for gomobile-build
This change also fixes InputChars to return only printable Unicode
chars on Android.

Updates #237
2020-02-23 01:01:40 +09:00
Hajime Hoshi
de52eb75e4 mobile/ebitenmobileview: Implement InputChars on Android / ebitenmobile
Updates #237
2020-02-23 00:51:49 +09:00
Hajime Hoshi
a208a026f6 uidriver/mobile: Implement keyboard key inputs for gomobile-build
Updates #237
2020-02-22 23:57:16 +09:00
corfe83
b3c567de89
Fix another ~300 allocations per frame in my test project (#1089)
This simple change brings my simple test project from 752 allocations per frame to 474 allocations per frame. It seems a shame that go's escape analysis is not smart enough to leave this variable on the stack.

GeoM is a 24-byte struct and there is a slight perf difference that we are storing it in stack, but also copying it around with this change (instead of an 8-byte pointer). This could make things faster (due to stack / CPU cache) or slower (due to copying more memory) - when I try a stress test (drawing 100K images per frame), I can't see any actual performance difference (but I do see 100K fewer allocations, and GC is no longer running almost all the time).
2020-02-22 13:40:17 +09:00
corfe83
a18cddb39f
Reduce heap allocations in thread.go and input.go (#1085)
I've been doing some profiling of a very simple ebiten project, and noticed that thread.go was doing a bunch of unnecessary allocations to accomplish its work. This change seeks to reduce GC work.

Input.go was also doing some unnecessary allocations.

The thread.go change reduces the total number of allocations per frame from 1342 to 852 (~36% reduction). The input.go change reduces it further to 752 (~44% total reduction). Perf tests were done on windows.
2020-02-21 09:59:45 +09:00
Hajime Hoshi
5b7151595b mobile/ebitenmobileview: Handle keyboard keys on Android (ebitenmobile)
Updates #237
2020-02-20 01:53:51 +09:00
Hajime Hoshi
682f454fc2 input: Refactoring: Rename variables 2020-02-19 10:52:58 +09:00
Hajime Hoshi
875a529708 graphics: Allow ReplacePixels on a sub-image
Fixes #980
2020-02-16 22:18:07 +09:00
Hajime Hoshi
d9bd7ab07d buffered: Remove (*Image).Set
This is a preparation for ReplacePixels of a sub-image.

Updates #980
2020-02-16 21:45:28 +09:00
Hajime Hoshi
733c1b649a buffered: Bug fix: Copying pixels failed for the delayed commands
Fixes #1082
2020-02-16 20:16:04 +09:00
Hajime Hoshi
911b36ed98 buffered: Refactoring 2020-02-16 20:03:04 +09:00
Hajime Hoshi
405ae99b32 buffered: Refactoring: Flush delayed functions without the lock 2020-02-16 19:53:17 +09:00
Hajime Hoshi
ff8689cfcd buffered: Bug fix: Set and some functions before the main loop caused wrong results
invalidatePendingPixels was not called properly.

Fixes #1081
2020-02-16 19:06:48 +09:00
corfe83
61c2d7cfe8
Simple optimization in IsKeyPressed (#1080)
Simple optimization on IsKeyPressed to avoid iterating through whole map of possible keys.
2020-02-16 02:02:05 +09:00
Hajime Hoshi
883b25f257 uidriver/mobile: Refactoring 2020-02-12 00:36:34 +09:00
Hajime Hoshi
d59aea1db1 driver: Remove the return value from RunWithoutMainLoop 2020-02-11 23:56:53 +09:00
Hajime Hoshi
aef4b4ba53 uidriver/mobile: Refactoring: Give a default outside size 2020-02-11 23:29:52 +09:00
Hajime Hoshi
9298b044e3 graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
c927d33457 mobile/ebitenmobileview: Use the common uiContext for layouting
This means that the whole offscreen is cleared correctly.

This change is a little breaking change: SetScreenSize or other
functions no longer works on ebitenmobile. Use Layout instead.

Fixes #1019
2020-02-11 19:40:47 +09:00
Hajime Hoshi
a303487328 uidriver/mobile: Add comments 2020-02-11 14:45:50 +09:00
Hajime Hoshi
099ce1b3b4 Revert "ui: Add SetInitFocused"
This reverts commit bb04fc8a29.

Reason: glfw.Focused / glfw.FocusOnShow did not work

Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29 ui: Add SetInitFocused
Updates #769
2020-02-09 23:45:59 +09:00
Hajime Hoshi
6250dd9f9b buffered: Bug fix: ebiten.Run must be called from the main thread
Updates #1027
2020-02-09 04:53:26 +09:00
Hajime Hoshi
32471af18f uidriver/js: Ensure that the checking-audio loop is finished when the game is finished
After the game loop is finished, any goroutines should not exist.
Otherwise, 'Go program has already exited' error can happen on
Wasm.

This change ensures that the goroutines are finished when the game
is finished. Note that time.Sleep was required to ensure that the
(*time.Ticker) ends.

Fixes #1027
2020-02-09 03:39:08 +09:00
Hajime Hoshi
4159c500bd buffered: Refactoring: Use defer
defer's performance will be much better as of Go 1.14.

https://tip.golang.org/doc/go1.14#runtime
2020-02-08 20:58:28 +09:00
Hajime Hoshi
46601bb516 graphics: Fill the screenshot in black when the screen is not transparent
Fixes #997
2020-02-06 03:08:16 +09:00
Hajime Hoshi
d6d17a7e85 uidriver/js: Implement GamepadSDLID
Fixes #1053
2020-02-05 00:00:00 +09:00
Hajime Hoshi
802693fa20 uidriver/mobile: Implement IsForeground
This adds hooks on resuming/suspending the application, and
switches the foreground state there. This change also updates
the logic to suspend the game loop to be clearer.

Fixes #1037
2020-01-23 02:08:31 +09:00
Hajime Hoshi
38f49c3768 uidriver/js: Implement IsForeground
Updates #1037
2020-01-21 23:56:57 +09:00
Hajime Hoshi
59431e1cad graphicsdriver/opengl: Leave comments why we don't use PBO on Android
Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.

Until we find a good solution, let's not use PBO on Android.

Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
b3bdf51905
graphicscommand: Return the error immediately (#1060)
Now grpahicscommand saves the error and shows the error after a
while. This was good to simplify the API but was the cause to hide
some issues.

This change fixes all the errors to be returned immediately, and
buffer this in the ebiten package instead.

Fixes #971
2020-01-19 01:18:56 +09:00
Hajime Hoshi
5c285de3db uidriver/mobile: Prevent non-mobile environments from compiling 2020-01-18 21:15:56 +09:00
Hajime Hoshi
2b9cd5aed6 uidriver/mobile: Bug fix: Compile error
TravisCI doesn't compile for mobiles, so we missed this error.

Updates #1037
2020-01-18 17:39:36 +09:00
Zachary Burkett
6686044452 ui: Add IsForeground API to glfw driver (#1058)
Updates #1037
2020-01-16 10:47:23 +09:00
Hajime Hoshi
6eb05a0203 graphicsdriver/opengl: Enable to compile with gldebug 2020-01-13 18:55:30 +09:00
Hajime Hoshi
e797aed6c9 uidriver/glfw: Refactoring 2020-01-13 18:23:18 +09:00
Hajime Hoshi
c1adf60e69 uidriver/glfw: Rename files 2020-01-13 18:15:39 +09:00
Hajime Hoshi
b4819c4523
input: Rename GamepadGUID -> GamepadSDLID (#1049)
Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.

Renaming the function makes the situation clearer.

Updates #1048
2020-01-11 15:50:37 +09:00
Hajime Hoshi
68d58d7452 buffered: Refactoring 2020-01-11 03:11:56 +09:00
Hajime Hoshi
52a5ed0ad4 buffered: Add tests for #1050 2020-01-11 02:45:46 +09:00
hiroebe
27404b7ae3 buffered: Fix delayed DrawImage() (#1050) 2020-01-10 23:58:22 +09:00
Jake Bentvelzen
c17946bb82 ui: Add GamepadGUID and GamepadName functions (#1035)
Fixes #1034
2020-01-09 22:11:32 +09:00
hiroebe
6ee587301c Fix multiple close for channel (#1047) 2020-01-08 12:50:57 +09:00
Hajime Hoshi
2cbd5aa16e mipmap: Remove unused members 2020-01-08 02:32:28 +09:00
Hajime Hoshi
4c8137ccf5 mipmap: Bug fix: Use more negative mipmaps when float precision is low
Fixes #1044
2020-01-08 02:06:36 +09:00
Hajime Hoshi
c99fd1a742 mipmap: Create mipmap package and bufferd.Image uses it
Mipmap calculation must be executed after the main loop starts
because the graphics driver's HasHighPrecisionFloat is needed.
Then, operations on mipmap images must be called from images in
buffered package.

Updates #1044
2020-01-08 02:06:01 +09:00