Commit Graph

3951 Commits

Author SHA1 Message Date
Artem Yadelskyi
10415d417a
all: replace interface{} with any (#2430)
Closes #2429
2022-11-03 15:33:09 +09:00
Artem Yadelskyi
5b53cef59e
all: remove old // +build comments (#2431)
Closes #2325
2022-11-03 12:55:14 +09:00
Hajime Hoshi
8aacf067dd all: use x/sys/execabs instead of os/exec
Closes #2418
2022-11-01 23:36:57 +09:00
Hajime Hoshi
1b3696a7ff internal/graphicsdriver/opengl: fix comments 2022-10-31 12:59:27 +09:00
Hajime Hoshi
a5993f09a2 internal/graphicscommand: refactoring: add preserved uniform variables at the graphicscommand package
This is a preparation to skip setting unnecessary uniform variables
like dstRegion.

Updates #2232
2022-10-30 22:30:52 +09:00
Hajime Hoshi
690e73c11b all: replace reflect.SliceHeader with unsafe.Slice
Closes #2420
2022-10-30 12:25:30 +09:00
Hajime Hoshi
ac61126473 internal/graphicscommand: always flush buffers
After #2423 is fixed, buffers should be able to be flushed safely
anytime.

Updates #2391
Updates #2423
2022-10-30 10:51:41 +09:00
Hajime Hoshi
b096ba700a internal/graphicscommand: bug fix: clear buffers when disposing an image
Closes #2423
2022-10-30 03:38:53 +09:00
Hajime Hoshi
5eceabd172 Revert "internal/graphicscommand: bug fix: flush image buffers"
This reverts commit d6910eb9ab.

Reason: The wasm flakiness occured again

Updates #2391
Updates #2423
2022-10-30 02:32:28 +09:00
Hajime Hoshi
d6910eb9ab internal/graphicscommand: bug fix: flush image buffers
This is basically a revert for 4d5b608d0c.
This caused a crash on Windows.

Even after this fix, the browser tests seem no longer flaky, but
I am not 100% sure.

Updates #2391
Closes #2423
2022-10-30 02:21:56 +09:00
Hajime Hoshi
ee595659e7 Revert "internal/gamepad: remove dependency on golang.org/x/sys/unix"
This reverts commit 046f7e52a3.

Reason: As we drop Go 1.16, we no longer have to remove this dependency.

Updates #2421
2022-10-29 23:23:13 +09:00
Hajime Hoshi
046f7e52a3 internal/gamepad: remove dependency on golang.org/x/sys/unix 2022-10-29 21:42:08 +09:00
Hajime Hoshi
ac08ebe080 internal/ui: set SwapInterval(0) when resizing the window
This mitigates flickering at least on macOS with OpenGL.

Updates #2144
2022-10-29 17:49:32 +09:00
Hajime Hoshi
066029539e internal/ui: clean-up code
A callback is preferred to a dirty flag.

Updates #2341
2022-10-28 19:07:37 +09:00
Hajime Hoshi
b019a3723a internal/ui: optimize GPU usages when the screen doesn't have to be updated
This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).

Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
2cf651bed8 internal/graphicsdriver/directx: resize the swap buffer chain at the end of a frame
Updates #2144
2022-10-25 00:35:09 +09:00
Nathan Levett
f220eb729c
internal/graphicsdriver/opengl: move OpenGL constants to seperate package (#2408)
Closes #2389
2022-10-24 23:22:14 +09:00
Hajime Hoshi
3b7bc2fc57 internal/ui: remove unnecessary comments 2022-10-23 00:39:37 +09:00
Hajime Hoshi
fc2f999ebf internal/ui: refactoring: separate globalState into a new file 2022-10-23 00:11:35 +09:00
Hajime Hoshi
422de70d59 internal/ui: bug fix: screenshot didn't include antialias renderings 2022-10-22 14:19:24 +09:00
Hajime Hoshi
c49db07e75 internal/ui: bug fix: wrong property name was used
Closes #2400
2022-10-21 21:37:27 +09:00
Hajime Hoshi
f04e391cb4 all: rename emptyImage -> whiteImage 2022-10-21 15:26:56 +09:00
Hajime Hoshi
a990d79905 internal/ui: refactoring 2022-10-21 03:11:13 +09:00
Hajime Hoshi
9ec23ddeb4 ebiten: add DrawTrianglesOptions.AntiAlias and DrawTrianglesShaderOptions.AntiAlias
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
da5f5ea327 ebiten: add blend factors
Updates #2382
2022-10-18 00:21:13 +09:00
Hajime Hoshi
d2a99afa44 internal/graphicsdriver/opengl: bug fix: lastBlend was not updated correctly on GLES 2022-10-17 16:05:09 +09:00
Hajime Hoshi
46a218c278 internal/graphicsdriver/metal/mtl: bug fix: wrong renaming
Updates #2382
2022-10-17 01:11:54 +09:00
Hajime Hoshi
871a8869db ebiten: bug fix: wrong renaming
Updates #2382
2022-10-17 01:00:23 +09:00
Hajime Hoshi
180e456a8e ebiten: rename members of Blend
Updates #2382
2022-10-17 00:51:55 +09:00
Hajime Hoshi
e03825bf08 ebiten: add BlendOperationSubtract and BlendOperationReverseSubtract
Updates #2382
2022-10-17 00:30:24 +09:00
Hajime Hoshi
06c53c1445 internal/grphicsdriver/opengl: bug fix: wrong consntant was used for blend operations
Updates #2382
2022-10-17 00:21:12 +09:00
Hajime Hoshi
b79495761e ebiten: add Blend and deprecate CompositeMode
Updates #2382
2022-10-16 22:47:00 +09:00
Hajime Hoshi
bd0d43f98f internal/graphicsdriver: use byte for blending members 2022-10-16 20:49:12 +09:00
Hajime Hoshi
b6987b6312 internal/graphicsdriver/opengl: bug fix: needed to reset lastBlend 2022-10-16 20:44:09 +09:00
Hajime Hoshi
7c459c152b internal/atlas: bug fix: compile error 2022-10-16 20:02:42 +09:00
Hajime Hoshi
2855095ac9 all: unify terms for buffers and flushing 2022-10-16 19:47:00 +09:00
Hajime Hoshi
4d5b608d0c internal/graphicscommand: bug fix: suppress test flakiness on browsers
Closes #2391
2022-10-16 17:55:23 +09:00
Hajime Hoshi
475dc6394f internal/atlas: remove an unnecessary mutex
Updates #2390
2022-10-16 15:29:02 +09:00
Hajime Hoshi
27cb149475 internal/graphicscommand: bug fix: resolve unsent WritePixels commands
(*Image).WritePixels doens't send a command to the queue immediately
but caches commands internally. However, the package atlas assumed
that pixel data was sent to the cache every end of a frame. Then, byte
slices for pixels were corrupted.

This change fixes the issue by resolving all the images when flushing
commands.

Closes #2390
2022-10-16 15:19:25 +09:00
Hajime Hoshi
aa81a6cc7d internal/processtest/testdata: add a test file
Updates #2362
2022-10-16 15:17:09 +09:00
Hajime Hoshi
09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
2f146d5e4f internal/graphicsdriver/opengl: bug fix: build failure for browsers 2022-10-15 23:29:22 +09:00
Hajime Hoshi
257f05883c internal/graphicsdriver/opengl: enable to compiile for browsers with the 'opengles' tag
The 'opengles' tag is just ignored for browsers.
2022-10-15 22:22:28 +09:00
Hajime Hoshi
37c5f53890 internal/graphicsdriver/opengl: refactoring 2022-10-15 22:14:21 +09:00
Hajime Hoshi
1d9f1474e9 internal/graphicsdriver: rename constants 2022-10-15 21:14:59 +09:00
Hajime Hoshi
272d0c6a3f internal/graphicsdriver: rename Operator -> BlendFactor
Updates #2382
2022-10-15 17:34:03 +09:00
Hajime Hoshi
e42ee8c506 internal/graphicscommand: bug fix: call End even if an error causes
Without calling End, the graphics driver (especially Metal) state
might be stale and might cause another error.

Closes #2388
2022-10-15 15:23:04 +09:00
Hajime Hoshi
35e9f26681 internal/graphicsdriver/directx: refactoring 2022-10-15 12:16:41 +09:00
Hajime Hoshi
e796646abd internal/graphicscommand: rename arguments 2022-10-15 03:36:25 +09:00
Hajime Hoshi
bf6a5415cf internal/graphicscommand: bug fix: test failures on Windows 2022-10-15 02:56:40 +09:00
Hajime Hoshi
32a2a705c0 internal/ui: flush the cache of the final screen after DrawScreen
The screen image might have a cache in the future.

Updates #2385
2022-10-15 01:59:53 +09:00
Hajime Hoshi
daf349ab72 internal/graphicscommand: bug fix: present at the end of the frame explicitly
Before this change, presenting happened when the rendering destination
was the final screen. Now this assumption is wrong as the final screen
might be used in the middle of the commands due to DrawFinalScreen.

Instead, this change adds a new argument `present` to FlushCommands to
present the screen explicitly at the end of the frame.

Closes #2386
2022-10-15 01:54:46 +09:00
Hajime Hoshi
f15536e8de ebiten: refactoring: remove imageDumperGame
This enables passing the user's Game to internal/ui without wrapping.

This is necessary to check whether the user's Game implements an
optional function or not.

Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89 internal/ui: move screenScaleAndOffsets to the ebiten package
Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
03621e22c6 internal/ui: remove unnecessary mutex
Now (*context).updateFrame and (*context).adjustPosition are not called
in parallel even though the goroutines might be different.
2022-10-14 01:47:52 +09:00
Hajime Hoshi
4bd3a9ef8f internal/ui: refactoring: move the screen rendering logic to ebiten package
Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
08e6f5af86 internal/graphicsdriver: remove FramebufferYDirection 2022-10-14 00:05:59 +09:00
Hajime Hoshi
c23af8fa3a internal/ui: remove unnecessary comments 2022-10-13 12:28:32 +09:00
Hajime Hoshi
30088cf602 internal/ui: refactoring: reduce uniform variable
This might degrade performance, but can demonstrate how to get the
scale of the screen.

Updates #2046
2022-10-13 00:59:51 +09:00
Hajime Hoshi
91275e8fc2 internal/ui: add comments
Updates #1431
2022-10-12 02:46:08 +09:00
Hajime Hoshi
99e777b0c5 internal/atlas: do not adjust pixels for DrawTriangles(Shader)
Adjusting pixels is needed to avoid strainge rendering to avoid unexpected
rendering (#1171). However, this adjustment caused unexpected holes
especially in a thick stroke.

This change moves the logic of adjusting pixels from atlas to
graphics.QuadVertices so that adjusting works only for DrawImage and
DrawRectShader.

Updates #1171
Updates #1843
2022-10-11 02:09:20 +09:00
Hajime Hoshi
a310b7c5bb internal/builtinshader: fix comments 2022-10-10 13:14:37 +09:00
Hajime Hoshi
cb79e4eabe internal/restorable: improve pixelsForRestore usages
Updates #2375
2022-10-06 15:54:54 +09:00
Hajime Hoshi
c6b37e9809 internal/restorable: use pixelsForRestore only when restoring is needed
Updates #2375
2022-10-06 15:09:21 +09:00
Hajime Hoshi
34562c3337 internal/restorable: clear pixelsForRestore at Dispose
Updates #2375
2022-10-06 15:04:12 +09:00
Hajime Hoshi
e66bac5c3f internal/restorable: reuse byte slices for restoring
Updates #2375
2022-10-06 14:52:20 +09:00
Hajime Hoshi
85d8a5889a Revert "internal/restorable: reuse bytes instead of allocations"
This reverts commit 8cf3c31cf6.

Reason: This didn't improve the situation.

Updates #2375
2022-10-06 14:11:09 +09:00
Hajime Hoshi
8cf3c31cf6 internal/restorable: reuse bytes instead of allocations
Updates #2375
2022-10-06 12:41:47 +09:00
Hajime Hoshi
69cdd2b178 internal/graphicsdriver/metal: refactoring 2022-10-04 00:29:18 +09:00
Hajime Hoshi
b489548963 internal/builtinshader: fix comments 2022-10-03 01:09:28 +09:00
Hajime Hoshi
61cabbf2e7 internal/atlas: optimization 2022-10-03 00:06:50 +09:00
Hajime Hoshi
72983d966b all: remove unused conditions
Now Kage shaders are always used.

The situtation is different from when we fixed for #1355, so we removed
the fast path for #1335. We have to re-check the current performance.

Updates #1355
2022-10-02 23:50:48 +09:00
Hajime Hoshi
534d82c17d internal/builtinshader: move Filter and Address from internal/graphicsdriver 2022-10-02 23:24:15 +09:00
Hajime Hoshi
9c07b20f2b internal/ui: remove an odd cast 2022-10-02 23:20:16 +09:00
Hajime Hoshi
efd91c8b86 internal/ui: remove unused arguments from DrawTriangles
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed internal/mipmap: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
361a1059ee internal/buffered: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:29 +09:00
Hajime Hoshi
3da30b3b78 internal/atlas: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:27 +09:00
Hajime Hoshi
de8f85651d internal/restorable: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 22:51:34 +09:00
Hajime Hoshi
0ae2b1bc24 all: remove unnecessary conditions
Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
6fca8edc1b internal/graphicscommand: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 22:21:11 +09:00
Hajime Hoshi
080d936d42 internal/graphics: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 22:13:31 +09:00
Hajime Hoshi
6fc9d9316d internal/graphicscommand: remove unnecessary conditions
Now a Kage shader is always used.
2022-10-02 22:11:20 +09:00
Hajime Hoshi
a9574627e8 internal/graphicsdriver/directx: remove the built-in shaders
Updates #2369
2022-10-02 21:35:23 +09:00
Hajime Hoshi
033997d928 internal/graphicsdriver/opengl: remove the built-in shaders
Updates #2369
2022-10-02 21:26:13 +09:00
Hajime Hoshi
5f7db485f2 internal/graphicsdriver/metal: remove the built-in shaders
Updates #2369
2022-10-02 20:34:38 +09:00
Hajime Hoshi
0b45ca7057 ebiten: reduce duplicated shader compilations 2022-10-02 20:33:50 +09:00
Hajime Hoshi
ff72898b85 internal/builtinshader: use a struct instead of a map
With a map, we might miss typos.
2022-10-02 20:17:47 +09:00
Hajime Hoshi
311aa7dcf8 all: use Kage shaders in internal packages
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
f293a03ab6 internal/mipmap: reland: do not consider filter to determine mipmap level
This is a reland of 42833614fb.

Now the filter argument is not used (a4e9a05b14),
the filter value can be the nearest filter even though the shader is
for the linear filter.

As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.

Updates #2364
2022-10-02 19:14:23 +09:00
Hajime Hoshi
bcb9844395 Revert "internal/mipmap: bug fix: do not consider filter to determine mipmap level"
This reverts commit 42833614fb.

Reason: test failure: TestImageEdge
2022-10-02 18:53:28 +09:00
Hajime Hoshi
42833614fb internal/mipmap: bug fix: do not consider filter to determine mipmap level
Now the filter argument is not used (a4e9a05b14),
the filter value can be the nearest filter even though the shader is
for the linear filter.

As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.

Updates #2364
2022-10-02 18:44:06 +09:00
Hajime Hoshi
4b2a9c3243 internal/testing: add the default exit code 1
This confirms that Update is really called.
2022-10-02 18:16:16 +09:00
Hajime Hoshi
3bb21282af internal/builtinshader: bug fix: typo
Updates #2364
2022-10-02 16:16:49 +09:00
Hajime Hoshi
eea11ba6cb internal/ui: use a Kage shader for Fill
Updates #2364
2022-10-02 16:08:33 +09:00
Hajime Hoshi
7b6f726729 internal/ui: skip uniform variables when possible
Updates #2364
2022-10-02 16:02:44 +09:00
Hajime Hoshi
239f9de2ca internal/ui: use Kage shaders
Updates #2364
2022-10-02 15:54:48 +09:00
Hajime Hoshi
a4e9a05b14 ebiten: reland: use Kage shaders instead of built-in shaders for a color matrix
This replaces the built-in shaders with Kage shadres. This is a
refactoring and doesn't degrade performance:

```
go test -bench=^BenchmarkColorMScale$ -run=^$ . -count=5
```

```
name           old time/op  new time/op  delta
ColorMScale-8   978ns ±15%  1184ns ±46%   ~     (p=0.413 n=4+5)
```

A follow-up change to remove the built-in shaders is needed.

Closes #2364
2022-10-02 15:35:40 +09:00
Hajime Hoshi
5e459bbe42 internal/graphicsdriver/opengl, metal, directx: use premultiplied alpha format for color scales
Updates #2365
2022-10-02 13:38:21 +09:00
Hajime Hoshi
8a7d860632 all: unify Windows error handlings for Windows HANDLE
Updates #2366
2022-10-02 02:22:06 +09:00