Commit Graph

4359 Commits

Author SHA1 Message Date
Hajime Hoshi
49582519c1 all: add a compiler directive kage:unit
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.

With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.

With the texel-unit mode, the behavior is the same as the current
behavior.

Closes #1431
2023-04-23 22:11:57 +09:00
Hajime Hoshi
b5ca404c42 internal/shader: bug fix: a swizzling 'r' didn't work for vec2
Closes #2652
2023-04-23 21:29:20 +09:00
Hajime Hoshi
00e45affe9 all: update OpenGL version from 2.1 to 3.2
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+.
macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2.

Updates #1431
2023-04-23 14:25:36 +09:00
Hajime Hoshi
40c38eb9ee internal/graphicsdriver/opengl: refactoring: remove contextPlatform 2023-04-22 21:52:20 +09:00
Hajime Hoshi
8926a4213e internal/graphicsdriver/opengl: refactoring: move consts to gl 2023-04-22 21:20:34 +09:00
Hajime Hoshi
00ed6f08fc internal/graphicsdriver/opengl/gl: refactoring: reduce types 2023-04-22 19:27:56 +09:00
Hajime Hoshi
504006fc22 internal/graphicsdriver/opengl/gl: refactoring: remove unused types 2023-04-22 16:18:18 +09:00
Hajime Hoshi
0495101450 internal/graphicsdriver/opengl/gl: bug fix: build error with GOOS=js 2023-04-22 16:10:49 +09:00
Hajime Hoshi
0542f9daa3 internal/graphicsdriver/opengl/gl: refactoring 2023-04-22 15:59:18 +09:00
Hajime Hoshi
4f69ca4ea9 internal/graphicsdriver/opengl: add a debug mode with a build tag ebitenginegldebug
In the debug mode, GetError is inserted in each GL function call.

Closes #2650
2023-04-22 13:17:08 +09:00
Hajime Hoshi
b40c5b1e99 internal/ui: catch an error at At at updateIconIfNeeded
Closes #2647
2023-04-20 00:59:14 +09:00
Hajime Hoshi
95709d9182 internal/graphicsdriver/opengl: update GLES version to 3.0
GLES 3.0 is required for GLSL ES 3.0

Updates #1431
2023-04-19 22:43:26 +09:00
Hajime Hoshi
7509c1d7f5 internal/graphicsdriver/opengl: remove the version es100
es300 is requried for 'texelFetch' [1].

[1] https://registry.khronos.org/OpenGL-Refpages/es3.0/html/texelFetch.xhtml

Updates #1431
2023-04-19 22:10:32 +09:00
Hajime Hoshi
2f55bb1b3d internal/atlas, internal/graphicscommand: refactoring 2023-04-19 21:43:08 +09:00
Hajime Hoshi
6817be2594 internal/goglfw: ignore the invalid-handle error at DestroyWindow
Updates #2551
2023-04-18 23:53:26 +09:00
Hajime Hoshi
eb6a773d3f internal/graphicscommand: remove unnecessary space chars 2023-04-18 01:19:28 +09:00
Hajime Hoshi
df32901dce internal/shader: refactoring 2023-04-16 18:37:06 +09:00
Hajime Hoshi
c00579509a internal/ui: bug fix: wrong mouse cursor movement calculation
Closes #2634
2023-04-10 15:25:04 +09:00
Hajime Hoshi
a56924b22f internal/graphicsdriver/directx: refactoring 2023-04-09 16:49:52 +09:00
Hajime Hoshi
4473557e23 internal/graphicsdriver/directx: smooth rendering when resizing the window with DirectX 12
Updates #2615
2023-04-09 16:38:29 +09:00
Hajime Hoshi
2423733598 internal/graphicsdriver/directx: bug fix: wrong size was used when resizing
Updates #2633
2023-04-09 16:34:56 +09:00
Hajime Hoshi
2c088b9059 internal/graphicsdriver/directx: resize the swap chain after presenting is done
Updates #2633
2023-04-09 16:29:00 +09:00
Hajime Hoshi
730c7a2ad0 internal/graphicsdriver/directx: refactoring 2023-04-09 15:30:46 +09:00
Hajime Hoshi
78d3e4273b internal/graphicsdriver/directx: remove tearing
This is basically a revert of 0035ba0bd1.
I couldn't confirm that allowing tearing improved FPS. Rather, this
has a potential risk to cause an error at Present of the swap chain due
to an inconsistent argument, though I have not confirmed an actual issue.

Now the DirectX 11 driver was introduced, the situation has changed.

Updates #2034
Updates #2188
2023-04-09 14:47:51 +09:00
divVerent
cc24796270
internal/restorable: optimize removeDuplicatedRegions from O((n+m)^2) to O(n*m + m^2) (#2631)
This is achieved by replacing the function by one that only adds a single
new region, and only considers duplicates between the previously existing
region and the one newly added one, thereby removing previously redundant
checking of each previously existing region against each other.

This speeds up AAAAXY loading on a Moto G7 Play from 52.27 seconds to
8.15 seconds.

Closes #2626
2023-04-09 02:31:22 +09:00
Hajime Hoshi
ce71c31a27 internal/packing: refactoring: remove a redundant check of sizes 2023-04-09 01:13:44 +09:00
divVerent
574925cf7a
packing: remove redundant canAlloc checking and alloc allocating. (#2629)
By removing redundant work done in canAlloc and just calling alloc right away,
this removes 35% contribution to AAAAXY loading CPU time on the profile on
https://user-images.githubusercontent.com/251568/230496805-c5e32c19-9258-49c8-800b-a3f0bc3b072d.svg,
or - as measured via stopwatch - brings loading time on Moto G7 Play from
17.22s to 14.94s after already applying #2627.

This should be safe as there is no case in which alloc succeeds and the
allocated region isn't used; also, there is no case in which alloc mutates the
tree when it doesn't actually succeed (comment added in one place to justify
this).

Closes #2628
2023-04-08 22:03:16 +09:00
Hajime Hoshi
0d1f990338 internal/processtest: output a better error message when failing to compile a Go program 2023-04-01 04:01:39 +09:00
Hajime Hoshi
2875eb25f1 internal/processtest: add a test for #2620
Updates #2620
2023-04-01 03:59:00 +09:00
Hajime Hoshi
4e7db88829 internal/processtest: bug fix: timeout didn't work for go-run
Apparently timing-out for a go-run process didn't work well. Instead,
use CommandContext for the actual test binary which is already built.
2023-04-01 03:56:50 +09:00
Hajime Hoshi
09d2459f1c internal/ui: a more robust fix for the unfocused-window loop
Depending on the member variable bufferOnceSwapped is a little fragile.
Detect whether the window is shown or not instead.

Updates #2620
2023-04-01 03:36:51 +09:00
Hajime Hoshi
db7c99fde8 internal/ui: bug fix: an unfocused window should not wait until buffers are swapped once
On macOS, a window is hidden until buffers are swapped once. If a game is
not runnable on unfocused, as the window is hidden and unfocused, the
waiting loop for a window never ends.

This change fixes the issue by changing the loop condition.

Closes #2620
2023-04-01 03:01:59 +09:00
Hajime Hoshi
f5e0496611 internal/goglfw: ignore invalid-window-handle error at DestroyWindow
Closes #2551
2023-03-31 23:59:11 +09:00
Hajime Hoshi
14b34a7b0a internal/ui: typo 2023-03-31 03:21:48 +09:00
Hajime Hoshi
1999f8a024 internal/ui: use DirectX as a fallback for old Windows
Initializing OpenGL can fail [1], though this is pretty rare. For such
this case, try DirectX as a fallback.

[1] https://answers.microsoft.com/en-us/windows/forum/all/my-drivers-dont-support-opengl/a1ee0267-4dc8-4385-a185-6ed322d78329

Updates #2613
2023-03-31 03:15:52 +09:00
Hajime Hoshi
370b7599bc internal/graphicsdriver/directx: use OpenGL as the default on old Windows
On old machines, CreateSwapChain might fail without a specific reasons.
Probably this is due to an issue in drivers, and if so, there is nothing
we can do. When choosing a graphics library, prefer OpenGL on such old
machines.

Updates #2613
2023-03-31 02:21:11 +09:00
Hajime Hoshi
182ac21866 internal/goglfw: separate the Windows version detection to a new package winver 2023-03-31 02:16:01 +09:00
Hajime Hoshi
c0adcee12c Revert "internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7"
This reverts commit a4bfe8a869.

Reason: This doesn't take any effects.

Updates #2613
2023-03-30 22:40:53 +09:00
Hajime Hoshi
a4bfe8a869 internal/graphicsdriver/directx: initialize the refresh rate explicitly for Windows 7
This is an experimental fix inspired by Chromium/ANGLE
https://source.chromium.org/chromium/chromium/src/+/main:third_party/angle/src/libANGLE/renderer/gl/wgl/DXGISwapChainWindowSurfaceWGL.cpp;l=491-492;drc=79aa846e38739138918891e8b334fac464dd9b83

Updates #2613
2023-03-30 22:22:26 +09:00
Hajime Hoshi
09250ff4f3 internal/graphicsdriver/directx: adjust buffer count
Apparently the buffer count should be 1 with a non-flipping swap effect.

Updates #2613
2023-03-30 21:09:41 +09:00
Hajime Hoshi
61ced5127b internal/graphicsdriver/directx: limit d3dcompiler versions
For example, the verions 45/44 are alpha and should not be used.

Updates #2613
Updates #2618
2023-03-30 17:54:42 +09:00
Hajime Hoshi
99fb40f299 internal/processtest: skip tests on WSL
Closes #1864
2023-03-30 13:42:44 +09:00
Hajime Hoshi
d22158b156 internal/graphicsdriver/directx: use non-flip swap effect for old Windows
Updates #2613
Updates #2619
2023-03-30 12:33:08 +09:00
Hajime Hoshi
0cd832f096 internal/graphicsdriver/directx: check the DLL availability at NewGraphics
Updates #2613
Updates #2618
2023-03-30 01:45:31 +09:00
Hajime Hoshi
3e477d0bbb internal/graphicsdriver/directx: bug fix: d3dcomipler_47.dll might be missing
Updates #2613
Closes #2618
2023-03-30 01:12:46 +09:00
Hajime Hoshi
6858e4b60b internal/graphicsdriver/directx: use QueryInterface to cast IDXGISwapChain to IDXGISwapChain4
QueryInterface is better in terms of error messages than a dumb
pointer casting.
2023-03-30 00:44:39 +09:00
Hajime Hoshi
7fa65ae983 internal/graphicsdriver/directx: reduce unnecessary usages of IDXGISwapChain4
IDXGISwapChain is enough for DirectX 11.

Updates #2613
2023-03-30 00:14:04 +09:00
Hajime Hoshi
c9f1696a5b internal/graphicsdriver/directx: use CreateDXGIFactory instead of CreateDXGIFactory2
CreateDXGIFactory2 is available in Windows 8.1 and newer. This is not
necessary for the current Ebitengine implementation. Use the old version
CreateDXGIFactory to support Windows 8 and older.

Updates #2613
2023-03-29 23:56:17 +09:00
Hajime Hoshi
fe67399022 internal/graphicsdriver/directx: use CreateSwapChain instead of CreateSwapChainForHwnd
This is a preparation to use IDXGIFactory instead of IDXGIFactory4.

Updates #2613
2023-03-29 23:37:08 +09:00
Hajime Hoshi
ad1bb4b2cb internal/graphicsdriver/directx: remove unused functions 2023-03-29 23:21:08 +09:00
Hajime Hoshi
1017161c36 internal/graphicsdriver/directx: refactoring 2023-03-29 18:26:11 +09:00
Hajime Hoshi
0b0526a05b internal/graphicsdriver/directx: bug fix: had to consider strides when copying resources
Closes #2617
2023-03-29 18:24:36 +09:00
Hajime Hoshi
0449126c5b internal/graphicsdriver/directx: integrate EBITENGINE_DIRECTX and EBITENGINE_DIRECTX_FEATURE_LEVEL 2023-03-29 16:22:20 +09:00
Hajime Hoshi
129956d8f0 internal/graphicsdriver/directx: refactoring: remove graphic12.transparent 2023-03-29 15:56:33 +09:00
Hajime Hoshi
78d76945ad internal/graphicsdriver/directx: implement DirectX 11 driver
Updates #2613
2023-03-29 15:52:33 +09:00
Hajime Hoshi
c8a2e5dc71 internal/graphicsdriver/directx: refactoring
This is a preparation for a DirectX 11 driver.

Updates #2613
2023-03-29 15:34:58 +09:00
Hajime Hoshi
4779bbc04d internal/graphicsdriver/directx: refactoring: remove redundant adapter check 2023-03-29 15:32:49 +09:00
Hajime Hoshi
f23dd72fb4 internal/graphicsdriver/directx: reduce unnecessary settings of pipelines 2023-03-29 14:15:22 +09:00
Hajime Hoshi
c22957f678 internal/graphicsdriver/directx: dispose a screen image explicitly
A screen image in DirectX 12 should not include any buffers to release
so there is not a bug, but disposing it explicitly when resizing the
window should be polite.
2023-03-29 00:42:03 +09:00
Hajime Hoshi
f698f8fc69 internal/graphicsdriver/directx: refactoring 2023-03-28 02:32:01 +09:00
Hajime Hoshi
fe42c1f2b5 internal/graphicsdriver/directx: lower the shader version for feature levels 10.x
Updates #2613
2023-03-27 14:02:59 +09:00
Hajime Hoshi
dbb167c2d0 internal/graphicsdriver/directx: refactoring 2023-03-27 13:57:25 +09:00
Hajime Hoshi
549e6120b5 internal/graphicsdriver/directx: refactoring: reduce indentations 2023-03-26 22:56:15 +09:00
Hajime Hoshi
fe5c3354fc internal/graphicsdriver/directx: bug fix: missing error checking 2023-03-26 18:52:55 +09:00
Hajime Hoshi
c9469a64ee internal/graphicsdriver/directx: refactoring: add graphicsInfra 2023-03-26 18:31:42 +09:00
Hajime Hoshi
0b46d2b799 internal/graphicsdriver/directx: refactoring 2023-03-26 00:49:30 +09:00
Hajime Hoshi
902d7244eb internal/graphicsdriver/directx: rename structs for a new DirectX 11 implementation
Updates #2613
2023-03-26 00:32:47 +09:00
Hajime Hoshi
d6525a2782 internal/graphicsdriver/directx: refactoring 2023-03-25 16:52:58 +09:00
Hajime Hoshi
c394bdcf7c internal/graphicsdriver/directx: separate a part for images and shaders 2023-03-25 15:54:28 +09:00
Hajime Hoshi
4811386d8a internal/graphicsdriver/directx: separate a part for DirectX 12
Updates #2613
2023-03-25 15:35:47 +09:00
Hajime Hoshi
488bce7e36 internal/graphicsdriver/directx: remove unnecessary comments 2023-03-25 13:53:00 +09:00
Hajime Hoshi
c1e83432c0 internal/graphicsdriver/directx: refactoring: split api_windows.go 2023-03-25 12:07:04 +09:00
Hajime Hoshi
4ec27262ed internal/graphicsdriver/directx: refactoring 2023-03-25 01:34:29 +09:00
Hajime Hoshi
c7ca9cb321 ebiten: omit the exceeding part of vertices at Draw* 2023-03-23 21:23:33 +09:00
Hajime Hoshi
31273c875f internal/graphics: rename constants 2023-03-23 20:48:39 +09:00
Hajime Hoshi
ce9274a29d ebiten: remove the restriction for len(indices) at Draw*
Closes #2460
2023-03-23 20:01:15 +09:00
Hajime Hoshi
c7214ef6fb internal/ui: use MaxVertexCount instead of IndicesCount
Updates #2460
2023-03-23 19:44:00 +09:00
Hajime Hoshi
81581df2b9 internal/graphicscommand: reland: add graphics.MaxVertexFloatCount and use it instead of IndicesCount
This change is reland of 54e2790a06
but with a fix for WebGL. Also, this changes the logic when len(vertices)
exceeds the maximum: just remove the last part.

Updates #2460
2023-03-23 18:01:09 +09:00
Hajime Hoshi
c59bcbdb5b Revert "internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount"
This reverts commit 54e2790a06.

Reason: test failures on browsers:

`GOOS=js GOARCH=wasm go test . -shuffle=1679547510163000000` failed
https://github.com/hajimehoshi/ebiten/actions/runs/4497182906/jobs/7912544699
2023-03-23 14:15:04 +09:00
Hajime Hoshi
54e2790a06 internal/graphicscommand: add graphics.MaxVertexFloatCount and use it instead of IndicesCount
Updates #2460
2023-03-23 13:49:05 +09:00
Hajime Hoshi
3f2ac129d2 internal/graphicscommand: refactoring: remove unnecessary restrictions for indices
Updates #2460
2023-03-23 13:28:11 +09:00
Hajime Hoshi
90723025cc internal/graphicsdriver/directx: reuse vertices/indices buffers whenever possible 2023-03-23 11:34:39 +09:00
Hajime Hoshi
e5525a04d5 internal/graphicsdriver/directx: refactoring: remove usages of graphics.IndicesCount
Updates #2460
2023-03-23 11:25:29 +09:00
Hajime Hoshi
a19ff07130 internal/graphicsdriver/opengl: bug fix: potential infinite loop 2023-03-23 02:47:23 +09:00
Hajime Hoshi
ad90ae3475 internal/graphicsdriver/directx: refactoring 2023-03-22 21:52:14 +09:00
Hajime Hoshi
034f9c2db8 internal/graphicsdriver/opengl: reland: refactoring: remove usages of graphics.IndicesCount
Updates #2460
2023-03-22 20:13:29 +09:00
Hajime Hoshi
61ee811579 internal/graphicsdriver: define Resetter 2023-03-22 18:35:46 +09:00
Hajime Hoshi
8cbf545e0f internal/graphicsdriver/opengl: revert commits for graphics.Indices
This change reverts these commits:

* 13d3a0487b
* 4cd98d512e

Reason: this caused crashes on Android.

Updates #2460
Closes #2610
2023-03-22 17:28:45 +09:00
Hajime Hoshi
13d3a0487b internal/graphicsdriver/opengl: refactoring: remove usages of graphics.IndicesCount
Updates #2460
2023-03-22 13:33:34 +09:00
Hajime Hoshi
4cd98d512e internal/graphicsdriver/opengl: refactoring 2023-03-21 23:06:49 +09:00
Hajime Hoshi
23e90b7e39 internal/graphicsdriver/opengl: refactoring 2023-03-20 22:48:20 +09:00
Hajime Hoshi
8ae6ea5ff6 internal/graphicsdriver/opengl: update comments 2023-03-20 01:42:54 +09:00
Hajime Hoshi
cbff3555db internal/graphicsdriver/opengl: drop WebGL 1 support
Closes #2191
2023-03-18 22:50:09 +09:00
Hajime Hoshi
22dfdfc418 internal/gamepad: bug fix: possible crash at iterating gamepads
Closes #2603
2023-03-17 11:40:24 +09:00
Hajime Hoshi
faca493fbc go generate 2023-03-15 03:18:28 +09:00
Hajime Hoshi
39aaf7fe37 ebiten: update comments
Updates #2601
2023-03-14 13:07:40 +09:00
Hajime Hoshi
1656c47abf internal/ui: bug fix: hiding a window decoration at initialization doesn't work on macOS
Closes #2600
2023-03-14 00:27:57 +09:00
Hajime Hoshi
3bcac70d1c internal/graphicsdriver/metal: add comments 2023-03-13 22:21:55 +09:00
Hajime Hoshi
e93bcd9e55 internal/ui: bug fix: needed to wait for swapping buffers before entering fullscreen
Closes #2599
2023-03-13 21:40:40 +09:00
Hajime Hoshi
65fb9d56ba internal/graphicsdriver/metal: refactoring
Updates #2599
2023-03-13 21:29:42 +09:00