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
divVerent
10c1b56e62
cmd/ebitenmobile: fix Xbox-ish gamepad axis assignment ( #2596 )
...
This commit mirrors https://github.com/libsdl-org/SDL/pull/7405
(6f1f586086
).
Note that for SDL, this code is used a lot less than for Ebitengine, as SDL
mostly migrated to HIDAPI and direct USB device access rather than using
Android's APIs. For Bluetooth devices, however, the Java APIs are used the
same way.
This was the remaining problem to be solved to automatically support standard
layout on most standard gamepads (this should cover most Xbox-ish and PS-ish
gamepads on the market).
In particular this covers gamepads with the following assignment:
- Left stick = X/Y, right stick = Z/RZ, triggers = LEFTTRIGGER/RIGHTTRIGGER
(which basically is what Android docs say and some PS gamepads do)
- Left stick = X/Y, right stick = RX/RY, triggers = Z/RZ
(Xbox gamepad style, apparently)
- Left stick = X/Y, right stick = RX/RY, triggers = LEFTTRIGGER/RIGHTTRIGGER
(Not sure if this exists, but it's conceivable)
As we found on the SDL pull request discussion, gamepads that offer flight
controls (e.g. THROTTLE and RUDDER) will likely not work well, before and
after this change.
Closes #2557
2023-03-12 22:32:30 +09:00
Hajime Hoshi
36e2d0ec40
internal/graphicsdriver/metal: bug fix: a path for CoreGraphics.framework didn't work
...
Closes #2595
2023-03-10 23:24:06 +09:00
Hajime Hoshi
84146510ce
internal/restorable: refactoring
2023-03-10 22:29:59 +09:00
Hajime Hoshi
46173ffec6
internal/restorable: refactoring
2023-03-10 01:57:07 +09:00
Hajime Hoshi
8f2097d55e
internal/restorable: reduce more duplicated regions
2023-03-09 23:17:02 +09:00
Hajime Hoshi
f3b49e6543
internal/restorable: reduce more duplicated regions
2023-03-09 22:57:57 +09:00