Hajime Hoshi
1ecac8d834
all: allow integer uniform variables for Kage shaders
...
Closes #2305
Updates #2448
2022-11-13 01:49:24 +09:00
Hajime Hoshi
419bb4c1e9
all: use uint32 instead of float32 for uniform values
...
This is a preparation for other types of uniform values.
Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
156c34a316
ebiten: separate a package for ColorM: colorm
...
Closes #2171
2022-11-08 23:50:04 +09:00
Hajime Hoshi
d11c46ef1f
ebiten: update comment
2022-11-04 20:53:52 +09:00
Hajime Hoshi
d73e8f785d
internal/graphicsdriver: render various destination regions as one command
...
Closes #2232
2022-11-04 20:49:44 +09:00
Hajime Hoshi
384dee7160
internal/graphicscommand: remove unused uniform variables
...
This improves possibility of merging graphics commands by reducing
uniform variables.
Updates #2232
2022-11-03 22:45:17 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{}
with any
( #2430 )
...
Closes #2429
2022-11-03 15:33:09 +09:00
Hajime Hoshi
b3a93c66b0
ebiten: remove a comment
2022-11-02 13:05:11 +09:00
Hajime Hoshi
84289a06ba
ebiten: update comments about Set
...
Set no longer loads pixels from GPU.
2022-11-02 02:09:43 +09:00
Hajime Hoshi
083835af9a
ebiten: fix comments
2022-11-01 13:28:54 +09:00
Hajime Hoshi
8d854cbb82
ebiten: rename ColorSclaeFormat -> ColorScaleMode
2022-11-01 13:09:52 +09:00
Hajime Hoshi
e237a70135
ebiten: refactoring: use struct{} to save memory
2022-10-31 23:58:41 +09:00
Hajime Hoshi
8919bc809a
ebiten: refactoring: compile-time check
2022-10-31 23:36:07 +09:00
Hajime Hoshi
f04e391cb4
all: rename emptyImage -> whiteImage
2022-10-21 15:26:56 +09:00
Hajime Hoshi
418485801f
ebiten: update comments
2022-10-21 13:42:52 +09:00
Hajime Hoshi
9ec23ddeb4
ebiten: add DrawTrianglesOptions.AntiAlias
and DrawTrianglesShaderOptions.AntiAlias
...
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
b79495761e
ebiten: add Blend and deprecate CompositeMode
...
Updates #2382
2022-10-16 22:47:00 +09:00
Hajime Hoshi
2855095ac9
all: unify terms for buffers and flushing
2022-10-16 19:47:00 +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
30cc36b1ba
ebiten: add FinalScreenDrawer
...
FinalScreenDrawer is an interface for a custom screen rendering. If a
game implements FinalScreenDrawer and is passed to RunGame, its
DrawFinalScreen is called after Draw.
Also this adds `-crt` option to examples/flappy.
Closes #2046
2022-10-14 16:49:32 +09:00
Hajime Hoshi
940d6b11c8
ebiten: add comments about SubImage as destinations
...
Updates #2232
2022-10-03 01:56:20 +09:00
Hajime Hoshi
dcc98e78e9
ebiten: remove unnecessary casts
2022-10-03 01:25:24 +09:00
Hajime Hoshi
534d82c17d
internal/builtinshader: move Filter and Address from internal/graphicsdriver
2022-10-02 23:24:15 +09:00
Hajime Hoshi
efd91c8b86
internal/ui: remove unused arguments from DrawTriangles
...
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d4e7676daa
ebiten: do not use mipmaps at DrawTrianglesShader
...
This change stops using mipmaps at DrawTrianglesShader. Though this
is a brekaing change, the shader APIs are experimental in v2.4, and
the extent of the impact should be pretty small as DrawTrianglesShader
is a rarely-used low-level API.
For DrawRectShader, mipmaps were not used even before this change.
Updates #2370
2022-10-02 20:22:59 +09:00
Hajime Hoshi
72004b2e23
ebiten: update comments about Vertex
...
Updates #2365
2022-10-02 19:35:19 +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
4b087a3af4
ebiten: bug fix: examples/minify didn't work correctly
...
Updates #2369
2022-10-02 19:04:52 +09:00
Hajime Hoshi
d08c1dbf8d
ebiten: add a type name
2022-10-02 17:37:27 +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
058b8d5635
ebiten: add ColorScaleFormat to DrawTrianglesOptions
...
Closes #2365
2022-10-02 14:14:11 +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
fb6dffaf12
ebiten: remove a wrong comment
2022-10-02 00:21:35 +09:00
Hajime Hoshi
520c47f0e8
Revert "ebiten: use Kage shaders instead of built-in shaders for a color matrix"
...
This reverts commit 7fc79c50c3
.
Reason: a color scale might be used with ColorM (DrawTriangles)
Updates #2364
2022-10-02 00:19:37 +09:00
Hajime Hoshi
7fc79c50c3
ebiten: use Kage shaders instead of built-in shaders for a color matrix
...
Closes #2364
2022-10-02 00:08:14 +09:00
Hajime Hoshi
9d06875243
ebiten: remove 'experimental' from the shader APIs
...
Now the Kage shaders are used for the screen and will be used for ColorM.
Updatse #2046
Updates #2171
2022-09-30 22:45:26 +09:00
Hajime Hoshi
1f70307582
ebiten: add DrawRectShaderOptions.ColorScale
...
This change also introduces a new struct ColorScale.
Closes #2361
2022-09-30 21:44:48 +09:00
Hajime Hoshi
d00bd1cb16
internal/ui: refactoring: move setVerticesCache
to ui.Image
...
Updates #2362
2022-09-29 01:21:46 +09:00
Alexander F. Rødseth
0d2c8b59fc
ebiten: reorder fields as recommended by the fieldalignment utility ( #2359 )
...
This reduces the struct size from 64 to 32 bytes.
2022-09-28 18:11:08 +09:00
Hajime Hoshi
284c9fcc7f
update URLs in comments
2022-09-23 19:09:25 +09:00
Hajime Hoshi
d9704f2ba9
ebiten: typo
2022-08-21 23:01:25 +09:00
Hajime Hoshi
ef7966b625
ebiten: typo
2022-08-21 21:58:10 +09:00
Hajime Hoshi
f923250a65
ebiten: typo
2022-08-21 20:02:53 +09:00
Hajime Hoshi
652cd169b2
ebiten: revert the changes for DrawRectShader
...
This reverts these commits:
- 9bd46cb2b5
.
- f8c4634017
.
This causes test failures on the Steam bot. See #2246 .
Updates #2166
Closes #2246
2022-08-17 00:56:33 +09:00
Hajime Hoshi
f8c4634017
ebiten: always specify the source region at DrawRectShader
...
imageSrcRegionOnTexture should work even without any images.
Updates #2166
2022-08-16 22:43:33 +09:00
Hajime Hoshi
0217ed0544
ebiten: add WritePixels replacing ReplacePixels
...
Closes #2236
2022-08-08 03:50:27 +09:00
Hajime Hoshi
24424d036c
ebiten: update comments
2022-08-08 03:42:14 +09:00
Hajime Hoshi
34aa52459e
internal/ui: rename ReplacePixels -> WritePixels
...
Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
ea04e2a9de
ebiten: remove returning error from ReadPixels
...
- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.
Updates #1995
2022-08-08 02:48:25 +09:00
Hajime Hoshi
39790c257b
ebiten: update comments
2022-08-08 01:59:09 +09:00