Hajime Hoshi
69cdd2b178
internal/graphicsdriver/metal: refactoring
2022-10-04 00:29:18 +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
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
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
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
72004b2e23
ebiten: update comments about Vertex
...
Updates #2365
2022-10-02 19:35:19 +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
4b087a3af4
ebiten: bug fix: examples/minify didn't work correctly
...
Updates #2369
2022-10-02 19:04:52 +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
d08c1dbf8d
ebiten: add a type name
2022-10-02 17:37:27 +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
b0b64e3610
ebiten: use premultiplied-alpha format for ColorScale
...
Closes #2361
2022-10-02 14:41:50 +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
8a7d860632
all: unify Windows error handlings for Windows HANDLE
...
Updates #2366
2022-10-02 02:22:06 +09:00
Hajime Hoshi
a9ba0db3d1
internal/glfwwin, internal/graphicsdriver/directx: bug fix: wrong error handlings for Windows HANDLE
...
Closes #2366
2022-10-02 01:57:24 +09:00
Hajime Hoshi
f6c4b29a3d
ebiten: add TestImageColorMAndScale
2022-10-02 01:02:29 +09:00
Hajime Hoshi
fb6dffaf12
ebiten: remove a wrong comment
2022-10-02 00:21:35 +09:00
Hajime Hoshi
eb3c45c8af
Revert "internal/graphicsdriver/opengl, metal, directx: skip multiplying a scale when a color matrix is used"
...
This reverts commit b457dc3307
.
Reason: a color scale might be used with ColorM (DrawTriangles)
2022-10-02 00:19:41 +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
b457dc3307
internal/graphicsdriver/opengl, metal, directx: skip multiplying a scale when a color matrix is used
2022-10-01 18:14:22 +09:00
Hajime Hoshi
4203a3b68a
internal/graphicsdriver/opengl, metal, directx: add comments
...
Updates #1212
2022-10-01 15:21:02 +09:00
Hajime Hoshi
a10f3d1dad
internal/graphicsdriver/opengl, metal, directx: refactoring: clean up the built-in shaders
2022-10-01 14:35:26 +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