Hajime Hoshi
96a44eceaf
internal/glfwwin: remove unused functions
2023-01-14 17:04:46 +09:00
Hajime Hoshi
72f026e254
internal/graphicsdriver/opengl/gl: bug fix: searching GL libraries failed on some machines
...
On a Debian machine, LD_LIBRARY_PATH might not be set and libGL.so might
not exist (libGL.so.1 exists instead). In this case, searching for a GL
library fails
This change fixes the issue by not using LD_LIBRARY_PATH and also including
`libGL.so.*` files as candidates for dlopen.
Closes #2539
2023-01-13 15:08:06 +09:00
Hajime Hoshi
08fba564f8
internal/ui: refactoring: define global sel_ objects
2023-01-09 01:41:13 +09:00
divVerent
abece041f4
internal/graphicsdriver/opengl: fix state tracking of glBindTexture / glActiveTexture interaction ( #2526 )
...
After switching texture units using glActiveTexture, a different texture may
be bound. For now, let's just force the active texture state variable to zero
so the next glBindTexture call isn't skipped.
Closes #2525
2023-01-07 23:13:14 +09:00
Hajime Hoshi
95f1ef0fb9
internal/ui: bug fix: recover the cursor shape when the cursor is visible
...
Closes #2527
2023-01-07 20:03:21 +09:00
Hajime Hoshi
86fa9366f7
internal/ui: use 'set' instead of 'push' for cursors
...
We don't need to use a cursor stack.
2023-01-07 19:16:41 +09:00
Hajime Hoshi
847d1cae73
internal/graphicsdriver/opengl/gl/: refactoring
2023-01-07 17:01:00 +09:00
Hajime Hoshi
d615c2f42a
internal/graphicsdriver/opengl/gl: bug fix: isES was not set
2023-01-07 03:46:30 +09:00
Hajime Hoshi
869ca1e01f
internal/graphicsdriver/opengl/gl: fix a wrong comment
2023-01-07 03:41:02 +09:00
Hajime Hoshi
983e8abd46
internal/graphicsdriver/opengl/gl: bug fix: an unavailable library name might be chosen
...
Instead, let's try all the names with dlopen.
Updates #2523
2023-01-07 03:06:12 +09:00
Hajime Hoshi
df7b7b731e
internal/graphicsdriver/opengl/gl: bug fix: libGL.so might not exist in Steam
...
Instead, libGL.so.1 might exist. Use LD_LIBRARY_PATH and list the
candidates.
Closes #2523
2023-01-07 00:03:07 +09:00
Hajime Hoshi
b860d8dc61
internal/graphicsdriver/metal/mtl: bug fix: test failures
2023-01-05 14:14:42 +09:00
Hajime Hoshi
c5848455f5
internal/graphicsdriver/metal: use MTLGPUFamily instead of MTLGPUFeatureSet
2023-01-05 13:37:37 +09:00
Hajime Hoshi
cf76e3c646
internal/graphicsdriver/opengl: better place to reset uniform variables
...
Updates #2517
2023-01-04 01:36:04 +09:00
Hajime Hoshi
599be725b9
internal/graphicsdriver/metal: fix comments
2023-01-03 23:16:01 +09:00
Hajime Hoshi
7418576c16
internal/ui: re-enable skipping to render the final screen when possible
...
With Metal, nextDrawable could return immediately when a command buffer
is empty. To avoid high CPU usage, this change adds a slight sleep in
this case.
With DirectX, Present waits for a while even though nothing is updated,
then that's fine.
Updates #2341
Updates #2342
Updates #2520
2023-01-03 23:09:28 +09:00
Hajime Hoshi
edb952c9e7
internal/graphicsdriver/metal: add comments
2023-01-03 22:10:33 +09:00
Hajime Hoshi
365740aca9
internal/ui: update comments
...
Updates #2521
2023-01-03 21:39:34 +09:00
Hajime Hoshi
67c9d65d82
internal/ui: refactoring
2023-01-03 21:17:47 +09:00
Hajime Hoshi
0bdfeec610
internal/ui: use a separate render thread for Nintendo Switch
...
Updates #2512
2023-01-03 21:12:18 +09:00
Hajime Hoshi
312dce950c
internal/ui: bug fix: compile failures with -tags=nintendosdk
...
Needed to use NativeDisplayType for eglGetDisplay.
2023-01-03 20:38:45 +09:00
Hajime Hoshi
6344273b7c
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:29:05 +09:00
Hajime Hoshi
73985c6c96
internal/ui: bug fix: compile failures with -tags=nintendosdk
2023-01-03 20:12:36 +09:00
Hajime Hoshi
723a44a822
internal/ui: rename ebitengine_Init -> ebitengine_Initialize
2023-01-03 19:23:38 +09:00
Hajime Hoshi
0e0205b2d0
internal/ui: use -overlay to provide the implementation for Nintendo Switch
...
Closes #2372
2023-01-03 19:10:15 +09:00
Hajime Hoshi
edf35b02cb
internal/graphicsdriver/opengl: record last uniform variables and reset them before swapping buffers
...
This is basically a revert of 6b4c696b31
.
This change resets the last uniform variables before swapping
buffers.
Updates #2517
2023-01-03 03:13:46 +09:00
Hajime Hoshi
da97657afb
Revert "internal/ui: refactoring: remove unnecessary hack for unfocusing"
...
This reverts commit 3f753b7086
.
Reason: this was actually necessary.
Updates #982
Updates #987
Closes #2521
2023-01-03 02:06:55 +09:00
Hajime Hoshi
70bcec189d
internal/ui: refactoring
2023-01-03 01:43:55 +09:00
Hajime Hoshi
e4b15faefe
internal/ui: bug fix: wrong condition
2023-01-03 01:28:51 +09:00
Hajime Hoshi
bbc82ef2db
internal/ui: skip rendering onto the final framebuffer only for OpenGL
...
This was reverted at a049acd94e
but now
I've confirmed this is not problematic only with OpenGL.
Updates #2341
Updates #2342
2023-01-03 01:24:53 +09:00
Hajime Hoshi
6b4c696b31
internal/graphicsdriver/opengl: bug fix: needed always to set uniform variables
...
Before this fix, setting uniform variables could be skipped when the
values were the same. This caused some issues when a number of drawing
commands were much small than usual (e.g. SetScreenClearedEveryFrame
with false).
This change fixes this by not doing such optimization. Unfortunately
it was impossible to create a minimum reproducible unit test since
we cannot test the final screen framebuffer's states so far.
Closes #2517
2023-01-03 00:43:10 +09:00
Hajime Hoshi
a049acd94e
internal/ui: disable the optimization to skip rendering offscreen
...
This caused some issues in various environments. Until we find a good
solution, let's disable this.
Updates #2341
Updates #2342
Closes #2518
2023-01-02 23:14:03 +09:00
Hajime Hoshi
4d270de75e
internal/atlas: renmae functions
...
Updates #2519
2023-01-02 20:18:05 +09:00
Hajime Hoshi
bb1021a549
internal/atlas: ensure the given sizes must be power of 2
...
Updates #2519
2023-01-02 19:17:27 +09:00
Hajime Hoshi
b4d8519f97
internal/packing: remove unused functions
2023-01-02 18:21:21 +09:00
Hajime Hoshi
471237b701
internal/ui: bug fix: ignore ERROR_BUSY when deleting a GL context
...
Closes #2518
2023-01-02 15:05:16 +09:00
Hajime Hoshi
7018318546
internal/ui: bug fix: compile error on the testing CI
2023-01-01 18:01:14 +09:00
Hajime Hoshi
bba32bc06e
internal/ui: refactoring
2023-01-01 17:45:20 +09:00
Hajime Hoshi
fd1a90411a
internal/nintendosdk: refactoring
2023-01-01 17:36:27 +09:00
Hajime Hoshi
afbd1aebf1
internal/ui: use -overlay to provide the implementation for Nintendo Switch
...
Updates #2372
2023-01-01 01:35:05 +09:00
Hajime Hoshi
58692f6d85
internal/gamepad: refactoring
2023-01-01 00:58:42 +09:00
Hajime Hoshi
77f32bd088
internal/gamepad: use -overlay to provide the implementation for Nintendo Switch
...
Updates #2372
2022-12-31 18:08:28 +09:00
Hajime Hoshi
34941ca083
all: separate the rendering thread from the main thread
...
Updates #1704
Closes #2512
2022-12-30 22:57:34 +09:00
Hajime Hoshi
0fc21470e2
internal/ui: move some context-dependent processes to updateFrameImpl
...
This is a preparation to introduce an independent thread for rendering.
Updates #2512
2022-12-30 22:06:36 +09:00
Hajime Hoshi
b9fb4e9f50
internal/ui: remove an unnecessary hack for macOS
...
Now macOS always uses the native fullscreen even for a transparent
window, we no longer need a hack to call SwapBuffers explicitly.
Updates #1004
2022-12-30 16:25:05 +09:00
Hajime Hoshi
0a03df297b
internal/ui: make it explicit to call swapBuffers only w/ OpenGL
2022-12-30 15:44:01 +09:00
Hajime Hoshi
0e137e8dd7
internal/ui: bug fix: compile error on mobiles
2022-12-30 15:44:01 +09:00
Hajime Hoshi
8902d95b2d
internal/ui: remove unused function runOnAnotherThreadFromMainThread
2022-12-30 13:52:05 +09:00
Hajime Hoshi
e1992347b7
internal/graphicscommand: rename SetRenderingThread -> SetRenderThread
2022-12-30 13:51:32 +09:00
Hajime Hoshi
fa4916d063
internal/ui: refactoring
2022-12-30 13:28:00 +09:00
Hajime Hoshi
3f753b7086
internal/ui: refactoring: remove unnecessary hack for unfocusing
...
The sleeping for an unfocused state also happens in (*userInterfaceImpl).update().
Updates #982
Updates #987
2022-12-30 00:41:46 +09:00
Hajime Hoshi
7e7deeab22
internal/ui: bug fix: SetWindowIcon crashed in the single-thread mode
...
Updates #1468
Closes #2513
2022-12-30 00:01:11 +09:00
Hajime Hoshi
b597ed1e27
internal/ui: remove unnecessary swapBuffer call
...
This was introduced at 9e161864f6
, the
background is now unclear. Things work even without this hack.
Updates #157
Updates #158
2022-12-29 21:48:37 +09:00
Hajime Hoshi
42c08698fb
internal/ui: give up re-rendering on resizing the window
...
It seems difficult to implement this correctly as long as the rendering
thread is the same as the main thread.
Closes #2144
Updates #2512
2022-12-29 21:27:44 +09:00
Hajime Hoshi
dd853050e9
internal/ui: refactoring
2022-12-29 21:09:30 +09:00
Hajime Hoshi
4d89b5de07
internal/ui: refactoring
2022-12-29 20:47:32 +09:00
Hajime Hoshi
e5b9569142
internal/ui: bug fix: the env variable should be used only when the library is not specified
...
Updates #2378
2022-12-29 15:44:55 +09:00
Hajime Hoshi
8d020ad414
internal/graphicsdriver/metal: refactoring
2022-12-29 15:27:51 +09:00
Hajime Hoshi
5e17791e4e
internal/ui: bug fix: an offscreen was broken with SetScreenClearedEveryFrame(false)
...
Updates #2500
Closes #2510
2022-12-29 14:57:07 +09:00
Hajime Hoshi
cba6905c57
internal/glfwwin: bug fix: MapVirtualKeyW is not defined on Xbox
2022-12-29 00:53:03 +09:00
Hajime Hoshi
0756be0b68
cmd/ebitenmobile: use an independent thread for rendering on iOS
...
Closes #2508
2022-12-28 23:37:13 +09:00
Hajime Hoshi
c638727759
internal/thread: remove Stop and use context.Context instead
2022-12-28 17:11:55 +09:00
Hajime Hoshi
01eb1a0bca
internal/ui: refactoring
2022-12-28 16:44:22 +09:00
Hajime Hoshi
e9248c6f33
internal/ui: rename t -> mainThread
2022-12-28 15:59:53 +09:00
Hajime Hoshi
089ba9ee20
internal/thread: update comments
2022-12-28 14:46:54 +09:00
Hajime Hoshi
ece60af1b7
internal/graphicsdriver/metal: stop using presentsWithTransaction
...
presentsWithTransaction caused many troubles. The critical thing was
that nextDrawable sometimes took more than one second when a user
inputs with NSTextView.
Fortunately, applications work well even without presentsWithTransaction.
Updates #1029
Updates #1196
Updates #1745
Updates #1974
2022-12-27 19:00:56 +09:00
Hajime Hoshi
5e7ec81f5c
internal/ui: rename functions
2022-12-27 12:54:01 +09:00
Hajime Hoshi
41a68bf17b
internal/ui: remove unused functions
2022-12-26 22:43:20 +09:00
Hajime Hoshi
0c072894b5
internal/microsoftgdk: improve forward compatibility
2022-12-25 22:00:22 +09:00
Hajime Hoshi
8b588587cc
internal/graphicsdriver/directx: do not cache a vertex shader when an error occurs
2022-12-25 04:27:15 +09:00
Hajime Hoshi
dd7e125d9c
ebiten: add KeyName for desktops and browsers
...
Updates #1904
2022-12-25 03:37:29 +09:00
Hajime Hoshi
e6346c01d2
internal/ui: stop panicking at Key.String
2022-12-25 00:33:08 +09:00
Hajime Hoshi
8e1bd4eaba
internal/graphicsdriver/directx: refactoring
2022-12-24 18:05:47 +09:00
Hajime Hoshi
fda0b1cbcb
internal/graphicsdriver/directx: reuse a compiled vertex shader if possible
...
D3DCompile can be a very slow function, and let's skip this if possible.
2022-12-24 17:44:54 +09:00
Hajime Hoshi
88fe3d1287
internal/shaderir: rename TextureNum to TextureCount
2022-12-24 15:55:05 +09:00
Hajime Hoshi
88e5d5e059
Revert "internal/shaderir: refactoring: remove Program.TextureNum"
...
This reverts commit c2bea16776
.
Reason: test compilation errors
2022-12-24 15:53:16 +09:00
Hajime Hoshi
c2bea16776
internal/shaderir: refactoring: remove Program.TextureNum
2022-12-24 15:15:41 +09:00
Hajime Hoshi
f9650fbb8c
internal/graphics: update error messages
2022-12-24 14:34:02 +09:00
Hajime Hoshi
e4576a3de5
internal/restorable: bug fix: concurrent map write
2022-12-24 03:14:04 +09:00
Hajime Hoshi
71492554a7
internal/restorable: compile shaders in parallel
2022-12-24 02:00:42 +09:00
Hajime Hoshi
1b4f68d775
internal/graphicsdriver/directx: call D3DCompile in parallel
...
D3DCompile can be very slow on some old machines.
See also https://bugs.chromium.org/p/angleproject/issues/detail?id=422
2022-12-24 01:22:33 +09:00
Hajime Hoshi
de8184ac10
internal/graphicsdriver/directx: implement suspend/resume for Xbox
2022-12-23 17:28:03 +09:00
Hajime Hoshi
d3655940bd
internal/ui: bug fix: input states must be updated before the hook
...
Closes #2502
2022-12-21 11:46:58 +09:00
Hajime Hoshi
a5b6f39ed7
internal/ui: bug fix: reset the input state immediately after reading
...
Before this change, the input state was reset at the end of a tick.
This means that wheel deltas or input chars in a tick might be reset
unexpectedly.
This change fixes the issue by reseting the input state immediately
when reading, so that wheel events and input-char events are preserved.
Updates #2496
Updates #2501
2022-12-21 00:27:28 +09:00
Hajime Hoshi
38f802cb40
internal/ui: simplify the logic of skipping rendering
2022-12-20 11:34:47 +09:00
Hajime Hoshi
59295cc85f
internal/ui: bug fix: input state should be reset for each tick, not frame
...
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.
This change fixes the issue by resetting input states not for each frame
but for each tick.
This change also updates some comments of the input API.
Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00
Hajime Hoshi
3eb2b480be
internal/ui: bug fix: adjust the max skip count for fullscreening
...
Closes #2500
2022-12-20 02:46:45 +09:00
Hajime Hoshi
d1b9a0a9a1
internal/ui: freeze the input state for each frame
...
After this change, the input APIs will return more consistent results
for one frame.
Closes #2496
2022-12-18 23:54:43 +09:00
Hajime Hoshi
3152d88477
internal/ui: remove old Edge browser support
...
Closes #1059
2022-12-16 22:56:36 +09:00
Hajime Hoshi
9ad7a55db2
internal/ui: remove unused functions
2022-12-16 15:17:59 +09:00
Hajime Hoshi
61a009e508
internal/ui: bug fix: FPS drop on fullscreen on macOS 13
...
Updates #1745
Closes #2495
2022-12-16 02:59:06 +09:00
Hajime Hoshi
72dc730b42
internal/ui: bug fix: care the case when CoInitializeEx returns S_FALSE
2022-12-13 13:01:32 +09:00
Hajime Hoshi
8ab220df7f
internal/ui: bug fix: compile error
2022-12-13 02:38:45 +09:00
Hajime Hoshi
b022f6d86a
internal/ui: bug fix: error check at syscall
2022-12-13 02:26:07 +09:00
Hajime Hoshi
0bec1e65fa
ebiten: add RunGameOptions.SkipTaskbar
...
Closes #1518
2022-12-13 02:00:44 +09:00
Hajime Hoshi
6ed5293132
internal/gamepaddb: update gamepad db
2022-12-12 02:50:58 +09:00
Hajime Hoshi
c321d069a8
internal/graphicscommand: remove unnecessary type parameters
2022-12-10 00:43:41 +09:00
Hajime Hoshi
3024e07ecc
ebiten: add RunGameOptions.ScreenTransparent
...
Closes #2378
2022-12-09 22:50:57 +09:00
Hajime Hoshi
d31b0189a2
ebiten: add RunGameOptions.InitUnfocused
...
Updates #2378
2022-12-09 21:27:32 +09:00
Hajime Hoshi
bb68ebfcad
ebiten: add RunGameWithOptions to specify graphics library
...
This also adds mobile.SetGameWithOptions.
Updates #2378
2022-12-09 21:27:31 +09:00