Commit Graph

99 Commits

Author SHA1 Message Date
Hajime Hoshi
a6e121613f internal/graphicsdriver/directx: bug fix: wrong SDK version for Xbox One 2022-11-05 02:31:28 +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
1ce29e2afa internal/graphicsdriver/directx: reduce rendering paths for even-odd rendering 2022-11-04 18:18:08 +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
Hajime Hoshi
a5993f09a2 internal/graphicscommand: refactoring: add preserved uniform variables at the graphicscommand package
This is a preparation to skip setting unnecessary uniform variables
like dstRegion.

Updates #2232
2022-10-30 22:30:52 +09:00
Hajime Hoshi
690e73c11b all: replace reflect.SliceHeader with unsafe.Slice
Closes #2420
2022-10-30 12:25:30 +09:00
Hajime Hoshi
2cf651bed8 internal/graphicsdriver/directx: resize the swap buffer chain at the end of a frame
Updates #2144
2022-10-25 00:35:09 +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
35e9f26681 internal/graphicsdriver/directx: refactoring 2022-10-15 12:16:41 +09:00
Hajime Hoshi
08e6f5af86 internal/graphicsdriver: remove FramebufferYDirection 2022-10-14 00:05:59 +09:00
Hajime Hoshi
080d936d42 internal/graphics: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 22:13:31 +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
cff64894cc internal/affine: refactoring: use slices instead of array pointers
This doesn't change the performance at the test using ColorM:

```
name           old time/op  new time/op  delta
ColorMScale-8  1.11µs ±43%  1.23µs ±70%   ~     (p=1.000 n=5+5)
```
2022-09-30 22:20:32 +09:00
Hajime Hoshi
c7fcfe5bf7 internal/graphicsdriver/directx: refactoring
This makes more explicit that the pixels are sent after the slice
for the pixels finishes modification.
2022-09-19 00:31:44 +09:00
Hajime Hoshi
cfdf59ef8d internal/graphicsdriver/directx: revert changes to remove GetCopyableFootprints
This reverts these commits
* ccddd4ee20
* 8e40c2ce7e
* 2eb1efe3cc

Without GetCopyableFootprints, the test results on 32bit Windows seemed
much more flaky. This didn't fix the memory issue like #2294 anyway.
2022-09-19 00:26:59 +09:00
Hajime Hoshi
ccddd4ee20 internal/graphicsdriver/directx: refactoring: make the lifetime of uploadingStagingBuffer more explicit 2022-09-19 00:16:53 +09:00
Hajime Hoshi
8e40c2ce7e internal/graphicsdriver/directx: refactoring 2022-09-19 00:06:43 +09:00
Hajime Hoshi
2eb1efe3cc internal/graphicsdriver/directx: stop using GetCopyableFootprints
GetCopyableFootprints seems very conservative and returns a quite
big memory size. Instead of using the info from GetCopyableFootprints
let's use our own minimum footprint.
2022-09-18 23:10:15 +09:00
Terra Brown
a1cc44833d
add errcheck static analysis (#2293)
Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
35f597e682 internal/graphicsdriver: refactoring: remove FilterScreen
Closes #2282
2022-09-06 19:04:15 +09:00
Hajime Hoshi
bd43b42ee5 internal/ui: reland the screen shader in Kage
This change relads a part of the change to use the screen shader
instead of FilterScreen, but with the issue on iOS fixed.

Let's remove FilterScreen later.

Updates #2282
2022-09-06 18:48:19 +09:00
Hajime Hoshi
37bae461d1 internal/graphicsdriver/directx: bug fix: processtest failures
The command allocators should be reset only when the frame index was
updated.

Closes #2249
2022-09-02 12:48:06 +09:00
Hajime Hoshi
c126dea7fb Revert "internal/graphicsdriver/directx: bug fix: do not reset command allocators at Begin"
This reverts commit 9d303e8dc5.

Reason: A GPU memory leak (#2292). Though this reverting reveals the error #2249
again, a memory leak is more critical. Then revert the change once, and then
take time to investigate how to resolve #2249.

Closes #2292
Updates #2249
2022-09-02 02:27:40 +09:00
Hajime Hoshi
cdf83ad2fc internal/atlas: dispose images at ReadPixels
Without resolveDeferred() at ReadPixels, many images are never disposed
in tests.

Updates #2292
2022-09-01 23:54:57 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
313c70f4b4 internal/graphicsdriver/directx: support 32bit Windows
Closes #2088
2022-08-28 00:04:55 +09:00
Hajime Hoshi
b2f874a244 image/rectangle: read pixels only for necessary parts
Closes #2274
2022-08-27 23:23:33 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
9d303e8dc5 internal/graphicsdriver/directx: bug fix: do not reset command allocators at Begin
Closes #2249
2022-08-17 22:37:26 +09:00
Hajime Hoshi
bb2df24f83 internal/graphicsdriver/directx: use DXGI_PRESENT_TEST when the screen is invisible
This change also reduces FPS to about 10 when the screen is invisible
in order to save CPU power.

Closes #2181
2022-08-17 00:10:44 +09:00
Hajime Hoshi
70f5e84098 internal/graphicsdriver: rename ReplacePixels to WritePixels
Updates #2236
2022-08-08 03:05:04 +09:00
mattn
2bacecca24
fix typos (#2227) 2022-08-03 22:40:39 +09:00
Hajime Hoshi
2aa595de52 Revert "internal/graphicsdriver/directx: bug fix: check the error at CreateGraphicsPipelineState at initialization"
This reverts commit c183555cc8.

Reason: this didn't help anything on the reporter's machine
2022-07-31 00:46:26 +09:00
Hajime Hoshi
c183555cc8 internal/graphicsdriver/directx: bug fix: check the error at CreateGraphicsPipelineState at initialization
CreateGraphicsPipelineState someitmes causes an error
DXGI_ERROR_DEVICE_HUNG, but we failed to know why.

Instead of fixing this, check the error earlier and use the fallback
grpahics library OpenGL in this case.

Updates #2198
2022-07-29 16:20:09 +09:00
Hajime Hoshi
9ea399e7cc internal/graphicsdriver/directx: typo 2022-07-20 01:24:08 +09:00
Hajime Hoshi
7025f195a7 internal/graphicsdriver/directx: check DirectX availability earlier for Wine
Closes #2114
2022-07-20 01:22:45 +09:00
Hajime Hoshi
e861080145 internal/graphicsdriver/directx: early error check for Wine
Updates #2114
2022-07-19 23:55:44 +09:00
Hajime Hoshi
f8acd5e7ee internal/graphicsdriver/directx: bug fix: D3D12CreateDevice could be called without creating a device 2022-07-19 03:22:46 +09:00
Hajime Hoshi
0f9ec45709 internal/graphicsdriver/directx: refactoring 2022-07-18 23:36:42 +09:00
Hajime Hoshi
b31ce0a568 internal/graphicsdriver/directx: update comments 2022-07-15 13:33:45 +09:00
Hajime Hoshi
b48c2aa103 internal/graphicsdriver/directx: bug fix: too many constant buffers could be allocated
Closes #2204
2022-07-15 03:40:24 +09:00
Hajime Hoshi
e3d025bf4f internal/graphicsdriver/directx: fix a wrong constant usage 2022-07-15 02:49:01 +09:00
Hajime Hoshi
9a35366380
internal/graphicsdriver/directx: batch ResourceBarrier commands (#2203)
Updates #2188
2022-07-15 02:34:38 +09:00
Hajime Hoshi
41edd98675 Revert "internal/graphicsdriver/directx: batch ExecuteCommandList"
This reverts commit f92107c2ee.

Reason: Performance regression

Updates #2188
2022-07-15 01:06:08 +09:00
Hajime Hoshi
f92107c2ee internal/graphicsdriver/directx: batch ExecuteCommandList
Updates #2188
2022-07-15 00:51:02 +09:00
Hajime Hoshi
82d31c5fb7 internal/graphicsdriver/directx: remove redundant resetting of allocators
Updates #2202
2022-07-15 00:13:28 +09:00
Hajime Hoshi
479483b76d internal/graphicsdriver/directx: bug fix: need to reset command allocators
Closes #2202
2022-07-14 21:21:55 +09:00
Hajime Hoshi
b3267a7126 internal/graphicsdriver/directx: bug fix: wrong offsets
* Wrong offsets were speicified when creating a constant buffer view and
  a shader resource view.
* Wrong root descriptor tables were speicified. For one draw command,
  one descriptor table for a constant buffer and textures should be used.

Updates #2198
Closes #2201
2022-07-14 03:01:40 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
b27b7ec483 internal/graphicsdriver/directx: use CreateEventEx to follow the official example 2022-07-10 22:44:40 +09:00