Commit Graph

4285 Commits

Author SHA1 Message Date
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