Commit Graph

8592 Commits

Author SHA1 Message Date
Hajime Hoshi
bfc2fffba6 graphicsdriver/opengl: Move comments 2020-06-24 23:52:39 +09:00
Hajime Hoshi
20b5be0886 graphicsdriver: Bug fix: Tie-breaking when picking a texel
When a texel is picked on texel-borders of a texture, the behavior
(tie-breaking) depends on GPU and unexpected. This change fixes this
issue by shifting 1/512 [texel] when picking a texel up.

Updates #1212
2020-06-24 20:51:16 +09:00
Hajime Hoshi
ebb3bcfeb5 examples/shader: Refactoring 2020-06-24 02:47:51 +09:00
Hajime Hoshi
545342262f examples/shader: Show an image 2020-06-24 01:41:27 +09:00
Hajime Hoshi
afef032acc ebiten: Deprecate Run
Fixes #1184
2020-06-22 03:45:19 +09:00
Hajime Hoshi
1f9cc53ce4 examples/keyboard/keyboard: Use RunGame
Updates #1111
2020-06-22 03:44:40 +09:00
Hajime Hoshi
841085863b examples/shader: Embed the shader file 2020-06-22 01:07:00 +09:00
Hajime Hoshi
d0df5950b5 examples/shader: Add mouse cursor 2020-06-22 00:47:53 +09:00
Hajime Hoshi
f10263fff7 shader: Bug fix: Test failures 2020-06-21 22:32:54 +09:00
Hajime Hoshi
c36d2165e6 shader: Parse number literals in unary expressions correctly
Fixes #1190
2020-06-21 21:47:27 +09:00
Hajime Hoshi
29b70bea95 shader: Parse number literals in binary expressions correctly
Updates #1190
2020-06-21 21:32:40 +09:00
Hajime Hoshi
afc39a100c shader: Reduce the calls of parseExpr so that unneeded variables are reduced 2020-06-21 16:39:26 +09:00
Hajime Hoshi
ac9bb92885 shader: Refactoring: Reduce calls of parseExpr at definings 2020-06-21 05:26:23 +09:00
Hajime Hoshi
40e581c19f shader: Allow to mix an int and a float in a binary expression
Updates #1190
2020-06-21 03:34:55 +09:00
Hajime Hoshi
eb136daa39 testing: Bug fix: Compile error 2020-06-21 02:26:59 +09:00
Hajime Hoshi
ea9fae1faa shader: Abort parsing correctly when an error is found 2020-06-21 02:18:21 +09:00
Hajime Hoshi
912135d1e7 shaderir: Use constant.Value for number literals
Updates #1190
2020-06-21 01:30:23 +09:00
Hajime Hoshi
4b5de9f445 shaderir: Refactoring: Add OpFromToken 2020-06-20 23:27:54 +09:00
Hajime Hoshi
28948a9976 shaderir: Add (*Type).serialize again 2020-06-20 21:08:08 +09:00
Hajime Hoshi
255da0367f shader: Bug fix: a binary expression for an int and a float did not work 2020-06-20 18:10:23 +09:00
Hajime Hoshi
5e0e12d290 shader: Bug fix: Resolve types in a binary expression correctly 2020-06-20 17:49:23 +09:00
Hajime Hoshi
f36d6c02a9 shader: Refactoring: Remove detectType 2020-06-20 17:20:44 +09:00
Hajime Hoshi
cfc8b4505d Add Marios Nikolaou to AUTHORS 2020-06-19 21:16:02 +09:00
Marios Nikolaou
ee8d0c3479
ebiten: Correct spelling of game in function comment (#1203) 2020-06-19 21:12:02 +09:00
Hajime Hoshi
3da0af5de2 shader: Make parseExpr return types
Updates #1190
2020-06-19 03:19:07 +09:00
Hajime Hoshi
afb4e6dc3d shaderir: Misspelling 2020-06-18 01:28:17 +09:00
Hajime Hoshi
b620b4334e buffered: Bug fix: Corner case of the race condition
Updates #1195
2020-06-17 03:31:54 +09:00
Hajime Hoshi
0beddf5519 buffered: Bug fix: Race condition at checkDealeydCommandsNil
This change also renames checkDealeydCommandsNil to
checkDealeydCommandsFlushed, which makes more sense.

Updates #1195
2020-06-17 03:19:35 +09:00
Hajime Hoshi
2869885816 shaderir: Fix the initial variable values on GLSL
This is for consistency with number literals we are introducing.

Updates #1190
2020-06-17 01:59:02 +09:00
Hajime Hoshi
530723ec66 ebiten: Bug fix: Crash at examples/shader 2020-06-17 01:47:01 +09:00
Hajime Hoshi
d9cf1095d4 buffered: Bug fix: Race conndition on delayedCommands
This CL fixes the race condtion on delayedCommands, which can be
accessed and set to nil at the same time.

This CL separates some operations for delayedCommands into slow-
paths and fast-paths, and use mutex only at slow-paths for
performance. The implementation is based on sync.Once.

Fixes #1195
2020-06-16 23:22:18 +09:00
Hajime Hoshi
1735dda586 shareable: Rename border -> padding 2020-06-16 12:48:20 +09:00
Hajime Hoshi
484473b6d9 graphicscommand: Span to 1/3 pixels
The center of pixels is problematic as the behavior depends on GPU.
In order to avoid this, align the vertices with about 1/3 pixels.

Updates #929
Fixes #1171
2020-06-16 03:56:53 +09:00
Hajime Hoshi
0b94e2e036 ebiten: Updates the tests
The tests are still disabled as they don't pass yet.

Updates #1171
2020-06-15 02:51:21 +09:00
Hajime Hoshi
1785b6a670 examples/moire: Add a smaller scale, and remove AdjustTexel function from shaders
This can reproduce the bug reported at #669.

Apparently, the fix (8827520d4a) is
no longer required after 3550abef7a.
That's pretty odd, but examples/moire proves this fact.

Updates #669
Updates #759
2020-06-15 00:29:34 +09:00
Hajime Hoshi
6d25f7eaeb ebiten: Disable TestImageFloatTranslate
It looks like the behavior depends on GPU.

Updates #1171
2020-06-14 18:22:28 +09:00
Hajime Hoshi
d74f7d3a77 shareable: Add gaps between images
After this change, each image on the texture atlases has a
transparent border around it.

This change removes the hack to round texels not to violate the
source regions.

Fixes #1194
Updates #1171
2020-06-14 18:05:41 +09:00
Hajime Hoshi
22919909d7 shareable: Refactoring 2020-06-14 15:30:03 +09:00
Hajime Hoshi
d98713728a uidriver/glfw: Bug fix: SetVsyncEnabled(false) did not work before the main loop
Fixes #1197
2020-06-14 11:50:58 +09:00
Hajime Hoshi
620981a09a ebiten: Make ebiten.Image and buffered.Image 1:1
This change creates a new buffered.Image even for a sub-image. This
can increase a memory usage a little, but decrease the GPU memory
usage since only the necessary pixels are allocated on a texture
atlas.

Fixes #896
Updates #1194
2020-06-14 11:15:38 +09:00
Hajime Hoshi
e023425be0 graphicsdriver/metal: Reduce calls of SetLayer 2020-06-14 05:07:33 +09:00
Hajime Hoshi
1395ab5e84 buffered: Defer ReplacePixels when possible 2020-06-14 04:41:51 +09:00
Hajime Hoshi
cf3436da21 buffered: Skip filling operation if possible 2020-06-14 04:17:57 +09:00
Hajime Hoshi
e180598ce0 ebiten: Rename a variable 2020-06-14 02:35:46 +09:00
Hajime Hoshi
96fa0565e4 buffered: Remove mutex and use sync/atomic for performance
This change also enables to remove the optimization at
(*buffered.Image).ReplacePixels.

  // This commit w/ the optimization
  BenchmarkImageDrawOver-8           60225             19241 ns/op

  // This commit w/o the optimization
  BenchmarkImageDrawOver-8           66567             17700 ns/op

  // The previous w/ the optimization
  BenchmarkImageDrawOver-8           62355             19580 ns/op

  // The previous w/o the optimization
  BenchmarkImageDrawOver-8           54460             22768 ns/op

Updates #1137
2020-06-14 01:16:23 +09:00
Hajime Hoshi
137663c0df ebiten: Refactoring 2020-06-13 21:21:37 +09:00
Hajime Hoshi
40906676e6 buffered: Add 'Pixels' and remove 'At'
This is a preparation to make shareable.Image and ebiten.Image 1:1
Now sub-images doesn't have its own shareable.Image.

Updates #896
Updates #1194
2020-06-13 21:01:50 +09:00
Hajime Hoshi
5db4a55a07 ebiten: Check the source images are not disposed at DrawTriangles and DrawTrianglesWithShader 2020-06-13 18:12:21 +09:00
Hajime Hoshi
3566dddfbf ebiten: Refactoring 2020-06-13 17:33:29 +09:00
Hajime Hoshi
d04fdbde61 shader: Add more tests 2020-06-11 23:26:32 +09:00