Commit Graph

2495 Commits

Author SHA1 Message Date
Hajime Hoshi
dbbe4ee09c shaderir: Add StructMember 2020-05-17 02:46:02 +09:00
Hajime Hoshi
8a6140a92f shaderir: Refactoring 2020-05-17 02:45:03 +09:00
Hajime Hoshi
e1d0800f19 shaderir: Bug fix: Wrong implementation of isValidSwizzling 2020-05-17 02:25:37 +09:00
Hajime Hoshi
7e274050a3 shaderir: Add swizzling 2020-05-17 02:24:35 +09:00
Hajime Hoshi
7648271eff shaderir: Implement bulit-in functions 2020-05-17 00:33:22 +09:00
Hajime Hoshi
6553c237a1 shaderir: Add comments 2020-05-16 23:42:32 +09:00
Hajime Hoshi
8f4e93338c shaderir: Implement sampler2D 2020-05-16 23:33:20 +09:00
Hajime Hoshi
316e502f4b shaderir: Add predefined macros 2020-05-16 23:29:01 +09:00
Hajime Hoshi
66e76597d8 shaderir: Implement fragment function 2020-05-16 23:07:24 +09:00
Hajime Hoshi
ddaed674dd shaderir: Implement vertex function 2020-05-16 22:50:20 +09:00
Hajime Hoshi
eb5a2efad8 shaderir: Implement return 2020-05-16 20:16:04 +09:00
Hajime Hoshi
57d80c185e shaderir: Implement call 2020-05-16 19:19:16 +09:00
Hajime Hoshi
5b69e81bd7 shaderir: Add more tests 2020-05-16 18:09:09 +09:00
Hajime Hoshi
af5249de4d shaderir: Implement selector operator 2020-05-16 17:22:17 +09:00
Hajime Hoshi
d4d43ce193 shaderir: Allow specifying op for 'for' loop 2020-05-16 15:51:54 +09:00
Hajime Hoshi
9f4985943c shaderir: Allow integer literals 2020-05-16 03:40:33 +09:00
Hajime Hoshi
3cffe88334 shaderir: Add for-loop 2020-05-16 03:10:03 +09:00
Hajime Hoshi
931fec9100 shaderir: Refactoring 2020-05-15 03:37:14 +09:00
Hajime Hoshi
4b8e745824 shaderir: Refactoring 2020-05-15 03:12:23 +09:00
Hajime Hoshi
e6d78abd11 shaderir: Implement 'if' 2020-05-15 02:35:58 +09:00
Hajime Hoshi
71ee622997 shaderir: Use auto names for variables 2020-05-15 01:29:39 +09:00
Hajime Hoshi
1ed004ae05 shaderir: Avoid duplications of local variable names 2020-05-14 03:52:36 +09:00
Hajime Hoshi
32a88b3b03 shaderir: Add Return 2020-05-14 03:14:56 +09:00
Hajime Hoshi
d932787e36 shaderir: Add parsing expr and stmt 2020-05-14 02:13:10 +09:00
Hajime Hoshi
c75a35fd64 shaderir: Add more tests 2020-05-14 01:07:53 +09:00
Hajime Hoshi
3d7c102472 shaderir: Add func params 2020-05-13 23:31:17 +09:00
Hajime Hoshi
a3105d6fca shaderir: Add more tests 2020-05-13 02:10:59 +09:00
Hajime Hoshi
a5d570a7a8 Add shaderir 2020-05-12 01:18:18 +09:00
Hajime Hoshi
6d182c4b55 shader: Parse structs 2020-05-11 00:43:17 +09:00
Hajime Hoshi
90fdececa0 shader: Refactoring 2020-05-11 00:00:21 +09:00
Hajime Hoshi
ba9d27b8ba shader: Rename type -> basicType 2020-05-10 23:28:05 +09:00
Hajime Hoshi
02eafb2929 shader: Forbid unexported global variables 2020-05-10 21:57:12 +09:00
Hajime Hoshi
a39376ad47 shader: Add stmtBlock 2020-05-10 21:45:12 +09:00
Hajime Hoshi
73255f4663 shader: Add more tests 2020-05-10 20:41:43 +09:00
Hajime Hoshi
8ede0b3891 shader: Bug fix: fix tests 2020-05-10 19:48:24 +09:00
Hajime Hoshi
b78194afd5 shader: Detect types from rhs 2020-05-10 19:37:09 +09:00
Hajime Hoshi
9430b6be37 shader: Parse assignments 2020-05-10 02:27:14 +09:00
Hajime Hoshi
1a7da0bc63 shader: Do not sort variables since the order matters 2020-05-10 01:21:34 +09:00
Hajime Hoshi
eaf93a532f shader: Unify parsing decls 2020-05-10 01:05:57 +09:00
Hajime Hoshi
4742c49c21 shader: Separate variable and constant 2020-05-10 00:39:26 +09:00
Hajime Hoshi
8b2a22fb47 shader: Parse return 2020-05-10 00:23:40 +09:00
Hajime Hoshi
5e6be91eac shader: Parse block variables 2020-05-09 23:45:53 +09:00
Hajime Hoshi
e848eacedf shader: Parse arguments and returns 2020-05-09 19:21:01 +09:00
Hajime Hoshi
7ba434ad6d shader: Start parsing functions 2020-05-09 18:05:55 +09:00
Hajime Hoshi
1b2c29f6f3 shader: Refactoring 2020-05-09 17:32:10 +09:00
Hajime Hoshi
195c51fe51 shader: Rename test name 2020-05-09 17:19:05 +09:00
Hajime Hoshi
00b32a663e shader: Add token positions to the error message 2020-05-09 16:47:07 +09:00
Hajime Hoshi
c8045210ac shader: Fix comments 2020-05-09 05:13:43 +09:00
Hajime Hoshi
fc0604805a shader: Parse constants 2020-05-09 04:21:45 +09:00
Hajime Hoshi
ffae970c26 shader: Parse uniform and global variables 2020-05-09 03:38:37 +09:00
Hajime Hoshi
b3df3a7864 Add shader package
Updates #482
2020-05-09 01:11:40 +09:00
Hajime Hoshi
4fa52dcc56 Remove MonoGame support
Fixes #1148
2020-05-08 19:32:28 +09:00
Hajime Hoshi
274245e39c graphicsdriver/metal: Refactoring: Invert the viewport's Y direction 2020-05-08 18:12:30 +09:00
Hajime Hoshi
8029dc352a driver: Use framebuffer's Y directions 2020-05-08 16:49:19 +09:00
Hajime Hoshi
c43ba6e17d graphicsdriver/metal: Update comments 2020-05-08 05:49:38 +09:00
Hajime Hoshi
7068eb9284 graphicsdriver/metal: Simplify the projection matrix 2020-05-08 05:06:09 +09:00
Hajime Hoshi
cfe1aa1191 monogame: Add a variable for a namespace that will be overwritten 2020-04-24 16:46:56 +09:00
Hajime Hoshi
9b8c547342 graphicscommand: Do not flush (glFlush) when commands are empty
Fixes #1140
2020-04-23 00:51:28 +09:00
Hajime Hoshi
7ad3343e9c graphicsdriver/monogame: Implement Pixels
Updates #1078
2020-04-22 02:23:16 +09:00
Hajime Hoshi
33e850a6d4 driver: Bug fix: (Key).String might cause infinite loop 2020-04-22 00:32:35 +09:00
Hajime Hoshi
0e75540f8e monogame: Add IsKeyPressed
Updates #1078
2020-04-21 22:48:57 +09:00
Hajime Hoshi
ea99743e0d driver: Add (Key).String() 2020-04-21 22:43:53 +09:00
Hajime Hoshi
691e42f806 graphicsdriver/monogame: Bug fix: An underlying image size should be adjusted 2020-04-21 02:43:47 +09:00
Hajime Hoshi
bbf9b219ec buffered: Skip mutex at ReplacePixels when possible
Updates #1137
2020-04-19 00:18:19 +09:00
Hajime Hoshi
3550abef7a shareable: Replace At with Pixels
This change replaces the API At with Pixels to reduce mutex locks.

Updates #1137
2020-04-18 21:05:51 +09:00
Hajime Hoshi
bbeb0d14e6 buffered: Defer filling an image
This change defers filling an image so that successive fillings
can be merged into one for more efficient rendering.

Fixes #1134
2020-04-18 02:11:25 +09:00
Hajime Hoshi
514c3faebd buffered: Remove unnecessary line and add comments 2020-04-17 21:50:42 +09:00
Hajime Hoshi
b9e0b5f04b graphicsdriver/monogame: Change the V direction 2020-04-17 21:36:59 +09:00
Hajime Hoshi
1d701577d6 buffered: Use the pending pixels when possible at At
(*Image).At can be unnecessarily slow since this tries to get
pixels from GPU. This change reduces the chance to read GPU by
using its pending pixels when possible.

Fixes #1137
2020-04-17 21:34:49 +09:00
Hajime Hoshi
4dad044ad1 monogame: Update
Updates #1078
2020-04-16 01:10:16 +09:00
Hajime Hoshi
de02bcf19f monogame: Update
Updates #1078
2020-04-14 03:23:54 +09:00
Hajime Hoshi
7b77164710 restorable: Ignore the error when restoring failed due to being not ready
(driver.Graphics).BeginFrame tries to restore the images, but
the context might be lost at that time yet. If the attempt to
restore the context because the driver is not ready, return
silently.

Fixes #1133
2020-04-12 20:01:18 +09:00
Hajime Hoshi
d0115f61ae graphicsdriver/monogame: Bug fix: Wrong viewport values 2020-04-11 18:56:50 +09:00
Hajime Hoshi
3437f35444 graphicscommand: Fix debug messages 2020-04-08 13:48:22 +09:00
Hajime Hoshi
f0c2c0e8e9 monogame: Set viewports
Updates #1078
2020-04-06 02:36:15 +09:00
Hajime Hoshi
7f64043ba5 monogame: Implement drawing screens
Updates #1078
2020-04-06 01:51:06 +09:00
Hajime Hoshi
7dd9150b86 monogame: Implement Draw temporarily
Updates #1078
2020-04-06 00:13:08 +09:00
Hajime Hoshi
44088cf14e monogame: Implement SetVertices
Updates #1078
2020-04-05 23:26:45 +09:00
Hajime Hoshi
08ac91fb50 monogame: Refactoring 2020-04-05 20:00:53 +09:00
Hajime Hoshi
3a5f0a7a95 graphicsdriver/monogame: Implement some functions
Updates #1078
2020-04-05 17:36:26 +09:00
Hajime Hoshi
fa90e48eec graphicscommand: Show the number of indices when dumping the command 2020-04-05 14:38:54 +09:00
Hajime Hoshi
57a5783ca0 graphicsdriver/monogame: Implement ReplacePixels
Updates #1078
2020-04-05 04:44:48 +09:00
Hajime Hoshi
8809076682 graphicsdriver/monogame: Create a RenderTarget2D for an image
Updates #1078
2020-04-04 22:59:55 +09:00
Hajime Hoshi
6236ba1f00 Add internal/monogame
Updates #1078
2020-04-04 22:59:13 +09:00
Hajime Hoshi
eabe4152a7 graphicsdriver/opengl: Rename Driver -> Graphics 2020-04-04 17:23:38 +09:00
Hajime Hoshi
01d1afa25c graphicsdriver/metal: Rename Driver -> Graphics 2020-04-04 17:12:24 +09:00
Hajime Hoshi
6cbf37e855 Add graphicsdriver/monogame 2020-04-04 17:03:45 +09:00
Hajime Hoshi
8777140e91 driver: Simplify UIContext.Update 2020-04-03 00:18:27 +09:00
Hajime Hoshi
9b0d95cfcf clock: Integrate now.go and now_js.go
The monotonic timer already uses performance.now, then we don't
have to have the original code.
2020-04-02 01:52:00 +09:00
Hajime Hoshi
4179e6c122 Introduce 'monogame' build tag experimentally
Updates #1078
2020-04-01 23:42:17 +09:00
Hajime Hoshi
5ad9868d85 driver: Refactoring: Reorder functions 2020-04-01 21:28:00 +09:00
Hajime Hoshi
ab94cebd02 buffered: Use RunGame for tests 2020-04-01 18:32:14 +09:00
Hajime Hoshi
16280e9a5a testing: Use RunGame 2020-04-01 18:21:35 +09:00
Hajime Hoshi
47d5c3b5e1 Add testing package 2020-04-01 18:10:48 +09:00
Hajime Hoshi
a718ddbf7e driver: Add UIDriver.Draw
This is a preparation for XNA.

Updates #1078
2020-04-01 02:55:50 +09:00
Hajime Hoshi
ef5e917feb shareable: Remove old comments
This was introduced at cbf36734f8,
but the situation was changed at 9d867850dc
2020-04-01 00:58:33 +09:00
Hajime Hoshi
7ac6b0bfa3 Update dependencies 2020-03-31 03:32:38 +09:00
Hajime Hoshi
9a14d2fb14 thread: Fix comments
Fixes #1121
2020-03-29 16:27:12 +09:00
Hajime Hoshi
41d07706ae Revert "thread: Close channels"
This reverts commit 00e78c1eae.

Reason: (*Thread).Loop can be called multiple times on iOS.

Fixes #1121
2020-03-29 16:25:42 +09:00
Hajime Hoshi
b09fe7157b uidriver/glfw: Update comments 2020-03-29 01:33:23 +09:00
Hajime Hoshi
e3def4ae50 uidriver/glfw: Update comments 2020-03-29 01:12:53 +09:00
Hajime Hoshi
9d5c35f029 uidriver/glfw: Bug fix: Initilizing the window position and the size in this order on Windows
It looks like the order is different on Windows from Linux. We
are not sure why.

Updates #1118
2020-03-29 00:50:19 +09:00
Hajime Hoshi
b7ab3d2df4 uidriver/glfw: Avoid using the window position before initializing
Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor in
this situation.
2020-03-29 00:09:08 +09:00
Hajime Hoshi
14200eb42c uidriver/glfw: Add comments 2020-03-29 00:02:33 +09:00
Hajime Hoshi
8480f888dd Revert "uidriver/glfw: Bug fix: Do not use the window position for monitors"
Revert "uidriver/glfw: Bug fix: compile error on Linux"

This reverts commit 0a5126f776.
This reverts commit 3e244d7a7c.

Reason: GetMonitor is available only on fullscreen mode
2020-03-28 23:56:03 +09:00
Hajime Hoshi
e628350d4e uidriver/glfw: Bug fix: Initializing order mattered
Especially on Linux, the window size and the window position must
be initialized in this order.

Fixes #1118
2020-03-28 23:37:21 +09:00
Hajime Hoshi
34acf788d2 uidriver/glfw: Bug fix: Call Maximize explictly instead of the hint
Fixes #1117
2020-03-28 22:34:01 +09:00
Hajime Hoshi
4fe5acd711 ui: Panic on MaximizeWindow when the window is not resizable
On Windows, the window could be maximized even when the window was
not resizable. This behavior is confusing. Forbid it so that the
behavior will be clearer.
2020-03-28 22:08:48 +09:00
Hajime Hoshi
3e244d7a7c uidriver/glfw: Bug fix: compile error on Linux 2020-03-28 21:29:24 +09:00
Hajime Hoshi
8cca713d74 uidriver/glfw: Bug fix: adjustWindowPosition should consider the monitor position 2020-03-28 21:26:57 +09:00
Hajime Hoshi
0a5126f776 uidriver/glfw: Bug fix: Do not use the window position for monitors
Especially in the initial phase before calling Run/RunGame, the
window position is not reliable and then getting the device scale
factor does not make sense based on the window position. Avoid
using the window position, and instead use the glfw.Monitor.
2020-03-28 21:13:30 +09:00
Hajime Hoshi
7b5fb0a0d0 ui: Bug fix: The window was not shown on the secondary monitor on launching
This change changes the behavior of WindowPosition /
SetWindowPosition. The window position is now a relative position
and the origin position is the left-upper of the current monitor.

Fixes #1115
2020-03-28 19:51:47 +09:00
Hajime Hoshi
5e4e76d75c devicescale: Fix comments 2020-03-28 16:31:38 +09:00
Hajime Hoshi
d16477617e devicescale: Bug fix: Wrong calculation to convert Y
Updates #807
Fixes #1113
2020-03-28 16:27:58 +09:00
Hajime Hoshi
4ec49dd4cf mobile/ebitenmobileview: Implement Android gamepad axes
Updates #1083
2020-03-25 01:15:43 +09:00
Hajime Hoshi
8fcee54849 mobile/ebitenmobileview: Implement Android gamepad buttons
This is still work in progress.

Updates #1083
2020-03-23 01:30:17 +09:00
Hajime Hoshi
63caca720b ui: Bug fix: Compile error on Windows 2020-03-21 22:16:23 +09:00
Hajime Hoshi
f317f3b5fd ui: Add fuctions to maximize or minimize the window
This change adds these functions:

  * MaximizeWindow
  * IsWindowMaximized
  * MinimizeWIndow
  * IsWindowMinimized
  * RestoreWindow

Fixes #994
2020-03-21 22:13:58 +09:00
Hajime Hoshi
978ee26898 ui: Add function aliases *OnUnfocused for *InBackground
Now a window can be floating with SetWindowFloating, the functions
that have suffix 'IsBackground' seems misleading. However, we
cannot rename them due to backward compatibility. Then, let's add
aliases and revisit them when updating the major version of Ebiten.

Fixes #1102
2020-03-21 00:42:00 +09:00
Hajime Hoshi
56358fd0c4 ui: Rename IsForeground -> IsFocused
Updates #1102
2020-03-21 00:12:47 +09:00
Hajime Hoshi
4ef3b3e804 ui: Add SetWindowFloating / IsWindowFloating
Fixes #880
2020-03-20 22:16:27 +09:00
Hajime Hoshi
c36d4678a3 mipmap: Bug fix: DrawTriangles with a scale-only color matrix should be optimized
Fixes #1101
2020-03-17 02:48:29 +09:00
Hajime Hoshi
6bc62b8f17 uidriver/glfw: Update comments 2020-03-15 15:42:05 +09:00
Hajime Hoshi
b4a9538e1d graphicsdriver/opengl/gl: Remove a misspelled unused const 2020-02-26 12:06:47 +09:00
Hajime Hoshi
5040b3bcfc thread: Add comments 2020-02-24 01:54:52 +09:00
Hajime Hoshi
00e78c1eae thread: Close channels 2020-02-24 01:50:23 +09:00
Hajime Hoshi
c166fe8eea Update GLFW to v3.3.2
Fixes #1086
2020-02-23 03:10:38 +09:00
Hajime Hoshi
3af869732c uidriver/mobile: Implement InputChars for gomobile-build
This change also fixes InputChars to return only printable Unicode
chars on Android.

Updates #237
2020-02-23 01:01:40 +09:00
Hajime Hoshi
de52eb75e4 mobile/ebitenmobileview: Implement InputChars on Android / ebitenmobile
Updates #237
2020-02-23 00:51:49 +09:00
Hajime Hoshi
a208a026f6 uidriver/mobile: Implement keyboard key inputs for gomobile-build
Updates #237
2020-02-22 23:57:16 +09:00
corfe83
b3c567de89
Fix another ~300 allocations per frame in my test project (#1089)
This simple change brings my simple test project from 752 allocations per frame to 474 allocations per frame. It seems a shame that go's escape analysis is not smart enough to leave this variable on the stack.

GeoM is a 24-byte struct and there is a slight perf difference that we are storing it in stack, but also copying it around with this change (instead of an 8-byte pointer). This could make things faster (due to stack / CPU cache) or slower (due to copying more memory) - when I try a stress test (drawing 100K images per frame), I can't see any actual performance difference (but I do see 100K fewer allocations, and GC is no longer running almost all the time).
2020-02-22 13:40:17 +09:00
corfe83
a18cddb39f
Reduce heap allocations in thread.go and input.go (#1085)
I've been doing some profiling of a very simple ebiten project, and noticed that thread.go was doing a bunch of unnecessary allocations to accomplish its work. This change seeks to reduce GC work.

Input.go was also doing some unnecessary allocations.

The thread.go change reduces the total number of allocations per frame from 1342 to 852 (~36% reduction). The input.go change reduces it further to 752 (~44% total reduction). Perf tests were done on windows.
2020-02-21 09:59:45 +09:00
Hajime Hoshi
5b7151595b mobile/ebitenmobileview: Handle keyboard keys on Android (ebitenmobile)
Updates #237
2020-02-20 01:53:51 +09:00
Hajime Hoshi
682f454fc2 input: Refactoring: Rename variables 2020-02-19 10:52:58 +09:00
Hajime Hoshi
875a529708 graphics: Allow ReplacePixels on a sub-image
Fixes #980
2020-02-16 22:18:07 +09:00
Hajime Hoshi
d9bd7ab07d buffered: Remove (*Image).Set
This is a preparation for ReplacePixels of a sub-image.

Updates #980
2020-02-16 21:45:28 +09:00
Hajime Hoshi
733c1b649a buffered: Bug fix: Copying pixels failed for the delayed commands
Fixes #1082
2020-02-16 20:16:04 +09:00
Hajime Hoshi
911b36ed98 buffered: Refactoring 2020-02-16 20:03:04 +09:00
Hajime Hoshi
405ae99b32 buffered: Refactoring: Flush delayed functions without the lock 2020-02-16 19:53:17 +09:00
Hajime Hoshi
ff8689cfcd buffered: Bug fix: Set and some functions before the main loop caused wrong results
invalidatePendingPixels was not called properly.

Fixes #1081
2020-02-16 19:06:48 +09:00
corfe83
61c2d7cfe8
Simple optimization in IsKeyPressed (#1080)
Simple optimization on IsKeyPressed to avoid iterating through whole map of possible keys.
2020-02-16 02:02:05 +09:00
Hajime Hoshi
883b25f257 uidriver/mobile: Refactoring 2020-02-12 00:36:34 +09:00
Hajime Hoshi
d59aea1db1 driver: Remove the return value from RunWithoutMainLoop 2020-02-11 23:56:53 +09:00
Hajime Hoshi
aef4b4ba53 uidriver/mobile: Refactoring: Give a default outside size 2020-02-11 23:29:52 +09:00
Hajime Hoshi
9298b044e3 graphicsdriver/metal: Bug fix: avoid using mtl.LoadActionDontCare
Fixes #1019
2020-02-11 20:29:03 +09:00
Hajime Hoshi
c927d33457 mobile/ebitenmobileview: Use the common uiContext for layouting
This means that the whole offscreen is cleared correctly.

This change is a little breaking change: SetScreenSize or other
functions no longer works on ebitenmobile. Use Layout instead.

Fixes #1019
2020-02-11 19:40:47 +09:00
Hajime Hoshi
a303487328 uidriver/mobile: Add comments 2020-02-11 14:45:50 +09:00
Hajime Hoshi
099ce1b3b4 Revert "ui: Add SetInitFocused"
This reverts commit bb04fc8a29.

Reason: glfw.Focused / glfw.FocusOnShow did not work

Updates #769
2020-02-10 01:10:40 +09:00
Hajime Hoshi
bb04fc8a29 ui: Add SetInitFocused
Updates #769
2020-02-09 23:45:59 +09:00
Hajime Hoshi
6250dd9f9b buffered: Bug fix: ebiten.Run must be called from the main thread
Updates #1027
2020-02-09 04:53:26 +09:00
Hajime Hoshi
32471af18f uidriver/js: Ensure that the checking-audio loop is finished when the game is finished
After the game loop is finished, any goroutines should not exist.
Otherwise, 'Go program has already exited' error can happen on
Wasm.

This change ensures that the goroutines are finished when the game
is finished. Note that time.Sleep was required to ensure that the
(*time.Ticker) ends.

Fixes #1027
2020-02-09 03:39:08 +09:00
Hajime Hoshi
4159c500bd buffered: Refactoring: Use defer
defer's performance will be much better as of Go 1.14.

https://tip.golang.org/doc/go1.14#runtime
2020-02-08 20:58:28 +09:00
Hajime Hoshi
46601bb516 graphics: Fill the screenshot in black when the screen is not transparent
Fixes #997
2020-02-06 03:08:16 +09:00
Hajime Hoshi
d6d17a7e85 uidriver/js: Implement GamepadSDLID
Fixes #1053
2020-02-05 00:00:00 +09:00
Hajime Hoshi
802693fa20 uidriver/mobile: Implement IsForeground
This adds hooks on resuming/suspending the application, and
switches the foreground state there. This change also updates
the logic to suspend the game loop to be clearer.

Fixes #1037
2020-01-23 02:08:31 +09:00
Hajime Hoshi
38f49c3768 uidriver/js: Implement IsForeground
Updates #1037
2020-01-21 23:56:57 +09:00
Hajime Hoshi
59431e1cad graphicsdriver/opengl: Leave comments why we don't use PBO on Android
Unfotunately, PBO might slow Android applications expecially when
coming back from context lost. Ebiten sends a lot of draw calls to
replace pixels in such case.

Until we find a good solution, let's not use PBO on Android.

Fixes #988
2020-01-19 17:02:34 +09:00
Hajime Hoshi
b3bdf51905
graphicscommand: Return the error immediately (#1060)
Now grpahicscommand saves the error and shows the error after a
while. This was good to simplify the API but was the cause to hide
some issues.

This change fixes all the errors to be returned immediately, and
buffer this in the ebiten package instead.

Fixes #971
2020-01-19 01:18:56 +09:00
Hajime Hoshi
5c285de3db uidriver/mobile: Prevent non-mobile environments from compiling 2020-01-18 21:15:56 +09:00
Hajime Hoshi
2b9cd5aed6 uidriver/mobile: Bug fix: Compile error
TravisCI doesn't compile for mobiles, so we missed this error.

Updates #1037
2020-01-18 17:39:36 +09:00
Zachary Burkett
6686044452 ui: Add IsForeground API to glfw driver (#1058)
Updates #1037
2020-01-16 10:47:23 +09:00
Hajime Hoshi
6eb05a0203 graphicsdriver/opengl: Enable to compile with gldebug 2020-01-13 18:55:30 +09:00
Hajime Hoshi
e797aed6c9 uidriver/glfw: Refactoring 2020-01-13 18:23:18 +09:00
Hajime Hoshi
c1adf60e69 uidriver/glfw: Rename files 2020-01-13 18:15:39 +09:00
Hajime Hoshi
b4819c4523
input: Rename GamepadGUID -> GamepadSDLID (#1049)
Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.

Renaming the function makes the situation clearer.

Updates #1048
2020-01-11 15:50:37 +09:00
Hajime Hoshi
68d58d7452 buffered: Refactoring 2020-01-11 03:11:56 +09:00
Hajime Hoshi
52a5ed0ad4 buffered: Add tests for #1050 2020-01-11 02:45:46 +09:00
hiroebe
27404b7ae3 buffered: Fix delayed DrawImage() (#1050) 2020-01-10 23:58:22 +09:00
Jake Bentvelzen
c17946bb82 ui: Add GamepadGUID and GamepadName functions (#1035)
Fixes #1034
2020-01-09 22:11:32 +09:00
hiroebe
6ee587301c Fix multiple close for channel (#1047) 2020-01-08 12:50:57 +09:00
Hajime Hoshi
2cbd5aa16e mipmap: Remove unused members 2020-01-08 02:32:28 +09:00
Hajime Hoshi
4c8137ccf5 mipmap: Bug fix: Use more negative mipmaps when float precision is low
Fixes #1044
2020-01-08 02:06:36 +09:00
Hajime Hoshi
c99fd1a742 mipmap: Create mipmap package and bufferd.Image uses it
Mipmap calculation must be executed after the main loop starts
because the graphics driver's HasHighPrecisionFloat is needed.
Then, operations on mipmap images must be called from images in
buffered package.

Updates #1044
2020-01-08 02:06:01 +09:00
Hajime Hoshi
9be3495077 driver: Remove Graphics.SetWindow
Fixes #1026
2020-01-03 19:04:48 +09:00
Hajime Hoshi
fa95275a02 uidriver/glfw: Bug fix: js should be excluded from compiling targets 2020-01-03 19:01:45 +09:00
Hajime Hoshi
982b7d6ddc driver: Let UI have Graphics
Now UIs own the implementation of Graphics.

Updates #1026
2020-01-03 18:32:27 +09:00
Hajime Hoshi
e66f1fb71e graphicsdriver/opengl: Use glBufferSubData instead of glTexSubImage2D on browsers
Updates #988
2020-01-02 16:27:51 +09:00
Hajime Hoshi
de48a13a6e graphicsdriver/opengl/gl: Remove unused functions 2020-01-02 00:17:39 +09:00
Hajime Hoshi
38815ba801 graphicsdriver/opengl: Use glBufferSubData instead of glMapBuffer
We have confirmed that this does not slow down ReplacePixels.

Fixes #993
Fixes #1040
2020-01-02 00:01:27 +09:00
zamadatix
c4dfc69c81 Typo Corrections from https://goreportcard.com/ (#1042)
Correct typo found by https://goreportcard.com/
2020-01-01 23:59:56 +09:00
Hajime Hoshi
51f4ba1320 graphicsdriver/opengl: Refactoring 2020-01-01 01:57:12 +09:00
Hajime Hoshi
815afe6670 graphicsdriver/opengl: Reduce calls of glBindTexture 2020-01-01 01:39:45 +09:00
Hajime Hoshi
8285fbfac9 graphicsdriver/opengl: Add error checks 2019-12-31 04:22:28 +09:00
Hajime Hoshi
9ed8279fc8 driver: Add interface Window 2019-12-25 00:24:21 +09:00
Hajime Hoshi
049aa552d4 ui: Add SetWindowResizable
This change also fixes example/windowsize.

Fixes #320
2019-12-22 19:26:04 +09:00
Hajime Hoshi
c9863284cf uidriver/glfw: Set a default window size
Now RunGame can be called without SetWindowSize.
2019-12-22 12:51:36 +09:00
Hajime Hoshi
7d56e4335e ui: Add RunGame, WindowSize and SetWindowSize
This change introduces the new APIs RunGame, WindowSize and
SetWindowSize. These new APIs hides the notion of 'scale', and is
more flexible with the outside size change. This means that we can
introduce a resizable window.

This change also adds -legacy flag to examples/windowsize. If the
flag is off, the new APIs are used.

This change deprecates these functions since the notion of 'scale'
is deprecated:

  * ScreenScale
  * ScreenSizeInFullscreen
  * SetScreenScale
  * SetScreenSize

Fixes #943, #571
Updates #320
2019-12-22 03:35:31 +09:00
Hajime Hoshi
57d527bea2 driver: Remove 'title' argument from UI.Run 2019-12-22 01:41:51 +09:00
Hajime Hoshi
8b995b086b driver: Remove some arguments from UI.Run 2019-12-21 22:52:23 +09:00
Hajime Hoshi
8013fef9ea uidriver: Bug fix: Needed to implement MonitorPosition 2019-12-21 21:15:58 +09:00
Hajime Hoshi
dabaf66b81 uidriver: Remove width/height/scale arguments from run
The initial window position is determined on ebiten package side.

Updates #943
2019-12-21 20:10:58 +09:00
Hajime Hoshi
d07028735f uidriver/glfw: Refactoring 2019-12-21 19:52:07 +09:00
Hajime Hoshi
987f333d95 uidriver/glfw: Rename variables 2019-12-21 17:34:58 +09:00
Hajime Hoshi
2e8358529c uidriver/glfw: Bug fix: WindowPos/SetWindowPos should convert pixels
This change also enables these functions even on fullscreen mode.

Fixes #1010
2019-12-21 17:03:19 +09:00
Hajime Hoshi
09ea15e0ff shareable: Bug fix: Unexpected allocation when extending an image
Fixes #1028
2019-12-20 01:13:28 +09:00
Hajime Hoshi
85cbc7e56b Enable to compile Ebiten on js/wasm with Go 1.14
Fixes #1024
2019-12-19 00:45:53 +09:00
Hajime Hoshi
9486defdae uidriver/mobile: Rely on uiContext's Layout function to determine the screen size 2019-12-17 02:16:45 +09:00
Hajime Hoshi
6a8013ed37 ui: Reduce arguments from newUIContext 2019-12-16 11:12:38 +09:00
Hajime Hoshi
bda11b0e17 driver: Add UI.SetWindowSize and UIContext.Layout
This is a preparation to introduce RunGame function.

Updates # 943 (Fix this line before committing)
2019-12-15 02:29:43 +09:00
Hajime Hoshi
d8f02cf03e uidriver/js: Bug fix: Compile error on CursorMode 2019-12-14 12:54:21 +09:00
Zachary Burkett
ed19d6fae9 Add cursor capture functionality (#1016)
Fixes #1016
2019-12-14 12:30:03 +09:00
Hajime Hoshi
ba0e8ef13f uidriver/mobile: Refactoring: Rename variables 2019-12-13 02:50:57 +09:00
Hajime Hoshi
2871795895 uidriver/glfw: Refactoring: Remove mutex from Input
Mixing a thread and a mutex is risky. Use a thread if possible.
2019-12-12 03:20:24 +09:00
Hajime Hoshi
a3343afc36 graphicsdriver/opengl/gl: Use pkg-config instead of LDFLAGS
Updates #1012
2019-12-11 03:00:25 +09:00
Hajime Hoshi
00fb4cd2f9 uidriver/glfw: Refactoring: Remove windowWidthInDP 2019-12-09 01:39:42 +09:00
Hajime Hoshi
190feb6ecd uidriver/glfw: Rename variables
DP represents a device independent pixel.
2019-12-09 00:19:38 +09:00
Hajime Hoshi
7d403930af uidriver/glfw: Bug fix: Compile errors on Windows and Linux 2019-12-08 23:20:09 +09:00
Hajime Hoshi
c243bfcdd8 uidriver/glfw: Fix comments 2019-12-08 23:03:13 +09:00
Hajime Hoshi
3e89e7e561 uidriver/glfw: Bug fix: Show the window at last on initialization 2019-12-08 23:00:10 +09:00
Hajime Hoshi
e00a190f22 uidriver/glfw: Refactoring: Add toDeviceIndependentPixel / toDeviceDependentPixel 2019-12-08 22:09:12 +09:00
Hajime Hoshi
a0cf8bac21 uidriver/glfw: Refactoring: Limit the calls of devicescale.GetAt 2019-12-08 20:55:40 +09:00
Hajime Hoshi
8e9f5b9535 driver: Remove Suspend/ResumeAudio from UIContext 2019-12-08 16:17:02 +09:00
Hajime Hoshi
63fbffa9f6 uidriver/glfw: Fix thread issues at reqWidth/reqHeight 2019-12-08 02:44:14 +09:00
Hajime Hoshi
22e3db6814 uidriver/glfw: Add comments
Updates #1004
2019-12-08 02:04:04 +09:00
Hajime Hoshi
80fbc9701c uidriver/glfw: Force to swap buffer or recreate an window after toggling fullscreen
This change resolves a bug that an image lag remains after
toggling fullscreen.

On OpenGL, swapping buffer is necessary after toggling fullscreen.

On Metal, recreating a window works after toggling fullscreen.

Fixes #1004
2019-12-08 01:47:32 +09:00
Hajime Hoshi
2180613e2a uidriver/glfw: Refactoring: Add createWindow 2019-12-07 19:56:56 +09:00
Hajime Hoshi
67ee0ff5d4 uidriver/glfw: Refactoring: Remove forceSetScreenSize 2019-12-07 17:35:57 +09:00
Hajime Hoshi
c9bc5913fd driver: Refactoring: Remove Graphics.Flush
Updates #226
2019-12-06 08:56:55 +09:00
Hajime Hoshi
7991ba4cfa graphicsdriver/metal: Bug fix: Failed to compile for iOS
The definition of BOOL is different between macOS and iOS. C's
bool is used on iOS, but C's bool is hard to use from Go (e.g.,
an integer cannot be converted to C's bool). Use unsigned char
instead.

Fixes #1006
2019-12-03 01:03:44 +09:00
Hajime Hoshi
42056c2d61 restorable: Refactoring: Remove Clear
Fill now fills the whole texture.
2019-12-02 03:03:07 +09:00
Hajime Hoshi
b35ffa57b3 Revert "uidriver/glfw: Remove the dirty hack for GLFW 3.2"
This reverts commit d1da5b4920.

Reason: The dirty hack might still be needed.
2019-12-02 01:06:55 +09:00
Hajime Hoshi
d1da5b4920 uidriver/glfw: Remove the dirty hack for GLFW 3.2
See also https://github.com/glfw/glfw/issues/1334.

Updates #703
2019-12-02 01:04:28 +09:00
Hajime Hoshi
5153713469 uidriver/glfw: Make the panic messages more consistent 2019-12-01 03:34:09 +09:00
Hajime Hoshi
0ec447e0d0 ui: Add SetScreenTransparent / IsScreenTransparent
Fixes #1001
2019-12-01 03:31:32 +09:00
Hajime Hoshi
b8a099e354 ui: Bug fix: (Set)WindowPosition didn't work well with fullscreen mode 2019-12-01 00:39:04 +09:00
Hajime Hoshi
6cd0b44baa uidriver/glfw: Use invalidPos instead of pointers 2019-12-01 00:21:11 +09:00
Hajime Hoshi
e463f9e611 ui: Make (Set)WindowPosition concurrent safe 2019-12-01 00:11:46 +09:00
Hajime Hoshi
9b2f864fc8 ui: Add SetWindowPosition(x, y int)
Fixes #936
2019-11-30 23:22:39 +09:00
Hajime Hoshi
c021d6be6a ui: Add WindowPosition()
Fixes #936
2019-11-30 22:37:56 +09:00
Hajime Hoshi
e0d780b029 uidriver/glfw: Enable to call SetWindowDecorated after Run
Fixes #556
2019-11-26 11:46:18 +09:00
Hajime Hoshi
995ba3afcf glfw: Update GLFW 3.3 2019-11-26 11:21:07 +09:00
Hajime Hoshi
a040aae83b glfw: Update to GLFW 3.3
Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
5f33d47711 png: Add stdlibfuzz.go 2019-11-26 00:13:50 +09:00
Hajime Hoshi
f6390abad7 png: Update for Go 1.13 2019-11-25 22:24:33 +09:00
Hajime Hoshi
21ba42325c graphicsdriver/opengl: Use smaller PBOs 2019-11-24 18:32:35 +09:00
Hajime Hoshi
78e912e30b graphicsdriver/opengl: Fix comments 2019-11-24 18:11:45 +09:00
Hajime Hoshi
3d3a1be1c4 graphicsdriver/opengl: Use glTexSubImage2D instead of glTexImage2D 2019-11-24 18:07:21 +09:00
Hajime Hoshi
9f483ddc60 graphicsdriver/opengl: Adopt WRITE_ONLY for PBOs
It looks like it is safe to use WRITE_ONLY:
https://stackoverflow.com/questions/30248594/write-only-glmapbuffer-what-if-i-dont-write-it-all
2019-11-24 17:42:28 +09:00
Hajime Hoshi
4c4f67197f graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows (again) 2019-11-24 03:05:14 +09:00
Hajime Hoshi
ac6a3f0900 graphicsdriver/opengl/gl: Bug fix: compile error on non-Windows 2019-11-24 02:02:40 +09:00
Hajime Hoshi
0ef8009c11 graphicsdriver/opengl: Use uintptr whenever possible instead of unsafe.Pointer 2019-11-20 02:00:02 +09:00
Hajime Hoshi
4296c11256 graphicsdriver/opengl: Refactoring 2019-11-24 00:08:38 +09:00
Hajime Hoshi
3df198f68e graphicsdriver/opengl: Use GL_READ_WRITE at glMapBuffer
Updates #993
2019-11-22 00:27:20 +09:00
Hajime Hoshi
65fdf48cbf graphicsdriver: Refactoring: ReplacePixels takes multiple arguments
This reduces the number of graphics commands, and this works more
efficiently if the driver has an efficient way.
2019-11-21 23:52:12 +09:00
Hajime Hoshi
161771cc99 graphicsdriver/opengl: Refactoring 2019-11-20 12:23:45 +09:00
Hajime Hoshi
52f6be2639 graphicsdriver/opengl: Fix suspicious GL function calls
Before this change, the pixel object buffer is unbound just after
getting a pointer by glMapBuffer. This seemed suspicious.

This change fixes to do all pixel manipulations once between
glMapBuffer and glUnmapBuffer without changing a bound buffer.

This might fix a wrong rendering on some machines, but I am not
sure.

Updates #993
2019-11-20 02:41:34 +09:00
Hajime Hoshi
95d3561a3a packing: Better panic message 2019-11-18 00:27:34 +09:00
Hajime Hoshi
63f9ac2ccc packing: Add Rollback/CommitExntension
This enables to dry-run to extend pages without cloning.

Fixes #990
2019-11-18 00:23:13 +09:00
Hajime Hoshi
61839506d8 packing: Add an extending count at Extend 2019-11-17 23:39:16 +09:00
Hajime Hoshi
74902d47af graphicsdriver/metal/mtl: Bug fix: need to link CoreGraphics as of Catalina
Fixes #989
2019-11-17 22:59:21 +09:00
Hajime Hoshi
725cc22200 uidriver/mobile: Rename Render -> Update 2019-11-17 21:52:06 +09:00
Hajime Hoshi
92e056c508 uidriver/glfw: Bug fix: an unexpected window at launching
Fixes #986
2019-11-17 19:58:44 +09:00
Hajime Hoshi
3aaeee78dd graphicsdriver/metal: Reduce flushing at ReplacePixels 2019-11-17 16:00:24 +09:00
Hajime Hoshi
800b98a0c6 ui: Bug fix: a window was alwasy 'unfocused' on Windows
There is an issue in GLFW that a window was recognized as unfoces
on Windows (glfw/glfw#1573). As a workaround, skip the logic for
an unfocused window on Windows. On Windows, even if a window is in
another workspace, vsync works. Then there seems no problem.

Fixes #987
2019-11-17 14:10:38 +09:00
Hajime Hoshi
4120e868be graphicsdriver/opengl: Remove unused functions 2019-11-17 05:10:22 +09:00
Hajime Hoshi
acc933b7c3 graphicsdriver/opengl: Experimental PBO implementation
This change is an experimental implementation to use Pixel Buffer
Objects. This reduces calls of glTexSubImage2D.

This works only on desktops. Unfortunately WebGL does not have
this features. Mobiles can have PBO as of OpenGL ES 3.

Updates #976
2019-11-17 05:01:43 +09:00
Hajime Hoshi
16b3a5c296 buffered: Bug fix: Needed to copy pixels when buffering
Updates #983
2019-11-16 16:39:02 +09:00
Hajime Hoshi
e42cff071c restorable: Merge two 'copy' into one
Fixes #983
2019-11-16 02:10:53 +09:00
Hajime Hoshi
aa6fc67736 Revert "graphics: Avoid all copying pixels"
This reverts commit c60a32a479.

Reason: This breaks backward comptibility and it was not obvious how to fix examples.
2019-11-16 02:04:46 +09:00
Hajime Hoshi
c60a32a479 graphics: Avoid all copying pixels
This is a breaking change: ReplacePixels now takes the ownership
of the given pixels.

Fixes #983
2019-11-16 01:51:36 +09:00
Hajime Hoshi
f1091910bd Revert "graphicscommand: Remove copying pixels"
This reverts commit 339a96b7e6.

Reason: this causes panic on extending textures
2019-11-16 00:43:22 +09:00
Hajime Hoshi
339a96b7e6 graphicscommand: Remove copying pixels
Now ReplacePixels takes the ownership.

Updates #983
2019-11-16 00:29:37 +09:00
Hajime Hoshi
bfd5774faf graphicsdriver/glfw: Bug fix: CPU was busy when the window is hidden
Fixes #982
2019-11-14 23:11:36 +09:00
Hajime Hoshi
8c54cf639a graphicsdriver/opengl: Reduce glFlush calls
Fixes #981
2019-11-14 01:21:08 +09:00
Hajime Hoshi
c2eae69b47 graphicscommand: Refactoring 2019-11-14 00:08:44 +09:00
Hajime Hoshi
a1a294df72 uidriver/glfw: Bug fix: Freeze on Wayland
Fixes #974
2019-11-10 19:26:49 +09:00
Hajime Hoshi
572780ed6d uidriver/glfw: Bug fix: errors are ignored at (*UserInterface).run
Updates #978
2019-11-10 19:09:41 +09:00
Hajime Hoshi
d43e203ccf uidriver/glfw: Remove a redundant 'if' branch 2019-11-10 17:34:14 +09:00
Hajime Hoshi
63f73ddd75 web: Bug fix: iPad was not recognized as iOS
Fixes #979
2019-11-10 16:52:49 +09:00
Hajime Hoshi
8d12446dbe buffered: Bug fix: reset the flag when invalidating the pending pixels
Updates #977
2019-11-09 05:54:27 +09:00
Hajime Hoshi
ec59e9b9ae buffered: Bug fix: Resolve pixels only when Set is called
Fixes #977
2019-11-09 05:43:36 +09:00
Hajime Hoshi
ddba7f0ee0 driver: Bug fix: unused import 2019-11-04 03:15:09 +09:00
Hajime Hoshi
889bc12093 driver: Remove IsPlayground 2019-11-04 03:04:00 +09:00
Hajime Hoshi
3c29fbdce2 jsutil: Refactoring: SliceToTypedArray -> CopySliceToJS
This unifieslocations of the temporary buffer.
2019-10-30 00:35:48 +09:00
Hajime Hoshi
31f56efd75 jsutil: Add doc.go
This is to avoid no-Go-files error on TravisCI.

https://travis-ci.org/hajimehoshi/ebiten/builds/603539948
2019-10-28 01:28:50 +09:00
Hajime Hoshi
49a5a2bf4e uidriver/js: Bug fix: Needed to initialize pseudoScale with the given scale
Updates #960, #973
2019-10-27 17:16:49 +09:00
Hajime Hoshi
06bbc08e9b web: Bug fix: IsAndroidChrome always returned true 2019-10-24 00:20:33 +09:00
Hajime Hoshi
e7611139c3 uidriver/js: Bug fix: Watch the state regularly instead of events
visibilitystate is sometimes not called and in this case the app
does not come back.

This fix creates another goroutine to watch the state, and remove
event handlers.

Fixes #961
2019-10-21 00:04:07 +09:00
Hajime Hoshi
e578b0bd49 graphicscommand: Bug fix: Needed to adjust vertices when highp is not available
Fixes #962
2019-10-19 17:05:04 +09:00
Hajime Hoshi
43a8881ab8 uidriver/ui: Reduce calls of syscall/js 2019-10-16 02:56:58 +09:00
Hajime Hoshi
72248fa3ef ui: Bug fix: Focus canvas explicitly on input
Fixes #961
2019-10-15 23:57:16 +09:00
Hajime Hoshi
75721e6fc1 ui: Auto scaling on browsers
This change forces Ebiten apps on browsers 'fullscreen' mode.
After this change, 'scale' value is no longer used on browsers.

Note that this breaks backward compatibility, but as long as the
game works in an iframe, this should not be problematic.

Fixes #960
2019-10-15 00:02:02 +09:00
Hajime Hoshi
30c185f254 uidriver/js: Bug fix: context must not be accessed before loop 2019-10-14 02:41:04 +09:00
Hajime Hoshi
5027bc1af5 buffered: Allow Set before the game runs
Fixes #949
2019-10-12 03:13:29 +09:00
Hajime Hoshi
cbe4844fa0 Fix misspellings 2019-10-12 01:10:53 +09:00
Hajime Hoshi
4bfe60fb8a graphicsdriver/metal: Bug fix: SetFragmentBytes must be called anytime
Fixes #954
2019-10-10 03:13:55 +09:00
Hajime Hoshi
3c976eae02 cmd/ebitenmobile: Use Metal on iOS
The emulators still use OpenGL.

Fixes #737
2019-10-09 02:13:47 +09:00
Hajime Hoshi
4088de5349 graphicsdriver/opengl/gl: Fix go-vet errors on Windows
Updates #889
2019-10-06 23:19:59 +09:00
Hajime Hoshi
3a0f8655e6 graphicsdriver/opengl/gl: Indentation 2019-10-06 23:02:15 +09:00
Hajime Hoshi
378be6be80 graphicsdriver/opengl/gl: Remove unused functions
This improves `go vet` results.

Updates #889
2019-10-06 22:49:38 +09:00
Hajime Hoshi
0d56207672 graphicsdriver/opengl/gl: Remove unnecessary consts 2019-10-06 04:27:57 +09:00
Hajime Hoshi
7e7751bd43 restorable: Performance tuning
This is based on the result of examples/set (Wasm).
2019-10-04 02:02:36 +09:00
Hajime Hoshi
382f6365fd shareable: Avoid defer for performance 2019-10-04 01:52:27 +09:00
Hajime Hoshi
38ee9113ee graphicsdriver/opengl/gl: Remvoe PtrOffset
Updates #889
2019-10-01 01:48:42 +09:00
Hajime Hoshi
ffbdda9a25 shareable: Avoid defer for performance 2019-09-29 03:50:43 +09:00
Hajime Hoshi
907302c440 graphicscommand: Keep the capacity at q.commands 2019-09-29 03:23:40 +09:00
Hajime Hoshi
86b4e9ffeb restorable: Bug fix: Do not mutate graphics.QuadIndices 2019-09-29 02:57:11 +09:00
Hajime Hoshi
6c8c064a58 restorable: Add TestMutateSlices 2019-09-29 02:36:06 +09:00
Hajime Hoshi
9cb631e30f Reland: graphics: Reuse vertices backend and reduce allocating
This is a reland of 74f1e5519f.

The vertex slice is now copied before saving as the drawing
history items.
2019-09-29 01:36:00 +09:00
Hajime Hoshi
4feb0a4f3e restorable: Bug fix: indices has to be copied 2019-09-29 01:30:26 +09:00
Hajime Hoshi
5e6bdc25e5 gofmt 2019-09-28 23:09:20 +09:00
Hajime Hoshi
f873b66267 graphicscommand: Reduce calling InternalWidth/InternalHeight 2019-09-28 23:03:11 +09:00
Hajime Hoshi
791f96f980 graphicscommand: Reduce division operators 2019-09-28 02:31:04 +09:00
Hajime Hoshi
7bb2895415 clock: Avoid calling (js.Value).Get() for performance 2019-09-28 01:47:48 +09:00
Hajime Hoshi
af6bda48c3 Reduce division operators
It looks like runtime.wasmDiv takes account for a big part at CPU
usages with examples/sprites.
2019-09-27 03:29:10 +09:00
Hajime Hoshi
3cf867035d buffered: Do not delay commands if possible
Delaying commands causes memory allocations, which can be heavy
especially on browsers.

This avoids to use 'defer' for performance.
2019-09-27 03:27:47 +09:00
Hajime Hoshi
3291ec51bb buffered: Use a raw function to avoid allocating structs 2019-09-27 00:37:31 +09:00
Hajime Hoshi
fc3e8bebe4 Use 0-length slice instead of nil to keep capacities 2019-09-27 00:34:55 +09:00
Hajime Hoshi
59333ba1ad jsutil: Avoid allocating ArrayBuffer unnecessarily 2019-09-26 23:59:00 +09:00
Hajime Hoshi
9a42b264fd web: Speed optimization 2019-09-26 22:11:16 +09:00
Hajime Hoshi
899fc38d23 Add wasm test with wasmbrowsertest
Fixes #881
2019-09-23 02:45:37 +09:00
Hajime Hoshi
33c7f39f0f graphicsdriver/opengl/gl: Exclude all the files for Wasm
Fixes #938
2019-09-23 00:42:54 +09:00
Hajime Hoshi
79b32c7601 graphics: Add buffered package
Moved the command queue to the package.
2019-09-21 22:34:37 +09:00
Hajime Hoshi
0a872b342a shareable: Change the argument to color.RGBA at Fill
The argument will be copied explicitly.
2019-09-21 21:16:46 +09:00
Hajime Hoshi
9d867850dc shareable: Rename Dispose -> MarkDisposed
Before this change, it was not clear that shareable's Dispose can
be called from finalizers since finalizers must not be blocked by
a mutex. Actually Dispose could be locked and must not be called
from finalizers.

This change renames the function to avoid confusion of the API,
and make the function available from finalizers.
2019-09-21 20:05:21 +09:00
Hajime Hoshi
053f5a0ce7 shareable: Refactoring 2019-09-21 19:15:49 +09:00
Hajime Hoshi
1c2c932c6c graphics: Remove MakeVolatile/IsVolatile 2019-09-21 14:53:52 +09:00
Hajime Hoshi
06d198cc0e shareable: Rename files 2019-09-21 06:09:52 +09:00
Hajime Hoshi
bc4d092710 shareable: Remove (*Image).Size() 2019-09-21 05:56:34 +09:00
Hajime Hoshi
3023cc69c3 restorable: Remove (*Image).Size() 2019-09-21 05:40:05 +09:00
Hajime Hoshi
629d58b93a graphics: Remove PutQuadVertices 2019-09-21 04:14:25 +09:00
Hajime Hoshi
6095cd965b shareable: Remove (*Image).PutVertex 2019-09-21 04:01:44 +09:00
Hajime Hoshi
ea52aa52bb shareable: Fix tests 2019-09-21 03:58:50 +09:00
Hajime Hoshi
d491cab465 restorable: Remvoe unused arguments 2019-09-21 03:44:45 +09:00
Hajime Hoshi
9e78d8c656 graphicscommand: Bug fix: Fix tests 2019-09-21 03:36:48 +09:00
Hajime Hoshi
6fa7d59468 shareable: Remove lock from (*Image).PutVertex
Updates #941
2019-09-21 02:17:14 +09:00
Hajime Hoshi
70a38dc09a graphicscommand: Move pixel->texel conversion to graphicscommand 2019-09-20 23:59:04 +09:00
Hajime Hoshi
915ed91f25 restorable: Remove (*Image).PutVertices 2019-09-20 23:44:09 +09:00
Hajime Hoshi
93dc9ad589 restorable: Refactoring: Remove (*Image).internalSize() 2019-09-20 01:55:18 +09:00
Hajime Hoshi
e0790ee950 Revert "graphics: Delay draw commands and execute them only when needed"
This reverts commit 0c70823f27.

Reason: Switching apps on Android sometimes broke the screen
2019-09-19 01:18:53 +09:00
Hajime Hoshi
0c70823f27 graphics: Delay draw commands and execute them only when needed
This change introduces a queue for delayed graphics commands.
When an image's pixels are retrieved or the screen is rendered,
Ebiten calculates the set of the necessary draw commands and
execute them.

This reduces the number of draw calls especially for the launching
phase.

Fixes #921
2019-09-19 01:09:48 +09:00
Hajime Hoshi
845f2bdeb8 Remove unneeded comments 2019-09-18 10:49:20 +09:00
Hajime Hoshi
439599a145 mobile/ebitenmobileview: Bug fix: ebitenmobile should be ignored on non-mobile platforms 2019-09-18 10:46:35 +09:00
Hajime Hoshi
695c93efd6 event: Add a converting function from driver.Event to event.Event
Update #926
2019-09-12 21:59:13 +09:00
Hajime Hoshi
529ab5f191
event: Auto-generate event definitions (#935)
As event package needs to depend on driver package, and drvier
package needs to emit events, we need event definitions in both
side. This change add a generator for event definitions.

Updates #926
2019-09-12 11:32:20 +09:00
Hajime Hoshi
3fb9c02e2f graphicsdriver/metal: Bug fix: Use correct pixel format for the screen 2019-09-08 03:52:29 +09:00
Hajime Hoshi
52900fac79 Move back driver getters to ebiten package 2019-09-03 01:46:11 +09:00
Hajime Hoshi
25a2bf3c1f event: Add Modifier
Modifier keys are selected of a common set of GLFW keys [1] and Web
API keys [2].

This change also renames the member Modifiers to Modifer to
follow the convension (e.g., [3]).

Updates #926

[1] https://www.glfw.org/docs/latest/group__mods.html
[2] https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/getModifierState
[3] https://godoc.org/golang.org/x/tools/go/packages#Config
2019-09-03 01:12:50 +09:00
Hajime Hoshi
05f4ca2a4d input: Refactoring: nameToJSKeyCodes -> nameToJSKeyCode 2019-09-02 00:30:17 +09:00
Hajime Hoshi
83b2d4b112 input: driver.Key now distinguishes left/right modifier keys
This is a preparation for event package, that will have key enum.

Updates #926
2019-09-01 23:49:00 +09:00
Hajime Hoshi
19103dcfeb graphicscommand: Bug fix: Adjust vertices to avoid jaggy
If vertices are (almost) half-integer values, adjust them to avoid
jaggy.

Fixes #929.
2019-08-27 23:18:08 +09:00
Hajime Hoshi
22c31da6c1 restorable: Bug fix: Do not include emptyImage into the dependency graph
Instead, add baseColor to Pixels and use it when restoring.

Fixes #928.
2019-08-27 08:17:14 +09:00
Hajime Hoshi
76330c492c shareable: Refactoring 2019-08-26 00:32:30 +09:00
Hajime Hoshi
d2312f1450 shareable: Lock before BeginFrame
This make package shareable more consistent. The mutex is lock
after EndFrame and before BeginFrame, and the similar rule will be
applied at launching (BeginFrame unlocks the lock in any cases).

Instead, package ebiten queues image operations if BeginFrame and
doesn't create provisional non-shared images. This should improve
performance at launching since this reduces the number of draw
calls, especifally for creating new images.

Updates #879.
Updates #921.
2019-08-25 18:12:04 +09:00
Hajime Hoshi
7907bb43ce shareable: Refactoring: reduce sync.Once 2019-08-25 17:32:32 +09:00
Hajime Hoshi
b53279b1e1 shareable: Remove InitializeGraphicsDriverState 2019-08-25 17:28:59 +09:00
Hajime Hoshi
3960a4bbdf restorable: Add (*Image).Fill
This resets the infomation for restoring if possible. This makes
it more efficient to use offscreens.
2019-08-25 02:57:44 +09:00
Hajime Hoshi
856e2df1ec web: Bug fix: compile error on browsers 2019-08-25 02:40:28 +09:00
Hajime Hoshi
b8eeded538 graphics: Remove 'resetRestoringState'
This is basically a revert of 2d079b123f

As filling can happen on a part of a shared image, resetting the
restoring state was wrong.
2019-08-25 02:18:51 +09:00
Hajime Hoshi
e931494c66 shareable: Allocate the screen framebuffer image lazily
This improves consistency.
2019-08-25 00:43:29 +09:00
Hajime Hoshi
ef56d0a535 Refactoring: isRunning -> isImageAvailable 2019-08-25 00:14:37 +09:00
Hajime Hoshi
42c70e48ff uidriver/mobile: No need to use sync.Once
devicescale.At is already locked by a mutex and keeps values in its
cache.
2019-08-19 02:32:53 +09:00
Hajime Hoshi
2c23860226 uidriver/mobile: Prefer sync.Once to sync.Mutex 2019-08-19 02:25:01 +09:00
Hajime Hoshi
d7aa24c295 uidriver/glfw: Bug fix: Wrong usage of RWLock 2019-08-19 01:47:55 +09:00
Hajime Hoshi
4d0e23c460 uidriver/glfw: Reduce mutex to avoid potential deadlock 2019-08-19 01:01:43 +09:00
Hajime Hoshi
25ac788ee6 uidriver/mobile: Reduce mutex to avoid potential deadlock 2019-08-19 00:32:52 +09:00
Hajime Hoshi
6cd74a9f4d uidriver/mobile: Simplify updating logic 2019-08-19 00:13:56 +09:00
Hajime Hoshi
ccacc4a0b8 restorable: Refactoring: Make (*Image).Size() available even after disposing 2019-08-16 02:36:27 +09:00
Hajime Hoshi
6ba6cdc721 restorable: Bug fix: Dispose all the image before start restoring
A current texture ID and a new texture ID can be duplicated.
Disposing part of textures and creating textures at the same time
can make contradicted situation.
2019-08-16 01:00:09 +09:00
Hajime Hoshi
2cb1ea6fb4 restorable: Remove unnecessary call of clearImage
clearImage is already called in any cases.
2019-08-15 22:40:37 +09:00
Hajime Hoshi
0cbf126b80 restorable: Set nil to the image after disposing
This prevents a bug that a disposed image is used by clearImage.
2019-08-15 22:35:28 +09:00
Hajime Hoshi
9467a67136 restorable: Bug fix: Skip clearImage on emptyImage when restoring 2019-08-15 21:53:43 +09:00
Hajime Hoshi
01297fe015 graphicsdriver: Fix a panic message 2019-08-15 21:29:37 +09:00
Hajime Hoshi
900af20617 shareable: Misspelling 2019-08-15 12:59:50 +09:00
Hajime Hoshi
f835c8ce7f uidriver/mobile: Convert a panic to an error for handling
This is a dirty hack but there is no other way to handle panics to
report to Crashlytics.
2019-08-13 11:30:50 +09:00
Hajime Hoshi
4373bd8b89 restorable: Unify locks with shareable's backendsM and fix the deadlock
This change should make Image operations cuncurrent safe.

Updates #913
Fixes #915
2019-08-13 00:49:47 +09:00
Hajime Hoshi
14ce0c1bcb restorable: Bug fix: Lock before resolving stale states 2019-08-12 23:31:17 +09:00
Hajime Hoshi
9dd501720e restorable: Bug fix: Unlocking should happen after restoring 2019-08-12 23:19:03 +09:00
Hajime Hoshi
1f66c155ae shareable: Bug fix: Lock when backends are allocated 2019-08-12 22:48:48 +09:00
Hajime Hoshi
cbf36734f8 shareable: Bug fix: mutex should not be used at finalizers
Updates #913
2019-08-12 21:01:33 +09:00
Hajime Hoshi
28dd2f6e19 shareable: Refactoring: only finalizers have to be cared
Only finalizers are problematic since they can stop everything,
but other things are not. Let's care finalizers and just use
regular locks.

Updates #913
2019-08-12 20:17:40 +09:00
Hajime Hoshi
eb5ab57cdc shareable: Bug fix: Defer Dispose so that ClearPixels doesn't affect other images later
Updates #913
2019-08-12 19:37:23 +09:00
Hajime Hoshi
613b9bc02a restorable: Panic if an image is stale when restoring 2019-08-12 17:45:43 +09:00
Hajime Hoshi
1156dfdc7e restorable: Lock At operation between frames
Updates #913
2019-08-12 16:54:17 +09:00
Hajime Hoshi
d2719188b4 restorable: Do not call resolveDeferred at the end of a frame
This does not make sense.
2019-08-12 16:48:04 +09:00
Hajime Hoshi
628a8d559a restorable: Bug fix: Dispose should be deferred between frames (again)
Updates #913
2019-08-12 16:27:07 +09:00
Hajime Hoshi
4717baa840 restorable: Bug fix: Dispose should be deferred between frames
Updates #913
2019-08-12 16:26:07 +09:00
Hajime Hoshi
1a2a0aeb76 restorable: Defer operations between the end and the beginning of frames
Updates #913
2019-08-12 16:08:21 +09:00
Hajime Hoshi
df8fdc855a Bug fix: Compile error on GOOS=linux CGO_ENABLED=0 2019-08-01 08:17:58 +09:00
Hajime Hoshi
2003b7d292 Fix misspellings 2019-08-01 01:07:23 +09:00
Hajime Hoshi
de915a1736 Move driver getters to graphicsdriver/uidriver packages
This enables to add internal functions to these packages so that
the driver selector logics can be modified.
2019-08-01 00:40:59 +09:00
Hajime Hoshi
4a9a7f936d Make go vet a little happier on macOS
Updates #889
2019-07-22 20:16:22 +09:00
Hajime Hoshi
e6a88a7d1f uidriver/glfw: Add panic in the case of Windows Remote Desktop
Updates #903
2019-07-21 23:41:55 +09:00
Hajime Hoshi
b348223297 restorable: Refactoring
Reduces accesses to Image member from outside.
2019-07-21 16:44:00 +09:00
Hajime Hoshi
434802af6e restorable: Reland: Refactoring
This is reland of 7917b423f4be9494125c8de76a8a3def15561594

Fixed a bug that an image passed to Apply might not be initialized,
and there was no correct way to treat such an image. Now Apply
accepts only an initialized image.
2019-07-21 14:18:27 +09:00
Hajime Hoshi
a3b35e5fba Revert "restorable: Refactoring"
This reverts commit 777cab5cc3.

Reason: Test failures: https://travis-ci.org/hajimehoshi/ebiten/builds/561553656
2019-07-21 14:03:14 +09:00
Hajime Hoshi
777cab5cc3 restorable: Refactoring 2019-07-21 11:05:02 +09:00
Hajime Hoshi
0cf11d9af8 graphicscommand: Improve debug messages
This change also enables to dump volatile images.
2019-07-20 14:31:28 +09:00
Hajime Hoshi
2d079b123f restorable: Add ResetRestoringState to reset the state
After Fill command, the image doesn't have to keep the restoring
information. Now Fill command is as same as DrawTriangles, there
is no way for restorable.Image to know whether it can reset the
state or not. ResetRestoringState clears the state explicitly.
2019-07-20 14:04:02 +09:00
Hajime Hoshi
3f6628f1cc restorable: Replace Fill with Clear 2019-07-20 05:00:05 +09:00
Hajime Hoshi
0dc1d0eba5 graphics: Clear/Fill is now implemented with DrawImage
Only clearing the screen still requires the special method.
2019-07-20 04:34:42 +09:00
Hajime Hoshi
0bf12d5519 graphics: Unify dumping logic 2019-07-20 01:46:33 +09:00
Hajime Hoshi
d78db1738d graphicscommand: Fix comments 2019-07-20 01:22:13 +09:00
Hajime Hoshi
94852b07b2 graphics: Use ID for dumped internal images
Updates #900
2019-07-19 23:41:56 +09:00
Hajime Hoshi
0793d35c40 graphicscommand: Improve debug messages
Fixes #900
2019-07-19 23:35:13 +09:00
Hajime Hoshi
38a1ee7f57 restorable: Split pixel records into regions
Fixes #897
2019-07-19 10:59:48 +09:00
Hajime Hoshi
b4dddd330a restorable: Refactoring: Use width/height instead of length at Pixels 2019-07-17 23:20:03 +09:00
Hajime Hoshi
efb6f9c453 graphicscommand: Remove CopyPixels command
This is an optimization. This change enables to avoid reading
pixels from GPU when extending an image.

Updates #897
2019-07-17 23:19:57 +09:00
Hajime Hoshi
736a840d53 restorable: More restricted Extend
As a side effect, ReplacePixels always record pixels even when
restoring is not needed. As CopyPixels reads pixels in any cases,
this shortcut was originally useless.
2019-07-17 22:15:37 +09:00
Hajime Hoshi
353d81fd58 restorable: Rename NewImageFromImage to Extend 2019-07-17 03:32:08 +09:00
Hajime Hoshi
91a4329f0d restorable: Disallow ReplacePixels for a part after Fill
This simplifies Pixels struct. This is a preparation to change
how to record pixels.

Updates #897
2019-07-17 03:15:03 +09:00
Hajime Hoshi
2735f4eddc restorable: Fix comments 2019-07-17 02:42:26 +09:00
Hajime Hoshi
349a290aa3 restorable: Refactoring 2019-07-16 03:08:26 +09:00
Hajime Hoshi
8ae2fef817 restorable: Refactoring: Do not have to update basePixels in some cases
If there is no draw-traiangles command, the image can keep its
basePixels.
2019-07-16 02:48:52 +09:00
Hajime Hoshi
6d20e3f951 restorable: Add assertion at fillImage 2019-07-16 02:18:52 +09:00
Hajime Hoshi
2b632d0707 restorable: Remove Pixels.Slice() 2019-07-16 02:03:15 +09:00
Hajime Hoshi
f3fa535afb restorable: Refactoring: Disallow nil at ReplacePixels 2019-07-16 01:44:56 +09:00
Hajime Hoshi
84aabd075f restorable: Use DrawTriangles to restore the image
This can avoid allocating a big byte slice.
2019-07-15 05:03:46 +09:00
Hajime Hoshi
7e4e9cc893 restorable: Refactoring 2019-07-15 04:17:52 +09:00
Hajime Hoshi
701c4eeb7c restorable: Fix comments 2019-07-15 03:24:18 +09:00
Hajime Hoshi
a7e7e007ca restorable: Bug fix: PutQuadVertices should take the source image
Fixes #898
2019-07-15 03:10:03 +09:00
Hajime Hoshi
aee26eec1e restorable: Refactoring: Replace CopyPixels with NewImageFromImage 2019-07-15 02:04:23 +09:00
Hajime Hoshi
fd9e376ff6 restorable: Add ClearPixels
This hides the implementation details of allocating byte slice.

This change also adds comments about #897.
2019-07-10 02:39:36 +09:00
Hajime Hoshi
5ec2f66524 shareable: Bug fix: Updated maxSize wrongly
Updates #892
2019-07-04 01:57:04 +09:00
Hajime Hoshi
3a0dbd3977 graphicsdriver/opengl: Use sync.Once for concurrent safety 2019-07-04 01:15:51 +09:00
Hajime Hoshi
6b7f21f0c8 driver: Add Graphics.MaxImageSize and use it
There are some devices that cannot accept 4096x4096 pixels
textures. Get the maximum size and use it.

Fixes #892
2019-07-04 01:10:11 +09:00
Hajime Hoshi
51951d6087 glfw: Take a byte pointer instead of a uintptr at the callback
Make 'go vet' happy on Windows.
2019-06-27 22:57:44 +09:00
Hajime Hoshi
9a0cefedce glfw: Bug fix: Missed to initialize a member of VidMode on Windows 2019-06-27 03:38:14 +09:00
Hajime Hoshi
480c5527a3 ui/mobile: Move 'DoWork' logic to ui/mobile package
This simplifies driver.Graphics interface, and will make it easy
to use another graphics driver than OpenGL.
2019-06-27 00:32:37 +09:00
Hajime Hoshi
e499535728 graphics: Move functions to the package ebiten 2019-06-26 22:23:09 +09:00
Hajime Hoshi
ed09406655 graphicscommand: Bug fix: wrong adjustment of texels
Fixes #887
2019-06-26 11:45:09 +09:00
Hajime Hoshi
f40798b586 graphics: Move const definitions to driver package
Let's keep 'graphics' package as a package for utility functions
or testable functions as much as possible.
2019-06-26 01:05:13 +09:00
Hajime Hoshi
9963ae332e graphics: Remove FilterDefault from internal/graphics 2019-06-26 00:33:30 +09:00
Hajime Hoshi
847a8b4d53 graphics: Refactoring 2019-06-26 00:18:40 +09:00
Hajime Hoshi
93c31654da graphicscommand: Refactoring 2019-06-25 23:55:33 +09:00
Hajime Hoshi
09d473ea1b restorable: Add comments 2019-06-25 23:42:18 +09:00
Hajime Hoshi
7e0dee0730 graphicscommand: Bug fix: Use graphics.InternalImageSize before specifying the size
Fixes #887
2019-06-25 22:47:37 +09:00
Hajime Hoshi
de4b439228 uidriver/glfw: Bug fix: Thread must be set before the loop starts
The graphics driver needs to have its thread before the loop
starts, or the driver crashes (nil reference) when it tries to use
the thread.
2019-06-24 02:03:14 +09:00
Hajime Hoshi
0cc49b6923 shareable: Refactoring 2019-06-23 11:33:17 +09:00
Hajime Hoshi
7a399c1b82 shareable: Update page sizes dynamically
Also, all the images cannot use the shareable backends before the
game starts, but it is expected that read-only images will use
shareable backends later.

Fixes #879
2019-06-22 23:05:28 +09:00
Hajime Hoshi
f48a72a43e shareable: Refactoring: Remove PutQuadVertices 2019-06-22 21:13:44 +09:00
Hajime Hoshi
5d4f150094 shareable: Add comments about highp
Updates #879
2019-06-22 17:41:19 +09:00
Hajime Hoshi
9bff33472a driver: Add (Graphics).HasHighPrecisionFlaot
This enables to determine whether vertices should be adjusted or
not.

Fixes #879
2019-06-22 14:57:53 +09:00
Hajime Hoshi
cddb93b9f6 graphicscommand: Move the texel adjustment logic to graphicscommand package
This is a preparation for #879. The value of the texel adjustment
depends on the graphics driver (GLSL float precisions), and this
can be accessed only after the run loop runs. The place where
graphics commands are executed seems an appropriate place.

Updates #879
2019-06-22 03:52:51 +09:00
Hajime Hoshi
f3cdb0537b graphics: Move the vertices backend to ebiten package
Now restorable/sharable packages cannot use the same vertices
backend, but I think this won't affect the performance
significantly.
2019-06-22 00:02:22 +09:00
Hajime Hoshi
69ebc481e8 graphics: Refactoring: Unify PutVertex and PutQuadVertices implementation 2019-06-21 23:49:05 +09:00
Hajime Hoshi
8dc2301e54 thread: Bug fix: Queue funcs instead of panic
Now the thread object is created at (*UserInterface).Run, we don't
have to care whether the (main) thread is started or not when
Call is called. Admit queueing the functions.

Fixes #884
2019-06-21 11:10:27 +09:00
Hajime Hoshi
3eee4754c5 graphics: Use the common vertices backend for PutVertex 2019-06-21 02:30:58 +09:00
Hajime Hoshi
008de78cec graphics: Refactoring: Change QuadVertices -> PutQuadVertices for consistency 2019-06-21 02:20:31 +09:00
Hajime Hoshi
c7ab66e0e1 graphicsdriver/metal: Move MTLDevice and CAMetalLayer to the other struct
On iOS, they are given or included in a MTKView and we don't have
to (or should not) make them. Let's move them to a different
struct.
2019-06-19 02:17:45 +09:00
Hajime Hoshi
57d493a549 web: Optimization: Cache user agent value 2019-06-17 10:56:50 +09:00
Hajime Hoshi
4396978d4b jsutil: Refactoring 2019-06-17 10:48:36 +09:00
Hajime Hoshi
34187d03a8 jsutil: Remove unused functions 2019-06-15 01:34:28 +09:00
Hajime Hoshi
c52e043006 Add jsutil package for new API of Go 1.13
Audio part still cannot be compiled due to Oto.

Fixes #878
2019-06-15 00:49:57 +09:00
Hajime Hoshi
a19bf4214b Improve testability on Wasm 2019-06-14 23:59:38 +09:00
Hajime Hoshi
3af351a2aa graphicsdriver/metal: Make this compilable on iOS
This change adds #ifs to enable to compile the driver on iOS.

This also removes BOOL, which can be a duplicated definition.
C's _Bool does not work well with Cgo. Use uint8_t instead for
boolean values.
2019-06-09 05:51:10 +09:00
Hajime Hoshi
67230ec499 graphicsdriver/metal/mtl: Remove CopyAllDevices
CopyAllDevices is not used at Ebiten, and not defined on iOS.
2019-06-09 04:32:48 +09:00
Hajime Hoshi
fa377ce9d1 mobile: Refactoring 2019-06-08 01:57:13 +09:00
Hajime Hoshi
449679665b thread: Use standard context.Context 2019-06-08 01:46:06 +09:00
Hajime Hoshi
1e93d9c699 graphicsdriver/opengl: Use context.Context when possible 2019-06-08 01:30:15 +09:00