Hajime Hoshi
e87e4ffbd2
Revert "internal/graphicsdriver/opengl/gl: refactoring"
...
This reverts commit c9cff69dcb
.
Reason: compmile error for browsers
2022-11-14 02:17:27 +09:00
Hajime Hoshi
c9cff69dcb
internal/graphicsdriver/opengl/gl: refactoring
2022-11-14 02:13:32 +09:00
Hajime Hoshi
94291ecb17
internal/graphicsdriver/opengl/gl: update copyrights
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These files are already completely different from the original files.
2022-11-14 01:56:30 +09:00
Hajime Hoshi
39b8a66359
internal/graphicsdriver/opengl/gl: dynamic function load for OpenGL ES
...
Updates #292
Updates #2450
2022-11-13 08:48:26 -08:00
Hajime Hoshi
d09fd90963
internal/ui: use EGL for OpenGL ES
...
Updates #292
2022-11-13 06:23:30 -08:00
Hajime Hoshi
e5e7ceb688
internal/graphicsdriver/opengl/gl: refactoring
2022-11-13 23:10:20 +09:00
Hajime Hoshi
144d2374bf
internal/graphicsdriver/opengl/gl: remove 'egl' build tag
...
Probably nobody uses this.
2022-11-13 22:50:21 +09:00
Hajime Hoshi
5b96d93d13
internal/graphicsdriver/opengl/gl: refactoring
2022-11-13 22:26:13 +09:00
Hajime Hoshi
78f8ddbda8
internal/graphicsdriver/opengl/gl: load OpenGLES.framework if possible on Darwin
...
Closes #2449
2022-11-13 19:51:43 +09:00
Hajime Hoshi
b6ed95750b
internal/graphicsdriver/opengl: unify context_gl.go and context_gles.go
...
Closes #2451
2022-11-13 19:42:21 +09:00
Hajime Hoshi
f69beffc6c
internal/graphicsdriver/opengl: bug fix: initialization was too early on Windows
...
Closes #2452
2022-11-13 18:00:40 +09:00
Hajime Hoshi
b536b82109
internal/graphicsdriver/opengl/gl: hide concrete context types
2022-11-13 17:13:52 +09:00
Hajime Hoshi
b66cf74c99
internal/graphicsdriver/opengl: bug fix: compile error
2022-11-13 16:16:19 +09:00
Hajime Hoshi
656a2d758e
internal/graphicsdriver/opengl: bug fix: compile error
2022-11-13 15:55:33 +09:00
Hajime Hoshi
8393211ed7
internal/graphicsdriver/opengl: bug fix: compile error
2022-11-13 15:44:15 +09:00
Hajime Hoshi
8c49c88b08
internal/graphicsdriver/opengl: refactoring
2022-11-13 15:27:37 +09:00
Hajime Hoshi
42566c6c9a
internal/graphicsdriver/opengl: refactoring: remove SetCanvas
2022-11-13 15:18:44 +09:00
Hajime Hoshi
a0a5f2b301
internal/graphicsdriver/opengl: remove SetGomobileGLContext
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This change is needed to initialize the context at opengl.NewGraphics.
Updates #2451
2022-11-13 15:07:14 +09:00
Hajime Hoshi
5cfb7c9469
internal/graphicsdriver/opengl: make context_gles.go closer to context_gl.go
...
Updates #2451
2022-11-13 14:20:47 +09:00
Hajime Hoshi
0c5a77eaa4
internal/graphicsdriver/opengl/gles: integrate gles and glconst into gl
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Updates #2451
2022-11-13 14:15:22 +09:00
Hajime Hoshi
c4abaa32f5
internal/graphicsdriver/opengl: initialize gl at init()
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This changes context_gl.go a little closer to context_gles.go.
Updates #2451
2022-11-13 04:13:18 +09:00
Hajime Hoshi
bb30b85d29
internal/graphicsdriver/opengl/gl: simplify C code
2022-11-13 03:35:40 +09:00
Hajime Hoshi
879cf50aaf
internal/graphicsdriver/opengl: remove unused functions
2022-11-13 02:54:34 +09:00
Hajime Hoshi
fad9f1592c
internal/graphicsdriver/opengl/gles: remove unused functions
2022-11-13 02:45:53 +09:00
Hajime Hoshi
c5fb6fa23f
internal/graphicsdriver/opengl/gl: remove unused functions
2022-11-13 02:35:45 +09:00
Hajime Hoshi
1ecac8d834
all: allow integer uniform variables for Kage shaders
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Closes #2305
Updates #2448
2022-11-13 01:49:24 +09:00
Hajime Hoshi
4ff9a12930
internal/graphicscommand: refactoring
2022-11-12 22:26:28 +09:00
Hajime Hoshi
a406904a51
internal/graphicsdriver: refactoring
2022-11-12 21:03:54 +09:00
Hajime Hoshi
419bb4c1e9
all: use uint32 instead of float32 for uniform values
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This is a preparation for other types of uniform values.
Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
0db2318a8d
internal/graphicsdriver/opengl: update comments
2022-11-12 19:31:16 +09:00
Hajime Hoshi
cee948048d
internal/graphicsdriver/opengl: remove unused functions
2022-11-12 19:28:14 +09:00
Hajime Hoshi
4ae84c2232
internal/packing: bug fix: wrong logic for extending a page
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Before this fix, 0-sized node could be created when extending the
page.
Updates #2327
2022-11-12 17:42:17 +09:00
Hajime Hoshi
2deceaa0af
internal/graphicsdriver/directx: specify DX level 12
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The DirectX initialization passed but crashed later on some old machines
supporting the feature level 11 but not 12.
This change fixes the issue by changing the required feature level from
11 to 12 so that the initialization fails and OpenGL is used as the
fallback.
Closes #2447
2022-11-12 12:25:24 +09:00
Hajime Hoshi
c72fd7ffcf
internal/packing: enable non-square page size
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Closes #2327
2022-11-11 23:11:05 +09:00
Hajime Hoshi
fde964312c
internal/packing: reland: refactoring
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This change basically relands these commits:
* e08078d84a
* 8fa36cc7ef
but with a fix internal/restorable not to create too many images.
Updates #2327
2022-11-11 21:55:11 +09:00
Hajime Hoshi
f593725bf9
Revert "internal/packing: refactoring"
...
This reverts these commits
* 8fa36cc7ef
.
* e08078d84a
Reason: test failures
Updates #2327
2022-11-11 19:35:13 +09:00
Hajime Hoshi
8fa36cc7ef
internal/packing: improve test
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Updates #2327
2022-11-11 19:26:00 +09:00
Hajime Hoshi
e08078d84a
internal/packing: refactoring
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Now pages are automatically extended by Alloc.
Updates #2327
2022-11-11 19:12:23 +09:00
Hajime Hoshi
303965e1a9
all: remove unnecessary copying
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Copying []byte to string should copy the data if necessary, as the
Go specification assures that strings are immutable.
2022-11-11 00:28:47 +09:00
Hajime Hoshi
097adcf8b6
internal/graphicsdriver/opengl/gl: reladn: refactoring
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This is a reland of a1ad87a262
2022-11-09 21:02:31 +09:00
Hajime Hoshi
96298bb59d
Revert "internal/graphicsdriver/opengl/gl: refactoring"
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This reverts commit a1ad87a262
.
Reason: compile error
2022-11-09 18:27:06 +09:00
Hajime Hoshi
a1ad87a262
internal/graphicsdriver/opengl/gl: refactoring
2022-11-09 16:07:30 +09:00
Hajime Hoshi
915fff96f8
all: reduce reflect usages
2022-11-09 13:24:31 +09:00
Hajime Hoshi
0d6b42fedd
internal/ui: refactoring: keep screen/offscreen sizes as float64
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Updates #2285
2022-11-09 01:18:41 +09:00
TotallyGamerJet
8c5f525ac2
internal/ui: use RegisterClass API ( #2442 )
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Updates #1162
This change uses purego's new RegisterClass API to clean up the
EbitengineWindowDelegate ObjC class. Doing so makes the code
easier to read and more efficient since it directly get the origResizable
and origDelegate fields.
2022-11-07 14:31:39 +09:00
Hajime Hoshi
262ff351f4
internal/graphicsdriver/directx: bug fix: ScheduleFrameEventX might not return S_OK on Xbox One
2022-11-05 15:09:38 +09:00
Hajime Hoshi
58f95dd1e0
internal/ui: clean-up
2022-11-05 14:20:48 +09:00
Hajime Hoshi
cff99106b6
internal/ui: bug fix: fullscreening didn't work correctly on macOS 13
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As of macOS 13, a retrieved collectionBehavior included
NSWindowCollectionBehaviorFullScreenNone and this prevented the window
from being fullscreen.
This change fixes this issue by removing the flag
NSWindowCollectionBehaviorFullScreenNone when necessary.
Closes #2437
2022-11-05 14:07:02 +09:00
Hajime Hoshi
a6e121613f
internal/graphicsdriver/directx: bug fix: wrong SDK version for Xbox One
2022-11-05 02:31:28 +09:00
Hajime Hoshi
50021ef3e4
internal/graphicscommand: use buffers for []float32 to reduce allocations
2022-11-04 21:55:44 +09:00
Hajime Hoshi
d73e8f785d
internal/graphicsdriver: render various destination regions as one command
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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
0afb6fd22a
internal/graphicsdriver/metal: reduce rendering paths for even-odd rendering
2022-11-04 16:17:51 +09:00
Hajime Hoshi
1839dd0b9b
internal/graphicscommand: bug fix: test failures on Linux
2022-11-04 03:55:05 +09:00
Hajime Hoshi
005e87a917
internal/ui: prepare extra capacities for uniform variables
2022-11-04 03:18:49 +09:00
Hajime Hoshi
80e3baae9f
internal/graphicscommand: reduce allocations of float32 slices
2022-11-04 02:34:44 +09:00
Hajime Hoshi
c4e4e55d75
internal/shaderir: cache reachable uniform variables
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Updates #2232
2022-11-04 01:28:24 +09:00
Hajime Hoshi
384dee7160
internal/graphicscommand: remove unused uniform variables
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This improves possibility of merging graphics commands by reducing
uniform variables.
Updates #2232
2022-11-03 22:45:17 +09:00
Hajime Hoshi
0762db3b3e
internal/shaderir: refactoring
2022-11-03 18:16:54 +09:00
Hajime Hoshi
7dbb078a9e
internal/shaderir: refactoring
2022-11-03 17:44:11 +09:00
Hajime Hoshi
e2c25dbc6d
internal/shaderir: rename functions
2022-11-03 17:14:49 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{}
with any
( #2430 )
...
Closes #2429
2022-11-03 15:33:09 +09:00
Artem Yadelskyi
5b53cef59e
all: remove old // +build
comments ( #2431 )
...
Closes #2325
2022-11-03 12:55:14 +09:00
Hajime Hoshi
8aacf067dd
all: use x/sys/execabs instead of os/exec
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Closes #2418
2022-11-01 23:36:57 +09:00
Hajime Hoshi
1b3696a7ff
internal/graphicsdriver/opengl: fix comments
2022-10-31 12:59:27 +09:00
Hajime Hoshi
a5993f09a2
internal/graphicscommand: refactoring: add preserved uniform variables at the graphicscommand package
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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
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Closes #2420
2022-10-30 12:25:30 +09:00
Hajime Hoshi
ac61126473
internal/graphicscommand: always flush buffers
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After #2423 is fixed, buffers should be able to be flushed safely
anytime.
Updates #2391
Updates #2423
2022-10-30 10:51:41 +09:00
Hajime Hoshi
b096ba700a
internal/graphicscommand: bug fix: clear buffers when disposing an image
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Closes #2423
2022-10-30 03:38:53 +09:00
Hajime Hoshi
5eceabd172
Revert "internal/graphicscommand: bug fix: flush image buffers"
...
This reverts commit d6910eb9ab
.
Reason: The wasm flakiness occured again
Updates #2391
Updates #2423
2022-10-30 02:32:28 +09:00
Hajime Hoshi
d6910eb9ab
internal/graphicscommand: bug fix: flush image buffers
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This is basically a revert for 4d5b608d0c
.
This caused a crash on Windows.
Even after this fix, the browser tests seem no longer flaky, but
I am not 100% sure.
Updates #2391
Closes #2423
2022-10-30 02:21:56 +09:00
Hajime Hoshi
ee595659e7
Revert "internal/gamepad: remove dependency on golang.org/x/sys/unix"
...
This reverts commit 046f7e52a3
.
Reason: As we drop Go 1.16, we no longer have to remove this dependency.
Updates #2421
2022-10-29 23:23:13 +09:00
Hajime Hoshi
046f7e52a3
internal/gamepad: remove dependency on golang.org/x/sys/unix
2022-10-29 21:42:08 +09:00
Hajime Hoshi
ac08ebe080
internal/ui: set SwapInterval(0) when resizing the window
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This mitigates flickering at least on macOS with OpenGL.
Updates #2144
2022-10-29 17:49:32 +09:00
Hajime Hoshi
066029539e
internal/ui: clean-up code
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A callback is preferred to a dirty flag.
Updates #2341
2022-10-28 19:07:37 +09:00
Hajime Hoshi
b019a3723a
internal/ui: optimize GPU usages when the screen doesn't have to be updated
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This change skips rendering when 1) the screen is not cleared every frame
(`SetScreenClearedEveryFrame(false)`) and 2) Draw doesn't draw anything
onto the screen. The GPU usages decreased on some machines (e.g. GPU usage
was 10% with an empty Ebitengine project and became 2-3 % on a Windows
machine).
Updates #2341
2022-10-28 18:51:06 +09:00
Hajime Hoshi
2cf651bed8
internal/graphicsdriver/directx: resize the swap buffer chain at the end of a frame
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Updates #2144
2022-10-25 00:35:09 +09:00
Nathan Levett
f220eb729c
internal/graphicsdriver/opengl: move OpenGL constants to seperate package ( #2408 )
...
Closes #2389
2022-10-24 23:22:14 +09:00
Hajime Hoshi
3b7bc2fc57
internal/ui: remove unnecessary comments
2022-10-23 00:39:37 +09:00
Hajime Hoshi
fc2f999ebf
internal/ui: refactoring: separate globalState into a new file
2022-10-23 00:11:35 +09:00
Hajime Hoshi
422de70d59
internal/ui: bug fix: screenshot didn't include antialias renderings
2022-10-22 14:19:24 +09:00
Hajime Hoshi
c49db07e75
internal/ui: bug fix: wrong property name was used
...
Closes #2400
2022-10-21 21:37:27 +09:00
Hajime Hoshi
f04e391cb4
all: rename emptyImage -> whiteImage
2022-10-21 15:26:56 +09:00
Hajime Hoshi
a990d79905
internal/ui: refactoring
2022-10-21 03:11:13 +09:00
Hajime Hoshi
9ec23ddeb4
ebiten: add DrawTrianglesOptions.AntiAlias
and DrawTrianglesShaderOptions.AntiAlias
...
Closes #2385
2022-10-21 02:07:41 +09:00
Hajime Hoshi
da5f5ea327
ebiten: add blend factors
...
Updates #2382
2022-10-18 00:21:13 +09:00
Hajime Hoshi
d2a99afa44
internal/graphicsdriver/opengl: bug fix: lastBlend was not updated correctly on GLES
2022-10-17 16:05:09 +09:00
Hajime Hoshi
46a218c278
internal/graphicsdriver/metal/mtl: bug fix: wrong renaming
...
Updates #2382
2022-10-17 01:11:54 +09:00
Hajime Hoshi
871a8869db
ebiten: bug fix: wrong renaming
...
Updates #2382
2022-10-17 01:00:23 +09:00
Hajime Hoshi
180e456a8e
ebiten: rename members of Blend
...
Updates #2382
2022-10-17 00:51:55 +09:00
Hajime Hoshi
e03825bf08
ebiten: add BlendOperationSubtract and BlendOperationReverseSubtract
...
Updates #2382
2022-10-17 00:30:24 +09:00
Hajime Hoshi
06c53c1445
internal/grphicsdriver/opengl: bug fix: wrong consntant was used for blend operations
...
Updates #2382
2022-10-17 00:21:12 +09:00
Hajime Hoshi
b79495761e
ebiten: add Blend and deprecate CompositeMode
...
Updates #2382
2022-10-16 22:47:00 +09:00
Hajime Hoshi
bd0d43f98f
internal/graphicsdriver: use byte for blending members
2022-10-16 20:49:12 +09:00
Hajime Hoshi
b6987b6312
internal/graphicsdriver/opengl: bug fix: needed to reset lastBlend
2022-10-16 20:44:09 +09:00
Hajime Hoshi
7c459c152b
internal/atlas: bug fix: compile error
2022-10-16 20:02:42 +09:00
Hajime Hoshi
2855095ac9
all: unify terms for buffers and flushing
2022-10-16 19:47:00 +09:00
Hajime Hoshi
4d5b608d0c
internal/graphicscommand: bug fix: suppress test flakiness on browsers
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Closes #2391
2022-10-16 17:55:23 +09:00
Hajime Hoshi
475dc6394f
internal/atlas: remove an unnecessary mutex
...
Updates #2390
2022-10-16 15:29:02 +09:00
Hajime Hoshi
27cb149475
internal/graphicscommand: bug fix: resolve unsent WritePixels commands
...
(*Image).WritePixels doens't send a command to the queue immediately
but caches commands internally. However, the package atlas assumed
that pixel data was sent to the cache every end of a frame. Then, byte
slices for pixels were corrupted.
This change fixes the issue by resolving all the images when flushing
commands.
Closes #2390
2022-10-16 15:19:25 +09:00
Hajime Hoshi
aa81a6cc7d
internal/processtest/testdata: add a test file
...
Updates #2362
2022-10-16 15:17:09 +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
2f146d5e4f
internal/graphicsdriver/opengl: bug fix: build failure for browsers
2022-10-15 23:29:22 +09:00
Hajime Hoshi
257f05883c
internal/graphicsdriver/opengl: enable to compiile for browsers with the 'opengles' tag
...
The 'opengles' tag is just ignored for browsers.
2022-10-15 22:22:28 +09:00
Hajime Hoshi
37c5f53890
internal/graphicsdriver/opengl: refactoring
2022-10-15 22:14:21 +09:00
Hajime Hoshi
1d9f1474e9
internal/graphicsdriver: rename constants
2022-10-15 21:14:59 +09:00
Hajime Hoshi
272d0c6a3f
internal/graphicsdriver: rename Operator -> BlendFactor
...
Updates #2382
2022-10-15 17:34:03 +09:00
Hajime Hoshi
e42ee8c506
internal/graphicscommand: bug fix: call End even if an error causes
...
Without calling End, the graphics driver (especially Metal) state
might be stale and might cause another error.
Closes #2388
2022-10-15 15:23:04 +09:00
Hajime Hoshi
35e9f26681
internal/graphicsdriver/directx: refactoring
2022-10-15 12:16:41 +09:00
Hajime Hoshi
e796646abd
internal/graphicscommand: rename arguments
2022-10-15 03:36:25 +09:00
Hajime Hoshi
bf6a5415cf
internal/graphicscommand: bug fix: test failures on Windows
2022-10-15 02:56:40 +09:00
Hajime Hoshi
32a2a705c0
internal/ui: flush the cache of the final screen after DrawScreen
...
The screen image might have a cache in the future.
Updates #2385
2022-10-15 01:59:53 +09:00
Hajime Hoshi
daf349ab72
internal/graphicscommand: bug fix: present at the end of the frame explicitly
...
Before this change, presenting happened when the rendering destination
was the final screen. Now this assumption is wrong as the final screen
might be used in the middle of the commands due to DrawFinalScreen.
Instead, this change adds a new argument `present` to FlushCommands to
present the screen explicitly at the end of the frame.
Closes #2386
2022-10-15 01:54:46 +09:00
Hajime Hoshi
f15536e8de
ebiten: refactoring: remove imageDumperGame
...
This enables passing the user's Game to internal/ui without wrapping.
This is necessary to check whether the user's Game implements an
optional function or not.
Updates #2046
2022-10-14 02:58:31 +09:00
Hajime Hoshi
25ae96db89
internal/ui: move screenScaleAndOffsets to the ebiten package
...
Updates #2046
2022-10-14 01:58:07 +09:00
Hajime Hoshi
03621e22c6
internal/ui: remove unnecessary mutex
...
Now (*context).updateFrame and (*context).adjustPosition are not called
in parallel even though the goroutines might be different.
2022-10-14 01:47:52 +09:00
Hajime Hoshi
4bd3a9ef8f
internal/ui: refactoring: move the screen rendering logic to ebiten package
...
Updates #2046
2022-10-14 00:34:40 +09:00
Hajime Hoshi
08e6f5af86
internal/graphicsdriver: remove FramebufferYDirection
2022-10-14 00:05:59 +09:00
Hajime Hoshi
c23af8fa3a
internal/ui: remove unnecessary comments
2022-10-13 12:28:32 +09:00
Hajime Hoshi
30088cf602
internal/ui: refactoring: reduce uniform variable
...
This might degrade performance, but can demonstrate how to get the
scale of the screen.
Updates #2046
2022-10-13 00:59:51 +09:00
Hajime Hoshi
91275e8fc2
internal/ui: add comments
...
Updates #1431
2022-10-12 02:46:08 +09:00
Hajime Hoshi
99e777b0c5
internal/atlas: do not adjust pixels for DrawTriangles(Shader)
...
Adjusting pixels is needed to avoid strainge rendering to avoid unexpected
rendering (#1171 ). However, this adjustment caused unexpected holes
especially in a thick stroke.
This change moves the logic of adjusting pixels from atlas to
graphics.QuadVertices so that adjusting works only for DrawImage and
DrawRectShader.
Updates #1171
Updates #1843
2022-10-11 02:09:20 +09:00
Hajime Hoshi
a310b7c5bb
internal/builtinshader: fix comments
2022-10-10 13:14:37 +09:00
Hajime Hoshi
cb79e4eabe
internal/restorable: improve pixelsForRestore usages
...
Updates #2375
2022-10-06 15:54:54 +09:00
Hajime Hoshi
c6b37e9809
internal/restorable: use pixelsForRestore only when restoring is needed
...
Updates #2375
2022-10-06 15:09:21 +09:00
Hajime Hoshi
34562c3337
internal/restorable: clear pixelsForRestore at Dispose
...
Updates #2375
2022-10-06 15:04:12 +09:00
Hajime Hoshi
e66bac5c3f
internal/restorable: reuse byte slices for restoring
...
Updates #2375
2022-10-06 14:52:20 +09:00
Hajime Hoshi
85d8a5889a
Revert "internal/restorable: reuse bytes instead of allocations"
...
This reverts commit 8cf3c31cf6
.
Reason: This didn't improve the situation.
Updates #2375
2022-10-06 14:11:09 +09:00
Hajime Hoshi
8cf3c31cf6
internal/restorable: reuse bytes instead of allocations
...
Updates #2375
2022-10-06 12:41:47 +09:00
Hajime Hoshi
69cdd2b178
internal/graphicsdriver/metal: refactoring
2022-10-04 00:29:18 +09:00
Hajime Hoshi
b489548963
internal/builtinshader: fix comments
2022-10-03 01:09:28 +09:00
Hajime Hoshi
61cabbf2e7
internal/atlas: optimization
2022-10-03 00:06:50 +09:00
Hajime Hoshi
72983d966b
all: remove unused conditions
...
Now Kage shaders are always used.
The situtation is different from when we fixed for #1355 , so we removed
the fast path for #1335 . We have to re-check the current performance.
Updates #1355
2022-10-02 23:50:48 +09:00
Hajime Hoshi
534d82c17d
internal/builtinshader: move Filter and Address from internal/graphicsdriver
2022-10-02 23:24:15 +09:00
Hajime Hoshi
9c07b20f2b
internal/ui: remove an odd cast
2022-10-02 23:20:16 +09:00
Hajime Hoshi
efd91c8b86
internal/ui: remove unused arguments from DrawTriangles
...
Closes #2369
2022-10-02 23:10:27 +09:00
Hajime Hoshi
d823e22bed
internal/mipmap: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
361a1059ee
internal/buffered: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 23:06:29 +09:00
Hajime Hoshi
3da30b3b78
internal/atlas: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 23:06:27 +09:00
Hajime Hoshi
de8f85651d
internal/restorable: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 22:51:34 +09:00
Hajime Hoshi
0ae2b1bc24
all: remove unnecessary conditions
...
Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
6fca8edc1b
internal/graphicscommand: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 22:21:11 +09:00
Hajime Hoshi
080d936d42
internal/graphics: remove unused arguments from DrawTriangles
...
Updates #2369
2022-10-02 22:13:31 +09:00
Hajime Hoshi
6fc9d9316d
internal/graphicscommand: remove unnecessary conditions
...
Now a Kage shader is always used.
2022-10-02 22:11:20 +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
033997d928
internal/graphicsdriver/opengl: remove the built-in shaders
...
Updates #2369
2022-10-02 21:26:13 +09:00
Hajime Hoshi
5f7db485f2
internal/graphicsdriver/metal: remove the built-in shaders
...
Updates #2369
2022-10-02 20:34:38 +09:00
Hajime Hoshi
0b45ca7057
ebiten: reduce duplicated shader compilations
2022-10-02 20:33:50 +09:00
Hajime Hoshi
ff72898b85
internal/builtinshader: use a struct instead of a map
...
With a map, we might miss typos.
2022-10-02 20:17:47 +09:00
Hajime Hoshi
311aa7dcf8
all: use Kage shaders in internal packages
...
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
f293a03ab6
internal/mipmap: reland: do not consider filter to determine mipmap level
...
This is a reland of 42833614fb
.
Now the filter argument is not used (a4e9a05b14
),
the filter value can be the nearest filter even though the shader is
for the linear filter.
As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.
Updates #2364
2022-10-02 19:14:23 +09:00
Hajime Hoshi
bcb9844395
Revert "internal/mipmap: bug fix: do not consider filter to determine mipmap level"
...
This reverts commit 42833614fb
.
Reason: test failure: TestImageEdge
2022-10-02 18:53:28 +09:00
Hajime Hoshi
42833614fb
internal/mipmap: bug fix: do not consider filter to determine mipmap level
...
Now the filter argument is not used (a4e9a05b14
),
the filter value can be the nearest filter even though the shader is
for the linear filter.
As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.
Updates #2364
2022-10-02 18:44:06 +09:00
Hajime Hoshi
4b2a9c3243
internal/testing: add the default exit code 1
...
This confirms that Update is really called.
2022-10-02 18:16:16 +09:00
Hajime Hoshi
3bb21282af
internal/builtinshader: bug fix: typo
...
Updates #2364
2022-10-02 16:16:49 +09:00
Hajime Hoshi
eea11ba6cb
internal/ui: use a Kage shader for Fill
...
Updates #2364
2022-10-02 16:08:33 +09:00
Hajime Hoshi
7b6f726729
internal/ui: skip uniform variables when possible
...
Updates #2364
2022-10-02 16:02:44 +09:00
Hajime Hoshi
239f9de2ca
internal/ui: use Kage shaders
...
Updates #2364
2022-10-02 15:54:48 +09:00
Hajime Hoshi
a4e9a05b14
ebiten: reland: use Kage shaders instead of built-in shaders for a color matrix
...
This replaces the built-in shaders with Kage shadres. This is a
refactoring and doesn't degrade performance:
```
go test -bench=^BenchmarkColorMScale$ -run=^$ . -count=5
```
```
name old time/op new time/op delta
ColorMScale-8 978ns ±15% 1184ns ±46% ~ (p=0.413 n=4+5)
```
A follow-up change to remove the built-in shaders is needed.
Closes #2364
2022-10-02 15:35:40 +09:00
Hajime Hoshi
5e459bbe42
internal/graphicsdriver/opengl, metal, directx: use premultiplied alpha format for color scales
...
Updates #2365
2022-10-02 13:38:21 +09:00
Hajime Hoshi
8a7d860632
all: unify Windows error handlings for Windows HANDLE
...
Updates #2366
2022-10-02 02:22:06 +09:00
Hajime Hoshi
a9ba0db3d1
internal/glfwwin, internal/graphicsdriver/directx: bug fix: wrong error handlings for Windows HANDLE
...
Closes #2366
2022-10-02 01:57:24 +09:00
Hajime Hoshi
eb3c45c8af
Revert "internal/graphicsdriver/opengl, metal, directx: skip multiplying a scale when a color matrix is used"
...
This reverts commit b457dc3307
.
Reason: a color scale might be used with ColorM (DrawTriangles)
2022-10-02 00:19:41 +09:00
Hajime Hoshi
520c47f0e8
Revert "ebiten: use Kage shaders instead of built-in shaders for a color matrix"
...
This reverts commit 7fc79c50c3
.
Reason: a color scale might be used with ColorM (DrawTriangles)
Updates #2364
2022-10-02 00:19:37 +09:00
Hajime Hoshi
7fc79c50c3
ebiten: use Kage shaders instead of built-in shaders for a color matrix
...
Closes #2364
2022-10-02 00:08:14 +09:00
Hajime Hoshi
b457dc3307
internal/graphicsdriver/opengl, metal, directx: skip multiplying a scale when a color matrix is used
2022-10-01 18:14:22 +09:00
Hajime Hoshi
4203a3b68a
internal/graphicsdriver/opengl, metal, directx: add comments
...
Updates #1212
2022-10-01 15:21:02 +09:00
Hajime Hoshi
a10f3d1dad
internal/graphicsdriver/opengl, metal, directx: refactoring: clean up the built-in shaders
2022-10-01 14:35:26 +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
d00bd1cb16
internal/ui: refactoring: move setVerticesCache
to ui.Image
...
Updates #2362
2022-09-29 01:21:46 +09:00
Hajime Hoshi
9492b4ecf5
internal/mipmap: refactoring
...
This change replaces the member `volatile` with `imageType` to make
the code more explicit.
In the old code, it was not obvious whether a mipmap was used for a
screen image. Actually a mipmap was not used since `canSkipMipmap` is
always true for a screen image, but this was too tricky.
2022-09-28 03:07:40 +09:00
Hajime Hoshi
6b35ad4a88
internal/mipmap: bug fix: mipmap images were unexpectedly volatile
...
Closes #2354
2022-09-28 01:40:38 +09:00
Hajime Hoshi
3a0f28ce6b
internal/ui: refactoring: reduce global-variable usages
2022-09-26 00:46:03 +09:00
Hajime Hoshi
fa108ca717
internal/ui: bug fix: compiie errors on mobiles and browsers
2022-09-26 00:34:44 +09:00
Hajime Hoshi
4a82a109be
internal/ui: use sync/atomic for performance
2022-09-26 00:27:04 +09:00
Hajime Hoshi
909f2fe492
internal/ui: bug fix: make inFrame concurrent-safe
...
Updates #1816
2022-09-25 23:56:14 +09:00
Hajime Hoshi
12f42544dd
internal/ui: refactoring: simplify logic by removing setSizeCallbackEnabled
...
Closes #1816
2022-09-25 23:48:40 +09:00
Hajime Hoshi
70ebd34d99
internal/ui: refactoring: separate setWindowSizeInDIPImpl to setWindowSizeInDIP and setFullscreen
2022-09-25 22:55:56 +09:00
Hajime Hoshi
f0dbf86799
internal/ui: refactoring: adjust the width earlier
2022-09-25 22:34:14 +09:00
Hajime Hoshi
c7deed6e72
internal/ui: add setFullscreen
2022-09-25 22:31:26 +09:00
Hajime Hoshi
e47f9ac38f
internal/ui: bug fix: wrong bit operations
...
Closes #2349
2022-09-25 20:10:37 +09:00
Hajime Hoshi
9302230fef
internal/ui: refactoring
2022-09-25 19:56:53 +09:00
Hajime Hoshi
98076bd512
internal/ui: refactoring: simplify initializing fullscreen
2022-09-25 18:28:57 +09:00
Hajime Hoshi
6167cc4f54
internal/ui: remove unnecessary function calls
...
updateSize was introduced at 7eff5cbd4a
, but
apparently calling setWindowSizeInDIP was originally not needed.
2022-09-25 18:19:35 +09:00
Hajime Hoshi
25405783a7
internal/ui: refactoring
...
Updates #1816
2022-09-25 02:05:26 +09:00
Hajime Hoshi
b2f3d39acf
internal/restorable: add color tests at TestAllowWritePixelsForPartAfterDrawTriangles
...
Updates #2346
2022-09-24 22:09:08 +09:00
Hajime Hoshi
1703297f37
internal/shader: add a test for type shadowing
2022-09-24 19:00:23 +09:00
Hajime Hoshi
7f91a681e3
internal/shader: check type redeclaration
2022-09-24 18:56:01 +09:00
Hajime Hoshi
c5867c3357
internal/ui: bug fix: avoid 0 as arguments for Layout
...
Updates #2340
2022-09-20 22:50:39 +09:00
Hajime Hoshi
b5ddee3e4a
internal/ui: bug fix: reentering updateImpl caused double unlocking
...
updateImpl can be invoked in multiple ways. This should have been
protected by a mutex, or this caused unexpected reentrance.
Closes #2339
2022-09-20 13:19:43 +09:00
divVerent
47de8027b9
internal/gamepaddb: fix mapping support for e.g. dpleft:-a0
. ( #2335 )
...
SDL interprets this as "map -1 to 1, map 0 to -1", so we should do the same.
This fix contains two parts:
* Fix the intended output range.
* Also fix the formula to map a range to a range.
The fix does not change behavior if a "-a" mapping isn't used, as in any other case max-min == 1 or max+min == 0.
Fixes #2334
2022-09-20 00:34:46 +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
Hajime Hoshi
cd9477491d
internal/gamepad: refactoring
2022-09-18 20:09:10 +09:00
Hajime Hoshi
78802f18d9
internal/glfwwin: remove GetProcAddress
2022-09-18 18:04:02 +09:00
Hajime Hoshi
129f201be4
internal/gamepaddb: use go:embed
...
Updates #1258
2022-09-17 21:02:07 +09:00
TotallyGamerJet
043397c20e
internal/ui: remove Cgo on darwin in ui_glfw_darwin.go ( #2329 )
...
Updates #1162
2022-09-16 11:53:46 +09:00
Hajime Hoshi
45b2bd7b2b
internal/graphicsdriver/metal/mtl: remove a TODO comment
2022-09-16 11:48:59 +09:00
Hajime Hoshi
53df5aaaf0
internal/cocoa: rename _cmd
to cmd
2022-09-16 02:32:12 +09:00
Hajime Hoshi
963eb2756a
all: fix TODO comments
2022-09-16 02:02:02 +09:00
Hajime Hoshi
b13fa2817c
internal/gamepad: clean up codes for Darwin
...
* Removes redundant assignments.
* Fixes types for the Apple libraries.
Updates #1162
2022-09-16 00:25:51 +09:00
TotallyGamerJet
4a569be6f6
internal/gamepad: remove Cgo on darwin ( #2330 )
...
Updates #1162
2022-09-16 00:11:59 +09:00
Hajime Hoshi
5404e4d68a
all: replace io/ioutil
with io
and os
...
Closes #1770
2022-09-15 02:54:25 +09:00
Hajime Hoshi
d0556af8a4
internal/atlas: refactoring
2022-09-15 01:52:05 +09:00
Hajime Hoshi
31945563d8
internal/atlas: optimize adjustDestinationPixel
...
```
go test -bench=BenchmarkAdjustPixel -run=^$ -count=5 ./internal/atlas/
```
```
name old time/op new time/op delta
AdjustPixel-8 2.59ns ± 1% 2.12ns ± 1% -18.16% (p=0.008 n=5+5)
```
2022-09-15 01:50:47 +09:00
Hajime Hoshi
9319266c01
internal/atlas: add a benchmark for adjustDestinationPixel
2022-09-15 01:25:26 +09:00
Hajime Hoshi
2cbc5e7b60
internal/cocoa: remove IsIOS
...
Use `runtime.GOOS == "ios"` instead.
Closes #1415
2022-09-15 01:04:37 +09:00
Hajime Hoshi
619a2ee4dd
internal/gamepaddb: use runtime.GOOS instead of a build tag
...
Updates #1415
2022-09-15 00:27:11 +09:00
Hajime Hoshi
655cd4bf68
all: remove the build tag
...
Updates #1415
2022-09-15 00:23:40 +09:00
Hajime Hoshi
95bfa95a91
internal/graphicscommand: refactoring
2022-09-14 23:13:08 +09:00
Hajime Hoshi
86706c0335
internal/graphicsdriver/opengl: add opengles
build tag
...
This enables to use OpenGL ES instead of OpenGL.
Closes #292
2022-09-13 11:10:48 -07:00
Hajime Hoshi
18fa00d25d
internal/restorable: update comments
2022-09-14 02:20:11 +09:00
Hajime Hoshi
6179158812
internal/restorable: bug fix: no pixels were read only with DrawTriangles
...
Closes #2324
2022-09-14 02:17:14 +09:00
Hajime Hoshi
b36c21648f
internal/restorable: refactoring: remove a redundant FlushCommands call
...
readPixelsFromGPU already flushes commands.
2022-09-13 08:43:02 -07:00
Hajime Hoshi
6b906bb813
internal/restorable: extend the staleRegion when the image is already stale on WritePixels
...
This is a kind of refactoring. There seems no case that this condition
change is really needed, but this is more logical.
2022-09-13 07:29:53 -07:00
Hajime Hoshi
67ceaf5874
internal/atlas: rename replacePixels -> writePixels
2022-09-13 06:39:29 -07:00
Hajime Hoshi
243c224003
internal/restorable: bug fix: wrong panic on mixing DrawTriangles and WritePixels
...
When DrawTriangles is called and then WritePixels is called on a
sub-image, a panic happened. However, this panic actually happens
only when the graphics driver requires restoring (e.g. OpenGL ES
on Android). The situation was very limited, but this was a real
problem on Android.
This panic was introduced to prevent a rendering bug by a inmature
graphics drivers, but we should no longer need this. This change
just removes the panic.
Updates #292
2022-09-13 06:18:55 -07:00
Hajime Hoshi
40362aa62d
internal/restorable: bug fix: readPixelsFromGPU might be called for a non-stale image
...
Actually readPixelsFromGPUIfNeeded can invoke this.
Closes #2322
2022-09-13 15:34:43 +09:00
Hajime Hoshi
4824cbc755
internal/graphicscommand: bug fix: IsInvalidated was not concurrent-safe
...
This function was not called actually, so this is not a real problem.
However, this could be a potential problem for a future GLES driver (#292 ).
Updates #292
Closes #2321
2022-09-13 12:23:19 +09:00
Hajime Hoshi
6ea455f4e1
internal/graphicsdriver/opengl/gles: remove cString
2022-09-13 00:17:33 +09:00
Hajime Hoshi
e46bfd8d30
internal/graphicsdriver: rename files
...
Updates #292
2022-09-12 23:03:54 +09:00
Hajime Hoshi
7d6ee39c15
internal/gamepad: bug fix: a wireless Xbox controller didn't work correctly on macOS
...
The button and hat values must be adjusted by their minimum values.
See also GLFW's implementation.
Closes #266
2022-09-12 01:55:05 +09:00
Hajime Hoshi
89598df520
internal/gamepad: refactoring
...
Updates #2311
2022-09-11 22:44:06 +09:00
Hajime Hoshi
4629306f4b
internal/gamepad: bug fix: wrong SDL ID on iOS
...
The gamepad database already worked well with this fix.
Closes #2311
2022-09-11 22:29:38 +09:00
Hajime Hoshi
14a3a0f6bc
internal/graphicsdriver/opengl/gl: better error message
2022-09-10 14:21:59 +09:00
Hajime Hoshi
fe11facbb8
internal/graphicsdriver/opengl/gl: better error message
2022-09-10 14:14:42 +09:00
Hajime Hoshi
d8eaf0a394
internal/graphicsdriver/opengl/gl: reland: integrate files for ebitengine/purego
...
Closes #2313
2022-09-10 13:37:20 +09:00
Hajime Hoshi
45a9cdda30
Revert "internal/graphicsdriver/opengl/gl: integrate files for ebitengine/purego"
...
This reverts commit be8edb984f
.
Reason: Test failures. See #2313
Updates #2313
2022-09-10 03:45:14 +09:00
Hajime Hoshi
be8edb984f
internal/graphicsdriver/opengl/gl: integrate files for ebitengine/purego
2022-09-10 03:31:16 +09:00
Hajime Hoshi
fccb43e15b
internal/graphicsdriver/directx: remove .errcheck_excludes_windows
...
These DirectX functions don't return any value and should not affect
the last error. Then it should be fine to ignore the returning values
from syscall.Syscall*.
Updates #2287
2022-09-10 03:03:18 +09:00
Hajime Hoshi
f2255b8fa6
internal/graphicsdriver/opengl/gl: remove .errcheck_excludes_windows
...
Updates #2287
2022-09-10 02:44:24 +09:00
Hajime Hoshi
b1fff313ac
internal/glfwwin: remove .errcheck_excludes_windows
...
The third returning value of Syscall is GetLastError, and the functions
like glGetIntegerv should not change the error state. Then it is safe
to ignore the errors.
Updates #2287
2022-09-10 02:18:37 +09:00
Hajime Hoshi
b5acb1e53d
internal/gamepad: remove .errcheck_excludes_windows
...
Updates #2287
2022-09-10 02:11:08 +09:00
Terra Brown
a1cc44833d
add errcheck static analysis ( #2293 )
...
Closes #2287
2022-09-10 01:52:46 +09:00
Hajime Hoshi
e505098e55
internal/ui: handle error at forceUpdateOnMinimumFPSMode
...
Updates #2287
2022-09-09 22:49:34 +09:00
Hajime Hoshi
4c76356803
internal/gamepad: refactoring
2022-09-09 22:31:47 +09:00
Hajime Hoshi
47558d20c5
internal/gamepaddb: enable the database for Android
...
Before this fix, the button and axis IDs are from the OS. These
didn't match with the SDL game controller databaes unfortunately.
This fix changes the assignments of the buttons and the axes to match
with the database.
Closes #2312
2022-09-09 22:20:39 +09:00
Hajime Hoshi
a9653d1e7a
internal/gamepaddb: fix hat assignments for Android
...
Now Ebitengine's original mapping works, but the database doesn't
work due to differences of button assignments. Fix this later.
Updates #2309
2022-09-08 00:20:31 +09:00
Hajime Hoshi
4a851bcf27
internal/gamepaddb: fix the assignment of axes for Android
...
Updates #2309
2022-09-07 23:09:58 +09:00
Hajime Hoshi
f414e25b9d
internal/gamepaddb: fix some button assignments for Android
...
Updates #2309
2022-09-07 15:54:14 +09:00
Hajime Hoshi
d66c599938
cmd/ebitenmobile: remove counting buttons and use a constant instead
...
Updates #2309
2022-09-07 15:43:11 +09:00
Hajime Hoshi
db1255cdf8
internal/gamepad: rename ButtonNum -> ButtonCount
2022-09-07 15:40:52 +09:00
Hajime Hoshi
b5d755b07a
Revert "internal/gamepaddb: fix button assignments on Android"
...
This reverts commit e161b28bff
.
Reason: this would break backward compatibility
Updates #2309
2022-09-07 15:37:22 +09:00
Hajime Hoshi
e161b28bff
internal/gamepaddb: fix button assignments on Android
...
Updates #2309
2022-09-07 15:34:29 +09:00
Hajime Hoshi
f383580d7b
internal/gamepad: bug fix: wrong ID usages on Android
...
* IDs should have been decoded to a byte slice before checking the
value.
* Ebitengine doesn't treat HID devices on Android so far, so checking
whether the device was HID or not didn't make sense.
Updates #2309
2022-09-07 01:05:14 +09:00
divVerent
34a500c305
internal/gamepad: ignore EPERM when opening gamepads ( #2308 )
...
This seems required for the Snap sandbox when probing a non-gamepad device node.
Closes #2307
2022-09-06 21:29:32 +09:00
Hajime Hoshi
bb406c9b8f
internal/graphicsdriver/metal: bug fix: go vet failed
...
view must not be copied.
Updates #2282
2022-09-06 19:09:21 +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
c19f45b91c
internal/shader: bug fix: test failures
...
Updates #2304
2022-09-05 02:52:16 +09:00
Hajime Hoshi
4ade34bc02
internal/shaderir: bug fix: wrong argument check on pow
...
Closes #2304
2022-09-05 02:35:48 +09:00
Hajime Hoshi
1d487be57b
internal/ui: refactoring: remove unused members from EbitengineWindowDelegate
...
Closes #2297
2022-09-03 23:48:40 +09:00
divVerent
9bc571af5e
internal/gamepad: fix a typo that caused oddly cut off gamepad names. ( #2300 )
...
This change allows gamepad names up to 256 characters, which is usually
enough. Before, names were cut off after 7 characters, matching the string
"Unknown" that is used if querying the name fails.
Closes #2300
2022-09-03 20:44:03 +09:00
Hajime Hoshi
55f6e8c3a1
internal/ui: rename EbitenWindowDelegate -> EbitengineWindowDelegate
2022-09-02 23:34:02 +09:00
Hajime Hoshi
0a92204e04
internal/ui: remove comments
2022-09-02 20:39:16 +09:00
Hajime Hoshi
7045605fdf
internal/ui: bug fix: restore the window position after fullscreen exit on macOS
...
glfw.PollEvents was necessary to enable SetPos and SetSize after
exiting from fullscreen on macOS.
Closes #2296
2022-09-02 20:31:48 +09:00
Hajime Hoshi
4e4533c89d
internal/ui: bug fix: do not call setFrame in windowDidExitFullScreen
...
Calling setFrame in windowDidExitFullScreen caused unexpected results
like a strange window size after fullscreen. Let's remove this.
By removing this, setting window position and size during fullscreen
will no longer work again. Let's fix this later.
Closes #2295
2022-09-02 17:48:23 +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
1762869791
internal/processtest/testdata: typo
2022-09-02 03:23:30 +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
7fab62158d
internal/glfwwin: bug fix: do not allow maximizing window when the max size is specified
...
Closes #2289
2022-09-01 22:48:38 +09:00
Kacper Drobny
9c177c1b8e
internal/ui: allow maximizeWindow when no max boundaries are set ( #2291 )
...
Closes #2290
2022-09-01 22:34:17 +09:00
Hajime Hoshi
ae41530f1c
internal/graphicscommand: move availableFilename to graphicscommand
2022-08-31 13:26:14 +09:00
Hajime Hoshi
d66c552912
internal/graphicscommand: bug fix: 0-sized image was included in dumped internal images
...
Updates #2270
2022-08-31 12:22:36 +09:00
Terra Brown
26a58d20b3
internal/graphicscommand: enable EBITENGINE_INTERNAL_IMAGES_KEY
on browsers ( #2283 )
...
Closes #2270
Co-authored-by: Hajime Hoshi <hajimehoshi@gmail.com>
2022-08-31 03:10:10 +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
f7c44f086f
replace Ebiten with Ebitengine in comments
2022-08-29 11:17:17 +09:00
Hajime Hoshi
ec68534c73
internal/graphicsdriver/opengl: introduce EBITENGINE_OPENGL
replacing ebitenginewebgl1
...
This change inroduces a new environment variable `EBITENGINE_OPENGL`
to replace the build tag `ebitenginewebgl1`.
2022-08-28 01:45:58 +09:00
Hajime Hoshi
313c70f4b4
internal/graphicsdriver/directx: support 32bit Windows
...
Closes #2088
2022-08-28 00:04:55 +09:00
Hajime Hoshi
610e9ce14c
gofmt -s -w
2022-08-28 00:04:32 +09:00
Hajime Hoshi
fd5d142453
internal/restorable: bug fix: needed to copy the stale region when extending an image
...
Updates #2274
2022-08-27 23:29:50 +09:00
Hajime Hoshi
b2f874a244
image/rectangle: read pixels only for necessary parts
...
Closes #2274
2022-08-27 23:23:33 +09:00
Terra Brown
de35a5a6f1
ebiten: add Termination
for a regular termination ( #2272 )
...
Closes #2266
2022-08-27 21:33:40 +09:00
Terra Brown
232cadf15a
internal/graphicscommand: browser screenshot/image dump support ( #2269 )
...
Closes #2265
2022-08-27 12:51:30 +09:00
Hajime Hoshi
3259ef3daf
internal/ui: fix comments
2022-08-26 22:55:22 +09:00
Hajime Hoshi
7c55065490
internal/ui: simplify the screen shader
2022-08-26 22:49:17 +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
3b50e57f19
internal/ui: move convertUniforms to ui.Shader
...
This is a preparation to use a Kage program as the screen filter.
Update #2046
2022-08-26 17:41:26 +09:00
Hajime Hoshi
b858f36d54
remove the dependency on file2byteslice
...
Specify the version explicitly instead.
2022-08-23 16:34:55 +09:00
Hajime Hoshi
b28b323920
internal/shaderir: use parentheses for vector equal operators
2022-08-21 04:19:56 +09:00
Hajime Hoshi
833473316f
internal/ui: forbide RestoreWindow when the window size limits are specified
...
Closes #2259
2022-08-20 22:36:37 +09:00
Hajime Hoshi
31141d5112
internal/ui: forbid maximizing window when a window size is limited
...
Closes #2258
2022-08-20 22:24:13 +09:00
Hajime Hoshi
e150745598
internal/ui: bug fix: do not register a framebuffer-size callback on macOS
...
When a decorating state is switched, a framebuffer-size callback was
invoked but with wrong parameters on macOS.
This callback was originally implemented for i3 window manager, and
was not needed for macOS. Then, let's not use this on macOS. Probably
we can also skip this registering on Windows.
Updates #1960
Closes #2257
2022-08-20 19:10:42 +09:00
Hajime Hoshi
85d54515cd
internal/shader: check types for && and || correctly
...
Updates #2256
2022-08-19 17:34:03 +09:00
Hajime Hoshi
d6047f3988
internal/shader: add type checks to compare two values
...
Closes #2187
2022-08-19 17:03:29 +09:00
Hajime Hoshi
f63b87f675
internal/shader: refactoring
2022-08-19 15:24:00 +09:00
Hajime Hoshi
a4b9d3c241
internal/gamepaddb: update the database
...
Adopts 74ebd51889
2022-08-19 02:54:03 +09:00
Hajime Hoshi
590147acda
internal/shader: add type checks for the builtin function texture2D
...
Note that texture2D is usually not called by users.
Closes #2184
2022-08-19 02:27:40 +09:00
Hajime Hoshi
63eee0600e
internal/shader: add type checks for the builtin function transpose
...
Updates #2184
2022-08-19 01:57:24 +09:00
Hajime Hoshi
7a94cbbd62
internal/shader: add refract
...
Closes #2255
2022-08-19 01:48:35 +09:00
Hajime Hoshi
13ae8f5872
internal/shader: add type checks for the builtin function faceforward
...
Updates #2184
2022-08-19 01:48:30 +09:00
Hajime Hoshi
73f12fa704
internal/shader: add type checks for the builtin function smoothstep
...
Updates #2184
2022-08-19 01:27:01 +09:00
Hajime Hoshi
f3ea274d20
internal/shader: add type checks for the builtin function mix
...
Updates #2184
2022-08-19 01:19:20 +09:00
Hajime Hoshi
ec851a85f5
internal/shader: add type checks for the builtin function step
...
Updates #2184
2022-08-19 00:25:04 +09:00
Hajime Hoshi
34cc6405dd
internal/shader: add type checks for the builtin function clamp
...
Updates #2184
2022-08-19 00:14:38 +09:00
Hajime Hoshi
82a9aac689
internal/shader: add type checks for the builtin function cross
...
Updates #2184
2022-08-18 23:45:01 +09:00
Hajime Hoshi
7af6c99954
internal/shader: add type checks for some builtin functions
...
Updates #2184
2022-08-18 23:21:25 +09:00
Hajime Hoshi
3aad4fada1
internal/shaderir: add comments
...
Updates #2253
2022-08-18 17:46:53 +09:00
TotallyGamerJet
05470f7706
internal/graphicsdriver/metal: remove C for macOS ( #2243 )
...
Updates #1162
2022-08-18 01:39:34 +09:00
Hajime Hoshi
fb775d806c
internal/shader: disallow 'discard' in other functions than the fragment entry point
...
Closes #2248
2022-08-17 23:39:52 +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
e9e48919df
internal/processtest: rename test
2022-08-17 22:04:51 +09:00
Hajime Hoshi
b211b79a5c
internal/shader: use a return statement in a fragment shader entrypoint
...
Updates #2247
2022-08-17 22:02:13 +09:00
Hajime Hoshi
bf4648eb35
internal/shaderir: fix a wrong comment
2022-08-17 17:43:59 +09:00
Hajime Hoshi
cf92158e33
ebiten: bug fix: add an indirect function call for a fragment shader
...
Closes #2245
Closes #2247
2022-08-17 16:37:37 +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
5b182efe7e
internal/ui: forbide SetWindowSize
when the window is maximized
...
On Windows, changing the size of a maximized window results in
unexpected states. Let's forbid this.
On macOS, a maximized window is just a regular window so it is
OK to allow resizing by `SetWindowSize`.
On Linux or other Unix, the behavior depends on window systems
and it is hard to expect what would happen, so forbid this just in
case.
Closes #1986
2022-08-15 16:29:20 +09:00
Hajime Hoshi
bc8e2fe6ac
internal/glfw: bug fix: the window should be focused when closing is handled
...
Closes #2165
2022-08-12 22:34:19 +09:00
Hajime Hoshi
dd292552d5
audio: move the implementation for NintendoSDK to Oto
...
Updates #2242
2022-08-12 20:53:55 +09:00
Hajime Hoshi
8081d0636a
internal/cbackend: rename to nintendosdk
...
Updates #2242
2022-08-12 17:19:37 +09:00
Hajime Hoshi
e7c0a121c4
all: remove the build tag 'ebitencbackend'
...
This also automatically enables 'egl' when 'nintendosdk' is specified.
Updates #2242
2022-08-12 13:15:39 +09:00
Hajime Hoshi
dac6548c0c
all: rename ebitenginecbackend to nintendosdk
...
Updates #2242
2022-08-12 02:05:29 +09:00
Hajime Hoshi
0578a831cc
internal/microsoftgdk: initialize GDK on the Ebitengine side
...
Updats #2084
2022-08-11 21:45:13 +09:00
Hajime Hoshi
91797a6589
internal/microsoftgdk: remove dummy.c
...
Simply this was not needed.
Updates #2084
2022-08-11 21:23:13 +09:00
Hajime Hoshi
094726915b
ebiten: add IsStandardGamepadAxisAvailable and IsStandardGamepadButtonAvailable ( #2241 )
...
Closes #2040
2022-08-11 12:35:20 +09:00
Hajime Hoshi
85aabf734b
internal/ui: remove panic at (*glfwWindow).Maximize
...
Just doing nothing is more consistent with other functions.
Updates #1990
2022-08-10 22:18:55 +09:00
Hajime Hoshi
4104abdf77
internal/ui: refactoring
2022-08-10 21:34:39 +09:00
Hajime Hoshi
b5196a5a7c
internal/ui: bug fix: glfwWindow.IsMaximized should not return true on fullscreen
...
Closes #2239
2022-08-10 21:17:13 +09:00
Hajime Hoshi
7a936f7052
internal/ui: enable SetWindowSize even with fullscreen on macOS
...
Closes #1590
2022-08-10 15:57:59 +09:00
Hajime Hoshi
085b64006d
internal/ui: refactoring: indentation
2022-08-10 15:47:50 +09:00
Hajime Hoshi
2ab255dd1c
internal/ui: refactoring: delay the call of outsideSize()
2022-08-10 14:53:28 +09:00
Hajime Hoshi
7eff5cbd4a
internal/ui: refactoring: separate updateSize into updateSize and outsideSize
2022-08-10 14:50:20 +09:00
Hajime Hoshi
2480871155
internal/ui: bug fix: compile error
2022-08-10 12:11:32 +09:00
Hajime Hoshi
57fc4d438b
internal/ui: refactoring: separate the Windows API part to another file
2022-08-10 11:51:35 +09:00
Hajime Hoshi
a57560105f
internal/ui: refactoring: add userInterfaceImplNative for each OS
2022-08-10 11:44:03 +09:00
Hajime Hoshi
d0fa68691c
internal/ui: enable some functions even on fullsceen
...
This is thanks to a GLFW v3.3.8 change:
9950cc52df
Updates #1590
2022-08-10 09:00:33 +09:00
Hajime Hoshi
a84a738360
internal/ui: bug fix: collectionBehavior mattered for fullscreen
...
Closes #2238
2022-08-10 01:06:26 +09:00
Hajime Hoshi
205245b094
internal/shader: implement a new built-in function discard
...
Closes #1969
2022-08-09 11:31:59 +09:00
Hajime Hoshi
2826555044
internal/cbackend: remove CloseAudio
2022-08-08 12:38:27 +09:00
Hajime Hoshi
0217ed0544
ebiten: add WritePixels replacing ReplacePixels
...
Closes #2236
2022-08-08 03:50:27 +09:00
Hajime Hoshi
34aa52459e
internal/ui: rename ReplacePixels -> WritePixels
...
Updates #2236
2022-08-08 03:32:26 +09:00
Hajime Hoshi
bd1b9cdb9b
internal/mipmap: rename ReplacePixels -> WritePixels
...
Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
7061b34222
internal/buffered: rename ReplacePixels -> WritePixels
...
Updates #2236
2022-08-08 03:32:11 +09:00
Hajime Hoshi
8ce84c6596
internal/atlas: rename ReplacePixels -> WritePixels
2022-08-08 03:24:46 +09:00
Hajime Hoshi
af894d5c83
internal/restorable: rename ReplacePixels -> WritePixels
...
Updates #2236
2022-08-08 03:16:26 +09:00
Hajime Hoshi
7542bbc29c
internal/graphicscommand: bug fix: test failures
...
Updates #2236
2022-08-08 03:10:50 +09:00
Hajime Hoshi
70f5e84098
internal/graphicsdriver: rename ReplacePixels to WritePixels
...
Updates #2236
2022-08-08 03:05:04 +09:00
Hajime Hoshi
ea04e2a9de
ebiten: remove returning error from ReadPixels
...
- As ReadPixels should often be used at Draw, error handling would be hard.
- Make the API consistent with ReplacePixels.
Updates #1995
2022-08-08 02:48:25 +09:00
Hajime Hoshi
869147eda0
internal/graphicscommand: rename pixelCommand -> readPixelCommand
...
Updates #1995
2022-08-08 01:47:07 +09:00
Hajime Hoshi
81bd5b488c
ebiten: add (*Image).ReadPixels
...
Closes #1995
2022-08-08 01:42:26 +09:00
Hajime Hoshi
72d5002e72
remove go2cpp support
...
Closes #2126
2022-08-07 22:17:53 +09:00
Hajime Hoshi
abcacc26d8
internal/glfwwin: update for GLFW v3.3.8
...
Closes #2214
2022-08-07 15:03:33 +09:00
Hajime Hoshi
98894d66fb
internal/ui: revert the fix for #2183
...
- `CGEventSourceKeyState` cannot treat right modifier keys correctly.
- Unpaired keyup and keydown are very common (especially on browsers)
and this is not a serious issue.
Updates #2183
2022-08-06 11:19:56 +09:00
Hajime Hoshi
6d87be7169
internal/ui, internal/mipmap: refactoring: replace At with ReadPixels
...
Updates #1995
2022-08-06 00:32:42 +09:00
Hajime Hoshi
6c22f3f1a8
internal/buffered: refactoring: replace At with ReadPixels
...
Updates #1995
2022-08-05 23:58:01 +09:00
Hajime Hoshi
bf5f7ee34d
internal/restorable: refactoring: replace At with ReadPixels
...
Updates #1995
2022-08-05 23:37:27 +09:00
Hajime Hoshi
7b6ce7dcba
internal/ui: bug fix: reset key states when the window is not focused on macOS
...
Updates #2183
2022-08-05 20:22:50 +09:00
Hajime Hoshi
e81c46a0d7
internal/ui: bug fix: vkKey definitions were not found on iOS
2022-08-05 19:10:42 +09:00
Hajime Hoshi
50f66963b0
internal/ui: refactoring
2022-08-05 19:07:47 +09:00
Hajime Hoshi
a7135ce10b
internal/ui: fix build tags
2022-08-05 19:07:37 +09:00
Hajime Hoshi
a6004517dc
internal/ui: use a direct method to get key states instead of events on macOS
...
Closes #2183
2022-08-05 19:04:01 +09:00
mattn
2bacecca24
fix typos ( #2227 )
2022-08-03 22:40:39 +09:00
mattn
3cd0daac67
go generate ./... with Go 1.19 ( #2228 )
2022-08-03 20:48:02 +09:00
Hajime Hoshi
764ec8c794
internal/atlas: refactoring
2022-08-02 01:13:46 +09:00
Herczog Zoltán
fabf3fb374
internal/graphicsdriver/metal: remove supportsMetal check ( #2223 )
...
Closes #2211
2022-07-31 21:20:53 +09:00
Vseslav Kochenov
3ac37e250f
ebiten: add ReadDebugInfo
for getting debug info (only graphics libray so far) ( #2222 )
...
Closes #2177
2022-07-31 02:56:16 +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
95fb4370db
internal/glfwwin: remove the call of RemovePropW
...
This is unnecessary, and doesn't work on Xbox.
Also DestroyWindow doesn't work on Xbox so skip this on Xbox.
Updates #2084
2022-07-30 18:42:43 +09:00
divVerent
21207f827c
do not require installing file2byteslice to update go generate'd files. ( #2221 )
...
The tool is already referenced in go.mod, so it is trivial to just go run it -
that way, go generate can use it without the user explicitly installing it first.
2022-07-29 20:43:23 +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
3eeb401d22
internal/gamepaddb: refactoring
2022-07-29 12:17:55 +09:00
Hajime Hoshi
bacb630c5b
internal/gamepaddb: bug fix: don't panic with invalid inputs
...
Closes #2218
2022-07-29 12:14:20 +09:00
Hajime Hoshi
ca8c36499d
ebiten: recommend errors.Is instead of comparing the returned value directly
...
Closes #2152
2022-07-24 23:25:48 +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
0f52381580
ebiten: rename TPS functions
...
* SetMaxTPS() -> SetTPS()
* MaxTPS() -> TPS()
* CurrentTPS() -> ActualTPS()
* CurrentFPS() -> ActualFPS()
Closes #2071
2022-07-17 11:30:12 +09:00
Hajime Hoshi
356c625601
internal/gamepad: improve resetting vibrations
2022-07-16 02:44:54 +09:00
Hajime Hoshi
90ac7d047d
internal/graphicsdriver/opengl/gl: bug fix: wrong build tag syntax
2022-07-15 23:34:09 +09:00
Hajime Hoshi
9e1a2bcb30
internal/gamepad: reorder function implements
2022-07-15 21:52:26 +09:00
Hajime Hoshi
d6547f12c6
internal/gamepad: implement gamepad vibrations for Xbox
...
Updates #2084
2022-07-15 21:33:23 +09:00
Hajime Hoshi
d231a35d3b
internal/gamepad: bug fix: release IDirectInputDevice8W on disconnecting
...
Closes #2205
2022-07-15 15:44:40 +09:00
Hajime Hoshi
520a30f3c7
internal/gamepad: bug fix: memory leak on Xbox
...
Updates #2084
2022-07-15 15:12:56 +09:00
Hajime Hoshi
c14403f195
internal/gamepad: bug fix: Y axis values are opposite on Xbox
...
Updates #2084
2022-07-15 14:55:38 +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
8d74039617
internal/graphicsdriver/directx: increment numDescriptorsPerFrame
...
16 seems too conservative. Let's double it.
Updates #2188
2022-07-15 02:42:23 +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
42d5d91829
internal/graphicsdriver/directx: unmap constant buffers appropriately
...
Updates #2198
2022-07-14 01:54:34 +09:00
Hajime Hoshi
6f182d1124
internal/graphicsdriver/directx: fix a suspicious error chceck
2022-07-14 01:45:21 +09:00
Hajime Hoshi
7bf179472b
internal/restorable: change the naming convention: Num -> Count
2022-07-13 02:11:12 +09:00
Hajime Hoshi
921aeb4ea7
audio: rename channelNum -> channelCount
2022-07-13 02:08:38 +09:00
Hajime Hoshi
16ff5c5039
internal/shaderir: change the naming convention: Num -> Count
2022-07-13 02:02:48 +09:00
Hajime Hoshi
dce34d2306
internal/shader: change the naming convention: Num -> Count
2022-07-13 02:02:48 +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
2203c3c448
internal/ui: remove the keypress event and the charCode preperty usages
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These APIs are deprecated.
Closes #2199
2022-07-12 23:36:58 +09:00
Hajime Hoshi
55adc2113e
internal/clock: Update -> UpdateFrame
2022-07-12 13:18:49 +09:00
Hajime Hoshi
e05df6a778
internal/ui: refactoring
2022-07-12 12:47:34 +09:00
Hajime Hoshi
d4e1787154
internal/clock: refactoring
2022-07-12 12:42:16 +09:00
Hajime Hoshi
c5e952d196
internal/ui: refactoring: reduce members from globalState
2022-07-12 12:35:07 +09:00
Hajime Hoshi
08e54ae1a6
internal/ui: rename the TPS functions
...
Updates #2071
2022-07-12 12:25:57 +09:00
Hajime Hoshi
b8367da7e2
internal/graphics: optimize imageSrcNUnsafeAt
2022-07-11 01:07:06 +09:00
Hajime Hoshi
b27b7ec483
internal/graphicsdriver/directx: use CreateEventEx to follow the official example
2022-07-10 22:44:40 +09:00
Hajime Hoshi
4c121ae5eb
internal/graphicsdriver/directx: bug fix: a wrong fence value was passed to SetEventOnCompletion
2022-07-10 22:24:39 +09:00
Hajime Hoshi
a22125a075
internal/graphicsdriver/directx: bug fix: ResizeBuffers failed without the flag
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Closes #2193
2022-07-10 19:55:28 +09:00
Hajime Hoshi
4afabe34ae
internal/shader: optimization: remove unnecessary local variables
...
Updates #2034
Updates #2188
2022-07-10 19:01:58 +09:00
Hajime Hoshi
b6a340a96f
internal/shader: optimization: use a regular return for a function with one output parameter
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Updates #2034
Updates #2188
2022-07-10 18:18:46 +09:00
Hajime Hoshi
8c879c7bcf
internal/shader: refactoring
2022-07-10 16:02:50 +09:00
Hajime Hoshi
bf0f3d304b
internal/graphicsdriver/directx: add optimization flag to D3DCompile
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Updates #2034
Updates #2188
2022-07-10 02:55:16 +09:00
Hajime Hoshi
0035ba0bd1
internal/graphicsdriver/directx: allow tearing when vsync is off
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Updates #2034
Updates #2188
2022-07-10 01:17:36 +09:00
Hajime Hoshi
a32a137fa8
internal/graphicsdriver/directx: skip unnecessary flushing commands
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Updates #2034
Updates #2188
2022-07-10 00:24:14 +09:00
Hajime Hoshi
b2a1b9a9a2
internal/shader: bug fix: float constant didn't work with assign operators
2022-07-09 22:29:42 +09:00
Hajime Hoshi
55c7a2df6c
internal/graphicsdriver/opengl/gl: bug fix: wrong build tags
2022-07-09 16:15:56 +09:00
Hajime Hoshi
28fd3ec9e5
add the ebitengine version build tags besides the ebiten version
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Closes #2111
Updates #2190
2022-07-09 15:38:03 +09:00
Hajime Hoshi
428b1263d9
add ebitenginecbackend build tag besides ebitencbackend
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Updates #2111
Updates #2190
2022-07-09 15:23:52 +09:00
Hajime Hoshi
204fb5935b
add new environment variables with the EBITENGINE_ suffix
...
Updates #2111
Updates #2190
2022-07-09 15:00:28 +09:00
Hajime Hoshi
a5179b9491
internal/shaderir/glsl: bug fix: test failures with OpenGL
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Updates #2186
2022-07-09 02:43:48 +09:00
Hajime Hoshi
c01821ca5c
internal/shader: use all functions for vector comparisons
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Updates #2186
2022-07-09 02:30:16 +09:00
Hajime Hoshi
3d5031571d
internal/graphicsdriver/directx: add the original source at D3DCompile errors
2022-07-09 01:59:51 +09:00
Hajime Hoshi
6dcd2ff11c
internal/shader: bug fix: wrong assignment rule for booleans
2022-07-08 02:19:42 +09:00
Hajime Hoshi
87be157b23
internal/shader: refactoring
2022-07-08 01:09:42 +09:00
Hajime Hoshi
a3590cb258
internal/shader: add type checks to bool/int/flaot
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Updates #2184
2022-07-08 00:22:55 +09:00
Hajime Hoshi
faa2ad5c6f
internal/shader: add type checks for mat2/mat3/mat4
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Updates #2184
2022-07-07 23:05:26 +09:00
Hajime Hoshi
f89277fd85
internal/shader: add type checks to vec2/vec3/vec4
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Updates #2184
2022-07-07 00:20:02 +09:00
Hajime Hoshi
a866fe7391
internal/graphicscommand: improve debug command messages for shaders
2022-07-06 19:29:19 +09:00
Hajime Hoshi
8522bfd0bf
internal/graphicscommand: bug fix: replacePixelsCommand should not read pixels
...
Reading pixels, writing pixels, and using the image as a source might
cause a flaky behavior with Metal. Stop reading pixels if possible.
Closes #2180
2022-07-05 23:30:26 +09:00
Hajime Hoshi
dd805c9414
internal/atlas: remove a wrong comment
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(*restrable.Image).ReplacePixels can take overlapped regions.
See TestOverlappedPixels.
Updates #2180
2022-07-05 13:59:23 +09:00
Hajime Hoshi
08ebab0558
internal/ui: better fix for initialMonitorByOS
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Updates #2179
2022-07-04 14:42:21 +09:00
Hajime Hoshi
47c65a92ae
internal/graphicsdriver/directx: bug fix: ignore DXGI_STATUS_OCCLUDED
...
When a screen is locked, an Ebitengine application crashed as the
swap chain's Present returned DXGI_STATUS_OCCLUDED.
Let's ignore the error and continue to run the applications. In the
ideal world, an application should stop running during the screen lock,
so let's revisit this later.
This fix also fixes the issue that a Win32API GetCursorPos returned
an error ERROR_ACCESS_DENIED when the screen was locked.
Closes #2179
2022-07-04 12:55:36 +09:00
Hajime Hoshi
fb23e4b578
internal/processtest/testdata: fix col and row
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Updates #2154
2022-07-04 12:07:39 +09:00
Hajime Hoshi
5411e8136b
ebiten: bug fix: use DrawTriangles as an implementation of Set
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Closes #2154
2022-07-04 12:02:47 +09:00
Hajime Hoshi
7d725f3e58
Revert "internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal"
...
This reverts commit c31cc4ecff
.
Reason: This didn't fix the issue.
Updates #2154
2022-07-04 11:50:06 +09:00
Hajime Hoshi
c31cc4ecff
internal/graphicscommand: bug fix: using an image just after ReplacePixels might fail on Metal
...
Inserting a dummy rendering command after ReplacePixels and before
DrawTriangles solved the issue. This is a very dirty hack, but
there seems no other better way.
Closes #2154
2022-07-03 15:59:18 +09:00
Hajime Hoshi
afe1a93648
internal/graphicscommand, internal/graphicsdriver/metal: remove unused code
2022-07-03 15:23:52 +09:00
Hajime Hoshi
12533c2cce
Revert "internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles"
...
This reverts commit ac802cf0d0
.
Reason: This caused flickerings, and didn't solve #2154
Updates #2154
Closes #2174
2022-07-03 12:17:58 +09:00
Hajime Hoshi
ac5c48f575
internal/gamepad: support Xbox
...
Updates #2084
2022-07-02 01:02:24 +09:00
Hajime Hoshi
a6f6fdbfb7
internal/gamepad: update for Xbox
...
Updates #2084
2022-07-01 20:43:49 +09:00
Hajime Hoshi
97039ff714
internal/gamepad: implement gamepad detection callbacks for Xbox
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Updates #2084
2022-07-01 17:15:11 +09:00
Hajime Hoshi
298d6488cc
internal/affine: add test
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Updates #2170
2022-07-01 01:46:37 +09:00
Hajime Hoshi
8cdfa4f66c
internal/affine: create a fast path for ChangeHSV
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When hue = 0 and saturation = 1, this should be the same as scaling.
Closes #2170
2022-06-30 11:32:12 +09:00
Hajime Hoshi
a9c9e18ff4
internal/graphicscommand: better strings for ColorM
2022-06-30 11:13:02 +09:00
Hajime Hoshi
0eb2f76422
internal/buffered: refactoring
2022-06-25 01:42:40 +09:00
Hajime Hoshi
bf27f25e26
internal/gamepad: bug fix: build failures on FreeBSD
2022-06-25 01:36:13 +09:00
Hajime Hoshi
c490347cef
internal/buffer: bug fix: shader manipulations must be buffered
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Closes #2162
2022-06-25 01:31:20 +09:00
Hajime Hoshi
2d23168aca
iinternal/gamepad: start implementation for Xbox
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Updates #2084
2022-06-25 00:02:12 +09:00
Hajime Hoshi
3fb3997160
internal/gamepad: separate the Xbox part
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Updates #2084
2022-06-24 22:49:37 +09:00
Hajime Hoshi
847c4f067a
internal/gamepad: make nativeGamepad(s) interfaces
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This is a preparation to switch the gamepad implementation for Xbox.
Updates #2084
2022-06-24 21:52:48 +09:00
Hajime Hoshi
f1037d8bff
internal/ui: handle gamepad errors
2022-06-24 20:20:49 +09:00
Hajime Hoshi
0cd43bd081
internal/gamepad: stop embedding a member into a struct
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This is a preparation to switch the gamepad implementation for Xbox.
Updates #2084
2022-06-24 19:01:50 +09:00
Hajime Hoshi
712940cb02
internal/graphicsdriver/directx: bug fix: leave mapped regions for constant buffers
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Mapping for a constant buffer every frame might sometimes fails. We
are not sure the reason, but in the official examples, leaving mapped
regoins seems the way to go.
Updates #2084
Closes #2157
2022-06-23 17:09:46 +09:00
Hajime Hoshi
506d534370
internal/ui: fix window sizes for Xbox
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Updates #2084
2022-06-23 14:50:41 +09:00
Hajime Hoshi
c93cecdc2b
internal/graphicsdriver/directx: accept S_FALSE at ScheduleFrameEventX
2022-06-22 02:13:32 +09:00
Hajime Hoshi
7b05e59000
internal/graphicsdriver/directx: bug fix: wrong GUID for IDXGIDevice
2022-06-22 01:59:22 +09:00
Hajime Hoshi
8311ff1e46
internal/graphicsdriver/directx: bug fix: wrong pointer usage
2022-06-22 01:49:23 +09:00
Hajime Hoshi
10af36ee9f
internal/jsutil: bug fix: unnecessary allocations of temporary ArrayBuffers
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Closes #2156
2022-06-21 21:54:02 +09:00
Hajime Hoshi
7e92b79a00
internal/graphicsdriver/directx: implement swap chains for Xbox
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Updates #2084
2022-06-21 12:21:00 +09:00
Hajime Hoshi
a641f9ede0
internal/graphicsdriver/directx: refactoring
2022-06-20 23:40:53 +09:00
Hajime Hoshi
969e87fb89
internal/graphicsdriver/directx: fix moveToNextFrame for Xbox
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Updates #2084
2022-06-20 00:41:34 +09:00
Hajime Hoshi
f8e9dcf035
internal/graphicsdriver/directx: refactoring
2022-06-19 17:58:04 +09:00
Hajime Hoshi
08c8c8089a
internal/graphicsdriver/directx: bug fix: clear constant buffers at the end of DrawTriangles
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Constant buffers should not be reset while a stencil buffer is used.
Closes #2138
2022-06-19 17:13:34 +09:00
Hajime Hoshi
ac802cf0d0
internal/graphicsdriver/metal: bug fix: need to commit replace-pixels commands at DrawTriangles
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Closes #2154
2022-06-19 15:38:12 +09:00
Hajime Hoshi
667bf2ff9d
internal/graphicsdriver/directx: refactoring
2022-06-19 01:44:31 +09:00
Hajime Hoshi
2a5b64bf4d
internal/graphicsdriver/directx: suppress warnings for depth buffers
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Updates #2138
2022-06-19 00:21:04 +09:00
Hajime Hoshi
81b3d7bfac
internal/graphicsdriver/directx: add an assertion
2022-06-18 22:33:07 +09:00
Hajime Hoshi
f7a108e693
internal/graphicsdriver/directx: refactoring
2022-06-18 21:53:41 +09:00
Hajime Hoshi
b71a4975dd
internal/graphicsdriver/directx: bug fix: wrong state transitions at screen images
...
This change fixes the following issues:
* There should be two resource states for presenting targets, so an image
for the screen must have two resource states, though it had only one
in the current implementation.
* At removeImage, the screen image was removed unexpectedly.
Updates #2081
Closes #2151
2022-06-18 19:01:59 +09:00
Hajime Hoshi
522660c1f9
internal/graphicsdriver/directx: fix fence usages
...
Updates #2034
Updates #2138
Updates #2149
2022-06-18 15:44:54 +09:00
Hajime Hoshi
e78d888b24
internal/graphicsdriver/directx: handle error at Signal
2022-06-18 02:53:12 +09:00
Hajime Hoshi
0c38d6faeb
internal/graphicsdriver/directx: add comment about frames
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Updates #2034
2022-06-18 01:18:49 +09:00
Hajime Hoshi
a16ffef499
internal/graphicsdriver/directx: update frameIndex at present
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This follows the official GDK samples.
2022-06-18 01:09:54 +09:00
Hajime Hoshi
07a558b38d
internal/graphicsdriver/metal: bug fix: the default driver must be initialized on the main thread
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Closes #2147
2022-06-17 14:58:26 +09:00
Hajime Hoshi
b43312fe80
internal/graphicsdriver/directx: add comments
...
Updates #2142
2022-06-17 12:19:36 +09:00
Hajime Hoshi
2f84e77e74
internal/graphicsdriver/directx: fallback to OpenGL when initialization fails
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Closes #2142
2022-06-17 12:12:44 +09:00
Hajime Hoshi
9962fc5ee5
internal/graphicsdriver/direct: replace Get -> NewGraphics
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Updates #2142
2022-06-17 11:48:40 +09:00
Hajime Hoshi
138463e219
internal/ui: rename chooseGraphicsDriver -> newGraphicsDriver
2022-06-17 02:40:39 +09:00
Hajime Hoshi
7484df0c5e
internal/graphicsdriver/metal: replace Get with NewGraphics
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This is a prepartion to return an error when a graphics driver, especially
DirectX, fails to initialize.
Updates #2142
2022-06-17 02:40:35 +09:00
Hajime Hoshi
a6d415ebf2
internal/graphicsdriver/opengl: replace Get with NewGraphics ( #2146 )
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This is a prepartion to return an error when a graphics driver, especially
DirectX, fails to initialize.
Updates #2142
2022-06-17 02:02:29 +09:00
Hajime Hoshi
195b060911
internal/graphicsdriver/metal: refactoring: initialize the driver at Get
2022-06-16 23:52:55 +09:00
Hajime Hoshi
76d88b276a
internal/graphicsdriver/directx: call C++ side for ID3D12GraphicsCommandList functions
...
Updates #2084
2022-06-13 22:35:58 +09:00
Hajime Hoshi
4aebcd2a04
internal/graphicsdriver/directx: bug fix: consider empty slices as arguments
2022-06-13 17:51:02 +09:00
Hajime Hoshi
c08d79d2ce
internal/graphicsdriver/directx: keep runtime.KeepAlive for Xbox
2022-06-13 17:36:58 +09:00
Hajime Hoshi
4adf46c2b0
internal/graphicsdriver/directx: refactoring
2022-06-13 17:25:27 +09:00
Hajime Hoshi
348435f769
internal/graphicsdriver/directx: fix a constant value for Xbox
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Updates #2084
2022-06-13 14:23:29 +09:00
Hajime Hoshi
44cfb92cee
internal/ui: bug fix: MaximizeWindow before Run caused an unexpected error on Windows
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Closes #2137
2022-06-13 12:28:20 +09:00
Hajime Hoshi
aef5402831
internal/graphicsdriver/directx: remove unused function
2022-06-13 01:35:31 +09:00
Hajime Hoshi
bcb2fe8c93
internal/graphicsdriver/directx: enable D3D12SerializeRootSignature for Xbox
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Updates #2084
2022-06-13 01:02:48 +09:00
Hajime Hoshi
253f2757d1
internal/atlas: add a test to modify pixels after ReplacePixels call
2022-06-11 23:44:29 +09:00
Hajime Hoshi
08b52698c6
internal/graphicsdriver/directx: call C++ side for some functions for Xbox
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Updates #2084
2022-06-11 19:37:17 +09:00
Hajime Hoshi
4a19d645b7
internal/graphicsdriver/opengl: remove a comment
2022-06-11 15:36:10 +09:00
Hajime Hoshi
71a32d2036
internal/ui: pass the canvas element directly instead of an ID
2022-06-11 15:34:17 +09:00
Hajime Hoshi
95628ee5f7
internal/ui: add a unique ID to the canvas for browsers
2022-06-11 15:24:50 +09:00
Hajime Hoshi
d42bb7d699
internal/graphicsdriver/directx: add a comment for Xbox
...
Updates #2084
2022-06-11 14:20:21 +09:00
Hajime Hoshi
826afcb9cc
internal/graphicsdriver/directx: fix CopyTextureRegion for Xbox
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Updates #2084
2022-06-10 22:51:04 +09:00
Hajime Hoshi
abef203a70
rename github.com/ebitne/purego -> github.com/ebitengine/purego
2022-06-10 21:59:01 +09:00
Hajime Hoshi
07aa906753
internal/graphicsdriver/directx: fix GetCPU/GPUDescriptorHandleForHeapStart for Xbox
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Updates #2084
2022-06-10 21:35:20 +09:00
Hajime Hoshi
b9373c498b
internal/graphicsdriver/directx: fix CreateCommandList for Xbox
...
Updates #2084
2022-06-10 16:44:07 +09:00
Hajime Hoshi
37369a2f4b
internal/atlas: add TestMaxImageSizeJust
2022-06-10 14:30:18 +09:00
Hajime Hoshi
03567f74f9
internal/atlas: bug fix: respect injected maxSize for testings
2022-06-10 14:25:08 +09:00
Hajime Hoshi
7c458f519e
internal/atlas: remove unnecessary comments
2022-06-10 13:53:24 +09:00
Hajime Hoshi
6b814888b5
internal/atlas: always use DrawTriangles at putOnAtlas
...
DrawTriangles was introduced at #1508 , and apparently there is no
reason we should use ReplacePixels here. So, simplify the logic by
using only DrawTriangles.
2022-06-10 02:58:04 +09:00
Hajime Hoshi
bdae45be8f
internal/atlas: add assertions
2022-06-10 02:38:35 +09:00
Hajime Hoshi
116e131ccf
internal/atlas: rename ImageTypeIsolated -> ImageTypeUnmanaged
2022-06-10 02:11:08 +09:00
Hajime Hoshi
b40022b286
internal/atlas: stop using padding for ImageTypeVolatile and ImageTypeIsolated
...
Closes #2131
2022-06-10 00:54:48 +09:00
Hajime Hoshi
9e34103491
internal/atlas: refactoring: make paddingSize a method
...
Updates #2131
2022-06-10 00:23:25 +09:00
Hajime Hoshi
5290605b2d
internal/atlas: add comments
2022-06-08 11:18:08 +09:00
Hajime Hoshi
9ee56ac320
inetrnal/atlas: remove unnecessary (and risky) locks
2022-06-08 10:05:15 +09:00
Hajime Hoshi
3b6a080519
internal/atlas: bug fix: use the global lock for shaders
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Closes #2129
2022-06-08 10:00:31 +09:00
Hajime Hoshi
83ac234142
internal/ui: bug fix: offscreen images were created too often unexpectedly
2022-06-08 09:26:22 +09:00
Hajime Hoshi
6b212d7642
internal/restorable: refactoring: add Image.needsRestoring
2022-06-08 02:24:10 +09:00
Hajime Hoshi
9f729cf5c3
internal/restorable: remove SetVolatile
2022-06-08 02:20:09 +09:00
Hajime Hoshi
81f91658ff
internal/atlas: refactoring: remove SetVolatile and SetIsolate
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Pass an image type to NewImage instead.
2022-06-08 01:08:00 +09:00
Hajime Hoshi
b8e8d72377
internal/restorable: rename ImageTypeScreenFramebuffer -> ImageTypeScreen
2022-06-07 23:45:35 +09:00
Hajime Hoshi
d3e3df812a
internal/ui: recreate an offscreen image when isScreenClearedEveryFrame is toggled
...
This is a preparation to remove SetVolatile and SetIsolated in
the atlas package.
2022-06-07 23:16:42 +09:00
Hajime Hoshi
6398230f84
internal/graphicscommand: add 'screen' info to (*newImageCommand).String()
2022-06-06 11:13:04 +09:00
Hajime Hoshi
73c893e977
internal/restorable: refactoring: unify NewScreenFramebufferImage and NewImage
2022-06-06 09:33:50 +09:00
Hajime Hoshi
31fd736ca5
internal/graphicscommand: refactoring: unify NewScreenFrameBufferImage and NewImage
2022-06-06 09:21:11 +09:00
Hajime Hoshi
cb0cbb4efa
internal/restorable: refactoring: introduce ImageType
2022-06-06 09:13:55 +09:00
Hajime Hoshi
7f10744514
internal/atlas: add an assertion at putOnAtlas
2022-06-06 09:01:04 +09:00
Hajime Hoshi
9bf5f2188f
internal/atlas: add an assertion at SetIsolated
2022-06-06 08:25:43 +09:00
Hajime Hoshi
86a0a4154d
internal/atlas: rename SetIsolate -> SetIsolated
2022-06-06 07:17:45 +09:00
Hajime Hoshi
b9012fc6ed
internal/atlas: unify the term 'isolate' and 'independent' to 'isolate'
2022-06-06 00:28:23 +09:00
Hajime Hoshi
6ce8f77c53
gofmt
2022-06-06 00:28:19 +09:00
Hajime Hoshi
0256b0cfbf
internal/graphicsdriver/directx: bug fix: disable fullscreen by Alt+Enter
...
By default, DirectX 12 tries to make the window fullscreen by Alt+Enter.
This caused application crashes. Let's disable this feature.
Closes #2123
2022-06-05 16:16:09 +09:00
Hajime Hoshi
51fe48fb76
internal/gamepad: bug fix: wrong offset especially on 32bit Linux
...
Closes #2122
2022-06-05 12:48:47 +09:00
Hajime Hoshi
5cdd2f8bce
internal/affine: further optimization to avoid heap allocation
...
Updates #2119
2022-06-04 15:13:30 +09:00
Hajime Hoshi
d518e64e22
Revert "internal/graphicsdriver/directx: refactoring: add syscallN"
...
This reverts commit 55a490736a
.
Reason: This has a potential risk of stack overflow.
Closes #2120
2022-06-04 13:58:01 +09:00
Hajime Hoshi
ecaa25faba
internal/affine: avoid heap allocations by casting a variable to a concrete type
...
This is a dirty hack but seems efficient.
Closes #2119
2022-06-04 13:18:14 +09:00
Hajime Hoshi
f69c550992
internal/graphicsdriver/directx: bug fix: go:nosplit was required for syscallN
...
Updates #2116
Closes #2117
2022-06-04 01:11:22 +09:00
Hajime Hoshi
55a490736a
internal/graphicsdriver/directx: refactoring: add syscallN
...
syscall.SyscallN is available as of Go 1.18 so this change implemented
our original syscallN function.
syscallN also panics when a given function pointer is 0. This helps
debugging especially on Xbox.
Updates #2084
2022-06-03 21:56:34 +09:00
Hajime Hoshi
3e1b313221
internal/graphicsdriver/directx: bug fix: ID3D12Resource::Map sometimes retrying
...
Updates #2113
Closes #2116
2022-06-03 21:56:30 +09:00
Hajime Hoshi
8e4e3d67c4
internal/gamepad: refactoring
2022-06-03 19:00:21 +09:00
Hajime Hoshi
2eb4ef1a94
internal/gamepad: give a window from another package instead of GetActiveWindow
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GetActiveWindow doesn't work on Xbox.
Updates #2084
2022-06-03 18:42:54 +09:00
Hajime Hoshi
1580e92dfc
internal/gamepad: refactoring
2022-06-03 18:06:54 +09:00
Hajime Hoshi
90d26305e7
internal/gamepad: unify the naming convention for Win32API with other packages
2022-06-03 16:59:44 +09:00
Hajime Hoshi
124f233de0
internal/gamepad: cast returning values to uint32
2022-06-03 16:52:49 +09:00
Hajime Hoshi
532b476c4e
Revert "internal/graphicsdriver/directx: pass nil for pReadRange at Map"
...
This reverts commit 3b13158cc0
.
Reason: Specifying nil for reading ranges is not efficient
2022-06-03 13:59:34 +09:00
Hajime Hoshi
c6c45aadfa
Revert "Revert "internal/glfwwin: ignore errors from DWM functions""
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This reverts commit 991cec993c
.
Reason: Reverted a wrong commit
2022-06-03 13:59:16 +09:00
Hajime Hoshi
991cec993c
Revert "internal/glfwwin: ignore errors from DWM functions"
...
This reverts commit 9ad87c0153
.
Reason: Specifying nil for reading ranges is not efficient
2022-06-03 13:49:45 +09:00
Hajime Hoshi
3b13158cc0
internal/graphicsdriver/directx: pass nil for pReadRange at Map
...
Updates #2113
2022-06-03 13:45:08 +09:00
Hajime Hoshi
9ad87c0153
internal/glfwwin: ignore errors from DWM functions
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DWM functions might not be implemented on Proton. In the original
GLFW implementation, the returning values are not checked.
Updates #2113
2022-06-03 01:36:31 +09:00
Hajime Hoshi
c29c423686
internal/glfwwin, internal/graphicsdriver/directx: bug fix: HRESULT and Errno are imcompatible
2022-06-03 00:41:04 +09:00
Hajime Hoshi
7d95dddb1a
internal/glfwwin: refactoring
2022-06-03 00:32:36 +09:00
Hajime Hoshi
666d50e83d
internal/glfwwin: use HRESULT for an error value instead of GetLastError
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GetLastError might not be reliable for some APIs like DwmFlush.
Updates #2113
2022-06-02 23:02:09 +09:00
Hajime Hoshi
4a9caf8afb
internal/graphicsdriver/directx: ignore higher 32bit values for Errno
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Updates #2113
2022-06-02 23:01:38 +09:00
Hajime Hoshi
fb03a1e351
internal/graphicsdriver/directx: bug fix: ID3D12Resource::Unmap does not return an value
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Updates #2113
2022-06-02 12:52:58 +09:00
Hajime Hoshi
4a684c4195
treat Windows error values as uint32 instead of windows.Handle
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The error value are defined as windows.Handle (64bit) in
golang.org/x/sys/windows, but an actual type should be HRESULT (32bit).
This causes an issue that a returning value from a Windows API was
recognized as a non-zero error value though the value was not an error,
when the value's lower 32-bits are all zero.
See also https://github.com/golang/go/issues/48736#issuecomment-1143993096
Updates #2113
2022-06-02 12:10:21 +09:00
Hajime Hoshi
b900f83a01
internal/graphicsdriver/directx: refactoring: remove an unused member Image.numRows
2022-06-02 01:53:27 +09:00
Hajime Hoshi
0dc6e4e64e
internal/graphicsdriver/directx: use ID3D12Resource instead of ID3D12Resource1
...
Updates #2114
2022-06-02 01:26:02 +09:00
Hajime Hoshi
432365ff92
internal/glfwwin: ignore the error at SetProcessDpiAwarenessContext
...
Updates #2113
2022-06-01 23:11:06 +09:00
Hajime Hoshi
285a5cbc69
internal/glfwwin: skip some functions for Xbox
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Updates #2084
2022-06-01 12:08:03 +09:00
Hajime Hoshi
0adb0c3860
internal/ui: bug fix: compile error
2022-06-01 02:09:10 +09:00
Hajime Hoshi
9c15bda275
internal/ui: return a null Window on Xbox
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Updates #2084
2022-06-01 01:26:31 +09:00
Hajime Hoshi
ff868ba39f
internal/ui: skip some functions for Xbox
...
Updates #2084
2022-06-01 00:58:36 +09:00
Hajime Hoshi
dcb5bb47c6
internal/glfw: unify the naming convension for Win32API
2022-06-01 00:48:22 +09:00
Hajime Hoshi
6fc71e97bb
internal/glfwwin: skip some functions for Xbox
...
Updates #2084
2022-06-01 00:35:43 +09:00
Hajime Hoshi
aa4a2b64e0
internal/glfwwin: bug fix: update _glfw.windows
2022-06-01 00:01:07 +09:00
Hajime Hoshi
c99b948df3
internal/graphicsdriver/directx: refactoring
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Updates #2084
2022-05-30 03:17:15 +09:00
Hajime Hoshi
d4226659ee
internal/graphicsdriver/directx: initialize a device for Xbox
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Updates #1162
2022-05-30 02:10:18 +09:00
Hajime Hoshi
59798d29f4
internal/graphicsdriver/directx: defer the initialization
2022-05-29 22:02:39 +09:00
Hajime Hoshi
b4491ab94d
internal/graphicsdriver/directx: unify the naming convention with glfwwin
2022-05-29 21:18:23 +09:00
Hajime Hoshi
0081fa7a47
internal/graphicsdriver/directx: add a comment
2022-05-29 20:05:37 +09:00
Hajime Hoshi
ad380a32f4
internal/glfwwin: split GDK part to a new package internal/microsoftgdk
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Updates #1162
2022-05-29 19:25:26 +09:00
Hajime Hoshi
7f46938ff7
internal/glfwwin: return an error at initWGL on Xbox
...
Updates #1162
2022-05-29 17:37:06 +09:00
Hajime Hoshi
59e6d4578b
internal/glfw: skip some Win32APIs for Xbox
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Updates #1162
2022-05-29 17:04:47 +09:00
Hajime Hoshi
ce147a7e38
internal/glfwwin: refactoring: remove Monitor.currentMode
2022-05-29 16:00:18 +09:00
Hajime Hoshi
2efbb819e0
internal/glfw: skip some Win32APIs for Xbox
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Updates #1162
2022-05-29 15:54:37 +09:00
Hajime Hoshi
05d49c5a52
internal/glfwwin: create a pseudo monitor for Xbox
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Updates #1162
2022-05-29 15:38:17 +09:00
Hajime Hoshi
f8163f93c0
internal/glfwwin: refactoring
2022-05-29 14:22:22 +09:00
Hajime Hoshi
ef7d10a36e
internal/glfwwin: add a build tag microsoftgdk
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Updates #1162
2022-05-29 01:31:42 +09:00
Hajime Hoshi
5c63c4a4aa
internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
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From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.
[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
ac922742bf
internal/glfw: use shorter copyright comments
2022-05-27 20:38:45 +09:00
Hajime Hoshi
f7d1a43e98
internal/glfwwin: remove GammaRamp
2022-05-27 20:19:12 +09:00
Hajime Hoshi
df0208ec79
internal/glfwwin: remove unused exported functions
2022-05-27 20:15:36 +09:00
Hajime Hoshi
3a6b707b29
internal/glfwwin: remove unused members (a monitor size)
2022-05-27 20:12:43 +09:00
Hajime Hoshi
d577cc5e7d
internal/graphicsdriver/opengl/gl: rename files
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Updates #1162
2022-05-27 18:31:40 +09:00
TotallyGamerJet
726e88e520
internal/graphics/opengl/gl: remove CGO in openGL on macOS ( #2104 )
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Updates #1162
2022-05-27 18:26:53 +09:00
Hajime Hoshi
f7172f41c8
internal/glfwwin: skip detecting monitors for Xbox
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Updates #2084
2022-05-27 15:55:23 +09:00
Hajime Hoshi
c379873a1f
rename Ebiten -> Ebitengine
2022-05-25 22:48:19 +09:00
Hajime Hoshi
1202e66114
internal/gamepad: bug fix: out of range at hatState on Windows
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Closes #2103
2022-05-25 11:44:46 +09:00
Hajime Hoshi
7030840efa
internal/graphicsdriver/opengl/gl: refactoring
2022-05-25 02:24:40 +09:00
Hajime Hoshi
604f14d2d4
internal/glfwwin: refactoring: reduce risky unsafe.Pointer usages
2022-05-25 02:21:30 +09:00
Hajime Hoshi
0d7062335e
internal/glfwwin: remove GetProp and SetProp
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GetProp and SetProp forced a risky usage of pointers.
2022-05-25 02:11:00 +09:00
Hajime Hoshi
ec2df98c70
internal/glfwwin: skip functions for Xbox
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Updates #2084
2022-05-25 02:00:59 +09:00
Hajime Hoshi
847357c3ea
internal/glfwwin: remove an unused function GetKeyName
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MapVirtualKeyW is not available on Xbox.
Updates #2084
2022-05-25 01:00:32 +09:00
Hajime Hoshi
ffc9a0876a
internal/glfwwin: remove changing the foreground lock timeout
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See 58b48a3a00
Updates #2084
2022-05-25 00:34:54 +09:00
Hajime Hoshi
55657e72ae
internal/ui: skip hideConsoleWindowOnWindows in Xbox
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Updates #2084
2022-05-25 00:13:28 +09:00
Hajime Hoshi
3745c0a2e0
internal/graphicsdriver/opengl/gl: remove an unused function GetBufferSubData
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This is basically a revert of 86a0c7aa82
2022-05-24 20:45:45 +09:00
Hajime Hoshi
a1370a4791
internal/graphicsdriver/opengl: remove an unused member gl.getBufferSubData
2022-05-24 20:40:53 +09:00
Hajime Hoshi
f888b7868b
internal/graphicsdriver/opengl: fix the error message when GenFramebufferEXT fails
2022-05-23 22:25:40 +09:00
Hajime Hoshi
6cd655b5ce
internal/glfwwin: bug fix: error values were not returned
2022-05-22 22:05:48 +09:00
Hajime Hoshi
0577a28aed
all: add struct members for go-vet
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Updates #1306
2022-05-22 22:05:40 +09:00
Hajime Hoshi
ad5ebae3cc
internal/ui: refactoring
2022-05-22 21:53:42 +09:00
Hajime Hoshi
4396785829
Revert "internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )"
...
This reverts commit f7e21983cf
.
Reason: test failures (#2102 )
Closes #2102
2022-05-22 01:24:48 +09:00
TotallyGamerJet
f7e21983cf
internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )
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Updates #1162
2022-05-22 00:58:45 +09:00
Hajime Hoshi
7eeef3ae0f
internal/glfwwin: bug fix: WGL extension functions didn't work
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Closes #2101
2022-05-22 00:40:50 +09:00
Hajime Hoshi
8d3de6207b
internal/gamepad: add a warning message when getGamepads is not available
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Updates #2100
2022-05-21 23:25:56 +09:00
Hajime Hoshi
8d318fc4de
internal/gamepad: bug fix: getGamepads might not be available under a non-secure context
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Closes #2100
2022-05-21 23:22:50 +09:00
Hajime Hoshi
6fa39d5e73
internal/glfw: make panic messages consistent
2022-05-21 13:19:11 +09:00
Hajime Hoshi
9a1eb0b124
internal/glfwwin: bug fix: wrong type casts (TlsGetValue)
2022-05-21 00:59:14 +09:00
Hajime Hoshi
93731673ad
internal/glfwwin: bug fix: wrong type casts
2022-05-21 00:56:22 +09:00
Hajime Hoshi
374f1cf8e6
internal/glfwwin: fix typo
2022-05-21 00:18:36 +09:00
Hajime Hoshi
bd2a31bdd8
internal/glfwwin: remove unnecessary comments
2022-05-20 23:17:03 +09:00
Hajime Hoshi
8c467aaa1b
internal/glfwwin: update GLFW to 3.3.7
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Reference: 597ae79a86
2022-05-20 23:09:16 +09:00
Hajime Hoshi
f67b4cc1d6
internal/glfw: use a pure Go implementation of GLFW
...
This change removes internal/glfw/glfw, that is a DLL loader, and
replaces the usages with internal/glfwwin, that is a pure Go
implementation of GLFW for Windows.
The build tag `ebitenexternaldll` is also removed.
Closes #1764
2022-05-20 22:10:00 +09:00
Hajime Hoshi
edd617f80e
internal: add a new package glfwwin
...
internal/glfwwin is a pure Go implementation of GLFW for Windows.
Updates #1764
2022-05-20 21:36:13 +09:00
Hajime Hoshi
eec5ea00ec
internal/glfw: refactoring: use pointers or functions for callbacks
2022-05-20 17:49:46 +09:00
Hajime Hoshi
8d2b08dd14
internal/glfw: refactoring: make callback handlers consistent
2022-05-19 01:49:21 +09:00
Hajime Hoshi
7189c7f649
internal/glfw: refactoring: remove unused APIs
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Ebiten doesn't rely on GLFW for gamepads.
2022-05-19 01:04:23 +09:00
Hajime Hoshi
fef79f4d3e
internal/graphicsdriver/metal: update the minimum version of macOS
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Updates #2095
2022-05-18 00:09:04 +09:00
Hajime Hoshi
3d00bb1fa2
internal/gamepad, internal/ui: type-cast returning values from Win32APIs just in case
2022-05-11 00:48:44 +09:00
Hajime Hoshi
812607cdfc
internal/processtest/testdata: add a test case for #2089
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Updates #2089
2022-05-08 23:45:21 +09:00
Hajime Hoshi
faf1e7350d
internal/atlas: bug fix: wrong logic to create a new mask with edges
...
* Fixed wrong operator orders
* Cleared an allocated region explicitlly
Closes #2089
2022-05-08 23:06:10 +09:00
Hajime Hoshi
7409f01b17
internal/graphicsdriver/metal/mtl: bug fix: specify the language version explicitly
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Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
a0e1d08123
internal/graphicsdriver/directx: update comments
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Updates #2081
2022-04-26 11:20:48 +09:00
Hajime Hoshi
7321e86a6b
internal/graphicsdriver/directx: bug fix: the screen image can be nil when resizing the window
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Closes #2081
2022-04-26 11:19:48 +09:00
Hajime Hoshi
38a2aa11fd
internal/ui: bug fix: deadlock at Layout with Ebiten's image functions called
...
Closes #2079
2022-04-26 01:12:57 +09:00
Hajime Hoshi
dc811f9329
internal/gamepaddb: bug fix: crash at addAndroidDefaultMappings
...
Closes #2076
2022-04-19 23:36:02 +09:00
Hajime Hoshi
928d82c685
internal/atlas: potential bug fix: restore images before other image manipulations
...
From the reported stack trace, there could be a potential issue in
atlas.BeginFrame: images were manipulated before the images are restored.
Restoring images assumes that all images are not stale, but manipulating
images like putOnAtlas might cause other images stale in ReplacePixels.
Though we failed to reproduce the case, this fix should make sense.
Updates #2075
2022-04-18 02:19:46 +09:00
Hajime Hoshi
2fc691f661
internal/clock: rename CurrentFPS/TPS -> ActualFPS/TPS
2022-04-14 00:57:47 +09:00
Hajime Hoshi
f25dda1318
internal/clock: force to sync the timer when TPS is updated
2022-04-14 00:56:37 +09:00
Hajime Hoshi
2a5b5b4823
internal/ui: avoid a busy loop in restoreWindow
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Updates #1826
2022-04-10 17:55:39 +09:00
Hajime Hoshi
3fe1df8b3b
internal/ui: bug fix: ebiten.WindowSize() returned (1,1) when iconified
2022-04-10 16:50:47 +09:00
Hajime Hoshi
aae866350a
internal/ui: bug fix: (*glfw.Window).GetSize() returns (0,0) when iconified
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Closes #2066
2022-04-10 16:43:03 +09:00
Hajime Hoshi
d3b83dd4ea
internal/ui: refactoring
2022-04-09 18:23:56 +09:00
Hajime Hoshi
fcb7df0a59
internal/ui: bug fix: checking fullscreen on Safari was wrong
2022-04-09 17:25:19 +09:00
Hajime Hoshi
a69be34001
internal/ui: update the error message for fullscreen
2022-04-09 16:55:09 +09:00
Hajime Hoshi
853d94c3ef
internal/shader: implement strict type checks when calling a function
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Closes #2032
2022-04-09 00:32:27 +09:00
Hajime Hoshi
15fe7158fd
internal/shader: implement strict type checks in assignments
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Closes #1972
2022-04-09 00:02:20 +09:00
Hajime Hoshi
93b4c0d9b1
internal/ui: add comments
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Updates #1590
2022-04-08 18:40:13 +09:00
Hajime Hoshi
2008916261
internal/ui: bug fix: use the native unit for origWindowPosByOS
2022-04-08 16:43:13 +09:00
Hajime Hoshi
90070c09fe
internal/ui: rename origPos -> origWindowPos
2022-04-08 15:59:16 +09:00
Hajime Hoshi
352d332097
internal/ui: remove redundant comments
2022-04-08 15:51:56 +09:00
Hajime Hoshi
ee124baf60
internal/ui: bug fix: WindowSize returned a wrong value on fullscreen on macOS
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Closes #2062
2022-04-08 14:57:51 +09:00
Hajime Hoshi
ad66c3d90b
internal/png: clean up files before generating
2022-04-06 11:48:46 +09:00
Hajime Hoshi
20beb9d2b8
internal/gamepaddb: update the database
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Updates #1902
2022-04-06 11:41:05 +09:00
Hajime Hoshi
6e19c793f6
internal/png: update for Go 1.18
2022-04-06 11:32:48 +09:00
Hajime Hoshi
32de5ec2d0
internal/graphics: refactoring
2022-04-05 11:12:25 +09:00
Hajime Hoshi
c6e5582c56
Revert "internal/graphics: refactoring"
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This reverts commit b6cc164e96
.
Reason: wrong shader program
2022-04-04 14:31:37 +09:00
Hajime Hoshi
b6cc164e96
internal/graphics: refactoring
2022-04-04 14:30:51 +09:00
Hajime Hoshi
c56665b23c
internal/processtest: bug fix: shadernomain is no longer a valid test
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Updates #2035
2022-04-04 03:12:34 +09:00
Hajime Hoshi
736d77e0d2
internal/graphicsdriver: remove Graphics.NDCYDirection
2022-04-04 03:03:44 +09:00
Hajime Hoshi
6710808cd1
ebiten: compile shaders at NewShader
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Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
02db3bad53
internal/graphicscommand: remove the dependency on a graphics driver from compileShader
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Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
4b0967be42
internal/ui: gofmt
2022-04-04 01:48:15 +09:00
Hajime Hoshi
f756be3d22
internal/devicescale: bug fix: glfw.Monitor.GetContentScale might return 0
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Retrying to call GetContentScale solved this.
Closes #2051
2022-04-03 19:32:01 +09:00
Hajime Hoshi
f1f9f74e5c
internal/ui: bug fix: force to refresh the framebuffer by resizing the window very quickly
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Closes #2050
2022-04-03 18:43:22 +09:00
Hajime Hoshi
65094c61b1
internal/graphicscommand: reland: merge adjacent commands if the same shader and uniform variables are used
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Closes #1846
2022-04-03 03:57:49 +09:00
Hajime Hoshi
f75a70dc40
internal/graphicscommand: treat []float32 instead of interface{} for uniform variables
2022-04-03 03:51:52 +09:00
Hajime Hoshi
990228e216
internal/graphicscommand: cache uniform name locations and types
2022-04-03 03:28:11 +09:00
Hajime Hoshi
9be454ef25
internal/graphicsdriver: remove an old comment
2022-04-03 02:53:43 +09:00
Hajime Hoshi
9f3f9e64cc
internal/graphicscommand: add panic at convertUniforms
2022-04-03 00:39:05 +09:00
Hajime Hoshi
b52a02a178
internal/ui: bug fix: crash when Image.MarkDisposed is called multiple times
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Closes #2048
2022-04-03 00:21:26 +09:00
Hajime Hoshi
651c5693c6
Revert "internal/graphicscommand: merge adjacent commands if the same shader and uniform variables are used"
...
This reverts commit 425ce27976
.
Reason: test failures
2022-04-03 00:11:15 +09:00
Hajime Hoshi
425ce27976
internal/graphicscommand: merge adjacent commands if the same shader and uniform variables are used
...
Closes #1846
2022-04-02 23:55:14 +09:00
Hajime Hoshi
33078c764c
internal/gamepaddb: make Update atomic
...
Closes #1978
2022-04-02 20:19:04 +09:00
Hajime Hoshi
3fafc05411
internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
...
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
351ef9fbb7
internal/atlas, internal/graphicsdriver: move the adjusting-pixel logic to atlas
...
Now pixels are adjusted even when the graphics driver doesn't have
high-precision floats, but this should not be problematic. This was
introduced at 9bff33472a
, but the
adjusting way is much different from the current way.
Updates #879
Closes #1820
2022-04-02 05:15:29 +09:00
Hajime Hoshi
34e23f5256
internal/restorable: treat texels instead of pixels
...
Updates #1820
2022-04-02 04:25:27 +09:00
Hajime Hoshi
0c6362c93a
internal/atlas: move the color scaling from internal/atlas to ebiten
...
Updates #1820
2022-04-02 02:47:56 +09:00
Hajime Hoshi
5c7917897c
internal/ui: refactoring: move the logic in gameForUI to context
2022-04-01 22:33:31 +09:00
Hajime Hoshi
9c448d207a
internal/ui: remove an unnecessary alias
2022-04-01 21:17:26 +09:00
Hajime Hoshi
b53cb2acd6
internal/ui, internal/mipmap, internal/graphicscommand: fix a wrong panic message
2022-04-01 20:12:12 +09:00
Hajime Hoshi
8e40b2562e
internal/ui: remove an error returning value from Game.Draw
2022-04-01 19:10:10 +09:00
Hajime Hoshi
ea1c18d124
internal/ui: rename contextImpl -> context
2022-04-01 17:59:44 +09:00
Hajime Hoshi
09a548e055
internal/ui: consider the case when currentMonitor() returns nil
...
Closes #1887
2022-04-01 03:51:28 +09:00
Hajime Hoshi
07a7aca1b3
internal/gamepad: skip gamepads with more than 32 buttons
...
This change was removed at ef45058037
accidentally.
Updates #1173
Updates #2039
2022-04-01 02:24:15 +09:00
Hajime Hoshi
b5a9ff007c
internal/ui: bug fix: WindowPosition
/SetWindowPosition
didn't work on macOS fullscreen
...
Updates #1590
Closes #2043
2022-03-30 12:10:48 +09:00
Hajime Hoshi
172da82aa7
internal/ui: optimization: reduce u.t.Call
2022-03-30 03:28:18 +09:00
Hajime Hoshi
f2860bebed
internal/ui: remove an unnecessary hack to resize the window
...
The bug (#1606 ) is no longer reproducible even without the hack.
Updates #1606
Updates #1609
2022-03-30 02:48:39 +09:00
Hajime Hoshi
feb70963c6
internal/ui: force to put the window in the initial monitor
...
To make things simple, let's not put the window outside the initial
monitor.
Updates #1351
Closes #1575
2022-03-30 01:56:35 +09:00
Hajime Hoshi
07d6419dc6
internal/ui: bug fix: DeviceScaleFactor was not concurrent-safe before the main loop
...
Updates #1575
Closes #2042
2022-03-29 00:27:44 +09:00
Hajime Hoshi
2d912a2387
internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables
...
Closes #2038
2022-03-27 01:49:52 +09:00
Hajime Hoshi
aef00a5235
internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
...
Updates #2037
2022-03-27 01:22:54 +09:00
Hajime Hoshi
6bd3c81e27
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
...
Updates #2036
2022-03-27 00:32:30 +09:00
Hajime Hoshi
eaad959472
internal/graphicsdriver/metal: remove println
2022-03-27 00:12:34 +09:00
Hajime Hoshi
f6d87f6ee8
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix variables were passed wrongly
...
Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12
internal/graphicsdriver: introduce the DirectX driver
...
Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
a936ffc032
internal/shader: restrict the number of arguments for atan/atan2
2022-03-26 19:40:04 +09:00
Hajime Hoshi
d30a31b16c
internal/shaderir/hlsl: add function forward declarations
2022-03-26 19:10:03 +09:00
divVerent
1de1bfef55
internal/gamepad: fix uint16 underflow handling in gamepads. ( #2030 )
...
Fixes crash where Ebiten considers a keyboard a gamepad with way too many buttons.
Updates #2027
2022-03-26 15:41:59 +09:00
Hajime Hoshi
dcccd27629
internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
...
Updates #2029
2022-03-26 02:57:38 +09:00
Hajime Hoshi
52376170a4
internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
...
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers
Updates #1007
2022-03-26 02:05:35 +09:00
Hajime Hoshi
cfd0de5c41
internal/shaderir: make outputs for unexpected operators consistent
2022-03-26 01:40:02 +09:00
Hajime Hoshi
4893b13acc
internal/shaderir: add internal/shaderir/hlsl
...
Updates #1007
2022-03-26 01:31:05 +09:00
Hajime Hoshi
9bfbbb6e9e
internal/ui: add graphicsDriverGetter.getDirectX()
...
Updates #1007
2022-03-25 19:43:38 +09:00
Hajime Hoshi
e4d0050452
internal/gamepad: bug fix: compile error
...
Updates #2027
2022-03-25 14:35:03 +09:00
Hajime Hoshi
b985689010
internal/gamepad: bug fix: crash when a too big button code is reported on Linux
...
Updates #2027
2022-03-25 14:28:09 +09:00
Hajime Hoshi
c61be3c532
internal/ui: bug fix: getMetal might return a nil pointer as a non-nil interface
2022-03-24 13:36:53 +09:00
Hajime Hoshi
eeb5687b73
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
...
On second thought, returning pointers is more natural. Handling
nil is a caller's responsibility.
2022-03-24 13:20:36 +09:00
Hajime Hoshi
7bb7e45522
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to interface
...
Converting a nil with a pointer type to an interface type is no longer
a nil-nil interface, and then comparing with nil causes an unexpected
results.
2022-03-24 03:24:58 +09:00
Hajime Hoshi
3074dca670
internal/ui: add the EBITEN_GRAPHICS_LIBRARY environment variable
...
The `ebitengl` build tag is gone instead.
Closes #2007
2022-03-24 02:23:37 +09:00
Hajime Hoshi
151dfffad6
internal/restorable: simplify canDetectContextLostExplicitly
...
This constant was set with some wrong assumptions:
1. On Android, recovering was needed.
2. On iOS, OpenGL ES was used when
a. The architecture was 386 or amd64 == an emulator is used
b. The build tag ebitengl was not specified
c. gomobile-build was used
3. On browsers, recovering was needed.
1., 2b, and 2c are correct.
2a. is not correct: Now emulators are available on all the
architectures with both Metal and OpenGL.
3. is not correct: Ebiten no longer recovers the contest lost.
Now, Ebiten can detect a context lost explicitly when
1. On Android
2. On iOS and on gomobile-build
(When gomobile-build is used, OpenGL should always be used)
Based on this fact, this change changes the constant to a variable,
and fixes the logic to set the variable.
2022-03-23 03:01:59 +09:00
Hajime Hoshi
85daef7436
internal/ui: bug fix: OpenGL must be used when gomobile-build is used
...
Now the logic of graphicsDriver() is updated, this can return a Metal
graphics driver on iOS even when gomobile-build is used.
This change fixes this issue.
2022-03-23 02:58:56 +09:00
Hajime Hoshi
09b0a0ffaf
internal/ui: refactoring: simplify the selection of graphics libraries
2022-03-23 02:21:53 +09:00
Hajime Hoshi
7e6e022065
cmd/ebitenmobile: support Metal for iOS simulators
2022-03-23 01:34:58 +09:00
Hajime Hoshi
a74e7b1578
Revert "internal/graphicsdriver/metal: refactoring"
...
This reverts commit 1c57393393
.
Reason: nothing is rendered on iOS.
Closes #2022
2022-03-23 01:22:39 +09:00
Hajime Hoshi
8e6907c64a
internal/ui: reduce the calls of graphicsDriver()
2022-03-22 02:17:41 +09:00
Hajime Hoshi
15548b4c74
internal/ui: add userInterfaceImpl.graphicsDriver
2022-03-22 00:13:22 +09:00
Hajime Hoshi
be1836339b
internal/ui: define the common struct UserInterface for all the environments
...
The existing UserInterface structs became userInterfaceImpl structs.
2022-03-21 23:10:27 +09:00
Hajime Hoshi
99437944bc
internal/ui: remove graphicsDrivre() calls from image.go
2022-03-21 22:49:47 +09:00
Hajime Hoshi
cd57bccbfc
internal/graphicsdriver: let some functions return an error
...
This is a preparation for the DirectX driver.
Updates #1007
2022-03-21 22:23:12 +09:00
Hajime Hoshi
0dcf43b350
internal/graphicsdriver: reorder the member
2022-03-21 22:05:21 +09:00
Hajime Hoshi
5e973ab419
Revert "internal/graphicscommand: clear the queue regardless of an error"
...
This reverts commit e21636fbb9
.
Reason: Simply this is no longer needed. We gave up testing when an error
occurs in a graphics command queue.
2022-03-21 21:57:59 +09:00
Hajime Hoshi
31104c4e79
internal/processtest: remove TestShaderNoMain and add shadernomain.go
...
A shader compilation error breaks the state of the graphics command
queue, and this cannot be reused. Thus, a process test is appropriated.
2022-03-21 21:52:38 +09:00
Hajime Hoshi
81b9f91f86
internal/graphicscommand: compile shaders lazily
...
With DirectX, the graphics driver cannot be determined until the
main loop starts, as a transparent window cannot be treated with
DirectX so far. On the other hand, compiling shaders requires a
graphics driver as it requires information about Y directions of
NDCs and framebuffers.
This change delays compiling shaders until the graphics commands
are actually executed in the main loop.
Updates #1007
Updates #2019
2022-03-21 21:09:02 +09:00
Hajime Hoshi
e21636fbb9
internal/graphicscommand: clear the queue regardless of an error
...
There was a potential issue that commands in the queue are never
reset when an error happens and the queue continues to send errors.
This is problematic especially for testings.
This change fixes the issue by Go's defer.
2022-03-21 20:10:03 +09:00
Hajime Hoshi
ad0e0e3e66
internal/graphicscommand: remove an unused member
2022-03-21 19:50:05 +09:00
Hajime Hoshi
9b1adf799d
internal/shader: move syntax tests to internal/shader
2022-03-21 19:31:06 +09:00
Hajime Hoshi
b5bb576a58
internal/ui: refactoring: unexport ConvertUniforms
2022-03-21 17:05:50 +09:00
Hajime Hoshi
f4ad12987d
internal/ui: bug fix: compile error with the cbackend tag
2022-03-21 16:59:53 +09:00
Hajime Hoshi
12ce5ae83a
internal/ui: remove the call of graphicsDriver() from the context
2022-03-21 16:48:33 +09:00
Hajime Hoshi
fc96eb30a1
internal/atlas: simplify the logic by adding paddings to the mask
2022-03-21 16:13:21 +09:00
Hajime Hoshi
870a18e8f5
internal/buffered: remove unnecessary conditions from resolvePendingPixels
2022-03-21 15:27:21 +09:00
Hajime Hoshi
4b31983b6d
internal/buffered: English
2022-03-21 15:20:52 +09:00
Hajime Hoshi
c316aaae72
internal/buffered: simplify the API
2022-03-21 15:19:06 +09:00
Hajime Hoshi
5c3f8915d1
internal/atlas: add an argument check
2022-03-21 15:11:38 +09:00
Hajime Hoshi
29f7a45ccc
internal/buffer: remove the graphics-driver argument from ReplacePartialRegionPixels
...
This is necessary to remove the graphics driver usage from
(*ebiten.Image).At. And this is necessary to determine the graphics
driver after the window becomes transparent or not.
Unfortunately, it is not obvious to make a transparent window with
DirectX. Then, the determination of a graphics driver should be delayed.
Updates #1007
2022-03-21 05:59:43 +09:00
Hajime Hoshi
4f070915b2
internal/atlas: bug fix: do not use the padding when a mask is specified
...
With paddings, a mask size was not appropriate.
As a simple solution, let's not use paddings when a mask is specified.
2022-03-21 05:50:31 +09:00
Hajime Hoshi
dfc9eeaaec
internal/restorable: bug fix: the parameter mask was not passed correctly
2022-03-21 05:40:13 +09:00
Hajime Hoshi
fbcbd2a001
internal/buffered: refactoring
2022-03-21 04:36:32 +09:00
Hajime Hoshi
b3f4d6c522
internal/atlas: add a new parameter specifying a mask for ReplacePixels
2022-03-21 03:56:04 +09:00
Hajime Hoshi
5c79b86412
internal/restorable: add a new parameter specifying a mask for ReplacePixels
2022-03-21 03:08:58 +09:00
Hajime Hoshi
e55dbbf3cd
internal/restorable: add more tests
2022-03-21 03:04:52 +09:00
Hajime Hoshi
72a6ab8da4
internal/restorable: add more tests
2022-03-21 02:44:48 +09:00
Hajime Hoshi
924f7ea932
internal/restorable: refactoring
2022-03-21 01:26:48 +09:00
Hajime Hoshi
5fe6791b5d
internal/graphicscommand: add a new paramter 'mask' to ReplacePixels
2022-03-21 01:11:01 +09:00
Hajime Hoshi
c1a0d83f8d
internal/restorable: simplify the implementation of rect
...
Allow overlapped regions at pixelsRecords.
This removes the members `last*` for caching. These were introduced
at 7e7751bd43
, and apparently these
are no longer needed.
2022-03-21 00:06:30 +09:00
Hajime Hoshi
ea81d4abf4
internal/buffered: refactoring
2022-03-20 19:03:41 +09:00
Hajime Hoshi
14c327c89b
internal/atlas: replace Pixels with At to reduce unnecessary slice allocations
2022-03-20 18:39:17 +09:00
Hajime Hoshi
11ff0ab48c
internal/atlas: refactoring: remove arguments from Pixels
2022-03-20 18:28:57 +09:00
Hajime Hoshi
367a9ec5bf
internal/atlas: refactoring
2022-03-20 18:07:29 +09:00
Hajime Hoshi
54b4e87506
internal/restorable: bug fix: ReplacePixels on a sub-image might panic on Android
...
If regions by ReplacePixel are overlapped, this can panics. This can
happen only on Android, where a context lost can happen.
Thus, a sub-image cannot call a direct ReplacePixels. internal/buffer
has to care this.
2022-03-20 18:01:37 +09:00
Hajime Hoshi
696bbc088f
internal/ui: rename variables
2022-03-20 16:51:23 +09:00
Hajime Hoshi
c3e855ab02
internal/buffered: refactoring
2022-03-20 16:44:11 +09:00
Hajime Hoshi
673556d03f
internal/ui: move the error handlings to the ui package
2022-03-20 16:26:26 +09:00
Hajime Hoshi
bd07f6246f
internal/buffered: remove mysterious comments
2022-03-20 05:17:43 +09:00
Hajime Hoshi
cc574ad67e
internal/atlas: rename functions: Area -> Region
2022-03-20 04:20:23 +09:00
Hajime Hoshi
b59dd45239
internal/buffered: separate ReplacePixels with the large-area and small-area versions
...
For the large-area version, this doesn't require a graphics driver.
This is necessary to ensure that ReplacePixels never needs a graphics
driver.
2022-03-20 04:13:31 +09:00
Hajime Hoshi
4cbce71b2b
internal/graphicscommand: move the choice of graphics drivers to internal/ui
2022-03-20 02:51:31 +09:00
Hajime Hoshi
1d9982ee6d
internal/ui: move the dependency on graphicscommand from ebiten to ui
2022-03-20 02:00:44 +09:00
Hajime Hoshi
e78f34aa26
internal/ui: add Image
...
This is a preparation for a refactoring. Image will be a proxy to
pass a graphics driver to the lower layer.
2022-03-20 01:39:05 +09:00
Hajime Hoshi
3e44a20b22
internal/graphicscommand: swap arguments
2022-03-20 00:09:17 +09:00
Hajime Hoshi
8e3576b404
internal/mipmap: remove unused functions
2022-03-19 23:45:15 +09:00
Hajime Hoshi
7c2300b352
internal/graphicscommand: reduce the usages of the graphicsDriver function
2022-03-19 23:03:34 +09:00
Hajime Hoshi
58366ce64d
internal/glfw: make the file operation atomic
...
If multiple Ebiten processes start at the same time, the file operation
can cause a race condition. Add a file lock to avoid this.
2022-03-18 20:32:25 +09:00
Hajime Hoshi
2e6bb8c4e2
internal/graphicsdriver/metal: add comments
2022-03-14 22:02:44 +09:00
Hajime Hoshi
a617576879
internal/shaderir: replace Mul with ComponentWiseMul and MatrixMul
...
This is a preparation for DirectX / HLSL.
Updates #1007
2022-03-13 19:17:46 +09:00
Hajime Hoshi
044d41dd2d
internal/shaderir: change Op from string to int
...
This is a preparation to distinguish Hadamard product and matrix
product for HLSL.
Updates #1007
2022-03-13 16:20:04 +09:00
Hajime Hoshi
7d0f95e9be
internal/graphicsdriver: refactoring: replace Uniform with []float32
...
Closes #2016
2022-03-13 03:42:13 +09:00
Hajime Hoshi
35a5c88901
internal/graphics: rename constants
2022-03-12 04:01:48 +09:00
Hajime Hoshi
98e2d86ea3
internal/shaderir/msl: refactoring
2022-03-12 00:18:55 +09:00
Hajime Hoshi
5715539a0f
internal/shaderir/glsl, internal/shaderir/msl: refactoring
2022-03-11 15:18:38 +09:00
Hajime Hoshi
e63709a2a5
internal/shaderir/glsl: refactoring
2022-03-11 02:03:15 +09:00
Hajime Hoshi
6f00221051
internal/shaderir/msl: rename the package name
...
Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
5f97bdc1d3
internal/shader: fix typo
...
Updates #2011
2022-03-10 02:54:32 +09:00
Hajime Hoshi
5614e9d7eb
internal/shader: fix misspellings
2022-03-10 02:52:44 +09:00
Hajime Hoshi
880dd0682e
internal/shader: bug fix: fix some failing tests
2022-03-10 02:24:29 +09:00
Hajime Hoshi
d3b72d4ef9
internal/shader: add test files
...
Updates #2011
2022-03-10 01:02:51 +09:00
Hajime Hoshi
de05ede27e
internal/shader: bug fix: evaluate the builtin float/int functions in the pre-compile phase correctly
...
Closes #2011
2022-03-10 00:47:16 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
...
Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
5e5e3c64ac
internal/shaderir/metal: remove a redundant case
2022-03-09 02:54:31 +09:00
Hajime Hoshi
15064dbdc1
internal/shaderir/glsl, internal/shaderir/metal: simplify function names
2022-03-09 01:43:36 +09:00
Hajime Hoshi
e4fba8b047
bug fix: compile error with Go 1.16 and older
2022-03-08 00:08:53 +09:00
Hajime Hoshi
86ba7719eb
internal/ui: bug fix: use CompareAndSwap
2022-03-07 23:51:10 +09:00
Hajime Hoshi
c37ffecafd
internal/graphicsdriver/metal: reorder uniform variables
...
This might improve memory allocations.
This makes the code more consistent with HLSL's packing rule [1]
[1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
2022-03-05 22:12:08 +09:00
Hajime Hoshi
9c6b7aaca3
internal/ui: catch the error at At correctly
2022-03-05 01:44:59 +09:00
Hajime Hoshi
df2133186d
internal/shaderir: bug fix: test failures
2022-03-04 19:01:58 +09:00
Hajime Hoshi
3c1e64dd67
internal/shaderir/metal: bug fix: define the 'mod' function correctly
...
Closes #2006
2022-03-04 18:05:44 +09:00
Hajime Hoshi
d4d4b9c070
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo
2022-03-04 03:47:55 +09:00
Hajime Hoshi
ed22052e5f
internal/graphicscommand: add a comment
2022-02-28 00:15:52 +09:00
Hajime Hoshi
dd8900ea48
internal/graphicsdriver: refactoring: choose the graphics driver at this package
2022-02-27 23:51:19 +09:00
Hajime Hoshi
99f8e335ee
ebiten: refactoring
2022-02-27 22:21:57 +09:00
Hajime Hoshi
77f765d483
internal/testing: bug fix: considering the case when Y is inverted
...
Closes #2003
2022-02-27 22:14:32 +09:00
Hajime Hoshi
4ca1220671
internal/graphicscommand: bug fix: compile error, test failures
2022-02-27 20:13:21 +09:00
Hajime Hoshi
b22309a0e5
internal/graphicsdriver: replace Pixels with ReadPixels
...
Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
1cb7633ff6
internal/ui: bug fix: atomic.Value.Store cannot be called when a differnet type value is already stored
2022-02-27 17:41:19 +09:00
Hajime Hoshi
566957dc1c
internal/graphicsdriver/metal: invert Y at the vertex shader
...
Instead of using a negative height in the viewport, invert the Y direction
at the vertex shader. This is a little more readable as a negative height
is hacky.
This is a preparation for DirectX 12. DirectX 12's coodination system
is very similar to Metal, but doesn't treat a negative height in its
viewport unfortunately.
Updates #1007
2022-02-27 01:53:03 +09:00
divVerent
ea35296be7
ebiten: provide SetScreenFilterEnabled
, a way to disable the default screen filter ( #1997 )
...
Using FilterNearest rather than filterScreen or FilterLinear speeds up a
Dell E6500 from 23fps->36fps and 27fps->48fps.
Updates #1772
2022-02-24 03:46:27 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. ( #1996 )
...
Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.
Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.
I assume this is a strict improvement, however this may warrant some testing.
Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.
Updates #1772
2022-02-24 02:27:50 +09:00
divVerent
476f4e3f9a
internal/gamepad: fix SetWindowLongPtrW crash on 32-bit Windows ( #1999 )
...
Closes #1998
2022-02-23 23:18:20 +09:00
Hajime Hoshi
8b7273b74a
internal/graphicsdriver/metal: call PresentDrawable only when necessary
2022-02-22 01:37:13 +09:00
Hajime Hoshi
ee911fd892
internal/graphicsdriver/metal: fix an error message
2022-02-20 22:01:36 +09:00
Hajime Hoshi
bf33658e64
internal/gamepad: respect original names more
2022-02-15 04:07:11 +09:00
Hajime Hoshi
f17d222a4b
internal/atlas: resolve deferred every frame instead of every tick
...
Resolving defferred functions doesn't have to be done every tick. Rather,
this should be done every frame as this is related to rendering.
2022-02-14 03:45:58 +09:00
Hajime Hoshi
4949c49cd0
internal/ui: refactoring
2022-02-14 03:39:02 +09:00
Hajime Hoshi
871121abe3
internal/ui: refactoring: remove (*contextImpl).layout
2022-02-14 02:59:02 +09:00
Hajime Hoshi
cffa123405
internal/ui: refactoring: remove sizeChanged for js
...
It is safe to call Layout every frame.
2022-02-14 02:50:32 +09:00
Hajime Hoshi
e2f0878a4c
internal/ui: refactoring: remove sizeChanged
...
It is safe to call Layout every frame.
2022-02-14 02:17:52 +09:00
Hajime Hoshi
fcd4453e4f
ebiten: remove RunOnMainThread
...
Unfortunately, there are several issues in RunOnMainThread:
* RunOnMainThread cannot be portable: It is impossible to implement this
correctly on mobiles.
* RunOnMainThread doesn't make sense on mobiles: the rendering works on
a different thread (goroutine) on mobiles.
* RunOnMainThread can cause deadlocks very easily.
Until we find a better solution, let's remove this.
Closes #1945
2022-02-14 01:49:42 +09:00
Hajime Hoshi
e09c1bf8f1
internal/ui: refactoring: remove an error value from runOnAnotherThreadFromMainThread
2022-02-14 00:55:58 +09:00
Hajime Hoshi
ce3f83958e
internal/graphicscommand: rename RunOnMainThread -> RunOnRenderingThread
2022-02-14 00:20:49 +09:00
Hajime Hoshi
b695cb928a
internal/ui: remove RunWithoutMainLoop in non-mobile environments
2022-02-13 22:31:48 +09:00
Hajime Hoshi
82b9f7dc56
ebiten: refactoring: remove setScreenClearedEveryFrame
2022-02-13 20:40:46 +09:00
Hajime Hoshi
0c1c40995c
internal/ui: rename types and members: uiContext -> gameForUI
2022-02-13 20:20:46 +09:00
Hajime Hoshi
29382b424b
internal/ui: refactoring: remove some exposed functions
2022-02-13 20:09:13 +09:00
Hajime Hoshi
08defeeded
internal/ui: move more logics to internal/ui
2022-02-13 20:02:49 +09:00
Hajime Hoshi
9b2f0b6c56
internal/ui: rename ResetForFrame -> ResetForTick
...
Resetting happens every tick, not every frame.
2022-02-13 19:54:40 +09:00
Hajime Hoshi
a2cb9fda82
internal/ui: make adjustPosition concurrent-safe
2022-02-13 19:52:39 +09:00
Hajime Hoshi
31aa01131d
ebiten: refactoring: reduce call of ui.Get()
2022-02-13 19:40:48 +09:00
Hajime Hoshi
6a8e45e6c1
internal/ui: refactoring: simplify ResetForFrame
...
Updating the layout is already done every frame, so doing this in
ResetForFrame is not needed.
Updates #490
2022-02-13 19:31:35 +09:00
Hajime Hoshi
7b164882fc
internal/ui: refactoring: move AdjustPosition to the package internal/ui
2022-02-13 19:14:29 +09:00
Hajime Hoshi
08ae7006ef
internal/ui: refactoring: move some logics to internal/ui
2022-02-13 19:02:59 +09:00
Hajime Hoshi
2609d73a1a
internal/ui: refactoring: move some logics to internal/ui
2022-02-13 18:01:18 +09:00
Hajime Hoshi
b282b1805b
internal/ui: refactoring: add ui.SetError
...
This is a preparation to move uiContext to the package internal/ui.
2022-02-13 17:17:08 +09:00
Hajime Hoshi
ab1ad2c72f
.github/workflow: add a test to build with the build tag ebitencbackend
2022-02-13 16:57:48 +09:00
Hajime Hoshi
73d995740f
internal/ui: bug fix: compile error with ebitencbackend
2022-02-13 16:48:30 +09:00
Hajime Hoshi
e9cfbc1630
internal/ui: refactoring: remove Graphics()
2022-02-13 04:17:39 +09:00
Hajime Hoshi
1c57393393
internal/graphicsdriver/metal: refactoring
2022-02-13 01:00:20 +09:00
Hajime Hoshi
5f59807284
internal/gamepad: refactoring
2022-02-12 03:49:09 +09:00
Hajime Hoshi
ab5daa0f90
internal/ui: separate graphics_ios.go to each archtecture
...
This change removes the support of 32bit iOS. 32bit iOS is no longer
supported by Go 1.15.
2022-02-12 02:14:32 +09:00
Hajime Hoshi
162f62f54e
internal/graphicsdriver/metal/mtl: bug fix: test compile error
2022-02-11 23:23:22 +09:00
Hajime Hoshi
176e984a58
internal/ui: refactoring: remove dependency on the package mtl
2022-02-11 23:11:49 +09:00
Hajime Hoshi
6f3c6d6c1b
internal/graphicsdriver/meta: rename function
2022-02-11 22:47:13 +09:00
Hajime Hoshi
cc4e2f08be
internal/graphicsdriver/metal: rename files
2022-02-11 21:49:05 +09:00
Hajime Hoshi
76848f48e6
internal/ui: simplify build tags
2022-02-11 20:47:14 +09:00
Hajime Hoshi
2c2c4bc428
ebiten: add WindowResizingModeType and its constants and functions
...
This allows a new state to disallow resizing the window but allow
making the window fullscreen on macOS by a user.
This change adds the new type WindowResizingModeType. There are
these constants of this type:
* WindowResizingModeDisabled
* WindowResizingModeOnlyFullscreenEnabled
* WindowResizingModeEnabled
Closes #1819
2022-02-11 04:59:04 +09:00
Hajime Hoshi
f1987cae10
internal/ui: refactoring
2022-02-10 19:35:51 +09:00
Hajime Hoshi
35b9dd0846
internal/ui: give up SetWindowAspectRatioFixed
...
Unfortunately, it is almost impossible to provide a consistent behavior
to keep the aspect ratio of the window on Windows. Instead of having an
incomplete API, let's remove this.
Closes #1988
2022-02-10 18:35:00 +09:00
Hajime Hoshi
0291986658
internal/ui: bug fix: make the window resizable after the window is created
...
Making the window resizable BEFORE the window is created doesn't
work correctly, especially when switching to enable resizing later.
Closes #1987
2022-02-10 00:53:22 +09:00
Hajime Hoshi
5899470511
internal/ui: enable vsync even when resizing the window
...
Now I couldn't see the issue. Probably the implementation of
internal/graphicsdriver/metal has changed since the last fix, but
I am not sure.
Updates #1740
Closes #1954
2022-02-09 23:59:38 +09:00
Hajime Hoshi
edca32e520
internal/ui: bug fix: do not set the minimum window width for macOS
...
Shrinking a window size by a cursor sometimes makes a smaller window
than 126px. To avoid such flaky behavior, do not set the limitation of
the minimum window width.
On Linux/UNIX, there should not be reasons to limit the window width.
Updates #165
2022-02-09 23:30:26 +09:00
Hajime Hoshi
ad675640b1
internal/ui: bug fix: the aspect ratio should update the window size limits
...
Updates #1804
2022-02-09 23:18:41 +09:00
Hajime Hoshi
f2da62a175
internal/ui: refactoring
2022-02-09 22:22:14 +09:00
Hajime Hoshi
57c123a412
internal/ui: add comments
...
Updates #1804
2022-02-09 22:16:31 +09:00
Hajime Hoshi
891ca2a08d
ebiten: add IsWindowAspectRatioFixed
...
This also updates examples/windowsize.
Closes #1804
2022-02-09 20:06:18 +09:00
Hajime Hoshi
7482cae978
internal/ui: bug fix: the aspect ratio must be updated whenever the window size is forcibly updated
...
This also adds a new flag -aspectratiofixed to examples/windowsize
Updates #1804
2022-02-09 19:56:50 +09:00
Hajime Hoshi
740dfd5aed
internal/glfw: refactoring: keep the original API when possible
...
Updates #1804
2022-02-09 19:36:47 +09:00
Hajime Hoshi
623c050537
ebiten: rename SetKeepWindowAspectRatio -> SetWindowAspectRatioFixed
...
Updates #1804
2022-02-09 19:29:55 +09:00
Tom Lister
18659ef4ab
internal/ui: add SetWindowKeepAspectRatio ( #1985 )
...
Updates #1804
2022-02-09 19:11:25 +09:00
Hajime Hoshi
180eb483bb
internal/ui: make currentMonitor return initMonitor when the window is not initialized yet
2022-02-09 00:26:49 +09:00
Hajime Hoshi
b2872f216a
internal/ui: update comments
...
Updates #1575
2022-02-08 20:27:46 +09:00
Hajime Hoshi
cd2ef6771a
internal/ui: bug fix: a wrong monitor was used at setWindowPositionInDIP
2022-02-08 20:20:36 +09:00
Hajime Hoshi
9f581327fa
intetrnal/ui: remove recreating a window after the fullscreen mode
...
As macOS's fullscreen is a native fullscreen, this hack is no longer
needed.
Updates #1004
2022-02-08 19:41:09 +09:00
Hajime Hoshi
f8097eb45d
internal/ui: give an initial window size at createWindow
...
This enables to skip setWindowSizeInDIPImpl in most cases.
Updates #1651
Updates #1914
2022-02-08 19:36:30 +09:00
Hajime Hoshi
320e7037f6
internal/ui: update comments
2022-02-08 19:23:38 +09:00
Hajime Hoshi
6dbc5ba558
internal/ui: refactoring: call updateWindowSizeLimits in createWindow
2022-02-08 16:06:12 +09:00
Hajime Hoshi
4c6c31e384
all: reorder build tags in an alphabetical order
2022-02-08 15:49:15 +09:00
Hajime Hoshi
9c8b4db81f
internal/ui: separate 'vibrate' part to internal/vibrate
2022-02-08 14:48:55 +09:00
Hajime Hoshi
d2d3673bd2
internal/ui: remove a redundant call of SetTitle
2022-02-08 04:30:58 +09:00
Hajime Hoshi
2fc09c7fcb
internal/ui: use the cursor position to choose the initial monitor for Linux/UNIX
...
Updates #1918
Closes #1982
2022-02-08 03:20:45 +09:00
Hajime Hoshi
294ee43716
internal/ui: remove a special logic for UNIX
...
The issue #1118 can no longer be reproduced.
Updates #1118
Updates #1982
2022-02-08 01:29:22 +09:00
Hajime Hoshi
cb4085277b
internal/ui: bug fix: adjust the window position correctly
...
Updates #1982
2022-02-07 23:52:16 +09:00
Hajime Hoshi
ed04021151
internal/ui: use the cursor position to choose the initial monitor for Windows
...
Updates #1918
Updates #1982
2022-02-07 23:31:46 +09:00
Hajime Hoshi
cafb71719c
internal/ui: use the cursor position to choose the initial monitor
...
Updates #1982
2022-02-07 22:37:10 +09:00
Hajime Hoshi
126dc81a96
internal/ui: add a comment
2022-02-07 00:51:48 +09:00
Hajime Hoshi
b78160262c
internal/ui: rename files
2022-02-07 00:37:32 +09:00
Hajime Hoshi
f18aef2b08
ebiten: refactoring: move the caller of SetGraphicsDriver to the package ui
2022-02-06 22:01:25 +09:00
Hajime Hoshi
df60c4c92d
internal/driver: rename to internal/graphicsdriver
2022-02-06 20:41:32 +09:00
Hajime Hoshi
52f4c409ac
internal/ui: refactoring: make Graphics a global function
2022-02-06 20:29:49 +09:00
Hajime Hoshi
0f09ddfbd2
internal/driver: remove Window
...
Closes #1983
2022-02-06 20:12:40 +09:00
Hajime Hoshi
80c03792cb
internal/driver: move the key definitions to internal/ui
...
Updates #1983
2022-02-06 19:14:18 +09:00
Hajime Hoshi
887a3ff749
internal/cbackend: bug fix: compile error again
2022-02-06 19:07:17 +09:00
Hajime Hoshi
0eecab8278
internal/cbackend: bug fix: compile error
2022-02-06 18:59:21 +09:00
Hajime Hoshi
3b7b66170f
internal/driver: remove an unused type Modifier
2022-02-06 18:49:33 +09:00
Hajime Hoshi
2fbfa5444b
internal/driver: remove Input
2022-02-06 18:34:31 +09:00
Hajime Hoshi
6f72b15912
internal/driver: move some definitions to internal/ui
...
Updates #1983
2022-02-06 18:13:45 +09:00
Hajime Hoshi
149736c3cf
internal/uidriver/*: integrate the packages into internal/ui
...
Updates #1983
2022-02-06 17:23:04 +09:00
Hajime Hoshi
67bb58849e
internal/uidriver/mobile: add build tags
2022-02-06 15:59:05 +09:00
Hajime Hoshi
12a70952a9
internal/glfw: remove an unreached code
2022-02-06 05:24:25 +09:00
Hajime Hoshi
93b2a0756b
internal/gamepaddb: allow the standard layout mapping for any platforms
...
Closes #1957
2022-02-06 03:38:02 +09:00
Hajime Hoshi
19bfc97a5e
mobile/ebitenmobileview: bug fix: compile error
2022-02-05 23:26:44 +09:00
Hajime Hoshi
2b902bacd9
internal/driver: remove an unused file
2022-02-05 23:14:00 +09:00
Hajime Hoshi
67663795fd
internal/gamepaddb: move driver.StandardGamepadButton to gamepaddb.StandardButton
2022-02-05 23:11:09 +09:00
Hajime Hoshi
627509e974
internal/gamepad: move driver.GamepadButton to gamepad.Button
2022-02-05 23:03:30 +09:00
Hajime Hoshi
1bee10f999
internal/gamepad: move constants from internal/driver
2022-02-05 22:42:14 +09:00
Hajime Hoshi
3bdd8097b5
internal/uidriver: refactoring: remove the gamepad part
...
Use the gamepad package instead.
2022-02-05 22:32:31 +09:00
Hajime Hoshi
e6e0c6d850
internal/uidriver/glfw: refactoring
2022-02-05 21:52:06 +09:00
Hajime Hoshi
bf1cb035eb
internal/gamepad: port the gamepad part for c-backend
2022-02-05 19:11:57 +09:00
Hajime Hoshi
5443fc312a
internal/uidriver/cbackend: add a new file
2022-02-05 18:00:32 +09:00
Hajime Hoshi
3470caf5b1
internal/uidriver/cbackend: refactoring: separate the gamepad part
2022-02-05 17:59:27 +09:00
Hajime Hoshi
1570c506ae
internal/gamepad: port the implementation for Android
2022-02-05 17:27:24 +09:00
Hajime Hoshi
8d9937801b
internal/gamepad: refactoring
2022-02-05 02:11:24 +09:00
Hajime Hoshi
d0e8efca33
internal/gamepad: port the implementation for Android
2022-02-04 23:23:22 +09:00
Hajime Hoshi
ee1b5e2044
internal/uidriver/mobile: stop requesting a frame on gamepads
...
In general, it is impossible to treat gamepad inputtings as events.
With FPSModeVsyncOffMinimum, the application cannot update with
gamepad inputtings.
2022-02-04 22:46:41 +09:00
Hajime Hoshi
577b4eed0d
internal/uidriver/mobile: separate the gamepad part
2022-02-04 14:54:20 +09:00
Hajime Hoshi
f6d8f42c36
internal/gamepad: refactoring: use unix.InotifyEvent
2022-02-04 04:59:40 +09:00
Hajime Hoshi
ef45058037
internal/gamepad: implement for Linux
...
Updates #1452
2022-02-04 04:26:33 +09:00
Hajime Hoshi
d2afbd43cc
internal/gamepaddb, mobile/ebitenmobileview: refactoring
2022-02-03 04:35:55 +09:00
Hajime Hoshi
e1c65d395c
internal/uidriver/glfw: add a comment
...
Updates #1982
2022-02-03 01:41:09 +09:00
Hajime Hoshi
9999b65261
internal/uidriver/glfw: bug fix: a callback must be registered at createWindow
2022-02-03 01:00:24 +09:00
Hajime Hoshi
80f178b5e8
internal/uidriver/glfw: initialize the callback at init
2022-02-03 00:31:49 +09:00
Hajime Hoshi
a19bbd3b09
internal/uidriver/glfw: use shoten sleeping time at waitForFramebufferSizeCallback
...
Updates #1918
2022-02-03 00:28:14 +09:00
Hajime Hoshi
85bebece04
internal/uidriver/js: bug fix: compile error
2022-02-02 02:27:08 +09:00
Hajime Hoshi
f3f8f6177c
internal/gamepad: add gamepad_null.go
2022-02-02 02:18:02 +09:00
Hajime Hoshi
ea39fca10c
internal/gamepad: rename functions *Num -> *Count
2022-02-02 02:01:46 +09:00
Hajime Hoshi
a8576008f0
internal/gamepads: refactoring: remove a struct member
2022-02-02 00:32:29 +09:00
Hajime Hoshi
96ddec1753
internal/gamepad: refactoring reorder implementations for consistency
2022-02-01 13:54:33 +09:00
Hajime Hoshi
f5b68e5dc1
internal/gamepad: implement for Windows
...
Updates #1452
Updates #1764
2022-02-01 13:23:05 +09:00
Hajime Hoshi
cbf13630a9
internal/uidriver/glfw: remove an unnecessary error handling
2022-02-01 01:03:10 +09:00
Hajime Hoshi
e261951946
internal/gamepad: remove nativeGamepad.present
2022-01-30 18:59:25 +09:00
Hajime Hoshi
84e53d4c61
internal/graphicsdriver/opengl, internal/uidriver/glfw: treat Win32 API errors correctly
...
The returned errors from syscall.Syscall* and windows.LazyProc.Call come
from GetLastError. The value of GetLastError is not reliable when the
function succeeds.
This change fixes the usages of error values. The error value is now
used only when the API explicitly fails.
2022-01-30 15:54:24 +09:00
Hajime Hoshi
178a1d929c
internal/gamepad: add comments and make Vibrate concurrent-safe
2022-01-29 03:50:43 +09:00
Hajime Hoshi
1d59023649
internal/gamepad: make the APIs concurrent-safe again
2022-01-29 03:41:47 +09:00
Hajime Hoshi
2e9ce94ed0
internal/gamepad: call init in update to make the initialization faster
2022-01-29 03:06:56 +09:00
Hajime Hoshi
d3cf8935e8
internal/gamepad: add comments
2022-01-29 02:22:10 +09:00
Hajime Hoshi
71e17efd80
internal/gamepad: simplify the implementation by making the APIs concurrent-unsafe
2022-01-29 02:07:15 +09:00
Hajime Hoshi
5edfd1b743
internal/gamepad: move the implementation of gamepad for GOOS=js
...
Updates #1957
2022-01-29 01:44:42 +09:00
Hajime Hoshi
2df4e17ae9
internal/uidriver/mobile: bug fix: use AVFoudation instead of AVFAudio for old iOS
2022-01-27 00:28:01 +09:00
Hajime Hoshi
12de3a7749
internal/uidriver/mobile: bug fix: specify a shared AVAudioSession for CHHapticEngine
...
Closes #1976
2022-01-26 23:53:56 +09:00
Hajime Hoshi
eabd82cda0
internal/uidriver/mobile: make Vibrate async
2022-01-26 22:36:31 +09:00
Hajime Hoshi
8f1f9e3a5f
internal/uidriver/glfw: do not set the window size on fullscreen
...
The window size and the framebuffer size of fullscreen doesn't match.
Updates #1960
2022-01-26 16:23:34 +09:00
Hajime Hoshi
5ee493e85a
internal/uidriver/glfw: bug fix: needed to adjuts the units between the framebuffer and the window
...
Updates #1960
Closes #1975
2022-01-26 04:58:08 +09:00
Hajime Hoshi
f76d1c8d50
Revert "internal/uidriver/glfw: bug fix: needed to set the window position after restoring from fullscreen"
...
This reverts commit 99a15d81f4
.
Reason: The true culprit was 12c144070f
Updates #1975
2022-01-26 04:57:28 +09:00
Hajime Hoshi
99a15d81f4
internal/uidriver/glfw: bug fix: needed to set the window position after restoring from fullscreen
...
Closes #1975
2022-01-26 04:29:12 +09:00
Hajime Hoshi
da1d6ddf17
internal/uidriver/glfw: refactoring: SetTitle after restoring from fullscreen is no longer needed
2022-01-26 04:15:09 +09:00
Hajime Hoshi
d0a6ce6567
internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
...
Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
11d01f4de1
internal/cbackend: add EbitenVibrateGamepad
...
Updates #1452
2022-01-26 03:32:52 +09:00
Hajime Hoshi
fb3a022327
ebiten: use the DB's name for GamepadName
...
Updates #1949
2022-01-25 21:14:03 +09:00
Hajime Hoshi
cdf2335f5a
refactoring: better error handlings on Windows
2022-01-23 18:30:40 +09:00
Hajime Hoshi
a049c403cf
internal/gamepad: bug fix: go-vet failed (misuse of unsafe.Pointer)
...
Updates #1452
2022-01-23 02:08:30 +09:00
Hajime Hoshi
580307f150
internal/gamepad: bug fix: go-vet failed
...
Updates #1452
2022-01-23 01:56:14 +09:00
Hajime Hoshi
ff24f7718c
internal/uidriver/glfw: use an original implementation for macOS
...
Updates #1452
2022-01-23 01:48:24 +09:00
Hajime Hoshi
84c680c6ed
internal/shader: ban the operator div on a matrix
...
The operator div on a matrix doesn't work on Metal.
2022-01-21 03:37:34 +09:00
Hajime Hoshi
2e5b4954f3
internal/shader: bug fix: forbid mat + float
...
mat + float doesn't work on Metal.
2022-01-21 02:42:22 +09:00
Hajime Hoshi
99f003a17a
internal/shader: bug fix: mat *= vec is not allowed
...
Updates #1971
2022-01-21 02:03:50 +09:00
Hajime Hoshi
0415773b94
internal/shader: bug fix: allow the *= operator for a vector and a matrix
...
Updates #1971
2022-01-21 01:59:58 +09:00
Hajime Hoshi
8b8b96c9e7
internal/shader: bug fix: wrong test (int*float)
2022-01-21 01:31:46 +09:00
Hajime Hoshi
8d2bf6525c
internal/shader: bug fix: wrong type checkings for operator *
...
Updates #1971
2022-01-21 01:06:02 +09:00
Hajime Hoshi
8321cecfdd
internal/atlas: typo
2022-01-19 23:44:59 +09:00
Hajime Hoshi
0a537b7ad2
internal/shader: bug fix: a number literal must be represented as floats in some contexts
2022-01-17 21:14:07 +09:00
Hajime Hoshi
4940159e5b
internal/shader: bug fix: operators between vec/mat and float should work
...
Closes #1963
2022-01-17 20:52:44 +09:00
Hajime Hoshi
f5edc189e6
internal/uidriver/glfw: bug fix: wrong lock usages
2022-01-17 01:29:29 +09:00
Elias Daler
12c144070f
internal/uidriver/glfw: fix window float enable/disable ( #1962 )
...
Closes #1960
2022-01-17 00:28:25 +09:00
Bertrand Jung
c4fbcdd1ae
internal/uidriver/glfw: use FreeConsole instead of hiding ( #1961 )
...
Closes #485
2022-01-16 22:31:17 +09:00
Hajime Hoshi
260f7e07df
internal/shader: bug fix: deduction checks for the %
operator were lacked
2022-01-14 03:51:04 +09:00
Hajime Hoshi
bf48a0b11a
internal/shaderir: bug fix: test failures
2022-01-12 01:57:06 +09:00
Hajime Hoshi
08ddb4233b
internal/shaderir/glsl: bug fix: % was not available on old GLSLs
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Use a new utility function modInt instead.
Closes #1951
2022-01-12 01:41:09 +09:00
Hajime Hoshi
d110716dc0
internal/shader: bug fix: check types correctly for assign operators
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Closes #1950
2022-01-12 00:39:39 +09:00
Hajime Hoshi
83bd0772d4
internal/shader: bug fix: % should be valid only for integers
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Closes #1947
2022-01-11 23:53:09 +09:00
Hajime Hoshi
ca3f84fdd6
internal/uidriver/cbackend: rename an argument
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Updates #1452
2022-01-11 04:12:08 +09:00
Hajime Hoshi
eb6e2026dc
internal/uidriver/glfw: remove unused go:generate comments
2022-01-10 22:05:17 +09:00
Hajime Hoshi
d4b722eb06
ebiten: rename VibrateOptions.Intensity -> Magnitude
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Updates #1452
2022-01-10 16:02:26 +09:00
Hajime Hoshi
edff1f0dd9
internal/gamepaddb: enable mappings for iOS
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Updates #1557
Closes #1722
2022-01-09 17:57:09 +09:00
Hajime Hoshi
8334ca9a18
iternal/gamepaddb: update TODO comments
2022-01-09 04:02:00 +09:00
Hajime Hoshi
4106fb15fe
internal/gamepaddb: implement the mappings for Android
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Updates #1557
2022-01-09 03:29:19 +09:00
Hajime Hoshi
1b498a03cc
Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
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This reverts commit 1dd13ae06e
.
Reason: This caused FPS drop on macOS 12.0.1
Updates #1885
Closes #1939
2022-01-09 01:02:53 +09:00
Hajime Hoshi
d1a5a161d7
internal/atlas: typo
2022-01-08 23:33:59 +09:00
Hajime Hoshi
e66d87e03d
internal/buffered, interal/mipmap: typo
2022-01-08 23:32:58 +09:00
Hajime Hoshi
9d72d8c65a
internal/buffered, interal/mipmap: typo
2022-01-08 23:31:20 +09:00
Hajime Hoshi
0680ca413d
internal/atlas: bug fix: the offscreen must be an independent image
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Closes #1938
2022-01-08 23:25:06 +09:00
Hajime Hoshi
3b0ce21a56
Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
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This reverts commit 202f642395
.
Reason: TestImageEvenOdd failed
Updates #1933
2022-01-06 03:19:46 +09:00
Hajime Hoshi
202f642395
internal/graphicsdriver: bug fix: render semi-transparent vectors correctly
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Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
116203c5a5
cmd/ebitenmobile: update gomobile version (reland)
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This switches from .framework to .xcframwork for iOS.
Closes #1922
2022-01-05 17:31:46 +09:00
Hajime Hoshi
c67e4385de
internal/thread: bug fix: do not close 'terminate' channel
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The `terminate` channel is resued on mobiles (see (*UserInterface).Update
in internal/uidriver/mobile). The channel must not be closed.
Closes #1932
2022-01-05 17:21:53 +09:00
Hajime Hoshi
6b34ddecfa
internal/graphicsdriver/opengl/gles: add GLES_SILENCE_DEPRECATION to suppress warnings
2022-01-05 01:54:00 +09:00
Hajime Hoshi
ebb4851a32
internal/uidriver/js: bug fix: context might be nil before the loop starts
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Closes #1928
2022-01-03 15:17:30 +09:00
Changkun Ou
626c91e360
ebiten: add RunOnMainThread(func()) ( #1927 )
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Closes #1926
2022-01-03 03:30:29 +09:00
Hajime Hoshi
220a8f48ac
internal/uidriver/glfw: refactoring: remove initTitle
2021-12-29 22:26:56 +09:00