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
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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
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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