Commit Graph

4611 Commits

Author SHA1 Message Date
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
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
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
Updates #2034
Updates #2188
2022-07-10 02:55:16 +09:00
Hajime Hoshi
0035ba0bd1 internal/graphicsdriver/directx: allow tearing when vsync is off
Updates #2034
Updates #2188
2022-07-10 01:17:36 +09:00
Hajime Hoshi
a32a137fa8 internal/graphicsdriver/directx: skip unnecessary flushing commands
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
Closes #2111
Updates #2190
2022-07-09 15:38:03 +09:00
Hajime Hoshi
428b1263d9 add ebitenginecbackend build tag besides ebitencbackend
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
Updates #2186
2022-07-09 02:43:48 +09:00
Hajime Hoshi
c01821ca5c internal/shader: use all functions for vector comparisons
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
Updates #2184
2022-07-08 00:22:55 +09:00
Hajime Hoshi
faa2ad5c6f internal/shader: add type checks for mat2/mat3/mat4
Updates #2184
2022-07-07 23:05:26 +09:00
Hajime Hoshi
f89277fd85 internal/shader: add type checks to vec2/vec3/vec4
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
(*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
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
Updates #2154
2022-07-04 12:07:39 +09:00
Hajime Hoshi
5411e8136b ebiten: bug fix: use DrawTriangles as an implementation of Set
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
Updates #2084
2022-07-01 17:15:11 +09:00
Hajime Hoshi
298d6488cc internal/affine: add test
Updates #2170
2022-07-01 01:46:37 +09:00
Hajime Hoshi
8cdfa4f66c internal/affine: create a fast path for ChangeHSV
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
Closes #2162
2022-06-25 01:31:20 +09:00
Hajime Hoshi
2d23168aca iinternal/gamepad: start implementation for Xbox
Updates #2084
2022-06-25 00:02:12 +09:00
Hajime Hoshi
3fb3997160 internal/gamepad: separate the Xbox part
Updates #2084
2022-06-24 22:49:37 +09:00
Hajime Hoshi
847c4f067a internal/gamepad: make nativeGamepad(s) interfaces
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
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
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
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
Closes #2156
2022-06-21 21:54:02 +09:00
Hajime Hoshi
7e92b79a00 internal/graphicsdriver/directx: implement swap chains for Xbox
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
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
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
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
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
Updates #2034
2022-06-18 01:18:49 +09:00
Hajime Hoshi
a16ffef499 internal/graphicsdriver/directx: update frameIndex at present
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
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
Closes #2142
2022-06-17 12:12:44 +09:00
Hajime Hoshi
9962fc5ee5 internal/graphicsdriver/direct: replace Get -> NewGraphics
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
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)
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
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
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
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
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
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
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
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
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
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""
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
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
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
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
Updates #2113
2022-06-02 12:52:58 +09:00
Hajime Hoshi
4a684c4195 treat Windows error values as uint32 instead of windows.Handle
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
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
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
Updates #2084
2022-05-30 03:17:15 +09:00
Hajime Hoshi
d4226659ee internal/graphicsdriver/directx: initialize a device for Xbox
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
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
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
Updates #1162
2022-05-29 15:54:37 +09:00
Hajime Hoshi
05d49c5a52 internal/glfwwin: create a pseudo monitor for Xbox
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
Updates #1162
2022-05-29 01:31:42 +09:00
Hajime Hoshi
5c63c4a4aa internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
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
Updates #1162
2022-05-27 18:31:40 +09:00
TotallyGamerJet
726e88e520
internal/graphics/opengl/gl: remove CGO in openGL on macOS (#2104)
Updates #1162
2022-05-27 18:26:53 +09:00
Hajime Hoshi
f7172f41c8 internal/glfwwin: skip detecting monitors for Xbox
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
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
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
Updates #2084
2022-05-25 02:00:59 +09:00
Hajime Hoshi
847357c3ea internal/glfwwin: remove an unused function GetKeyName
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
See 58b48a3a00

Updates #2084
2022-05-25 00:34:54 +09:00
Hajime Hoshi
55657e72ae internal/ui: skip hideConsoleWindowOnWindows in Xbox
Updates #2084
2022-05-25 00:13:28 +09:00
Hajime Hoshi
3745c0a2e0 internal/graphicsdriver/opengl/gl: remove an unused function GetBufferSubData
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
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)
Updates #1162
2022-05-22 00:58:45 +09:00
Hajime Hoshi
7eeef3ae0f internal/glfwwin: bug fix: WGL extension functions didn't work
Closes #2101
2022-05-22 00:40:50 +09:00
Hajime Hoshi
8d3de6207b internal/gamepad: add a warning message when getGamepads is not available
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
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
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
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
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
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
Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
a0e1d08123 internal/graphicsdriver/directx: update comments
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
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
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
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
Closes #2032
2022-04-09 00:32:27 +09:00
Hajime Hoshi
15fe7158fd internal/shader: implement strict type checks in assignments
Closes #1972
2022-04-09 00:02:20 +09:00
Hajime Hoshi
93b4c0d9b1 internal/ui: add comments
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
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
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"
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
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
Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
02db3bad53 internal/graphicscommand: remove the dependency on a graphics driver from compileShader
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
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
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
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
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
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
Closes #1950
2022-01-12 00:39:39 +09:00
Hajime Hoshi
83bd0772d4 internal/shader: bug fix: % should be valid only for integers
Closes #1947
2022-01-11 23:53:09 +09:00
Hajime Hoshi
ca3f84fdd6 internal/uidriver/cbackend: rename an argument
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
Updates #1452
2022-01-10 16:02:26 +09:00
Hajime Hoshi
edff1f0dd9 internal/gamepaddb: enable mappings for iOS
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
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"
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
Closes #1938
2022-01-08 23:25:06 +09:00
Hajime Hoshi
3b0ce21a56 Revert "internal/graphicsdriver: bug fix: render semi-transparent vectors correctly"
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
Closes #1933
2022-01-06 03:00:25 +09:00
Hajime Hoshi
116203c5a5 cmd/ebitenmobile: update gomobile version (reland)
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
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
Closes #1928
2022-01-03 15:17:30 +09:00
Changkun Ou
626c91e360
ebiten: add RunOnMainThread(func()) (#1927)
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
Hajime Hoshi
5ee2ff56ca interna/uidriver: refactoring: remove initFPSMode 2021-12-29 22:21:27 +09:00
Hajime Hoshi
374871c031 internal/shader: bug fix: a meaningless statement should raise an error (a non-call expression statement)
Updates #1898
2021-12-27 23:14:05 +09:00
Hajime Hoshi
481a2145ae internal/shader: bug fix: a meaningless statement should raise an error
Closes #1898
2021-12-27 22:05:58 +09:00
Hajime Hoshi
dd4d2f6aa0 internal/glfw/glfw: update for GLFW 3.3.6
Closes #1896
2021-12-27 01:57:55 +09:00
Hajime Hoshi
a89e9d9368 internal/gamepaddb: update the database file
Updates #1903
2021-12-27 01:18:03 +09:00
Hajime Hoshi
f182b185d9 internal/graphicscommand: bug fix: overflow when len(vertices) > len(indices)
Closes #1913
2021-12-26 06:15:12 +09:00
Hajime Hoshi
011e5061df internal/cbackend: simplify the audio API 2021-12-23 22:20:04 +09:00
Hajime Hoshi
e6131894a7 internal/cbackend: add AudioBufferSizeInSeconds 2021-12-23 02:55:54 +09:00
Hajime Hoshi
1799ed0b28 add a build tag 'ebitencbackend' and internal/cbackend
This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.

The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.

Closes #1900
2021-12-22 21:12:48 +09:00
Hajime Hoshi
b0b52c6297 internal/driver: typo 2021-12-22 18:47:52 +09:00
Hajime Hoshi
39ef252c2e
ebiten: Add VibrationOptions to specify intensity (#1891)
Updates #1452
2021-12-04 22:14:02 +09:00
Hajime Hoshi
bdf78dab27 internal/uidriver/glfw: Clean up build tags 2021-11-27 18:52:33 +09:00
Hajime Hoshi
ef5f8a9018 internal/uidriver/glfw: Adjusting the view size is not needed on macOS 12
Updates #1745
2021-11-27 18:47:05 +09:00
Hajime Hoshi
e6f2764d08 internal/uidriver/glfw: Refactoring: Remove toChangeSize
Updates #1884
2021-11-27 18:00:39 +09:00
Hajime Hoshi
22e64c7df0 internal/uidriver/glfw: Bug fix: Rendering should be updated after restoring from fullscreen
u.toChangeSize affects the result of u.updateSize. When the callback
for WindowSetSize is invoked, toChangeSize should be true.

In order to simplify the logic, we have to remove toChangeSize later.

Closes #1884
2021-11-27 17:53:40 +09:00
Hajime Hoshi
1dd13ae06e internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
This fix works only for Metal. There is not a good solution for
OpenGL so far unfortunately.

Closes #1885
2021-11-27 02:52:48 +09:00
Hajime Hoshi
73bf7a0939 internal/uidriver/glfw: Bug fix: Return a tentative scale when glfw.GetPrmaryMonitor returns 1
Updates #1878
2021-11-24 22:35:10 +09:00
Hajime Hoshi
b4f87f9651 internal/uidriver/mobile: Implement Vibrate for Android
This change also adds AndroidManifest.xml for the example. This is
used for `gomobile install` command.

Updates #1452
2021-11-19 01:49:22 +09:00
Hajime Hoshi
8ae6793d4d internal/shader: Check the number of arguments 2021-11-14 17:34:06 +09:00
Hajime Hoshi
9be4ce928b internal/shader: Add more tests for const
Updates #1847
2021-11-14 17:06:54 +09:00
Hajime Hoshi
36ce3b836e internal/shader: Bug fix: Treat a non-typed consntat argument as a float
Closes #1874
2021-11-14 15:47:59 +09:00
Hajime Hoshi
ee414ed849 Revert "internal/uidriver/glfw: Refactoring"
This reverts commit c4df397d87.

Reason: Compile error
2021-11-12 22:29:03 +09:00
Hajime Hoshi
c4df397d87 internal/uidriver/glfw: Refactoring 2021-11-12 22:19:32 +09:00
Hajime Hoshi
b6cf95f5bb internal/uidriver/js: Optimization: Reduce the call of js.Value.Get 2021-11-12 02:48:58 +09:00
Hajime Hoshi
1f7e7e2816 internal/uidriver/mobile: Remove the warnings
Closes #1872
2021-11-11 02:28:05 +09:00
Hajime Hoshi
5d5ce370f1 internal/uidriver/mobile: Implement Vibrate on iOS
Updates #1452
2021-11-11 00:50:02 +09:00
Hajime Hoshi
00e2b15e2a shaderir: Bug fix: A wrong argument for fmt.Sprintf
This change also improves the result of espcae analysis.

Closes #1863
2021-11-02 00:05:07 +09:00
Hajime Hoshi
7661147e31 internal/graphicsdriver/opengl: Avoid allocations by escaping to heap 2021-10-31 22:34:14 +09:00
Hajime Hoshi
113796efae internal/uidriver/glfw: Bug fix: Crashed a transparent button with the green button
Updates #1822
Closes #1857
2021-10-31 18:21:19 +09:00
Hajime Hoshi
0238549cfb internal/atlas, initernal/graphics: Better buffer size calculation 2021-10-31 17:20:39 +09:00
Hajime Hoshi
d236d73a1f internal/atlas, initernal/graphics: Bug fix: Needed to reset 'notFullyUsedTime' 2021-10-31 17:18:07 +09:00
Hajime Hoshi
15f62bfeb5 internal/graphicsdriver/opengl: Optimization: Cache texture variable names 2021-10-31 05:40:44 +09:00
Hajime Hoshi
9d51356eef internal/graphicsdriver/opengl: Optimization 2021-10-31 05:17:23 +09:00
Hajime Hoshi
b74a4a0275 internal/graphicsdriver/opengl: Optimization: Avoid heap allocations 2021-10-31 02:10:44 +09:00
Hajime Hoshi
7b7791156c internal/graphicsdriver/opengl: Remove unreached return 2021-10-31 01:38:01 +09:00
Hajime Hoshi
98083ccd0a internal/graphicsdriver/opengl: Avoid heap allocation of a local variable
If a variable is passed to an argument interface{}, the variable might be
allocated on the heap unexpectedly.
2021-10-31 01:11:12 +09:00
Hajime Hoshi
a082db04fd internal/jsutil: Optimization: Avoid using empty interface{} conversions 2021-10-30 18:53:21 +09:00
Hajime Hoshi
a826ecb29b internal/jsutil: Move a function to internal/graphicsdriver/opengl 2021-10-30 18:33:43 +09:00
Hajime Hoshi
06f4142ca0 internal/driver: Optimization: Replace interface{} with driver.Uniform
Converting a value from/to interface{} can create a value in heap
and this is not efficient.
2021-10-30 02:58:28 +09:00
Hajime Hoshi
1f82bb297c internal/graphicsdriver/opengl: Optimization: Avoid the empty interface 2021-10-30 02:28:57 +09:00
Hajime Hoshi
60f2c7ace6 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame (uniform variables) 2021-10-30 00:22:31 +09:00
Hajime Hoshi
b4f45edff8 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame 2021-10-30 00:13:57 +09:00
Hajime Hoshi
76324254c1 internal/graphicsdriver/opengl: Avoid creating objects for debugging 2021-10-30 00:04:03 +09:00
Hajime Hoshi
b1a442f86a internal/graphicscommand: Optimization: Pool drawTrianglesCommand objects 2021-10-29 23:41:47 +09:00
Hajime Hoshi
d3ac199aa9 internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf 2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8 internal/graphicsdriver/opengl: Optimization: Avoid interface conversion 2021-10-29 21:35:40 +09:00
Hajime Hoshi
5b7724f575 internal/uidriver/mobile: Bug fix: Compile error 2021-10-25 03:01:33 +09:00
Hajime Hoshi
2aa232878d ebiten: Add VibrateGamepad and implement this on browsers
Updates #1452
2021-10-25 02:30:42 +09:00
Hajime Hoshi
dde53df6ae internal/uidriver/glfw: Bug fix: Compile error 2021-10-24 15:23:25 +09:00
Hajime Hoshi
99bfdef416 internal/graphicsdriver/opengl/gl: Support OpenBSD 2021-10-24 15:09:16 +09:00
Hajime Hoshi
ef62f407d1 Clean up build tags 2021-10-24 15:05:36 +09:00
Hajime Hoshi
878831b842 internal/graphicsdriver/opengl: Bug fix: compile error 2021-10-24 14:55:50 +09:00
Hajime Hoshi
a5198275fa internal/graphicsdriver/opengl/gl: Remove an unused file 2021-10-24 14:46:38 +09:00
Hajime Hoshi
7c6f2fd799 ebiten: Vibrate takes time durations instead of the options
Android and browsers can specify only a time duration for vibration.

VibrateOptions is renamed to GamepadVibrateOptions for gamepads.

Updates #1452
2021-10-24 05:02:49 +09:00
Hajime Hoshi
f96d0a97a8 internal/uidriver/mobile: Bug fix: Compile error 2021-10-24 01:22:02 +09:00
Hajime Hoshi
b8a5ea7bd6 ebiten: Add Vibrate and VibrateOptions, and implement this on browsers
Updates #1452
2021-10-24 01:05:33 +09:00
Hajime Hoshi
96dc80fd08 internal/restorable: Remove needsDisposingWhenRestoring
Now restoring from context lost doesn't work on browsers. Then,
the constant needsDisposingWhenRestoring is actually always true.
2021-10-23 23:46:29 +09:00
Hajime Hoshi
dddfe73604 internal/uidriver/mobile: Bug fix: iOS with ebitengl build tag didn't work correctly 2021-10-23 23:32:57 +09:00
Hajime Hoshi
b11f17b281 internal/uidriver/mobile: Support gamepads on iOS
Closes #1105
2021-10-19 19:04:12 +09:00
Hajime Hoshi
a70be6e2f8 internal/uidriver/mobile: Refactoring
Updates #1105
2021-10-16 23:46:14 +09:00
Hajime Hoshi
2d9349824f internal/uidriver/mobile: Separate UpdateInput into UpdateInput and UpdateGamepads 2021-10-16 20:37:01 +09:00
Hajime Hoshi
ce86a9940c internal/uidriver/mobile: Fix the package name in a panic message 2021-10-16 20:13:36 +09:00
Hajime Hoshi
c3b4b92fa2 internal/uidriver/mobile: Reduce calling make 2021-10-16 20:09:36 +09:00
Hajime Hoshi
efdb31a524 internal/uidriver/mobile: Refactoring 2021-10-16 19:59:30 +09:00
Hajime Hoshi
ad3115b347 mobile/ebitenmobileview: Avoid creating slices every frame 2021-10-16 18:39:47 +09:00
Hajime Hoshi
8b775cf0dd internal/glfw: Add a new build tag ebitenexternaldll to requrie external DLLs
Embedding a DLL file and extrating it on the fly can be problematic.
The application might be unexpectedly recognized as a virus by some
virus checkers.

To mitigate this issue, Ebiten adds a new build mode `ebitenexternaldll`
which prevents Ebiten from embedding DLL files. Instead, the application
will require DLL files for GLFW.

Closes #1832
2021-10-14 02:44:25 +09:00
Hajime Hoshi
bce2e83565 internal/glfw: Update Dockerfile 2021-10-14 00:03:43 +09:00
Hajime Hoshi
6f79185b2c internal/glfw/glfw: Update documents 2021-10-13 23:48:53 +09:00
Hajime Hoshi
6f29e57378 internal/uidriver/glfw: Wait for a FramebufferSize callback for the initial temporary window
Updates #1847
2021-10-13 00:16:18 +09:00
Hajime Hoshi
2f2ccbbe55 internal/uidriver/glfw: Bug fix: Wait for FramebufferSize callback after a window creation
Closes #1847
2021-10-13 00:04:14 +09:00
Hajime Hoshi
fa9a08b3d0 internal/uidriver/glfw: Remove unnecessary comments 2021-10-10 16:02:41 +09:00
Hajime Hoshi
0eb6c846c7 internal/uidriver/glfw: Refactoring: Remove unused functions 2021-10-10 16:02:01 +09:00
Hajime Hoshi
4604a00e39 internal/uidriver/glfw: Refactoring: Rename functions 2021-10-10 15:50:12 +09:00
Hajime Hoshi
4580f9fa16 internal/uidriver/glfw: Refactring: Rename InDP -> InDIP
This change also renames some functions and variables.
2021-10-10 15:47:15 +09:00
Hajime Hoshi
da6b75bc6d internal/uidriver/glfw: Bug fix: Adjust the window size along with the device scale
After this change, UserInterface's windowWidth and windowHeight are
now windowWidthInDP and windowHeightInDP in device-independent pixels.

Closes #1844
2021-10-10 14:29:34 +09:00
Hajime Hoshi
d4b5d17e75 internal/uidriver/glfw: Remove an unused function
Updates #1844
2021-10-09 21:11:44 +09:00
Hajime Hoshi
fcd8a6c653 internal/uidriver/glfw: Bug fix: Get the correct initial monitor and its scale
Before this fix, Win32API is used to get the current monitor. This
might not work and return an unexpected monitor on some machines after
the runloop starts.

Instead, use the current window to get the current monitor correctly
instead of the Win32APIs. To get the initial monitor, the API
ForegroundWindow is still used.

Updates #1584
Updates #1844
2021-10-09 18:18:22 +09:00
Hajime Hoshi
3f5d1762bb internal/graphicsdriver/opengl: Return an error when initializing OpenGL fails
Updates #1838
2021-10-06 00:38:47 +09:00
r3vit
57c45a13e4
Remove dot imports from tests - Remove dot imports (#1837)
Closes #1824
2021-10-02 19:58:48 +09:00
Hajime Hoshi
78cdb94552 internal/uidriver/glfw: Bug fix: Do not hide the window after its creation
Closes #1829
2021-09-29 01:00:17 +09:00
Hajime Hoshi
56c5bec908 internal/gamepaddb: Do not fetch the database file on go:generate
This is too aggressive and sometimes risky to update the database
file always when go-generate is executed.
2021-09-25 04:03:19 +09:00
Hajime Hoshi
9ab6758b7a internal/gamepaddb: Remove some hacks for wrong formats 2021-09-25 03:56:06 +09:00
Hajime Hoshi
52d917eff0 go generate 2021-09-25 03:45:17 +09:00
Hajime Hoshi
77664ff057 internal/uidriver/glfw: Use the correct initial monitor on Linux/UNIX
Closes #1827
2021-09-25 02:48:13 +09:00
Hajime Hoshi
23566a7d2e internal/uidriver/glfw: Refactoring 2021-09-25 02:14:14 +09:00
Hajime Hoshi
a0be4a302c internal/gamepaddb: Bug fix: A mapping for an axis/button might be missing
Closes #1825
2021-09-25 00:58:06 +09:00
Hajime Hoshi
a7b5db6f65 internal/uidriver/glfw: Use GLFW's fullscreen when the window is transparent on macOS
Closes #1822
2021-09-24 03:22:09 +09:00
Hajime Hoshi
f64a946052 internal/gamepaddb: Use XInput's trigger threshold 2021-09-23 15:25:27 +09:00
Hajime Hoshi
226378da88 internal/gamepaddb: Bug fix: ButtonValue must return [0, 1] 2021-09-23 15:18:16 +09:00
Hajime Hoshi
263276c5ab internal/uidriver/glfw: Refactoring 2021-09-23 02:48:22 +09:00
Hajime Hoshi
422387c7cd internal/uidriver/glfw: Refactoring 2021-09-23 02:03:37 +09:00
Hajime Hoshi
4b64eadfe5 internal/mipmap, internal/atlas: Integrate for-loops for color scaling 2021-09-23 00:28:20 +09:00
Hajime Hoshi
8063f2050c internal/graphicscommand: Optimize flush 2021-09-23 00:03:41 +09:00
Hajime Hoshi
7675e2735b internal/graphicscommand: Refactoring: Do not you 'int' as a variable name 2021-09-22 23:39:56 +09:00
Hajime Hoshi
f79acf9569 internal/mipmap: Bug fix: nil should be meaningful for a mipmap map 2021-09-21 00:46:11 +09:00
Hajime Hoshi
81fd7ab8f6 internal/mipmap: Create a mipmap map lazily 2021-09-20 23:27:14 +09:00
Hajime Hoshi
9dbff2cddd internal/uidriver/glfw: Make SetFullscreen more responsive on macOS 2021-09-20 21:01:17 +09:00
Hajime Hoshi
0ac4c7323f internal/uidriver/glfw: Bug fix: Potential crash when xgb.NewConn fails 2021-09-19 18:23:51 +09:00
Hajime Hoshi
8ed55ef42d internal/uidriver/glfw: Use the window size on a native fullscreen
Updates #1745
2021-09-19 00:35:18 +09:00
Hajime Hoshi
f0395dd329 internal/uidriver/glfw: Skip adjusting the view size with OpenGL 2021-09-18 23:59:37 +09:00
Hajime Hoshi
188e80d2f7 internal/uidriver/glfw: Bug fix: FPS is dropped when pressing the green button
Updates #1745
2021-09-18 22:16:21 +09:00
Hajime Hoshi
1a7cf7b3b8 internal/glfw/glfw: Modify GLFW for Windows to make the window non-floating
Closes #1506
2021-09-18 20:47:26 +09:00
Hajime Hoshi
7be00d79e8 internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
FPS was unstable on fullscreen mode i.e., when the view size is the
same as the monitor size.

By using a little different size view, FPS becomes stable.

Updates #1745
2021-09-18 19:22:09 +09:00
Hajime Hoshi
11b9a4b161 internal/graphicsdriver/metal: Refactoring 2021-09-18 17:24:03 +09:00
Hajime Hoshi
e98e371bb4 internal/uidriver: Bug fix: Compile error on Linux/UNIX 2021-09-18 16:58:30 +09:00
Hajime Hoshi
428c079e52 internal/uidriver/glfw: Make a 'native' fullscreen on macOS
This is a breaking change. On macOS, `SetFullscreen` creates a new
independent space and maximize the size of the window there.

Updates #1506
Closes #1579
2021-09-18 16:31:22 +09:00
Hajime Hoshi
2a390c18c1 internal/uidriver/glfw: Do not iconify the fullscreen window on Linux
Updates #1506
2021-09-18 00:52:04 +09:00
Hajime Hoshi
ec2f823420 internal/uidriver/glfw: Clear the device scale cache when monitors are changed 2021-09-15 13:04:38 +09:00
divVerent
5bc7b93e6f
Move VideoModeScaleAt into internal/uidriver/glfw. (#1812)
It's only used by GLFW, and has been in devicescale only to ease migration
to separate video mode vs content scaling.

Updates #1774
2021-09-15 12:47:04 +09:00
divVerent
923c84a3d6
Split the concept of device scale and screen scale (#1811)
We now set deviceScale to always the mapping from logical window system pixels
to device independent pixels (which is what Ebiten API users expect), and
introduce a new concept of videoModeScale that maps from video mode to logical
window system pixels.

videoModeScale is now only used for computing full-screen resolutions, while
deviceScale is used for any other conversion.

Fixes window sizes on X11, should be a NOP otherwise.

Closes #1774.
2021-09-15 01:03:04 +09:00
divVerent
60df512352
Switch out the devicescale implementation by one that relies on glfw/xrandr. (#1800)
This should fix fullscreen mode on Linux/X11 systems in general,
while not affecting other systems.

Note that this deletes a bunch of OS X specific and Windows specific code,
as GLFW already provides this functionality.

This change is not expected to cause regressions, however,
the current behavior is still wrong and leads to wrong/unintended window sizes.
To be fixed in further PRs.

Updates #1774
2021-09-14 12:35:02 +09:00
Hajime Hoshi
cc1ac47387 internal/uidriver: Fix comments 2021-09-13 21:53:02 +09:00
Hajime Hoshi
64a0577c26 internal/affine: Optimize Scale and Translate 2021-09-13 02:18:07 +09:00
Hajime Hoshi
39e7f71ccb internal/uidriver/glfw: Bug fix: Forbide Maximize/MinimizeWindow on the native fullscreen on macOS
Closes #1810
2021-09-12 23:38:44 +09:00
Hajime Hoshi
ea12ede127 ebiten: Add StandardGamepadButtonValue
Closes #1721
2021-09-12 21:00:48 +09:00
Hajime Hoshi
f23dadb8ae
Add internal/gamepaddb (#1805)
This is basically a revert of 93a156a718.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.

Closes #1802
2021-09-11 22:46:05 +09:00
Hajime Hoshi
28963a66ee internal/uidriver/glfw: Update the game controller DB 2021-09-11 19:12:48 +09:00
Hajime Hoshi
37771717cc internal/uidriver: Bug fix: Potential memory leak by [:0]
Updates #1803
2021-09-10 02:17:29 +09:00
Hajime Hoshi
dbe101a8ef internal/restorable: Remove draw-triangles-history items explicitly
Updates #1803
2021-09-09 12:57:50 +09:00
Hajime Hoshi
106ff7a84b internal/ui: Reduce calls of glfw.GetMonitors
Updates #1803
2021-09-09 11:14:08 +09:00
Hajime Hoshi
5ac357959c internal/graphicscommand: Bug fix: memory leak at q.commands
Apparently, the part of a slice between len and cap-1 still holds
references. Release them explicitly.

Closes #1803
2021-09-09 04:28:31 +09:00
Hajime Hoshi
8f857daf3e internal/restorable: Bug fix: Forbid NewImage before the graphics driver is ready 2021-09-09 03:58:58 +09:00
Hajime Hoshi
a3570331dd internal/restorable: Delay initializing emptyImage
Now NeedsRestorable can always return a correct value.
2021-09-09 03:27:22 +09:00
Hajime Hoshi
65943d4bad internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
f7738b812b internal/mipmap: Skip color scaling when possible 2021-09-06 12:11:52 +09:00
Hajime Hoshi
7f3bd1bbd5 internal/jsutil: Remove unused functions 2021-09-04 21:01:21 +09:00
Hajime Hoshi
64ec626ca6 internal/uidriver/js: Optimize isFocused() by using bind 2021-09-04 19:20:24 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
8c9ec8fc9f interna/affine: Avoid UnsafeElements at At
Updates #1796
2021-09-04 17:55:51 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
65e148700f internal/jsutil: Optimize byteLength calls by using bind 2021-09-04 16:51:35 +09:00
Hajime Hoshi
e5c051a437 internal/affine: Refactoring: UnsafeScaleElements -> scaleElements 2021-09-03 23:56:55 +09:00
Hajime Hoshi
d5ce0dbd90 internal/uidriver/glfw: Bug fix: Disable the sticky mode on FPSModeVsyncOffMinimum
Closes #1791
2021-08-31 11:43:11 +09:00
Hajime Hoshi
0e5dca9453 .github/workflows, internal/uidriver/glfw: Use curl's --remote-name 2021-08-28 16:37:10 +09:00
Hajime Hoshi
eae40c90bb internal/uidriver/glfw: Enable to update gamecontrollerdb.txt 2021-08-28 16:09:14 +09:00
Hajime Hoshi
fa0efea4a4 internal/png: Regenerate 2021-08-28 03:14:54 +09:00
Hajime Hoshi
91a7288027 internal/atlas: Better pixel allocations
Updates #1681
Updates #1788
2021-08-26 03:35:21 +09:00
Hajime Hoshi
40d2dd3ba7 internal/uidriver/glfw: Update comments
Updates #1787
2021-08-26 02:05:30 +09:00
Hajime Hoshi
9c321375c9 internal/atlas: Bug fix: pix was reset at a wrong timing
Closes #1788
2021-08-25 22:10:57 +09:00
Hajime Hoshi
d1c764640d internal/glfw, internal/graphicsdriver/opengl/gl: Use the last byte to detect a bool
When a C function returns a bool value, only the first byte of a
uintptr value matters. When we want to get a bool value from a C
function, filter this for sefety.
2021-08-25 02:09:55 +09:00
divVerent
7b11377bce
ebiten: Support updating the gamepad mapping (#1775)
This is only supported on desktops yet (on mobile standard layout isn't
implemented yet, and on the web this is the browser's responsibility).

Closes #1723
2021-08-23 21:44:49 +09:00
Hajime Hoshi
35deb53624 internal/graphicsdriver/metal: Rename files to remove +build comments 2021-08-23 02:06:09 +09:00
Hajime Hoshi
aec74aa39b Remove flock from the tests 2021-08-22 18:34:35 +09:00
Hajime Hoshi
d5150a194c internal/shaderir/glfw: Insert a dummy function to touch uniform array variables
Closes #1754
2021-08-15 18:06:41 +09:00
Hajime Hoshi
6c8a7d1079 internal/graphicsdriver/opengl: Bug fix: A location cache map must be reset when a program is deleted
Closes #1753
2021-08-15 04:54:20 +09:00
Hajime Hoshi
7586f1ca5e internal/atlas: Bug fix: Disable a test resetting the backend
Closes #1756
2021-08-15 00:02:59 +09:00
Hajime Hoshi
1e062a4245 internal/atlas: Bug fix: Fix test 2021-08-14 23:07:27 +09:00
Hajime Hoshi
8a6302f9dc internal/atlas: Add tests to call DrawTriangles twice
Updates #1755
2021-08-14 21:42:07 +09:00
Hajime Hoshi
da08577095 internal/graphicsdriver/opengl: Refactoring 2021-08-14 04:05:18 +09:00
Hajime Hoshi
ce8fc39451 internal/graphicsdriver/opengl: Bug fix: the current program must be reset
Updates #1751
2021-08-13 23:44:30 +09:00
Hajime Hoshi
797f42b839 internal/glfw: Use a more stable version of MinGW
Closes #1750
2021-08-13 03:35:51 +09:00
Hajime Hoshi
c6dd349338 internal/glfw: Refactoring 2021-08-09 14:55:10 +09:00
Hajime Hoshi
4482301882 internal/uidriver/glfw: Better implementation of isNativeFullscreen
The old implementation can return false when the window is not active.
2021-08-08 17:45:48 +09:00
Hajime Hoshi
15ac69b8d5 internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
ec26b1a43b internal/graphicsdriver/metal: Refactoring: Remove vsyncInited 2021-08-08 15:30:13 +09:00
Hajime Hoshi
cc1accc32a internal/uidriver/glfw: Bug fix: Disable vsync when resizing the window
Closes #1740
2021-08-06 03:08:04 +09:00
Hajime Hoshi
0bc5166a36 driver: Refactoring: Rename functions 2021-08-05 01:29:45 +09:00
Hajime Hoshi
60b8f82bfd graphicscommand: Dump internal image info on the debug mode
Closes #1714
2021-08-05 01:16:42 +09:00
Hajime Hoshi
8967384dac internal/graphicsdriver: Bug fix: getting a WebGL2 context might fail even though WebGL2RenderingContext exists
Closes #1738
2021-08-01 22:00:47 +09:00
Hajime Hoshi
4e6a5a9fa2 internal/atlas: Bug fix: Wrong screenshot size
Updates #1736
2021-07-29 16:33:54 +09:00
Hajime Hoshi
18903db1c6 internal/atlas: Bug fix: Unexpected padding in screenshots
Closes #1736
2021-07-29 16:09:29 +09:00
Hajime Hoshi
59aa41a3c2 internal/affine: Improve ColorM Scale's performance
The benchmark result comparing the previous commit and this commit is this:

```
name           old time/op    new time/op    delta
ColorMScale-8    9.75µs ± 6%    1.30µs ±22%  -86.67%  (p=0.000 n=10+9)

name           old alloc/op   new alloc/op   delta
ColorMScale-8   1.34kB ±100%    1.19kB ±19%     ~     (p=0.421 n=10+8)

name           old allocs/op  new allocs/op  delta
ColorMScale-8      3.00 ± 0%      2.00 ± 0%  -33.33%  (p=0.000 n=10+10)
```

Updates #1658
2021-07-27 13:45:09 +09:00
Hajime Hoshi
bcb30f8595 Update go-gl/glfw for GLFW 3.3.4 2021-07-27 12:54:11 +09:00
Hajime Hoshi
e4329d0349 internal/driver: Refactoring: Reduce dependencies on affine 2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5 internal/affine: Refactoring: Make ColorM interface 2021-07-27 12:10:22 +09:00
Hajime Hoshi
5f03f4f195 internal/affine: Add coloMImpl interface and colorMImplScale
Closes #1658
2021-07-26 22:18:10 +09:00
Hajime Hoshi
7e5b259dd2 internal/affine: Use a pointer of an array for UnsafeElements 2021-07-26 21:19:53 +09:00
Hajime Hoshi
2c26e85183 internal/affine: Replace isInited with isIdentity 2021-07-26 21:07:51 +09:00
Hajime Hoshi
d0ae73084b internal/affine: Separate ColorM implementation
Updates #1658
2021-07-26 15:21:12 +09:00
Hajime Hoshi
e84506dfc3 internal/affine: Add String 2021-07-26 14:26:59 +09:00
Hajime Hoshi
18757cff16 internal/affine: Refactoring 2021-07-25 22:10:38 +09:00
Hajime Hoshi
1706d9436a ebiten: Add FPSModeType, FPSMode, SetFPSMode, and ScheduleFrame
This change adds these APIs:

  * type FPSModeType
  * func FPSMode
  * func SetFPSMode
  * func ScheduleFrame

and deprecates these APIs:

  * func SetVsyncEnabled
  * func IsVsyncEnabled

Closes #1556
2021-07-24 16:09:13 +09:00
Hajime Hoshi
fee004c28d internal/uidriver/js: Remove unnecessary event handlers 2021-07-23 11:23:01 +09:00
Hajime Hoshi
0ec5b7b857 internal/uidriver/js: Bug fix: Suppress warnings on SetFullscreen
Closes #1727
2021-07-23 02:15:46 +09:00
Hajime Hoshi
2503323557 internal/driver: Add FPSMode
Updates #1556
2021-07-23 00:47:09 +09:00
Hajime Hoshi
c28bcc26fc internal/clock: Rename UncappedTPS -> SyncWithFPS
Closes #1726
2021-07-22 22:46:24 +09:00
Hajime Hoshi
50320eeb5b internal/glfw: Bug fix: Crash after disconnecting a gamepad on Windows (Wine) 2021-07-21 17:50:47 +09:00
Hajime Hoshi
d7bedd165a internal/driver: Bug fix: Compile error for browsers 2021-07-21 17:20:09 +09:00
Hajime Hoshi
93a156a718 internal/uidriver/glfw: Use glfwGameGamepadState
This change replaces the usage of gamepaddb package with glfwGetGamepadState.

Updates #1557
2021-07-21 16:09:30 +09:00
Hajime Hoshi
ee4ec5047e internal/gamepaddb: Support general XInput devices 2021-07-21 14:38:47 +09:00
Hajime Hoshi
1fce527414 internal/uidriver/js: Use the same gamepad API on go2cpp 2021-07-20 23:10:56 +09:00
Hajime Hoshi
8656786721 internal/uidriver/js: Refactoring: Detect the standard layout at update 2021-07-20 21:56:15 +09:00
Hajime Hoshi
f192971080 ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable
Updates #1557
2021-07-20 02:46:12 +09:00
Hajime Hoshi
aa694be6f6 ebiten: Add the standard gamepad layout
This change introduces the standard gamepad layout. This changes adds
these APIs:

  * func HasGamepadStandardLayoutMapping
  * func IsGamepadStandardButtonPressed
  * func GamepadStandardAxisValue
  * type StandardGamepadButton
  * type StandardGamepadAxis

The standard gamepad layout is based on the web standard. See
https://www.w3.org/TR/gamepad/#remapping.

On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is
listed in the text file, the mapping works. GLFW's mapping featrue is
not used.

On browsers, the property of a gamepad 'mapping' is used. When the
mapping value is 'standard', the gamepad is recognized to have the
standard mapping.

On mobiles, the implementation is still WIP.

Updates #1557
2021-07-20 01:32:28 +09:00
Hajime Hoshi
fcfdf9b2ba Update URLs 2021-07-19 23:09:27 +09:00
Hajime Hoshi
a6fe7801ff internal/uidriver/glfw: Rename gamePad -> gamepad 2021-07-19 22:25:43 +09:00
Hajime Hoshi
dbcb220742 ebiten: Add GamepadAxisValue replacing GamepadAxis
Updates #1718
Closes #1719
2021-07-19 01:22:35 +09:00
Hajime Hoshi
342bf6ae7e Update GLFW: suppress joystick issue at PollEvents
Updates #1229
2021-07-15 11:19:39 +09:00
Hajime Hoshi
ec5b034cbf Update GLFW: suppress joystick issue (again)
Updates #1229
2021-07-15 01:02:57 +09:00
Hajime Hoshi
66dbca7fdd Update GLFW: suppress joystick issue
Updates #1229
2021-07-14 23:54:48 +09:00
Hajime Hoshi
50d2d7ed61 internal/graphicsdriver/opengl: Remove unused code using PBO
Updates #1678
2021-07-14 21:51:27 +09:00
Hajime Hoshi
99a6b1b03e internal/driver: Change some functions to Append*
Updates #1692
2021-07-10 01:52:21 +09:00
Hajime Hoshi
5d2c8ad9be internal/uidriver/mobile: Bug fix: Use mutex at RuneBuffers 2021-07-10 01:39:32 +09:00
Hajime Hoshi
853c1f2b92 internal/shaderir/glsl: Bug fix: Remove uncalled functions
Some built-in functions like dFdx is not available in a vertex shader,
then a function that calls such built-in function should not be in
a vertex shader.

Closes #1701
2021-07-09 20:22:40 +09:00
Hajime Hoshi
b0106e95b9 internal/restorable: Bug fix: Test failed on macOS (Metal) 2021-07-09 20:21:04 +09:00
Hajime Hoshi
4573883b03 internal/graphicsdriver/metal: Make FPS stable by 'presentsWithTransaction'
Closes #1196
2021-07-08 18:11:19 +09:00
Hajime Hoshi
ae0e30196b internal/graphicsdriver/metal: Bug fix: The store action must always be 'store'
Closes #1700
2021-07-08 17:39:37 +09:00
Hajime Hoshi
337d8d5113 internal/graphicsdriver/metal: Separate GCing the buffers
Updates #1196
2021-07-08 02:10:26 +09:00
Hajime Hoshi
edc2f8b961 internal/graphicsdriver/metal: Delay to get a texture for nextDrawable
See https://developer.apple.com/documentation/quartzcore/cametallayer

> To avoid stalls in your app, request a new drawable only when you
> need it, and release any references to it as quickly as possible
> after you’re done with it.

Updates #1196
2021-07-08 01:56:14 +09:00
Hajime Hoshi
b314b6b9b6 Revert "internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer"
This reverts commit e0fbfc2bb0.

Reason: Rendering issue

Closes #1699
2021-07-08 00:27:33 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
519363930a internal/uidriver/glfw: Bug fix: Memory leak in Objective-C code
Use an autorelease pool block.

Closes #1698
2021-07-07 04:34:21 +09:00
Hajime Hoshi
e0fbfc2bb0 internal/graphicsdriver/metal: Do not retain MTLCommandBuffer for MTLBuffer
Before this change, a command buffer is retained indirectly by
a buffer, and this might extend the life of drawable unexpectedly.

This change stops using command buffers as a key of the buffers pool,
and use a counter increated by nextDrawable calls.

Updates #1196
2021-07-07 02:52:04 +09:00
Hajime Hoshi
80ac0646d5 internal/graphicsdriver/metal: Optimize the screen writing 2021-07-07 02:07:09 +09:00
Hajime Hoshi
5e83f409e6 internal/graphicscommand: Add a missing colon to a command string 2021-07-07 01:54:22 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +09:00
Hajime Hoshi
9cb1ff9cea internal/graphicsdriver/metal: Set framebufferOnly true
Updates #1196
2021-07-07 00:38:55 +09:00
Hajime Hoshi
bd3f16dbba internal/graphicsdriver/metal: Change the order of GCed buffers
As a big buffer is likely reused, we should remove smaller buffers
first.

Updates #1196
2021-07-06 21:56:27 +09:00
Hajime Hoshi
09bd8b6f4a internal/graphicsdriver/metal: Remove println
Updates #1196
2021-07-06 21:51:57 +09:00
Hajime Hoshi
ee2f891fcc internal/graphicsdriver/metal: Reuse MTLBuffer objects
In Metal, MTLBuffer objects are not 'transient' and are expensive
to create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html

Updates #1196
2021-07-06 21:48:54 +09:00
Hajime Hoshi
be1a0e90e7 internal/graphicsdriver/metal: Bug fix: TestImageEvenOdd failed
RenderCommandEncoder must be reset whenever the stencil mode is
'prepareStencil' in order to clear the stencil buffer.
2021-07-06 15:11:23 +09:00
Hajime Hoshi
3670b7dd62 internal/graphicsdriver/metal: Reuse DepthStencilState objects
In Metal, *State objects are not 'transient' and are expensive to
create. Reuse them whenever possible.

See also: https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
2021-07-06 15:10:05 +09:00
Hajime Hoshi
ab26312108 internal/graphicsdriver/metal: Release objects appropriately 2021-07-06 14:20:19 +09:00
Hajime Hoshi
17d8cb5311 internal/graphicsdriver/metal: Bug fix: Crashed with METAL_DEVICE_WRAPPER_TYPE=1
Closes #1697
2021-07-06 14:06:06 +09:00
Hajime Hoshi
59fa689f22 internal/graphicscommand: Misspelling 2021-07-05 23:32:19 +09:00
Hajime Hoshi
5e1d6c06f1 internal/graphicscommand: Merge even-odd draw-triangles commands when possible
Closes #1685
2021-07-05 23:28:33 +09:00
Hajime Hoshi
63a00f6171 internal/graphicsdriver/metal/mtl: Bug fix: Test failure
Closes #1696
2021-07-05 21:28:25 +09:00
Hajime Hoshi
92b3dab33c internal/graphicscommand: Refactoring: Use type assesion instead of interface
This was an optimization in GopherJS era. This change removes this
to simplify the implementation.
2021-07-05 21:16:04 +09:00
Hajime Hoshi
b2d4521e22 internal/graphicscommand: Log 'even-odd' property 2021-07-05 19:35:34 +09:00
Hajime Hoshi
674802d2f5 ebiten: Bug fix: Draw commands with EvenOdd should not be merged
Updates #1684
2021-07-05 18:08:55 +09:00
Hajime Hoshi
daa883d799 ebiten: Bug fix: Stencil buffers should not be cleared until all the vertices are rendered
Updates #1684
2021-07-05 17:41:06 +09:00
Hajime Hoshi
b466a0cbd7 ebiten: Add EvenOdd to DrawTrianglesOptions and DrawShaderTrianglesOptions
Updates #844
Closes #1684
2021-07-05 03:35:55 +09:00
Hajime Hoshi
5c4d3325f6 internal/graphicsdriver/opengl: Add APIs for stencil buffers
Updates #1684
2021-07-05 00:24:44 +09:00
Hajime Hoshi
b8bf277825 internal/graphicsdriver/metal/mtl: Add APIs for stencil buffers
Updates #1684
2021-07-05 00:11:25 +09:00
Hajime Hoshi
19f034e818 internal/graphicsdriver/metal: Refactoring 2021-07-04 20:35:56 +09:00
Hajime Hoshi
3ec02f767b internal/graphicsdriver/metal: Refactoring 2021-07-04 18:37:14 +09:00
Hajime Hoshi
7f86761dde internal/graphicsdriver/metal: Reuse RenderCommandEncoder when possible 2021-07-04 18:13:18 +09:00
Hajime Hoshi
7668052a6b internal/graphicsdriver/metal: Update the view only when necessary 2021-07-04 17:24:39 +09:00
Hajime Hoshi
f6e210e086 internal/graphicsdriver/opengl: Refactoring: Remove redundant conversions 2021-07-03 22:39:48 +09:00
Hajime Hoshi
b0b7a24f89 internal/uidriver: Remove invalid comments 2021-07-03 19:49:12 +09:00
Hajime Hoshi
56f4e6b2d0 internal/graphicsdriver/opengl: Refactoring: Rename a variable 2021-07-03 02:41:37 +09:00
Hajime Hoshi
269ea7c489 internal/graphicsdriver/opengl: Refactoring: Reorder functions
glPixelStorei affects the result of glTexImage2D. This change makes
this fact more explicit.
2021-07-03 02:09:47 +09:00
Hajime Hoshi
6b95dd0d4d internal/graphicsdriver/metal: Refactoring: Unify two drawTriangles* functions 2021-07-02 00:25:43 +09:00
Hajime Hoshi
ff2dd6fe7e internal/graphicsdriver/opengl: Refactoring: Unify two drawTriangles* functions 2021-07-02 00:02:21 +09:00
Hajime Hoshi
e9b6237f61 internal/driver: Refactoring: Merge two Draw* functions 2021-07-01 15:55:48 +09:00
Hajime Hoshi
b9d52c0267 internal/driver: Change InvalidImageID/InvalidShaderID to 0 2021-07-01 14:58:55 +09:00
Hajime Hoshi
73bf1f36e5 internal/driver: Define InvalidImageID / InvalidShaderID 2021-07-01 13:56:42 +09:00
Enrico
3ef1d04935
internal/uidriver/glfw: Bug fix: do not execute loop function if init failed (#1689)
In `internal/uidriver/glfw/run_notsinglethread.go`, if the `UserInterface.init()` function returns an error, the `loop` is
executed regardless and the error is discarded. This behavior will hide the error returned by `init()` and might trigger
some crashes (see #1688).

A partial fix was implemented in 6c4edf8 , however that commit alone is not enough: the code now is correctly returning
the error via the `ch` channel, but it still executes the `loop()` function. This merge request skips `loop()` call if `init()`
had an error.

Updates #1688
2021-06-29 23:51:25 +09:00
Hajime Hoshi
6c4edf8605 internal/uidriver/glfw: Bug fix: Abort the game immediately on error
Updates #1688
2021-06-29 02:23:17 +09:00
Hajime Hoshi
9c5b7b56b2 internal/graphics: Reafctoring 2021-06-28 23:28:43 +09:00
Hajime Hoshi
817d176994 internal/graphicscommand: Misspelling at newShaderCommand.String 2021-06-27 23:20:27 +09:00
Hajime Hoshi
c725937cc6 internal/graphics: Reuse the vertices backend
This is basically a reland of 9cb631e30f.
This change locks the vertices backend at the end-frame phase to
protect from vertices usages by other goroutines.

Updates #1546
Closes #1681
2021-06-27 02:31:01 +09:00
Hajime Hoshi
699bb095c3 internal/atlas: Better algorithm to release the temporary pixels 2021-06-26 23:29:45 +09:00
Hajime Hoshi
067e3c004d Remove internal/web 2021-06-26 17:04:00 +09:00
Hajime Hoshi
8ff42f55a1 internal/graphicsdriver/opengl: Give up restorign on browsers
Using restorable images is expensive as this sometimes requires to
load pixels from GPU. On browsers, just reloading the application
should be fine when the context lost happens.

Closes #1603
2021-06-26 16:54:21 +09:00
Hajime Hoshi
38ce46328a internal/atlas: Reuse byte array for ReplacePixels
This reduces memory allocation at ReplacePixels.

Updates #1681
2021-06-26 03:48:25 +09:00
Hajime Hoshi
414a64ce78 internal/atlas: Allow extending a texture atlas
As PBO is no longer used (#1678), using a big atlas with
ReplacePixels is no longer problematic.

Closes #1674
Updates #1675
2021-06-24 21:35:36 +09:00
Hajime Hoshi
2a8e8d0eb6 internal/graphicsdriver/opengl: Stop using PBO
PBO was introduced to improve the performance at ReplacePixels,
but we found that PBO can degrades the performance. Also, now
multiple glTexImage2Ds are called successively like a batch, so
the situation is now different from that time when PBO was
introduced.

Let's remove PBO usages and wait and see.

Closes #1678
2021-06-24 21:20:58 +09:00
Hajime Hoshi
7f60cd41eb internal/graphicsdriver/opengl: Refactoring: Remove unused arguments from texSubImage2D 2021-06-24 12:06:28 +09:00
Hajime Hoshi
fa8e271f2a internal/atlas: Bug fix: Set the minimum texture size to 8192px
Closes #1675
Updates #1674
2021-06-19 18:52:08 +09:00
Hajime Hoshi
43c964a3b8 internal/thread: Refactoring 2021-06-15 00:43:48 +09:00
Hajime Hoshi
49c3c30c79 ebiten: Add IsWindowBeingClosed / SetWindowClosingHandled / IsWindowClosingHandled
IsWindowBeingClosed reports whether the window is being closed by
the user.

SetWindowClosingHandled sets whether the window closing is handled
or not. If the state is true, the window is not closed immediately
by the user and the game can handle the closing state. In this case,
the Update function should return an error in order to end the game.

This change also adds examples/windowclosing.

Closes #1574
2021-06-14 02:29:11 +09:00
Hajime Hoshi
f989ce4e64 internal/uidriver/glfw: Rename variables 2021-06-13 23:25:24 +09:00
Hajime Hoshi
bceb512e78 internal/glfw: Bug fix: build failure with GOOS=js
Updates #1672
2021-06-13 22:59:57 +09:00
Hajime Hoshi
ed6756662a internal/glfw: Clean up the code
Updates #1672
2021-06-13 22:48:27 +09:00
Hajime Hoshi
3c2d562967 internal/glfw: Bug fix: NewCallbackCDecl objects were leaked
Callbacks created by NewCallbackCDecl were never released and then
they are leaked, especially when the window size was changed by
SetWindowSize on Windows.

This change defines new callback ID types with uintptr, and reuse
the callbacks.

Closes #1672
2021-06-13 22:23:01 +09:00
Hajime Hoshi
0cea5f2f1a internal/glfw: Remove one of go-vet warnings 2021-06-13 14:41:39 +09:00
Hajime Hoshi
584c6524ee internal/graphicsdriver/opengl: Refactring 2021-06-13 14:19:33 +09:00
Hajime Hoshi
b54ad73a2b Add go:build comments with go1.17beta1 fmt 2021-06-11 01:11:46 +09:00
Hajime Hoshi
a627c41217 Remove support of Go 1.13 and Go 1.14
Updates #1258
Updates #1415
Updates #1462
2021-06-07 21:44:22 +09:00
Hajime Hoshi
040fcd930f Revert "Revert 2 commits using ColorM cache"
This reverts commit dd7a8bc497.

Reason: DrawTriangles worked fine for the reporter's purpose.

Updates #1655
2021-05-30 15:17:11 +09:00
Hajime Hoshi
dd7a8bc497 Revert 2 commits using ColorM cache
This reverts commit 87c8625692.
This reverts commit a6dd6196b4.

Reason: Performance regression (#1655)

Closes #1655
2021-05-30 03:10:00 +09:00
Hajime Hoshi
58843b68f9 internal/hooks: Enable to return error at suspend/resume audio 2021-05-04 23:09:01 +09:00
Tom Lister
bea5ab3335
internal/uidriver/glfw: Native macOS implementation for setting cursor shape (#1624)
Updates #1624
2021-05-02 14:50:50 +09:00
Hajime Hoshi
b509ce523d internal/uidriver/js: Bug fix: SetFullscreen didn't work on Safari
Updates #1611
2021-04-28 23:28:58 +09:00
Tom Lister
5d3a76cbe6
internal/uidriver/js: Implement {Set,}Fullscreen for browsers (#1623)
Closes #1611
2021-04-27 23:58:32 +09:00
Hajime Hoshi
091e51ae4c internal/uidriver/glfw: Avoid allocating a new slice 2021-04-25 00:57:06 +09:00
Hajime Hoshi
e2ceb7b3a6 internal/uidriver/glfw: Call fromGLFWPixels from the main thread
fromGLFWPixels can invoke driverScaleFactor, and then using the main
thread is safer.
2021-04-24 23:30:51 +09:00
Hajime Hoshi
b6364c46fe internal/clock: Misspelling 2021-04-24 23:24:11 +09:00
Hajime Hoshi
2534b78755 internal/clock: Simplify the logic to calculate tick per frame
Updates #1444
Updates #1597
2021-04-24 23:06:27 +09:00
Hajime Hoshi
2e6ecc766d internal/clock: Integrate 'now' implementations
The Go runtime already uses QueryPerformanceCounter at runtime.nanotime.
2021-04-24 22:32:47 +09:00
Hajime Hoshi
011a524ac7 internal/clock: Update comments 2021-04-24 22:10:00 +09:00
Hajime Hoshi
91f8347500 internal/uidriver/glfw: Avoid busy loop by sleeping
Updates #1580
2021-04-24 05:19:23 +09:00
Hajime Hoshi
3df31c0fce internal/uidriver/glfw: Bug fix: Deadlock at FramebufferSize callback
glfw.PollEvents might invoke multiple FramebufferSize callbacks in
theory, this is very rare though. In this case, the sending an object
to the channel never ends.

This change fixes this deadlock by using 'select'.

Closes #1618
2021-04-24 02:22:51 +09:00
Hajime Hoshi
ac9a18931c internal/uidriver/glfw: Fix comments
Updates #1618
2021-04-23 03:28:14 +09:00
Hajime Hoshi
d446aa39a9 internal/uidriver/glfw: Bug fix: Always wait for SetFramebuffer
In case when the callback is not called, let's use timeout.

Updates #1618
2021-04-23 03:02:12 +09:00
Hajime Hoshi
c4c331b0d5 Fix misspellings 2021-04-21 22:50:00 +09:00
Hajime Hoshi
4cb6cb9d6a internal/uidriver/glfw: Misspelling 2021-04-21 22:29:54 +09:00
Hajime Hoshi
1013ca9c66 internal/uidriver/glfw: Bug fix: A window can never be 'maximized' on fullscreen
When the window is fullscreen, calling MaximizeWindow never returned.
Apparently the attribute glfw.Maximized can never be true on the
fullscreen mode.

This change fixes the issue by checking the fullscreen state.
2021-04-21 22:25:14 +09:00
corfe83
d24313e236
internal/devicescale: Fallback to simpler logic when trying to get DPI from monitor and failing (#1600)
Closes #1612
2021-04-21 11:43:23 +09:00
Hajime Hoshi
c7dd9a4107 internal/uidriver/glfw: Bug fix: Wait for Restore/Maximize/Iconify finishes explicitly
On Linux (and probably other UNIX OSes), glfwRestore, glfwMaximize,
and glfwIconify returns even though the window state has not changed.
Wait for its finish by a for loop and glfw.PollEvents.

Closes #1608
2021-04-21 00:52:06 +09:00
Hajime Hoshi
58572fb000 internal/uidriver/glfw: Bug fix: Unexpected small window size on Linux
At the initial phase, GLFW window's GetSize seems unreliable. Do not
call it on Linux. On the other hand, this is still necessary on macOS.

Updates #1606
Closes #1609
2021-04-20 23:38:34 +09:00
Hajime Hoshi
ec5b806241 Revert "internal/uidriver/glfw: Bug fix: Delay to enable SetSize callback"
This reverts commit fbe6961528.

Reason: This doesn't fix the issue unfortunately
2021-04-20 23:01:02 +09:00
Hajime Hoshi
fbe6961528 internal/uidriver/glfw: Bug fix: Delay to enable SetSize callback
On Linux, the SetSize callback is invoked with an unexpected value
at the initial phase. Just delay it until the initialization
finishes.
2021-04-20 22:53:48 +09:00
Hajime Hoshi
47f569e473 internal/uidriver/glfw: Bug fix: setWindowSize could not accept a fullscreen size 2021-04-20 20:09:04 +09:00
Hajime Hoshi
ee8bfcd837 internal/uidriver/glfw: Bug fix: Disable the SetSize callback for most of GLFW window functions
Updates #1576
Updates #1585
Closes #1606
2021-04-20 18:32:39 +09:00
Hajime Hoshi
74018348c0 internal/uidriver/js: Update the error message
Updates #1604
2021-04-20 12:47:38 +09:00
Hajime Hoshi
191cc667e1 internal/uidriver/js: Add an error message when pointerlockerror happens
Updates #1604
2021-04-20 12:22:33 +09:00
Hajime Hoshi
18ce150495 internal/uidriver/glfw: Bug fix: getWindowSizeLimits should return -1 when the original value was -1
Updates #1602
2021-04-20 11:05:17 +09:00
Hajime Hoshi
dcaa1f9722 internal/uidriver/glfw: Bug fix: Need to reregister the callback after recreating the window
Updates #1588
Closes #1593
2021-04-19 01:28:59 +09:00
Hajime Hoshi
fd80583dd0 internal/uidriver/glfw: Bug fix: Defer SetIcon on the fullscreen mode
Closes #1587
2021-04-18 22:28:01 +09:00
Hajime Hoshi
7e61189c3d internal/uidriver/glfw: Bug fix: Avoid registring C callbacks too often
Instead of registring/unregistering callbacks, use a boolean flag.

Closes #1588
2021-04-18 22:07:29 +09:00
Hajime Hoshi
c88ee0d0ad internal/uidriver/glfw: Bug fix: Unregister SetSize callback when undecorate the window
Closes #1586
2021-04-18 21:24:56 +09:00
Hajime Hoshi
f5a4216434 internal/uidriver/glfw: Bug fix: Do not call setWindowSize on iconifying
The window size might be 0 after iconifying. An iconified window is
invisible to users so setting a window size doesn't make sense anyway.

Closes #1585
2021-04-18 21:06:04 +09:00
Hajime Hoshi
26432dfc9e Revert "internal/uidriver/glfw: Refactoring: use glfw.Window when possible"
This reverts commit 475453d5d2.

Reason: #1584: A wrong active monitor was detected at the initial phase?

Closes #1584
2021-04-18 20:05:37 +09:00
Hajime Hoshi
78732d93f6 internal/uidriver/glfw: Bug fix: Crash on some operations on native fullscreen mode (macOS)
This change forbids some operations when the wiindow is natively
fullscreened on macOS in order to avoid crashes.

Closes #1578
2021-04-18 18:11:33 +09:00
Hajime Hoshi
fda1fd9a95 internal/uidriver/glfw: Bug fix: FramebufferSize callback was not called when the window size was not changed
Closes #1580
2021-04-18 15:22:51 +09:00
Hajime Hoshi
61c0908b13 internal/glfw: Refactoring 2021-04-18 03:33:01 +09:00
Hajime Hoshi
f09cf7fa47 internal/uidriver/glfw: Bug fix: Crash at Iconify
This is the same reason as Maximize.

Updates #1576
2021-04-18 01:03:13 +09:00
Hajime Hoshi
b5d4c834b8 internal/uidriver/glfw: Bug fix: More precise window size adjustment
Before this change, setWindowSize converts the size in device-
independent pixels once, invokes adjustWindowSizeBasedOnSizeLimitsInDP,
and then restore the values in device-dependent pixels. This might
introduce a slight error and then SetSize be unexpectedly invoked.
Such SetSize call with a slightly different size might not invoke
the FramebufferSize callback, and then this blocked forever when
maximizing the window.

This change fixes this by adjusting the size limits instead of the
window size so that the window size is not modified unexpectedly.

Closes #1577
2021-04-18 00:56:37 +09:00
Hajime Hoshi
d6ab27a5a2 internal/uidriver/glfw: Bug fix: Crash at Restore
This is the same reason as Maximize.

Updates #1576
2021-04-18 00:10:40 +09:00
Hajime Hoshi
37944d67c4 internal/uidriver/glfw: Update comments
Updates #1576
2021-04-18 00:05:48 +09:00
Hajime Hoshi
ab8477a21a internal/uidriver/glfw: Bug fix: Crash on Maximize
At least on macOS, Maximize invokes the SetSize callback in the game's
Update. This change fixes this issue by unregisting the callback
temporarily like what #1505 did.

Closes #1576
2021-04-18 00:02:58 +09:00
Hajime Hoshi
f62576d88d internal/glfw: Add tools.go to keep go.sum 2021-04-17 20:24:39 +09:00
Hajime Hoshi
855edcd2ff internal/glfw: Update Dockerfile and regenerate DLLs 2021-04-17 20:11:10 +09:00
Hajime Hoshi
6df87a0383 internal/uidriver: Add comments
Updates #1575
2021-04-17 18:17:26 +09:00
Hajime Hoshi
1ca0ecc10f internal/devicescale: Add comment about #1573
Updates #1573
2021-04-17 18:14:26 +09:00
Hajime Hoshi
deba352384 internal/uidriver/glfw: Prefer currentMonitor to get the monitor at deviceScaleFactor 2021-04-17 17:03:50 +09:00
Hajime Hoshi
e89f53774c internal/uidriver/glfw, internal/devicescale: Add comments 2021-04-17 15:45:46 +09:00
Hajime Hoshi
585f173d1c internal/uidriver/glfw: Bug fix: Treat pixel units correctly
Updates #1385
2021-04-17 04:43:33 +09:00
Hajime Hoshi
99b2b5c1ee internal/glfw: Bug fix: compile error on Windows
Updates #1385
2021-04-17 04:24:19 +09:00
Hajime Hoshi
9b6ba5ed2c ebiten: Add {Set,}WindowSizeLimits
Closes #1385
2021-04-17 03:58:06 +09:00
Hajime Hoshi
4cbbdbf518 internal/uidriver/js: Misspelling 2021-04-16 03:14:46 +09:00
Hajime Hoshi
20705d63a3 internal/uidriver/js: Refactoring 2021-04-16 03:13:12 +09:00
Hajime Hoshi
ead84553a0 internal/uidriver/js: Implement CursorModeCaptured
Closes #1572
2021-04-16 03:09:24 +09:00
Hajime Hoshi
3c1226a227 internal/uidriver/js: Bug fix: SetCursorMode didn't work 2021-04-16 01:21:48 +09:00
Hajime Hoshi
d00d0c8556 ebiten: Add CursorShape/SetCursorShape/CursorShapeType
This change adds APIs to enable to use system cursor shapes other
than the default shape (an arrow).

This change doesn't add these cursors since they seem a little
different on macOS from the other platforms.

 * GLFW_HRESIZE_CURSOR
 * GLFW_VRESIZE_CURSOR

Closes #995
2021-04-16 01:09:19 +09:00
Hajime Hoshi
71e899acf3 internal/uidriver/glfw: Refactoring 2021-04-15 02:01:20 +09:00
Hajime Hoshi
4398a5e227 ebiten: Change the key name convention to follow the Web standard
Closes #1394
2021-04-14 22:49:07 +09:00
Hajime Hoshi
7934c3b22b internal/driver: Clean CursorMode values up 2021-04-11 03:29:14 +09:00
Hajime Hoshi
77b51e4707 internal/shader: Add more tests and improve the comment
Updates #1192
2021-04-09 01:25:37 +09:00
Hajime Hoshi
1cdc6ea72b internal/shader: Bug fix: Treat multiple constant definitions in one statement correctly
Updates #1192
2021-04-09 01:18:38 +09:00
Hajime Hoshi
3b6fa891ac internal/shader: Bug fix: Error on duplicated const/var names
Updates #1192
2021-04-09 00:12:17 +09:00
Hajime Hoshi
59a80cf953 internal/shader: Implement basic constants
Updates #1192
2021-04-09 00:00:49 +09:00
Hajime Hoshi
0246a6407e ebiten: Guarantee that CursorPosition returns (0, 0) in the very initial state on desktops
This change also guarantees that CursorPosition always returns (0, 0)
on mobiles.
2021-04-07 03:08:09 +09:00
Hajime Hoshi
ad3c76b6d9 internal/uidriver/js: Bug fix: CursorPosition crashed before the main loop on browsers
Closes #1559
2021-04-07 03:07:09 +09:00
Hajime Hoshi
6fe6543b4b internal/graphicsdriver/opengl: Bug fix: getBufferSubData was available only with WebGL2 2021-04-06 00:11:51 +09:00
Hajime Hoshi
bd8367588e internal/graphicsdriver/opengl: Prepare function objects by bind
Passing a Go string to the JS world is expensive. This change reduces
this cost by preparing function objects by bind.

Closes #1438
2021-04-05 23:53:21 +09:00
Hajime Hoshi
475453d5d2 internal/uidriver/glfw: Refactoring: use glfw.Window when possible
Updates #1122
2021-04-03 17:29:38 +09:00
Hajime Hoshi
9dd00114c5 internal/devicescale: Remove a Unicode space 2021-03-28 23:39:06 +09:00
Hajime Hoshi
19702619ee ebiten: Bug fix: AdjustPosition could return Inf
Before the initialization finishes, AdjustPosition could return Inf
values and in this case AdjustPosition's returning values don't make
sense. Let's return NaN in this case.

Closes #1545
2021-03-27 18:46:14 +09:00
Hajime Hoshi
d415e9c771 internal/uidriver/glfw: Refactoring 2021-03-27 18:35:31 +09:00
Hajime Hoshi
24973da123 internal/jsutil: Restrict the build environment 2021-03-22 03:50:05 +09:00
Hajime Hoshi
402e1a251a internal/uidriver/js: Bug fix: CursorMode didn't work on go2cpp 2021-03-21 16:40:35 +09:00
Hajime Hoshi
41f060b1d2 ebiten: Use the common vertices backend at DrawTriangles 2021-03-20 20:25:42 +09:00
Hajime Hoshi
15a0c53918 internal/graphics: Refactoring 2021-03-20 20:18:02 +09:00
Hajime Hoshi
26b9fa20c1 internal/graphics: Bug fix: Race condition at QuadVertices
QuadVertices or verticesBackend.slice reused its backend slice.
This caused a race condition. QuadVertices can be accessed from
multiple goroutines, and resetting the head and copying the data
at internal/graphicscommand might not be synced.

This change fixes this issue by basically reverting
9cb631e30f.

Closes #1546
2021-03-20 16:32:13 +09:00
Humphrey Shotton
21cfe362c8
internal/graphicscommand: fix missing graphicscommand log (#1543)
Closes #1544
2021-03-15 02:14:03 +09:00
Hajime Hoshi
3e7217cb86 internal/atlas: Add comments to moveTo 2021-03-12 00:26:38 +09:00
Hajime Hoshi
ec677a258f Rename internal/shareable -> internal/atlas
Also the terms are renamed:

 * shared -> on an atlas
 * not shared -> isolated

Closes #1529
2021-03-12 00:22:08 +09:00
Hajime Hoshi
df3e74533b internal/shareable: Use an exponential way to determine the image sharing
When an image was used in both ways source and destination, Ebiten
worked ineffectively since Ebiten tried to make the image on a texture
atlas after the image was used as a source for a while, which tried to
create a new internal texture every time.

This fix mitigates this issue by using an exponential way to determine
whether the image should be on a texture atlas again or not, so that
an image often used as a destination will require much longer time to
become on a texture atlas again.

Updates #1464
2021-03-10 02:30:33 +09:00
Hajime Hoshi
052947d7b7 internal/glfw: Update GLFW to 3.3.3 for Windows
Closes #1523
2021-03-09 02:19:34 +09:00
Hajime Hoshi
990fb14f17 internal/uidriver/glfw: Separate createWindow and registring the callback
createWindow created a window and also registered the SetSize callback.
This was problematic in setWindowSize, since the callback was invoked
in setWindowSize unexpectedly.

This change separates createWindow and registring the callback so that
the created window in setWindowSize doesn't invoke the callback until
setWindowSize finishes.

Closes #1505
2021-03-06 17:48:28 +09:00
Hajime Hoshi
fda421c5fe internal/uidriver/glfw: Bug fix: SEGV at setWindowSize
u.window can be a different value before and after the function
setWindowSize.

Closes #1522
2021-03-03 23:04:35 +09:00
Hajime Hoshi
c8b98f13fb internal/graphics: Always use the vertex backend to reduce GC
Closes #1521
2021-03-03 22:23:15 +09:00
Hajime Hoshi
cb3fc3c51c Revert "shareable: Limit the texture size to 8192"
This reverts commit c92ccfff79.

Reason: This should no longer be needed after #1517 is fixed.
2021-02-27 13:55:13 +09:00
Hajime Hoshi
77b198211c internal/graphicsdriver/metal: Add a comment 2021-02-27 04:04:25 +09:00
Hajime Hoshi
53352cf2b3 internal/graphicsdriver/metal: Use the smallest temporary texture
Updates #1517
2021-02-27 03:45:19 +09:00
Hajime Hoshi
673627c4d4 internal/graphicsdriver/metal: Optimization 2021-02-27 02:30:20 +09:00
Hajime Hoshi
6b3c51921c internal/driver: Remove Image.Sync
Syncing is no longer needed for Metal, and additionally, OpenGL's sync
implementation was mock.

Updates #1508
2021-02-26 23:16:28 +09:00
Hajime Hoshi
9341d21614
internal/shareable: Call DrawTriangles instead of ReplacePixels at makeShared (#1513)
When context losts never happen, reading pixels and call replace-pixels command are not needed.

Closes #1508
2021-02-26 12:56:22 +09:00
Hajime Hoshi
d913e66cd9 Revert "uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically"
This reverts commit 61bf10e73e.

Reason: This prevents the app from iconifying when toggling apps.

Updates #1405
Closes #1504
2021-02-23 20:13:21 +09:00
Hajime Hoshi
18d526c2d3 internal/uidriver/glfw: Bug fix: Crash when returning from fullscreen
ForceUpdate was called unexpectedly inside Update. This caused the
race condition.

Closes #1505
2021-02-23 16:52:12 +09:00
Hajime Hoshi
969964cb46 internal/graphicsdriver/opengl/gl: Bug fix: Remove unsafe reflect usage
Closes #1495
2021-02-14 21:27:30 +09:00
Hajime Hoshi
1517f80430 internal/uidriver/glfw: Refactoring 2021-02-11 04:02:18 +09:00
Hajime Hoshi
ec912e5cad internal/uidriver/glfw: Remove the dirty hack creating a temporary UI instance
Updates #1122
2021-02-11 03:45:39 +09:00
Hajime Hoshi
fea802b39d internal/uidriver: Replace mutex usages with atomic
Updates #1073
2021-02-11 02:38:15 +09:00
Hajime Hoshi
ec843ce92c internal/web: Consider the case when navigator exists but userAgent doesn't
This can happen on go2cpp.
2021-02-09 23:59:39 +09:00
Hajime Hoshi
9400efa9a5 internal/uidriver/glfw: Update the screen on resizing
Closes #1204
2021-02-07 23:03:56 +09:00
Hajime Hoshi
5f81065d78 internal/shader: Make function duplications error
Closes #1430
2021-02-07 22:24:23 +09:00
Hajime Hoshi
d999b4dc8e internal/uidriver/glfw: Bug fix: Enable to specify ebiten.Image to SetWindowIcon
Closes #1468
2021-02-07 21:18:30 +09:00
Hajime Hoshi
acb8bcae38 cmd/ebitenmobile, internal/devicescale: Experimental fix of the display density
Closes #1481
2021-02-07 14:07:06 +09:00
Hajime Hoshi
44bb004cb7 internal/restorable: Avoid allocating new slices for drawTrianglesHistory 2021-01-30 19:13:03 +09:00
Hajime Hoshi
87c8625692 Remove internal/colormcache 2021-01-28 03:28:29 +09:00
Hajime Hoshi
256adfff9d internal/affine: Add tests
Updates #1474
2021-01-28 02:24:24 +09:00
Hajime Hoshi
a6dd6196b4 internal/affine: Cache scaling ColorM for heuristic optimization
Closes #1474
2021-01-28 02:23:22 +09:00
Hajime Hoshi
14abc28d3a internal/color: Remove Add 2021-01-27 02:37:56 +09:00
Hajime Hoshi
599b3501fd internal/uidriver/js: Bug fix: GamepadName and GamepadSDLID could return wrong values
Updates #1472
2021-01-26 10:35:40 +09:00
Hajime Hoshi
b9a0906537 internal/uidriver/js: Bug fix: nil map 2021-01-26 10:26:52 +09:00
Hajime Hoshi
2dadfdb88e internal/uidriver: Optimization 2021-01-26 01:02:24 +09:00
Hajime Hoshi
b8694aa66a internal/graphicsdriver/opengl: Optimization 2021-01-26 00:45:17 +09:00
Hajime Hoshi
e60e6ca5ac internal/shareable: Optimization 2021-01-26 00:43:45 +09:00
Hajime Hoshi
f1848a6d46 internal/uidriver/js: Optimization: Avoid creating new maps for initialization 2021-01-26 00:12:18 +09:00
Hajime Hoshi
e844c257f7 internal/uidriver/js: Bug fix: Compile error 2021-01-25 22:49:45 +09:00
Hajime Hoshi
10e5e9e633 internal/uidriver: Prepare the slice capacities 2021-01-25 22:47:44 +09:00
Hajime Hoshi
40e662d672 internal/uidriver: Optimization 2021-01-24 23:59:44 +09:00
Hajime Hoshi
a0a8d41ff6 uidriver/js: Force to update the screen when resizing
Updates #1204
2021-01-18 01:17:58 +09:00
Hajime Hoshi
34695dc845 shareable: Refactoring 2021-01-18 00:35:09 +09:00
Hajime Hoshi
0c578f1670 shareable: Rename notUpdatedCount -> usedAsSourceCount and modify implementation
Before this change, the image automatically becomes on a shareable
texture again when the image is not modified for a while. This was
problematic when an offscreen is not updated for a while, but used
as a render target again, as an independent image for the image is
created every time when the image is used as a render target.

After this change, the count is updated only when the image is used
as a rendering source.

Closes #1465
2021-01-17 19:00:16 +09:00
Hajime Hoshi
f77c514598 graphicsdriver/opengl: Refactoring 2021-01-05 02:07:30 +09:00
Hajime Hoshi
b7abde7f00 graphicsdriver/opengl: Bug fix: getBufferSubData did not work correctly on JS 2021-01-03 19:44:29 +09:00
Hajime Hoshi
dd15927710 uidriver/js: Bug fix: IsFocused crashes on go2cpp 2021-01-03 17:53:21 +09:00
Hajime Hoshi
fcbde8d124 uidriver/mobile: Do not use %q at the mobile error message
Closes #1447
2021-01-02 02:08:36 +09:00
Hajime Hoshi
c92ccfff79 shareable: Limit the texture size to 8192
Closes #1453
2020-12-31 17:52:18 +09:00
Hajime Hoshi
b6bc683991 packing: Bug fix: Extend could create a too big page
Closes #1454
2020-12-31 17:33:27 +09:00
Hajime Hoshi
2ea360b921 Revert "driver: Increase gamepad buttons to 64"
This reverts commit 62b199f9eb.

Reason: This seems my misunderstanding.
2020-12-29 02:49:58 +09:00
Hajime Hoshi
62b199f9eb driver: Increase gamepad buttons to 64
e.g. Nintendo Switch controller can have more than 32 buttons.
2020-12-27 21:56:08 +09:00
Hajime Hoshi
bb20c9719e uidriver/js: Implement gamepads for go2cpp
Updates #744
2020-12-27 20:10:45 +09:00
Hajime Hoshi
601fd5eb22 uidriver/js: Update go2cpp touch API 2020-12-27 19:56:24 +09:00
Hajime Hoshi
8e6792ca23 uidriver/js: Refactoring: Use a map for gamepad states
This change improves the consistency with touches.
2020-12-27 18:44:16 +09:00
Hajime Hoshi
3d48922d8c jsutil: Bug fix: byteLenght must be accessed every time to get the latest value 2020-12-26 17:04:12 +09:00
Hajime Hoshi
e95cccad21 jsutil: Reduce calls of (js.Value).Get
(js.Value).Get invokes the string conversion from UTF-8 to UTF-16.
This is related to #1438, though this is not a fix in the OpenGL
driver.

Updates #1438
2020-12-26 05:12:04 +09:00
Hajime Hoshi
a6ade8f5cd uidriver/js: Update touch APIs for go2cpp 2020-12-21 23:01:12 +09:00
Hajime Hoshi
b20f611058 uidriver/js: Implement touches on go2cpp 2020-12-21 18:36:01 +09:00
Hajime Hoshi
59567993c2 clock: Bug fix: High TPS didn't work well due to the timer precision
When the TPS is high (e.g., 300), the count might be unreliable
since the timer might not be precise on some machines. In this
case, calculate the factor and multiply the count by it.

Fixes #1444
2020-12-21 00:23:29 +09:00
Hajime Hoshi
53d0e1eae0 clock: Add comment 2020-12-20 21:59:09 +09:00
Hajime Hoshi
aef104203d clock: Refactoring 2020-12-20 21:54:28 +09:00
Hajime Hoshi
4215678f4c clock: Bug fix: Syncing with the system clock happens more often than expected
When the specified TPS is too big (e.g., 300), the time threshold
to determine whether the clock should be synchronized with the
system clock can be too small, and the decision can be wrong too
often. To fix this, prepare another time assuming the TPS was 60
and use the bigger one.

Fixes #1443
2020-12-20 21:23:40 +09:00
Hajime Hoshi
8003000976 uidriver/js: Refactoring 2020-12-20 18:19:58 +09:00
Hajime Hoshi
2e2ee2595b uidriver/js: Refactoring 2020-12-20 18:17:08 +09:00
Hajime Hoshi
d3fbf377ef shader: Bug fix: A wrong usage of a pointer 2020-12-20 13:32:22 +09:00
Hajime Hoshi
de14a44c01 restorable: Replace a potentially dangerous pointer usage
Getting a poniter to a loop variable is potentially dangerous.
2020-12-20 13:28:17 +09:00
Hajime Hoshi
2106e0fa6a devicescale: Use devicePixelRatio property for go2cpp 2020-12-20 00:45:13 +09:00
Hajime Hoshi
5bbb148a38 uidriver/js: Add jsKeyToID to avoid js.Value.String
Fixes #1437
2020-12-16 13:30:42 +09:00
Hajime Hoshi
69b1d2e820 uidriver/js: Use js.Value as key strings
Updates #1437
2020-12-16 12:53:33 +09:00
Hajime Hoshi
442be20f4d uidriver/js: Avoid calling String when possible to reduce overhead
Updates #1437
2020-12-16 12:41:55 +09:00
Hajime Hoshi
e856b236f3 jsutil: Refactoring 2020-12-16 02:41:06 +09:00
Hajime Hoshi
7e32075abd jsutil: Avoid creating Uint8Array when copying bytes from Go to JS
Updates #1435
2020-12-16 01:50:05 +09:00
Hajime Hoshi
49b86843c3 jsutil: Avoid creating Uint8Array at TemporaryUint8Array
Updates #1435
2020-12-16 01:21:13 +09:00
Hajime Hoshi
146357c298 jsutil: Enable to specify length at Uint8ArrayToSlice 2020-12-15 01:13:15 +09:00
Hajime Hoshi
e5c1151cc5 jsutil: Avoid creating Float32Array at TemporaryFloat32Array
Updates #1435
2020-12-15 00:40:43 +09:00
Hajime Hoshi
f440e368b3 graphicsdriver/opengl: Use WebGL2 API on go2cpp 2020-12-14 02:02:45 +09:00
Hajime Hoshi
547621ddad clock: Bug fix: The game was frozen when TPS is <= 4
Fixes #1417
2020-12-13 15:14:15 +09:00
Hajime Hoshi
692460c5aa testing: Bug fix: Lack of uniform variables 2020-12-09 11:52:45 +09:00
Hajime Hoshi
718273c2d7 ebiten: Add a new shader function imageDstRegionOnTexture
Updates #1428
2020-12-09 11:36:29 +09:00
Hajime Hoshi
8d2a4ac917 uidriver/glfw: Bug fix: OpenGL was adopted unexpectedly on macOS Big Sur
Fixes #1429
2020-12-09 10:21:26 +09:00
Hajime Hoshi
35867c7697 uidriver/js: Add go2cpp.screenWidth/screenHeight 2020-12-09 10:10:34 +09:00
Hajime Hoshi
768fdd2c47 uidriver/js: Separate registering event handlers 2020-12-06 22:56:09 +09:00
Hajime Hoshi
66d12722ae graphicsdriver/opengl: Remove comments 2020-12-06 03:24:08 +09:00
Hajime Hoshi
2c31156a34 graphicsdriver/opengl: Reduce allocations of Float32Array on go2cpp
Updates #1426
2020-12-06 03:23:09 +09:00
Hajime Hoshi
2bf4a3bb6e jsutil: Use Equal for Go 1.13 2020-12-06 03:14:25 +09:00
Hajime Hoshi
469dc31765 jsutil: Reduce allocating Uint8Array on go2cpp
Updates #1426
2020-12-06 03:00:50 +09:00
Hajime Hoshi
2ca0f3f300 jsutil: Remove println 2020-12-06 02:58:52 +09:00
Hajime Hoshi
7a86238c9a jsutil: Remove ArrayBufferToSlice 2020-12-06 02:28:14 +09:00
Hajime Hoshi
b326b76d60 jsutil: Use a 'writable' TypedArray on go2cpp 2020-12-06 02:25:04 +09:00
Hajime Hoshi
410766c984 restorable: Add more detailed information to the panic message
Updates #1427
2020-12-05 19:56:06 +09:00
Hajime Hoshi
d4a2433643 Revert "graphicsdriver/opengl: Reduce creation of Float32Array"
This reverts commit 3c28bcf3c4.

Reason: Tests failed: https://github.com/hajimehoshi/ebiten/runs/1496602911
2020-12-04 12:10:15 +09:00
Hajime Hoshi
3c28bcf3c4 graphicsdriver/opengl: Reduce creation of Float32Array
Updates #1426
2020-12-02 22:58:36 +09:00
Hajime Hoshi
44e2455c65 graphicsdriver/opengl: Avoid unnecessary creation of Uint16Array/Float32Array
Updates #1426
2020-12-02 20:40:28 +09:00
Hajime Hoshi
5897e1ab7c Implement some preparation code for go2cpp
Updates #744
2020-11-30 23:18:42 +09:00
Hajime Hoshi
912e13071f graphicsdriver/opengl: Refactoring 2020-11-29 23:04:00 +09:00
Hajime Hoshi
9a69c3ea9c graphicscommand: Add 'dst-region' to String of DrawTriangles command 2020-11-27 01:48:17 +09:00
Hajime Hoshi
e7fafb5527 ebiten: Add a new log to dump update count
Fixes #1425
2020-11-24 22:36:32 +09:00
Hajime Hoshi
526a92256b graphicsdriver/opengl: Refactoring: Remove shaderType 2020-11-21 23:33:25 +09:00
Hajime Hoshi
8dba7b7722 graphicsdriver/opengl: Refactoring: Remove dataType 2020-11-21 23:14:43 +09:00
Hajime Hoshi
c9060d2fa8 graphicsdriver/opengl: Remove bufferType 2020-11-21 23:07:11 +09:00
Hajime Hoshi
9c014a281a graphicsdriver/opengl: Refactoring 2020-11-21 23:00:57 +09:00
Hajime Hoshi
859d247093 graphicsdriver/opengl: Refactoring 2020-11-21 22:49:49 +09:00
Hajime Hoshi
ddc8115b51 graphicsdriver/opengl: Refactoring: remove ensureGL 2020-11-21 22:09:58 +09:00
Hajime Hoshi
dd46221968 graphicsdriver/opengl: Enable dFdx for mobiles
Fixes #1404
2020-11-21 19:40:11 +09:00
Hajime Hoshi
b72848dc97 shaderir: Bug fix: Test failures
Updates #1404
2020-11-21 19:17:31 +09:00
Hajime Hoshi
b1d7a5f595 shaderir/glsl: Enable dFdx for WebGL
With WebGL1, an extension is required for dFdx. On the other hand,
with WebGL2, GLSL ES 300 is required and the extension is forbidden.
This change fixes shaderir/glsl to switch the output depends on the
WebGL version.

This change also adds a new build tag 'ebitenwebgl1' forcing WebGL 1.

Updates #1404
2020-11-21 19:07:54 +09:00
Hajime Hoshi
2097312a8b graphicsdriver/opengl: Refactoring 2020-11-21 16:44:49 +09:00
Hajime Hoshi
4df958c9fd Avoid comparing to js.Undefined() for consistency 2020-11-21 14:25:17 +09:00
Hajime Hoshi
5d8c39028c web: Remove unused functions 2020-11-21 01:33:09 +09:00
Hajime Hoshi
3101ffd082 uidriver/glfw: Bug fix: Add more mutex locks for callbacks
Updates #1358
2020-11-18 20:43:29 +09:00
Hajime Hoshi
91b01ff83d uidriver/glfw: Replace thread usages with mutex usages for performance
Updates #1358
2020-11-18 19:45:15 +09:00
Hajime Hoshi
14070ee153 uidriver: Copy the runes on the callee sides 2020-11-18 19:37:12 +09:00
Hajime Hoshi
ed494dbf59 restorable: Reland: Do not record pixels if restoring is not requried
This change also remove the restrictions of operations on
graphicscommand.Image. For example, now DrawTriangles and
ReplacePixels can be mixed on the same image.

Fixes #1022
2020-11-14 15:00:16 +09:00
Hajime Hoshi
257d747f7d shareable: Refactoring 2020-11-14 13:15:42 +09:00
Hajime Hoshi
d179dab314 shareable: Refactoring 2020-11-14 01:03:18 +09:00
Hajime Hoshi
86a0c7aa82 graphicsdriver/opengl: Use PBO when retrieving pixels 2020-11-13 09:10:56 +09:00
Hajime Hoshi
0366103b2e shareable: Bug fix: Crash when syncing pixels of a disposed image
When an image was disposed, the image was not unregistered from the
set of 'imagesToMakeShared'. This caused a crash when trying to sync
the pixel data of the disposed image.

This change fixes the issue by unregistering the image when the
image is disposed.

Fixes #1421
2020-11-12 23:37:51 +09:00
Hajime Hoshi
ddfb8adbc4 graphicsdriver/metal: Asynchronous sending pixels
Fixes #1418
2020-11-10 22:48:03 +09:00
Hajime Hoshi
5705dc79fb graphicsdriver/metal: Do not need to wait until flushing at Sync 2020-11-10 22:12:26 +09:00
Hajime Hoshi
99b4a3096a graphicsdriver/opengl: Use Go const values instead of getting them dynamically 2020-11-08 19:23:32 +09:00
Hajime Hoshi
e09f3aa286 graphicsdriver/metal/mtl: Bug fix: Fix the guard range 2020-11-08 04:44:43 +09:00
Hajime Hoshi
aaff18ecf7 graphicsdriver/metal/mtl: Bug fix: Guard the handler map by a mutex
The handler is invoked in another thread than the main thread.
2020-11-08 04:40:13 +09:00
Hajime Hoshi
c7330883ef restorable: Remove Fill and make (*ebiten.Image).Fill available for sub-images
Now a scissor (a clipping region) can be specified, we don't have to
worry about the rendering results out of the specified region.
Replace the implmenetation of the Fill with just a DrawTriangles with
an empty white image.

As a side effect, SubImage is avilable for Fill.

Fixes #1416
2020-11-08 02:50:06 +09:00
Hajime Hoshi
ed028110cf ebiten: Allow rendering on a sub-image by scissor test
Fixes #1255
2020-11-08 00:58:44 +09:00
Hajime Hoshi
e4e8e7254e graphicsdriver/metal/mtl: Refactoring: Specify struct member names explicitly 2020-11-07 23:46:07 +09:00
Hajime Hoshi
a8f96ee9af graphicsdriver/metal: Add Sync to sync CPU and GPU asynchronously
Fixes #1414
2020-11-07 04:09:47 +09:00
Hajime Hoshi
6e3cbe2e33 graphicsdriver/metal/mtl: Refactoring 2020-11-07 03:26:35 +09:00
Hajime Hoshi
e30d46e947 shareable: Reset non-updated-count at ReplacePixels
Before this change, ReplacePixels didn't affect the non-updated-count,
and an image using ReplacePixels tended to be on a shared image.
This was OK, but as lazy pixel loading is going to be introduced,
ReplacePixels also needs to reset the count.

Updates #1414
2020-11-06 02:19:02 +09:00
Hajime Hoshi
34d7385e6d shareable: Refactoring 2020-11-06 01:45:08 +09:00
Hajime Hoshi
a3bccf5ff7 shareable: Refactoring 2020-11-06 00:48:32 +09:00
Hajime Hoshi
48b46345d7 restorable: Refactoring 2020-11-04 02:03:47 +09:00
Hajime Hoshi
8da5ad2c4f graphicsdriver/metal: Misspelling 2020-11-03 23:44:40 +09:00
Hajime Hoshi
f3dddaf324 buffered: Better comment 2020-11-03 02:30:00 +09:00
Hajime Hoshi
b9907c03fa glfw: Create a DLL file atomically by renaming the file
Fixes #1393
2020-11-02 22:55:08 +09:00
Hajime Hoshi
3276c57976 jsutil: Rename files 2020-11-01 18:06:43 +09:00
Hajime Hoshi
c4fa29fb22 jsutil: Remove unused files for Go 1.12 2020-11-01 17:56:29 +09:00
Hajime Hoshi
5b8370298a glfw: Use os.UserConfigDir for GLFW DLL instead of temporary directories
As of this change, Ebiten requries Go 1.13 due to os.UserConfigDir.

Fixes #1393
2020-11-01 17:51:44 +09:00
Hajime Hoshi
831c7ca6f4 restorable: Refactoring: Use the smaller empty image 2020-10-31 03:06:44 +09:00
Hajime Hoshi
fa53160e18 mipmap: Stop using negative mipmaps
Negative mipmaps tend to allocate extremely big images.

Instead, encourage to use images with explicit padding when enlarging
the image.

Fixes #1400
2020-10-31 02:52:40 +09:00
Hajime Hoshi
61bf10e73e uidriver/glfw: Bug fix: Do not iconify the fullscreen window automatically
Fixes #1405
2020-10-27 03:14:55 +09:00
Hajime Hoshi
e7d080ca4a mipmap: Bug fix: Too big scale tried to allocate too big images
Fixes #1399
2020-10-21 11:28:05 +09:00
Hajime Hoshi
a3cb78558b mipmap: Bug fix: Scale could be Inf/0 and caused a forever loop
Fixes #1398
2020-10-21 10:55:36 +09:00
Hajime Hoshi
eedb947471 Update comments 2020-10-21 03:17:40 +09:00
Jake Coffman
290f05060a
ebiten: Add ebitensinglethread build tag (#1396)
Updates #1367
2020-10-21 02:55:17 +09:00
Hajime Hoshi
f611b48c71 graphicsdriver/opengl: Use native GLES functions for mobiles
After this change, GL functions for mobiles, especially Android, are
native ones instead of golang.org/x/mobile/gl functions in order to
reduce goroutine context switches.

On gomobile-build, golang.org/x/mobile/gl functions are still used.

Fixes #1387
2020-10-19 03:51:20 +09:00
Hajime Hoshi
2740938460 graphicsdriver/opengl: Fix the error message again 2020-10-18 22:55:37 +09:00
Hajime Hoshi
b755a1f970 graphicsdriver/opengl: Fix the error message 2020-10-18 22:12:39 +09:00
Hajime Hoshi
cac4b43ddd graphicsdriver/opengl/gles: Add copyright comments 2020-10-18 18:18:08 +09:00
Hajime Hoshi
55af18a178 graphicsdriver/opengl: Use a new package gles
Updates #1387
2020-10-18 18:16:11 +09:00
Hajime Hoshi
185e367295 shader: Implement cap function
Fixes #1361
2020-10-17 23:36:09 +09:00
Hajime Hoshi
c051acd6f2 graphicscommand: Remove the dependency on internal/thread 2020-10-17 20:43:17 +09:00
Hajime Hoshi
f39f80c7c3 uidriver/glfw: Refactoring 2020-10-17 17:45:29 +09:00
Hajime Hoshi
e7a3d29af5 clock: Update a comment 2020-10-17 16:08:41 +09:00
Hajime Hoshi
974ec525fa uidriver/glfw: Refactoring 2020-10-17 15:09:12 +09:00
Hajime Hoshi
33fd7c935a uidriver/glfw: Avoid (*thread).Call when possible at (*UserInterface).loop
Updates #1367
2020-10-17 06:08:15 +09:00
Hajime Hoshi
cbb70d045c uidriver/glfw: Eliminate (*thread).Call at (*UserInterface).update
Updates #1367
2020-10-17 06:03:38 +09:00
Hajime Hoshi
ee50f611ee uidriver/glfw: Reduce (*thread).Call at (*UserInterface).updateSize
Updates #1367
2020-10-17 05:53:21 +09:00
Hajime Hoshi
d9906835ad uidriver/glfw: Reduce (*thread).Call at (*UserInterface).update
Updates #1367
2020-10-17 05:33:34 +09:00
Hajime Hoshi
1864c22ad6 uidriver/glfw: Reduce (*thread).Call at (*Input).update 2020-10-17 05:22:23 +09:00
Hajime Hoshi
495b2b722a uidriver/glfw: Reduce (*thread).Call at (*UserInterface).update 2020-10-17 04:38:15 +09:00
Hajime Hoshi
7762f5dcec uidriver/glfw: Reduce (*thread).Call 2020-10-17 04:33:34 +09:00
Hajime Hoshi
1db7bed2a7 uidriver/glfw: Refactoring 2020-10-17 02:57:03 +09:00
Hajime Hoshi
d2c4a6fc9f graphicscommand: Remove unnecessary comments 2020-10-17 02:45:35 +09:00
Hajime Hoshi
770661c609 driver: Refactoring: Remove (UIContext).Draw 2020-10-15 01:27:50 +09:00
Hajime Hoshi
20b4a28801 graphicscommand: Unexport RunOnMainThread 2020-10-14 23:37:28 +09:00
Hajime Hoshi
fe6a2daef4 graphicsdriver/metal: Bug fix: Had to set the vsync state again at resetting
Fixes #1364
2020-10-14 01:58:56 +09:00
Hajime Hoshi
249e1c46ba graphicsdriver/metal: Remove an old comment
Updates #1367
2020-10-14 01:51:18 +09:00
Hajime Hoshi
eed619ad0f graphicsdriver/metal, graphicsdriver/opengl: Reland: Remove the thread usages for performance
Instead, graphicscommand package has a thread.

Updates #1367
2020-10-13 02:46:31 +09:00
Hajime Hoshi
713eee1117 Revert "graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance"
This reverts commit 2942f10d9d.

Reason: Compile error on mobiles and runtime error on browsers
2020-10-13 02:12:02 +09:00
Hajime Hoshi
2942f10d9d graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance
Instead, graphicscommand package has a thread.

Updates #1367
2020-10-13 01:50:54 +09:00
Hajime Hoshi
b2d618c2be mipmap, shareable: Refactoring: Remove SetGraphicsDriver 2020-10-13 01:36:52 +09:00
Hajime Hoshi
3c21246db5 uidirve/js: Bug fix: Fix key codes for Edge browser
Updates #1382
2020-10-11 19:03:49 +09:00
Hajime Hoshi
5ee3fdf628 ebiten: Add KeySuper
Fixes #1382
2020-10-11 18:40:40 +09:00
Hajime Hoshi
7f55fdf769 uidriver/js: Stop auto-focusing on loading when the page is in an iframe
Fixes #1373
2020-10-10 15:52:33 +09:00
Hajime Hoshi
b1c67c7661 ebiten: Introduce type TouchID
Fixes #604
2020-10-10 03:57:47 +09:00
Hajime Hoshi
809b7a3afa ebiten: Introduce type GamepadID
Updates #604
2020-10-08 01:57:08 +09:00
Hajime Hoshi
dc288d37f8 Bug fix: Compile error for Wasm 2020-10-07 02:23:45 +09:00
Hajime Hoshi
ee4ebaaa95 Clean up the 'js' build tags
Updates #1129
2020-10-07 02:07:03 +09:00
Hajime Hoshi
7a0e31a23a Clean up the 'js' build tags
Updates #1129
2020-10-07 01:33:10 +09:00
Hajime Hoshi
00f3d83d4c Remove supporting GopherJS
Fixes #1129
2020-10-07 01:10:09 +09:00
Hajime Hoshi
41cf90a321 ebiten: Change the default value of IsRunningOnUnfocused to be true
Fixes #1180
2020-10-07 00:30:49 +09:00
Hajime Hoshi
c6053bcf14 ebiten: Remove the error returning value from NewImage
Updates #1380
2020-10-06 00:48:56 +09:00
Hajime Hoshi
448a863eb1 ebiten: Remove FilterDefault
Fixes #503
2020-10-05 01:48:47 +09:00
Hajime Hoshi
fe97e7b0a5 ebiten: Remove the filter argument from NewImage and NewImageFromImage
Updates #503
2020-10-05 01:40:44 +09:00
Hajime Hoshi
2dadc6a7a9 ebiten: Make AddressUnsafe default
Fixes #1228
2020-10-04 23:49:35 +09:00
Hajime Hoshi
8f00c8fbf5 ebiten: Remove the argument from Update
Fixes #1260
2020-10-04 19:33:10 +09:00
Hajime Hoshi
e90b5ff277 Update import paths in the documents 2020-10-04 05:07:08 +09:00
Hajime Hoshi
bf515bb594 Update version to v2.0.0-alpha 2020-10-04 04:30:40 +09:00
Bui Quoc Trong
0d29979296
Fix the comment style cause heading in pkgsite (#1369) 2020-09-29 16:55:39 +09:00
Hajime Hoshi
9890dc51da uidriver/glfw: Bug fix: Need to call updateVsync after setWindowSize
Fixes #1363
2020-09-22 18:45:56 +09:00
Hajime Hoshi
3c71eba446 shaderir: Bug fix: Implement atan2 for Metal correctly
Fixes #1360
2020-09-22 04:29:34 +09:00
Hajime Hoshi
ee52c88e98 uidriver/glfw: Bug fix: Set the correct window size when going back from fullscreen 2020-09-21 19:20:58 +09:00
Hajime Hoshi
3fc328db8d uidriver/glfw: Adjust monitor sizes with math.Ceil
deviceScaleFactor() sometimes returns an unnice value (e.g.,
1.502361). Add math.Ceil whenever the calculation involves the
device scale factor.
2020-09-21 18:52:27 +09:00
Hajime Hoshi
f3ef2e2af5 Performance optimization for the path without a shader
Fixes #1355
2020-09-21 05:43:24 +09:00
Hajime Hoshi
cb73230301 graphics: Revive the special allocating method for vertices for Wasm
It looks like the allocation cost is pretty high even on Wasm.
Revive the special method not only on GopherJS but also on Wasm.

examples/sprites kept 30FPS without this fix, but keeps 35FPS with
this fix, on Hajime's MacBook Pro 2020 (macOS Catalina 10.15.6).

Updates #797
2020-09-21 04:21:21 +09:00
Hajime Hoshi
8d17ec837a shareable: Refactoring 2020-09-21 01:58:00 +09:00
Hajime Hoshi
138d9b8e47 shareable: Bug fix: Wrong offset calculation 2020-09-21 01:52:21 +09:00
Hajime Hoshi
41564533f9 ebiten: Allow SubImage at DrawRectShader 2020-09-20 04:48:10 +09:00
Hajime Hoshi
28ce1fc3fb uidriver/glfw: Bug fix: Compile failure 2020-09-19 01:32:33 +09:00
Hajime Hoshi
51f06139a6 uidriver/glfw: Bug fix: Treat X scale (HiDPI) correctly
Fixes #1350
2020-09-19 01:24:18 +09:00
Hajime Hoshi
40e35fa047 uidriver/glfw: Bug fix: Unscale the size for framebuffers on Linux/UNIX
Fixes #1307
2020-09-19 01:04:18 +09:00
Hajime Hoshi
97607f5779 graphicsdriver/glfw: Bug fix: Convert window size unit correctly on Linux/UNIX
Updates #1307
2020-09-19 00:31:34 +09:00
Hajime Hoshi
5278a7c6d6 uidriver/glfw: Bug fix: Use the correct scale for GLFW APIs on Linux/UNIX
Updates #1307
2020-09-19 00:21:10 +09:00
Hajime Hoshi
632b985448 devicescale: Ignore the base scale
The window might be too bit when the base scale is 2.

Updates #1307
Updates #1350
2020-09-18 03:48:42 +09:00
Hajime Hoshi
5f3d6dbc19 devicescale: Choose the correct Cinnamon monitor configuration
Updates #1307
2020-09-18 01:07:48 +09:00
Hajime Hoshi
da94f3c2cb devicescale: Bug fix: Base-scale should be multiplied on Cinnamon
Updates #1307
2020-09-18 00:19:16 +09:00
Hajime Hoshi
65759f33a3 devicescale: Refactoring 2020-09-18 00:11:18 +09:00
Hajime Hoshi
3dab49fc39 graphicsdriver/opengl: Better error message 2020-09-17 20:35:57 +09:00
Hajime Hoshi
ab004031d0 shader: Reland: Bug fix: Checking unused variables defined with var 2020-09-17 17:46:35 +09:00
Hajime Hoshi
ac971f77c5 Revert "shader: Bug fix: Checking unused variables defined with var"
This reverts commit 4d3d3134d5.

Reason: Test failures
2020-09-17 17:32:07 +09:00
Hajime Hoshi
4d3d3134d5 shader: Bug fix: Checking unused variables defined with var 2020-09-17 17:29:37 +09:00
Hajime Hoshi
ded223ead0 shader: Bug fix: selector is not available on a blank identifier 2020-09-14 03:41:25 +09:00
Hajime Hoshi
e1d8629189 shader: Bug fix: a blank identifier lhs and += cannot work 2020-09-14 00:51:27 +09:00
Hajime Hoshi
fd51abfb0d shader: Bug fix ++/-- must not be applied to a blank identifier 2020-09-14 00:32:47 +09:00
Hajime Hoshi
7666987b09 shader: Bug fix: a blank identifier cannot be used as values 2020-09-13 23:55:25 +09:00