Commit Graph

6714 Commits

Author SHA1 Message Date
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
315f87896b vector: Better interpolation of Bézier curves
Updates #844
2021-07-06 03:30:33 +09:00
Hajime Hoshi
035759703b Revert "vector: Improve the number of segments for a Bézier curve"
This reverts commit ad2999fa04.

Reason: Added *2 as a mistake. And without this multiplying, the quarity was not good.
2021-07-06 01:17:06 +09:00
Hajime Hoshi
ad2999fa04 vector: Improve the number of segments for a Bézier curve
Updates #844
2021-07-06 01:12:55 +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
12960a31ab ebiten: Refactoring: Move RunWithoutMainLoop to another file 2021-07-04 04:23:41 +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
66be53804d ebiten: Bug fix: Fill on a sub-image didn't work correctly
Closes #1691
2021-07-02 22:42:28 +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
Hajime Hoshi
586130b96c Add Enrico to AUTHORS 2021-06-29 23:53:08 +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
1d83df0c13 ebiten: Refactoring 2021-06-27 01:46:35 +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