Hajime Hoshi
bcb2fe8c93
internal/graphicsdriver/directx: enable D3D12SerializeRootSignature for Xbox
...
Updates #2084
2022-06-13 01:02:48 +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
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Updates #2084
2022-06-10 22:51:04 +09:00
Hajime Hoshi
abef203a70
rename github.com/ebitne/purego -> github.com/ebitengine/purego
2022-06-10 21:59:01 +09:00
Hajime Hoshi
07aa906753
internal/graphicsdriver/directx: fix GetCPU/GPUDescriptorHandleForHeapStart for Xbox
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Updates #2084
2022-06-10 21:35:20 +09:00
Hajime Hoshi
b9373c498b
internal/graphicsdriver/directx: fix CreateCommandList for Xbox
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Updates #2084
2022-06-10 16:44:07 +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
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
f69c550992
internal/graphicsdriver/directx: bug fix: go:nosplit was required for syscallN
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Updates #2116
Closes #2117
2022-06-04 01:11:22 +09:00
Hajime Hoshi
55a490736a
internal/graphicsdriver/directx: refactoring: add syscallN
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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
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Updates #2113
Closes #2116
2022-06-03 21:56:30 +09:00
Hajime Hoshi
532b476c4e
Revert "internal/graphicsdriver/directx: pass nil for pReadRange at Map"
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This reverts commit 3b13158cc0
.
Reason: Specifying nil for reading ranges is not efficient
2022-06-03 13:59:34 +09:00
Hajime Hoshi
3b13158cc0
internal/graphicsdriver/directx: pass nil for pReadRange at Map
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Updates #2113
2022-06-03 13:45:08 +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
4a9caf8afb
internal/graphicsdriver/directx: ignore higher 32bit values for Errno
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Updates #2113
2022-06-02 23:01:38 +09:00
Hajime Hoshi
fb03a1e351
internal/graphicsdriver/directx: bug fix: ID3D12Resource::Unmap does not return an value
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Updates #2113
2022-06-02 12:52:58 +09:00
Hajime Hoshi
4a684c4195
treat Windows error values as uint32 instead of windows.Handle
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The error value are defined as windows.Handle (64bit) in
golang.org/x/sys/windows, but an actual type should be HRESULT (32bit).
This causes an issue that a returning value from a Windows API was
recognized as a non-zero error value though the value was not an error,
when the value's lower 32-bits are all zero.
See also https://github.com/golang/go/issues/48736#issuecomment-1143993096
Updates #2113
2022-06-02 12:10:21 +09:00
Hajime Hoshi
b900f83a01
internal/graphicsdriver/directx: refactoring: remove an unused member Image.numRows
2022-06-02 01:53:27 +09:00
Hajime Hoshi
0dc6e4e64e
internal/graphicsdriver/directx: use ID3D12Resource instead of ID3D12Resource1
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Updates #2114
2022-06-02 01:26:02 +09:00
Hajime Hoshi
c99b948df3
internal/graphicsdriver/directx: refactoring
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Updates #2084
2022-05-30 03:17:15 +09:00
Hajime Hoshi
d4226659ee
internal/graphicsdriver/directx: initialize a device for Xbox
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Updates #1162
2022-05-30 02:10:18 +09:00
Hajime Hoshi
59798d29f4
internal/graphicsdriver/directx: defer the initialization
2022-05-29 22:02:39 +09:00
Hajime Hoshi
b4491ab94d
internal/graphicsdriver/directx: unify the naming convention with glfwwin
2022-05-29 21:18:23 +09:00
Hajime Hoshi
0081fa7a47
internal/graphicsdriver/directx: add a comment
2022-05-29 20:05:37 +09:00
Hajime Hoshi
ad380a32f4
internal/glfwwin: split GDK part to a new package internal/microsoftgdk
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Updates #1162
2022-05-29 19:25:26 +09:00
Hajime Hoshi
5c63c4a4aa
internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
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From the Metal shading language specification [1] Table 2.2.3, attribute
variables in Ebitengine's vertices don't have to be packed. Then, we can
remove `packed` types.
[1] https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf
Closes #2107
2022-05-28 23:57:59 +09:00
Hajime Hoshi
d577cc5e7d
internal/graphicsdriver/opengl/gl: rename files
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Updates #1162
2022-05-27 18:31:40 +09:00
TotallyGamerJet
726e88e520
internal/graphics/opengl/gl: remove CGO in openGL on macOS ( #2104 )
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Updates #1162
2022-05-27 18:26:53 +09:00
Hajime Hoshi
7030840efa
internal/graphicsdriver/opengl/gl: refactoring
2022-05-25 02:24:40 +09:00
Hajime Hoshi
3745c0a2e0
internal/graphicsdriver/opengl/gl: remove an unused function GetBufferSubData
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This is basically a revert of 86a0c7aa82
2022-05-24 20:45:45 +09:00
Hajime Hoshi
a1370a4791
internal/graphicsdriver/opengl: remove an unused member gl.getBufferSubData
2022-05-24 20:40:53 +09:00
Hajime Hoshi
f888b7868b
internal/graphicsdriver/opengl: fix the error message when GenFramebufferEXT fails
2022-05-23 22:25:40 +09:00
Hajime Hoshi
0577a28aed
all: add struct members for go-vet
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Updates #1306
2022-05-22 22:05:40 +09:00
Hajime Hoshi
4396785829
Revert "internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )"
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This reverts commit f7e21983cf
.
Reason: test failures (#2102 )
Closes #2102
2022-05-22 01:24:48 +09:00
TotallyGamerJet
f7e21983cf
internal/graphicsdriver/opengl: remove CGO in opengl for macOS ( #2091 )
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Updates #1162
2022-05-22 00:58:45 +09:00
Hajime Hoshi
fef79f4d3e
internal/graphicsdriver/metal: update the minimum version of macOS
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Updates #2095
2022-05-18 00:09:04 +09:00
Hajime Hoshi
7409f01b17
internal/graphicsdriver/metal/mtl: bug fix: specify the language version explicitly
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Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
a0e1d08123
internal/graphicsdriver/directx: update comments
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Updates #2081
2022-04-26 11:20:48 +09:00
Hajime Hoshi
7321e86a6b
internal/graphicsdriver/directx: bug fix: the screen image can be nil when resizing the window
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Closes #2081
2022-04-26 11:19:48 +09:00
Hajime Hoshi
736d77e0d2
internal/graphicsdriver: remove Graphics.NDCYDirection
2022-04-04 03:03:44 +09:00
Hajime Hoshi
02db3bad53
internal/graphicscommand: remove the dependency on a graphics driver from compileShader
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Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
9be454ef25
internal/graphicsdriver: remove an old comment
2022-04-03 02:53:43 +09:00
Hajime Hoshi
3fafc05411
internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
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Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
6bd3c81e27
internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
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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
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Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12
internal/graphicsdriver: introduce the DirectX driver
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Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
eeb5687b73
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
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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
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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
09b0a0ffaf
internal/ui: refactoring: simplify the selection of graphics libraries
2022-03-23 02:21:53 +09:00
Hajime Hoshi
a74e7b1578
Revert "internal/graphicsdriver/metal: refactoring"
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This reverts commit 1c57393393
.
Reason: nothing is rendered on iOS.
Closes #2022
2022-03-23 01:22:39 +09:00
Hajime Hoshi
cd57bccbfc
internal/graphicsdriver: let some functions return an error
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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
5fe6791b5d
internal/graphicscommand: add a new paramter 'mask' to ReplacePixels
2022-03-21 01:11:01 +09:00
Hajime Hoshi
2e6bb8c4e2
internal/graphicsdriver/metal: add comments
2022-03-14 22:02:44 +09:00
Hajime Hoshi
7d0f95e9be
internal/graphicsdriver: refactoring: replace Uniform with []float32
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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
6f00221051
internal/shaderir/msl: rename the package name
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Updates #2010
2022-03-10 16:25:11 +09:00
Hajime Hoshi
47bfd0db9e
internal/shaderir/metal: rename to msl
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Closes #2010
2022-03-10 00:14:06 +09:00
Hajime Hoshi
c37ffecafd
internal/graphicsdriver/metal: reorder uniform variables
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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
d4d4b9c070
internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo
2022-03-04 03:47:55 +09:00
Hajime Hoshi
b22309a0e5
internal/graphicsdriver: replace Pixels with ReadPixels
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Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
566957dc1c
internal/graphicsdriver/metal: invert Y at the vertex shader
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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
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. ( #1996 )
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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
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
ab1ad2c72f
.github/workflow: add a test to build with the build tag ebitencbackend
2022-02-13 16:57:48 +09:00
Hajime Hoshi
1c57393393
internal/graphicsdriver/metal: refactoring
2022-02-13 01:00:20 +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
4c6c31e384
all: reorder build tags in an alphabetical order
2022-02-08 15:49:15 +09:00
Hajime Hoshi
df60c4c92d
internal/driver: rename to internal/graphicsdriver
2022-02-06 20:41:32 +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
d0a6ce6567
internal/graphicsdriver/metal: disable presentsWithTransaction in the fullscreen mode
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Updates #1745
Closes #1974
2022-01-26 03:55:14 +09:00
Hajime Hoshi
cdf2335f5a
refactoring: better error handlings on Windows
2022-01-23 18:30:40 +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
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
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Closes #1933
2022-01-06 03:00:25 +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
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
1dd13ae06e
internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS
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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
00e2b15e2a
shaderir: Bug fix: A wrong argument for fmt.Sprintf
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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
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
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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
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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