Commit Graph

119 Commits

Author SHA1 Message Date
Hajime Hoshi
e6807794f2 internal/mipmap: refactoring 2024-08-11 22:29:15 +09:00
Hajime Hoshi
5f80f4b3de all: refactoring 2024-08-11 21:43:00 +09:00
Hajime Hoshi
9ff93e3063 all: fix comments 2024-06-30 18:56:07 +09:00
Bertrand Jung
22fd1f107e
internal/graphics: renamed shader image count to specify src (#3012)
This just specifies that the constant refers to the number of source images passed to a shader.

This makes a distinction with the number of dst images, that could potentially be more than 1 in the future.
2024-06-10 02:02:47 +09:00
Hajime Hoshi
e5d10c47e7 internal/graphicsdriver: reland: rename FillRule constants
Updates #3006
2024-06-08 12:16:20 +09:00
Hajime Hoshi
6ac1270cb0 Revert "internal/graphicsdriver: rename FillRule constants"
This reverts commit ab4a3af1b5.

Reason: compile error on Windows
2024-06-08 12:10:27 +09:00
Hajime Hoshi
ab4a3af1b5 internal/graphicsdriver: rename FillRule constants
Updates #3006
2024-06-08 11:54:46 +09:00
Hajime Hoshi
fd2c79398e Revert "internal/atlas: refactoring: ensure ReadPixels to be processed in a frame"
This reverts commit 55702a7c28.

Reason: This didn't work with the single-thread mode.

Updates #1704
Closes #2939
2024-03-26 13:10:00 +09:00
Hajime Hoshi
f27402ee44 internal/mipmap: use a better image size
Unnecessarily big images were used since 4 years go
(f8956941b7). Use a better small image
for mipmaps.
2024-01-18 16:10:15 +09:00
Hajime Hoshi
4e93efa5ac internal/graphicsdriver: reland: add FillRule and replace boolean values with this
Updates #2782
2023-11-04 19:09:50 +09:00
Hajime Hoshi
f695df5924 Revert "internal/graphicsdriver: add FillRule and replace boolean values with this"
This reverts commit 38cf964a3b.

Reason: build failure on Windows
2023-11-04 19:02:40 +09:00
Hajime Hoshi
38cf964a3b internal/graphicsdriver: add FillRule and replace boolean values with this
Updates #2782
2023-11-04 18:57:31 +09:00
Hajime Hoshi
f2544a1bd9 internal/graphicsdriver: use []uint32 instead of []uint16 for indices
Updates #2612
2023-11-04 04:39:17 +09:00
Hajime Hoshi
c01ceeaa6a ebiten: replace (*Image).Dispose with Deallocate
Closes #2808
2023-11-03 17:45:39 +09:00
Hajime Hoshi
55702a7c28 internal/atlas: refactoring: ensure ReadPixels to be processed in a frame
This enables to call (*Image).At from HandleInput, which might be
called outside of a frame.

Updates #1704
2023-10-25 00:48:09 +09:00
Hajime Hoshi
e80e981bf5 internal/atlas: let callers retry ReadPixels instead of blocking
This is a preparation to implement HandleInput, which might call
(*Image).At in its callback.

Updates #1704
2023-10-20 02:30:32 +09:00
Hajime Hoshi
da979a3ab2 internal/buffer, internal/mipmap: remove Shader 2023-10-19 00:52:32 +09:00
Hajime Hoshi
4ca3fa5e57
internal/graphicsdriver: replace Region with image.Rectangle (#2791)
Closes #2790
2023-09-28 14:29:55 +09:00
Hajime Hoshi
534370f7b1 internal/graphics: enable to specify regions for each source image
This is a preparation to specify different sizes of source images.

Updates #1870
2023-08-27 21:15:01 +09:00
Hajime Hoshi
d2c991b774 all: refactoring: use image.Rectangle 2023-04-28 01:03:38 +09:00
Hajime Hoshi
0a6813c17f internal/graphics: use flatten []float32 slice instead of [][]float32
Closes #2479
2022-12-03 20:23:58 +09:00
Hajime Hoshi
61f1d8b69f internal/graphics: remove the common vertices backend
It was actually impossible to use the common vertices backend in a
thread-safe manner, and actually this caused race conditions.

This changes fixes the issue by giving up a central backend, and
letting images have their own vertices buffer.

Closes #2473
2022-12-03 01:02:23 +09:00
Hajime Hoshi
419bb4c1e9 all: use uint32 instead of float32 for uniform values
This is a preparation for other types of uniform values.

Updates #2305
2022-11-12 20:28:07 +09:00
Hajime Hoshi
09a7d39874 internal/graphicsdriver: add Blend struct
This is a preparation to specify blend factors and blend operators.

Updates #2382
2022-10-16 01:08:26 +09:00
Hajime Hoshi
d823e22bed internal/mipmap: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:32 +09:00
Hajime Hoshi
361a1059ee internal/buffered: remove unused arguments from DrawTriangles
Updates #2369
2022-10-02 23:06:29 +09:00
Hajime Hoshi
0ae2b1bc24 all: remove unnecessary conditions
Now a Kage shader is always used.
2022-10-02 22:30:59 +09:00
Hajime Hoshi
311aa7dcf8 all: use Kage shaders in internal packages
Updates #2369
2022-10-02 19:17:09 +09:00
Hajime Hoshi
f293a03ab6 internal/mipmap: reland: do not consider filter to determine mipmap level
This is a reland of 42833614fb.

Now the filter argument is not used (a4e9a05b14),
the filter value can be the nearest filter even though the shader is
for the linear filter.

As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.

Updates #2364
2022-10-02 19:14:23 +09:00
Hajime Hoshi
bcb9844395 Revert "internal/mipmap: bug fix: do not consider filter to determine mipmap level"
This reverts commit 42833614fb.

Reason: test failure: TestImageEdge
2022-10-02 18:53:28 +09:00
Hajime Hoshi
42833614fb internal/mipmap: bug fix: do not consider filter to determine mipmap level
Now the filter argument is not used (a4e9a05b14),
the filter value can be the nearest filter even though the shader is
for the linear filter.

As long as `canSkipMipmap` is set correctly, we don't have to consider
the parameter `filter`. We should ignore it.

Updates #2364
2022-10-02 18:44:06 +09:00
Hajime Hoshi
9492b4ecf5 internal/mipmap: refactoring
This change replaces the member `volatile` with `imageType` to make
the code more explicit.

In the old code, it was not obvious whether a mipmap was used for a
screen image. Actually a mipmap was not used since `canSkipMipmap` is
always true for a screen image, but this was too tricky.
2022-09-28 03:07:40 +09:00
Hajime Hoshi
6b35ad4a88 internal/mipmap: bug fix: mipmap images were unexpectedly volatile
Closes #2354
2022-09-28 01:40:38 +09:00
Hajime Hoshi
35f597e682 internal/graphicsdriver: refactoring: remove FilterScreen
Closes #2282
2022-09-06 19:04:15 +09:00
Hajime Hoshi
ae41530f1c internal/graphicscommand: move availableFilename to graphicscommand 2022-08-31 13:26:14 +09:00
Hajime Hoshi
63e3c4adea Revert "internal/graphics: remove FilterScreen and use an original Kage program instead"
This reverts these commits

* 3259ef3daf
* 7c55065490
* 5bb70f485e

Reason: iOS crash. Probably we have to prepare a special rendering
pipeline for the final screen.

Closes #2278
2022-08-30 01:56:06 +09:00
Hajime Hoshi
5bb70f485e internal/graphics: remove FilterScreen and use an original Kage program instead
Updates #2046
2022-08-26 17:41:29 +09:00
Hajime Hoshi
bd1b9cdb9b internal/mipmap: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:21 +09:00
Hajime Hoshi
7061b34222 internal/buffered: rename ReplacePixels -> WritePixels
Updates #2236
2022-08-08 03:32:11 +09:00
Hajime Hoshi
6d87be7169 internal/ui, internal/mipmap: refactoring: replace At with ReadPixels
Updates #1995
2022-08-06 00:32:42 +09:00
Hajime Hoshi
6c22f3f1a8 internal/buffered: refactoring: replace At with ReadPixels
Updates #1995
2022-08-05 23:58:01 +09:00
Hajime Hoshi
afed6a83c6 internal/graphics: change the naming convention: Num -> Count
This change also renames ebiten.MaxIndicesNum -> ebiten.MaxIndicesCount.
2022-07-13 02:02:44 +09:00
Hajime Hoshi
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
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
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +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
b53cb2acd6 internal/ui, internal/mipmap, internal/graphicscommand: fix a wrong panic message 2022-04-01 20:12:12 +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
c316aaae72 internal/buffered: simplify the API 2022-03-21 15:19:06 +09:00