Commit Graph

12 Commits

Author SHA1 Message Date
Hajime Hoshi
bba196d1ec ebiten: allow array types for uniform variables
Closes #2448
2022-11-18 14:08:31 +09:00
Hajime Hoshi
1ecac8d834 all: allow integer uniform variables for Kage shaders
Closes #2305
Updates #2448
2022-11-13 01:49:24 +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
50021ef3e4 internal/graphicscommand: use buffers for []float32 to reduce allocations 2022-11-04 21:55:44 +09:00
Hajime Hoshi
005e87a917 internal/ui: prepare extra capacities for uniform variables 2022-11-04 03:18:49 +09:00
Artem Yadelskyi
10415d417a
all: replace interface{} with any (#2430)
Closes #2429
2022-11-03 15:33:09 +09:00
Hajime Hoshi
3b50e57f19 internal/ui: move convertUniforms to ui.Shader
This is a preparation to use a Kage program as the screen filter.

Update #2046
2022-08-26 17:41:26 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +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
b5bb576a58 internal/ui: refactoring: unexport ConvertUniforms 2022-03-21 17:05:50 +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