Hajime Hoshi
5887142da7
internal/grpahicsdriver/metal/mtl: use 3 drawings for fullscreen
...
Hajime found that renderings were delayed with 2 drawing in fullscreen
though FPS might be lowered. This is mysterious but there is no other
good solution.
Updates #2883
2024-01-19 18:29:47 +09:00
Hajime Hoshi
e39c50c296
internal/graphicsdriver/metal: add comments
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Updates #2880
Updates #2883
2024-01-17 20:51:32 +09:00
Hajime Hoshi
055db234a1
internal/graphicsdriver/metal: bug fix: use 2 as a drawable count for Arm Mac
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Closes #2883
2024-01-17 18:57:50 +09:00
Hajime Hoshi
ec9613dd94
Revert "internal/graphicsdriver/metal: bug fix: use 3 drawables for fullscreen"
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This reverts commit 3c7bcf3035
.
Reason: the window unexpectedly blinks when exiting from fullscreen
Updates #2880
2024-01-02 22:47:09 +09:00
Hajime Hoshi
3c7bcf3035
internal/graphicsdriver/metal: bug fix: use 3 drawables for fullscreen
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Closes #2880
2024-01-02 22:33:05 +09:00
Hajime Hoshi
dddfb7317b
internal/cocoa: integrate internal/graphicsdriver/metal/ns and internal/cocoa
2024-01-02 22:22:19 +09:00
Hajime Hoshi
4158e206e6
internal/graphicsdriver/metal: rename files
2023-08-03 23:54:48 +09:00
Hajime Hoshi
cc4e2f08be
internal/graphicsdriver/metal: rename files
2022-02-11 21:49:05 +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
1b498a03cc
Revert "internal/graphicsdriver/metal: Bug fix: Vsync didn't work on macOS"
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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
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
7be00d79e8
internal/uidriver/glfw: Fix unstable FPS on fullscreen on macOS
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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
65943d4bad
internal/graphicsdriver/metal: Disable presentsWithTransaction on iOS
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Closes #1799
2021-09-07 00:02:58 +09:00
Hajime Hoshi
b54ad73a2b
Add go:build comments with go1.17beta1 fmt
2021-06-11 01:11:46 +09:00
Hajime Hoshi
bf515bb594
Update version to v2.0.0-alpha
2020-10-04 04:30:40 +09:00
Hajime Hoshi
a3b41515a9
ui: Replace the native window's type (unsafe.Pointer) with uintptr
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Updates #1306
2020-09-04 00:51:48 +09:00
Hajime Hoshi
2bc1475a15
graphicsdriver/metal: Bug fix: Sync textures before replacing a region
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Updates #1213
2020-06-27 03:08:17 +09:00
Hajime Hoshi
e023425be0
graphicsdriver/metal: Reduce calls of SetLayer
2020-06-14 05:07:33 +09:00
Hajime Hoshi
a040aae83b
glfw: Update to GLFW 3.3
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Fixes #1000
2019-11-26 01:19:20 +09:00
Hajime Hoshi
3c976eae02
cmd/ebitenmobile: Use Metal on iOS
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The emulators still use OpenGL.
Fixes #737
2019-10-09 02:13:47 +09:00
Hajime Hoshi
4a9a7f936d
Make go vet a little happier on macOS
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Updates #889
2019-07-22 20:16:22 +09:00
Hajime Hoshi
c7ab66e0e1
graphicsdriver/metal: Move MTLDevice and CAMetalLayer to the other struct
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On iOS, they are given or included in a MTKView and we don't have
to (or should not) make them. Let's move them to a different
struct.
2019-06-19 02:17:45 +09:00