Commit Graph

110 Commits

Author SHA1 Message Date
Hajime Hoshi
566957dc1c internal/graphicsdriver/metal: invert Y at the vertex shader
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
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
df60c4c92d internal/driver: rename to internal/graphicsdriver 2022-02-06 20:41:32 +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
06f4142ca0 internal/driver: Optimization: Replace interface{} with driver.Uniform
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
Hajime Hoshi
b4f45edff8 internal/graphicsdriver/opengl: Optimization: Avoid creating slices for every frame 2021-10-30 00:13:57 +09:00
Hajime Hoshi
d3ac199aa9 internal/graphicsdriver/opengl: Optimization: Avoid fmt.Sprintf 2021-10-29 21:43:40 +09:00
Hajime Hoshi
3c1f8da7f8 internal/graphicsdriver/opengl: Optimization: Avoid interface conversion 2021-10-29 21:35:40 +09:00
Hajime Hoshi
58ea710a84 internal/affine: Rename UnsafeElements -> Elements as this is no longer unsafe 2021-09-04 18:08:27 +09:00
Hajime Hoshi
df710a5c63 internal/affine: Change UnsafeElements to take arguments
This will enable to suppress unnecessary array allocations in the
future.

Updates #1796
2021-09-04 17:38:30 +09:00
Hajime Hoshi
da08577095 internal/graphicsdriver/opengl: Refactoring 2021-08-14 04:05:18 +09:00
Hajime Hoshi
15ac69b8d5 internal/graphicsdriver/metal: Bug fix: Disable presentsWithTransaction on fullscreen
Closes #1745
2021-08-08 17:40:37 +09:00
Hajime Hoshi
e4329d0349 internal/driver: Refactoring: Reduce dependencies on affine 2021-07-27 12:19:50 +09:00
Hajime Hoshi
21aa96f9f5 internal/affine: Refactoring: Make ColorM interface 2021-07-27 12:10:22 +09:00
Hajime Hoshi
7e5b259dd2 internal/affine: Use a pointer of an array for UnsafeElements 2021-07-26 21:19:53 +09:00
Hajime Hoshi
50d2d7ed61 internal/graphicsdriver/opengl: Remove unused code using PBO
Updates #1678
2021-07-14 21:51:27 +09:00
Hajime Hoshi
6213c17abc internal/driver: Add Graphics.Initialize 2021-07-07 13:58:42 +09:00
Hajime Hoshi
38ce325958 internal/graphicsdriver/metal: Skip clearing the screen on Metal 2021-07-07 01:45:51 +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
56f4e6b2d0 internal/graphicsdriver/opengl: Refactoring: Rename a variable 2021-07-03 02:41:37 +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
718273c2d7 ebiten: Add a new shader function imageDstRegionOnTexture
Updates #1428
2020-12-09 11:36:29 +09:00
Hajime Hoshi
86a0c7aa82 graphicsdriver/opengl: Use PBO when retrieving pixels 2020-11-13 09:10:56 +09:00
Hajime Hoshi
ed028110cf ebiten: Allow rendering on a sub-image by scissor test
Fixes #1255
2020-11-08 00:58:44 +09:00
Hajime Hoshi
eed619ad0f graphicsdriver/metal, graphicsdriver/opengl: Reland: Remove the thread usages for performance
Instead, graphicscommand package has a thread.

Updates #1367
2020-10-13 02:46:31 +09:00
Hajime Hoshi
713eee1117 Revert "graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance"
This reverts commit 2942f10d9d.

Reason: Compile error on mobiles and runtime error on browsers
2020-10-13 02:12:02 +09:00
Hajime Hoshi
2942f10d9d graphicsdriver/metal, graphicsdriver/opengl: Remove the thread usages for performance
Instead, graphicscommand package has a thread.

Updates #1367
2020-10-13 01:50:54 +09:00
Hajime Hoshi
bf515bb594 Update version to v2.0.0-alpha 2020-10-04 04:30:40 +09:00
Hajime Hoshi
609a3c4e22 ebiten: Bug fix: Fix the texel calculation
In shaders, texCoord is always in texture0's texels. Convert them
at imageNTextureAt functions correctly.

Fixes #1290
2020-08-11 04:15:07 +09:00
Hajime Hoshi
69f87d5fd1 ebiten: Add new shader builtin functions: image[N]TextureBoundAt
Fixes #1287
2020-08-11 03:24:54 +09:00
Hajime Hoshi
b4046a795e graphics: Reduce the usage of InternalImageSize 2020-08-08 16:01:33 +09:00
Hajime Hoshi
28c638cb5b graphicsdriver/opengl: Unexpose NewShader 2020-08-08 03:12:44 +09:00
Hajime Hoshi
a4334c5464 shader: Use arrays at uniform variables
Fixes #1274
2020-08-01 17:22:10 +09:00
Hajime Hoshi
da5642cd0e graphicsdriver/opengl: Add type checks of uniform variables 2020-08-01 02:01:51 +09:00
Hajime Hoshi
ca3fd4eaa4 ebiten: Add texture[ID]Size functions for shaders
Fixes #1239
2020-07-26 15:18:01 +09:00
Hajime Hoshi
d08a04a635 ebiten: Refactoring 2020-07-26 15:05:00 +09:00
Hajime Hoshi
36e9803cea shader: Enable to get pixels from multiple images
Updates #1193
2020-07-19 02:33:43 +09:00
Hajime Hoshi
fe79bb27af graphicscommand: Refactoring 2020-07-18 23:25:16 +09:00
Hajime Hoshi
e0d5763a60 shader: Use the fixed number of images for shaders
This changes uses arrays rather than slices in order to avoid heap
allocations.

Updates #1193
2020-07-18 18:27:47 +09:00
Hajime Hoshi
7f70797a6d ebiten: Rename DrawTriaglesWithShaderOptions.Textures to Images 2020-07-15 03:49:05 +09:00
Hajime Hoshi
d217bc6033 ebiten: Sparate textures from uniforms at DrawTrianglesWithShader
Updates #1193
Updates #1239
2020-07-09 01:59:21 +09:00
Hajime Hoshi
4021c24534 shader: Separate uniform variables and texture variabls
Textures cannot be treated as a regular variable, then they should
be treated differently from other uniform variables.

Add a new function texture0At replacing texture2D.

Updates #1239
2020-07-08 01:12:07 +09:00
Hajime Hoshi
71c9e7ac40 driver: Add Region and sourceRegion parameter at Draw
This is a preparation to remove source-region information from
vertices.

Updates #1210
2020-07-02 03:26:05 +09:00
Hajime Hoshi
f80719ef9a driver: Use slices for uniform variables instead of maps
Fixes #1172
2020-05-26 23:50:11 +09:00
Hajime Hoshi
85730b433e graphicsdriver: Bug fix: Pass texture natives as uniform variables correctly 2020-05-25 02:31:54 +09:00
Hajime Hoshi
1a0d92267b driver: Add shader API and implement it on OpenGL
Updates #482
2020-05-23 22:09:12 +09:00
Hajime Hoshi
8fd377f1e3 driver: Add ImageID and use this
This is a preparation to introduce shaders. Shader programs
require images as uniform variables, but the current way would make
API complex unnecessarily.
2020-05-20 00:11:08 +09:00
Hajime Hoshi
7f2092f964 graphicsdriver/opengl: Enable to bind multiple textures (in theory) 2020-05-17 23:57:42 +09:00
Hajime Hoshi
733c463e26 graphicsdriver/opengl: Treat a texture as a uniform variable 2020-05-17 23:25:49 +09:00
Hajime Hoshi
68ef41e256 graphicsdriver/opengl: Integrate uniform variables 2020-05-17 20:20:29 +09:00
Hajime Hoshi
ff311dd564 graphicsdriver/opengl: Pass uniform values to useProgram 2020-05-17 19:43:01 +09:00
Hajime Hoshi
8ab12827c0 graphicsdriver/opengl: Refactoring 2020-05-17 19:01:46 +09:00
Hajime Hoshi
8029dc352a driver: Use framebuffer's Y directions 2020-05-08 16:49:19 +09:00
Hajime Hoshi
eabe4152a7 graphicsdriver/opengl: Rename Driver -> Graphics 2020-04-04 17:23:38 +09:00