Commit Graph

3502 Commits

Author SHA1 Message Date
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
Updates #1162
2022-05-29 19:25:26 +09:00
Hajime Hoshi
7f46938ff7 internal/glfwwin: return an error at initWGL on Xbox
Updates #1162
2022-05-29 17:37:06 +09:00
Hajime Hoshi
59e6d4578b internal/glfw: skip some Win32APIs for Xbox
Updates #1162
2022-05-29 17:04:47 +09:00
Hajime Hoshi
ce147a7e38 internal/glfwwin: refactoring: remove Monitor.currentMode 2022-05-29 16:00:18 +09:00
Hajime Hoshi
2efbb819e0 internal/glfw: skip some Win32APIs for Xbox
Updates #1162
2022-05-29 15:54:37 +09:00
Hajime Hoshi
05d49c5a52 internal/glfwwin: create a pseudo monitor for Xbox
Updates #1162
2022-05-29 15:38:17 +09:00
Hajime Hoshi
f8163f93c0 internal/glfwwin: refactoring 2022-05-29 14:22:22 +09:00
Hajime Hoshi
ef7d10a36e internal/glfwwin: add a build tag microsoftgdk
Updates #1162
2022-05-29 01:31:42 +09:00
Hajime Hoshi
5c63c4a4aa internal/graphicsdriver/metal: support macOS 10.12 by removing packed types
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
ac922742bf internal/glfw: use shorter copyright comments 2022-05-27 20:38:45 +09:00
Hajime Hoshi
f7d1a43e98 internal/glfwwin: remove GammaRamp 2022-05-27 20:19:12 +09:00
Hajime Hoshi
df0208ec79 internal/glfwwin: remove unused exported functions 2022-05-27 20:15:36 +09:00
Hajime Hoshi
3a6b707b29 internal/glfwwin: remove unused members (a monitor size) 2022-05-27 20:12:43 +09:00
Hajime Hoshi
d577cc5e7d internal/graphicsdriver/opengl/gl: rename files
Updates #1162
2022-05-27 18:31:40 +09:00
TotallyGamerJet
726e88e520
internal/graphics/opengl/gl: remove CGO in openGL on macOS (#2104)
Updates #1162
2022-05-27 18:26:53 +09:00
Hajime Hoshi
f7172f41c8 internal/glfwwin: skip detecting monitors for Xbox
Updates #2084
2022-05-27 15:55:23 +09:00
Hajime Hoshi
c379873a1f rename Ebiten -> Ebitengine 2022-05-25 22:48:19 +09:00
Hajime Hoshi
1202e66114 internal/gamepad: bug fix: out of range at hatState on Windows
Closes #2103
2022-05-25 11:44:46 +09:00
Hajime Hoshi
7030840efa internal/graphicsdriver/opengl/gl: refactoring 2022-05-25 02:24:40 +09:00
Hajime Hoshi
604f14d2d4 internal/glfwwin: refactoring: reduce risky unsafe.Pointer usages 2022-05-25 02:21:30 +09:00
Hajime Hoshi
0d7062335e internal/glfwwin: remove GetProp and SetProp
GetProp and SetProp forced a risky usage of pointers.
2022-05-25 02:11:00 +09:00
Hajime Hoshi
ec2df98c70 internal/glfwwin: skip functions for Xbox
Updates #2084
2022-05-25 02:00:59 +09:00
Hajime Hoshi
847357c3ea internal/glfwwin: remove an unused function GetKeyName
MapVirtualKeyW is not available on Xbox.

Updates #2084
2022-05-25 01:00:32 +09:00
Hajime Hoshi
ffc9a0876a internal/glfwwin: remove changing the foreground lock timeout
See 58b48a3a00

Updates #2084
2022-05-25 00:34:54 +09:00
Hajime Hoshi
55657e72ae internal/ui: skip hideConsoleWindowOnWindows in Xbox
Updates #2084
2022-05-25 00:13:28 +09:00
Hajime Hoshi
3745c0a2e0 internal/graphicsdriver/opengl/gl: remove an unused function GetBufferSubData
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
6cd655b5ce internal/glfwwin: bug fix: error values were not returned 2022-05-22 22:05:48 +09:00
Hajime Hoshi
0577a28aed all: add struct members for go-vet
Updates #1306
2022-05-22 22:05:40 +09:00
Hajime Hoshi
ad5ebae3cc internal/ui: refactoring 2022-05-22 21:53:42 +09:00
Hajime Hoshi
4396785829 Revert "internal/graphicsdriver/opengl: remove CGO in opengl for macOS (#2091)"
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)
Updates #1162
2022-05-22 00:58:45 +09:00
Hajime Hoshi
7eeef3ae0f internal/glfwwin: bug fix: WGL extension functions didn't work
Closes #2101
2022-05-22 00:40:50 +09:00
Hajime Hoshi
8d3de6207b internal/gamepad: add a warning message when getGamepads is not available
Updates #2100
2022-05-21 23:25:56 +09:00
Hajime Hoshi
8d318fc4de internal/gamepad: bug fix: getGamepads might not be available under a non-secure context
Closes #2100
2022-05-21 23:22:50 +09:00
Hajime Hoshi
6fa39d5e73 internal/glfw: make panic messages consistent 2022-05-21 13:19:11 +09:00
Hajime Hoshi
9a1eb0b124 internal/glfwwin: bug fix: wrong type casts (TlsGetValue) 2022-05-21 00:59:14 +09:00
Hajime Hoshi
93731673ad internal/glfwwin: bug fix: wrong type casts 2022-05-21 00:56:22 +09:00
Hajime Hoshi
374f1cf8e6 internal/glfwwin: fix typo 2022-05-21 00:18:36 +09:00
Hajime Hoshi
bd2a31bdd8 internal/glfwwin: remove unnecessary comments 2022-05-20 23:17:03 +09:00
Hajime Hoshi
8c467aaa1b internal/glfwwin: update GLFW to 3.3.7
Reference: 597ae79a86
2022-05-20 23:09:16 +09:00
Hajime Hoshi
f67b4cc1d6 internal/glfw: use a pure Go implementation of GLFW
This change removes internal/glfw/glfw, that is a DLL loader, and
replaces the usages with internal/glfwwin, that is a pure Go
implementation of GLFW for Windows.

The build tag `ebitenexternaldll` is also removed.

Closes #1764
2022-05-20 22:10:00 +09:00
Hajime Hoshi
edd617f80e internal: add a new package glfwwin
internal/glfwwin is a pure Go implementation of GLFW for Windows.

Updates #1764
2022-05-20 21:36:13 +09:00
Hajime Hoshi
eec5ea00ec internal/glfw: refactoring: use pointers or functions for callbacks 2022-05-20 17:49:46 +09:00
Hajime Hoshi
8d2b08dd14 internal/glfw: refactoring: make callback handlers consistent 2022-05-19 01:49:21 +09:00
Hajime Hoshi
7189c7f649 internal/glfw: refactoring: remove unused APIs
Ebiten doesn't rely on GLFW for gamepads.
2022-05-19 01:04:23 +09:00
Hajime Hoshi
fef79f4d3e internal/graphicsdriver/metal: update the minimum version of macOS
Updates #2095
2022-05-18 00:09:04 +09:00
Hajime Hoshi
3d00bb1fa2 internal/gamepad, internal/ui: type-cast returning values from Win32APIs just in case 2022-05-11 00:48:44 +09:00
Hajime Hoshi
812607cdfc internal/processtest/testdata: add a test case for #2089
Updates #2089
2022-05-08 23:45:21 +09:00
Hajime Hoshi
faf1e7350d internal/atlas: bug fix: wrong logic to create a new mask with edges
* Fixed wrong operator orders
 * Cleared an allocated region explicitlly

Closes #2089
2022-05-08 23:06:10 +09:00
Hajime Hoshi
7409f01b17 internal/graphicsdriver/metal/mtl: bug fix: specify the language version explicitly
Updates #2086
2022-05-05 23:50:48 +09:00
Hajime Hoshi
a0e1d08123 internal/graphicsdriver/directx: update comments
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
Closes #2081
2022-04-26 11:19:48 +09:00
Hajime Hoshi
38a2aa11fd internal/ui: bug fix: deadlock at Layout with Ebiten's image functions called
Closes #2079
2022-04-26 01:12:57 +09:00
Hajime Hoshi
dc811f9329 internal/gamepaddb: bug fix: crash at addAndroidDefaultMappings
Closes #2076
2022-04-19 23:36:02 +09:00
Hajime Hoshi
928d82c685 internal/atlas: potential bug fix: restore images before other image manipulations
From the reported stack trace, there could be a potential issue in
atlas.BeginFrame: images were manipulated before the images are restored.
Restoring images assumes that all images are not stale, but manipulating
images like putOnAtlas might cause other images stale in ReplacePixels.

Though we failed to reproduce the case, this fix should make sense.

Updates #2075
2022-04-18 02:19:46 +09:00
Hajime Hoshi
2fc691f661 internal/clock: rename CurrentFPS/TPS -> ActualFPS/TPS 2022-04-14 00:57:47 +09:00
Hajime Hoshi
f25dda1318 internal/clock: force to sync the timer when TPS is updated 2022-04-14 00:56:37 +09:00
Hajime Hoshi
2a5b5b4823 internal/ui: avoid a busy loop in restoreWindow
Updates #1826
2022-04-10 17:55:39 +09:00
Hajime Hoshi
3fe1df8b3b internal/ui: bug fix: ebiten.WindowSize() returned (1,1) when iconified 2022-04-10 16:50:47 +09:00
Hajime Hoshi
aae866350a internal/ui: bug fix: (*glfw.Window).GetSize() returns (0,0) when iconified
Closes #2066
2022-04-10 16:43:03 +09:00
Hajime Hoshi
d3b83dd4ea internal/ui: refactoring 2022-04-09 18:23:56 +09:00
Hajime Hoshi
fcb7df0a59 internal/ui: bug fix: checking fullscreen on Safari was wrong 2022-04-09 17:25:19 +09:00
Hajime Hoshi
a69be34001 internal/ui: update the error message for fullscreen 2022-04-09 16:55:09 +09:00
Hajime Hoshi
853d94c3ef internal/shader: implement strict type checks when calling a function
Closes #2032
2022-04-09 00:32:27 +09:00
Hajime Hoshi
15fe7158fd internal/shader: implement strict type checks in assignments
Closes #1972
2022-04-09 00:02:20 +09:00
Hajime Hoshi
93b4c0d9b1 internal/ui: add comments
Updates #1590
2022-04-08 18:40:13 +09:00
Hajime Hoshi
2008916261 internal/ui: bug fix: use the native unit for origWindowPosByOS 2022-04-08 16:43:13 +09:00
Hajime Hoshi
90070c09fe internal/ui: rename origPos -> origWindowPos 2022-04-08 15:59:16 +09:00
Hajime Hoshi
352d332097 internal/ui: remove redundant comments 2022-04-08 15:51:56 +09:00
Hajime Hoshi
ee124baf60 internal/ui: bug fix: WindowSize returned a wrong value on fullscreen on macOS
Closes #2062
2022-04-08 14:57:51 +09:00
Hajime Hoshi
ad66c3d90b internal/png: clean up files before generating 2022-04-06 11:48:46 +09:00
Hajime Hoshi
20beb9d2b8 internal/gamepaddb: update the database
Updates #1902
2022-04-06 11:41:05 +09:00
Hajime Hoshi
6e19c793f6 internal/png: update for Go 1.18 2022-04-06 11:32:48 +09:00
Hajime Hoshi
32de5ec2d0 internal/graphics: refactoring 2022-04-05 11:12:25 +09:00
Hajime Hoshi
c6e5582c56 Revert "internal/graphics: refactoring"
This reverts commit b6cc164e96.

Reason: wrong shader program
2022-04-04 14:31:37 +09:00
Hajime Hoshi
b6cc164e96 internal/graphics: refactoring 2022-04-04 14:30:51 +09:00
Hajime Hoshi
c56665b23c internal/processtest: bug fix: shadernomain is no longer a valid test
Updates #2035
2022-04-04 03:12:34 +09:00
Hajime Hoshi
736d77e0d2 internal/graphicsdriver: remove Graphics.NDCYDirection 2022-04-04 03:03:44 +09:00
Hajime Hoshi
6710808cd1 ebiten: compile shaders at NewShader
Closes #2035
2022-04-04 02:52:57 +09:00
Hajime Hoshi
02db3bad53 internal/graphicscommand: remove the dependency on a graphics driver from compileShader
Updates #2035
2022-04-04 02:09:08 +09:00
Hajime Hoshi
4b0967be42 internal/ui: gofmt 2022-04-04 01:48:15 +09:00
Hajime Hoshi
f756be3d22 internal/devicescale: bug fix: glfw.Monitor.GetContentScale might return 0
Retrying to call GetContentScale solved this.

Closes #2051
2022-04-03 19:32:01 +09:00
Hajime Hoshi
f1f9f74e5c internal/ui: bug fix: force to refresh the framebuffer by resizing the window very quickly
Closes #2050
2022-04-03 18:43:22 +09:00
Hajime Hoshi
65094c61b1 internal/graphicscommand: reland: merge adjacent commands if the same shader and uniform variables are used
Closes #1846
2022-04-03 03:57:49 +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
990228e216 internal/graphicscommand: cache uniform name locations and types 2022-04-03 03:28:11 +09:00
Hajime Hoshi
9be454ef25 internal/graphicsdriver: remove an old comment 2022-04-03 02:53:43 +09:00
Hajime Hoshi
9f3f9e64cc internal/graphicscommand: add panic at convertUniforms 2022-04-03 00:39:05 +09:00
Hajime Hoshi
b52a02a178 internal/ui: bug fix: crash when Image.MarkDisposed is called multiple times
Closes #2048
2022-04-03 00:21:26 +09:00
Hajime Hoshi
651c5693c6 Revert "internal/graphicscommand: merge adjacent commands if the same shader and uniform variables are used"
This reverts commit 425ce27976.

Reason: test failures
2022-04-03 00:11:15 +09:00
Hajime Hoshi
425ce27976 internal/graphicscommand: merge adjacent commands if the same shader and uniform variables are used
Closes #1846
2022-04-02 23:55:14 +09:00
Hajime Hoshi
33078c764c internal/gamepaddb: make Update atomic
Closes #1978
2022-04-02 20:19:04 +09:00
Hajime Hoshi
3fafc05411 internal/graphicsdriver: remove Graphics.HasHighPrecisionFloat
Updates #879
2022-04-02 05:19:30 +09:00
Hajime Hoshi
351ef9fbb7 internal/atlas, internal/graphicsdriver: move the adjusting-pixel logic to atlas
Now pixels are adjusted even when the graphics driver doesn't have
high-precision floats, but this should not be problematic. This was
introduced at 9bff33472a, but the
adjusting way is much different from the current way.

Updates #879
Closes #1820
2022-04-02 05:15:29 +09:00
Hajime Hoshi
34e23f5256 internal/restorable: treat texels instead of pixels
Updates #1820
2022-04-02 04:25:27 +09:00
Hajime Hoshi
0c6362c93a internal/atlas: move the color scaling from internal/atlas to ebiten
Updates #1820
2022-04-02 02:47:56 +09:00
Hajime Hoshi
5c7917897c internal/ui: refactoring: move the logic in gameForUI to context 2022-04-01 22:33:31 +09:00
Hajime Hoshi
9c448d207a internal/ui: remove an unnecessary alias 2022-04-01 21:17:26 +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
8e40b2562e internal/ui: remove an error returning value from Game.Draw 2022-04-01 19:10:10 +09:00
Hajime Hoshi
ea1c18d124 internal/ui: rename contextImpl -> context 2022-04-01 17:59:44 +09:00
Hajime Hoshi
09a548e055 internal/ui: consider the case when currentMonitor() returns nil
Closes #1887
2022-04-01 03:51:28 +09:00
Hajime Hoshi
07a7aca1b3 internal/gamepad: skip gamepads with more than 32 buttons
This change was removed at ef45058037
accidentally.

Updates #1173
Updates #2039
2022-04-01 02:24:15 +09:00
Hajime Hoshi
b5a9ff007c internal/ui: bug fix: WindowPosition/SetWindowPosition didn't work on macOS fullscreen
Updates #1590
Closes #2043
2022-03-30 12:10:48 +09:00
Hajime Hoshi
172da82aa7 internal/ui: optimization: reduce u.t.Call 2022-03-30 03:28:18 +09:00
Hajime Hoshi
f2860bebed internal/ui: remove an unnecessary hack to resize the window
The bug (#1606) is no longer reproducible even without the hack.

Updates #1606
Updates #1609
2022-03-30 02:48:39 +09:00
Hajime Hoshi
feb70963c6 internal/ui: force to put the window in the initial monitor
To make things simple, let's not put the window outside the initial
monitor.

Updates #1351
Closes #1575
2022-03-30 01:56:35 +09:00
Hajime Hoshi
07d6419dc6 internal/ui: bug fix: DeviceScaleFactor was not concurrent-safe before the main loop
Updates #1575
Closes #2042
2022-03-29 00:27:44 +09:00
Hajime Hoshi
2d912a2387 internal/shaderir/hlsl: bug fix: wrong offset of uniform array variables
Closes #2038
2022-03-27 01:49:52 +09:00
Hajime Hoshi
aef00a5235 internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
Updates #2037
2022-03-27 01:22:54 +09:00
Hajime Hoshi
6bd3c81e27 internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
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
Updates #2036
2022-03-26 23:58:48 +09:00
Hajime Hoshi
79e93d3b12 internal/graphicsdriver: introduce the DirectX driver
Closes #1007
2022-03-26 20:09:34 +09:00
Hajime Hoshi
a936ffc032 internal/shader: restrict the number of arguments for atan/atan2 2022-03-26 19:40:04 +09:00
Hajime Hoshi
d30a31b16c internal/shaderir/hlsl: add function forward declarations 2022-03-26 19:10:03 +09:00
divVerent
1de1bfef55
internal/gamepad: fix uint16 underflow handling in gamepads. (#2030)
Fixes crash where Ebiten considers a keyboard a gamepad with way too many buttons.

Updates #2027
2022-03-26 15:41:59 +09:00
Hajime Hoshi
dcccd27629 internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
Updates #2029
2022-03-26 02:57:38 +09:00
Hajime Hoshi
52376170a4 internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers

Updates #1007
2022-03-26 02:05:35 +09:00
Hajime Hoshi
cfd0de5c41 internal/shaderir: make outputs for unexpected operators consistent 2022-03-26 01:40:02 +09:00
Hajime Hoshi
4893b13acc internal/shaderir: add internal/shaderir/hlsl
Updates #1007
2022-03-26 01:31:05 +09:00
Hajime Hoshi
9bfbbb6e9e internal/ui: add graphicsDriverGetter.getDirectX()
Updates #1007
2022-03-25 19:43:38 +09:00
Hajime Hoshi
e4d0050452 internal/gamepad: bug fix: compile error
Updates #2027
2022-03-25 14:35:03 +09:00
Hajime Hoshi
b985689010 internal/gamepad: bug fix: crash when a too big button code is reported on Linux
Updates #2027
2022-03-25 14:28:09 +09:00
Hajime Hoshi
c61be3c532 internal/ui: bug fix: getMetal might return a nil pointer as a non-nil interface 2022-03-24 13:36:53 +09:00
Hajime Hoshi
eeb5687b73 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: change the return type to pointers
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
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
3074dca670 internal/ui: add the EBITEN_GRAPHICS_LIBRARY environment variable
The `ebitengl` build tag is gone instead.

Closes #2007
2022-03-24 02:23:37 +09:00
Hajime Hoshi
151dfffad6 internal/restorable: simplify canDetectContextLostExplicitly
This constant was set with some wrong assumptions:

 1. On Android, recovering was needed.
 2. On iOS, OpenGL ES was used when
    a. The architecture was 386 or amd64 == an emulator is used
    b. The build tag ebitengl was not specified
    c. gomobile-build was used
 3. On browsers, recovering was needed.

1., 2b, and 2c are correct.

2a. is not correct: Now emulators are available on all the
architectures with both Metal and OpenGL.

3. is not correct: Ebiten no longer recovers the contest lost.

Now, Ebiten can detect a context lost explicitly when

 1. On Android
 2. On iOS and on gomobile-build
    (When gomobile-build is used, OpenGL should always be used)

Based on this fact, this change changes the constant to a variable,
and fixes the logic to set the variable.
2022-03-23 03:01:59 +09:00
Hajime Hoshi
85daef7436 internal/ui: bug fix: OpenGL must be used when gomobile-build is used
Now the logic of graphicsDriver() is updated, this can return a Metal
graphics driver on iOS even when gomobile-build is used.

This change fixes this issue.
2022-03-23 02:58:56 +09:00
Hajime Hoshi
09b0a0ffaf internal/ui: refactoring: simplify the selection of graphics libraries 2022-03-23 02:21:53 +09:00
Hajime Hoshi
7e6e022065 cmd/ebitenmobile: support Metal for iOS simulators 2022-03-23 01:34:58 +09:00
Hajime Hoshi
a74e7b1578 Revert "internal/graphicsdriver/metal: refactoring"
This reverts commit 1c57393393.

Reason: nothing is rendered on iOS.

Closes #2022
2022-03-23 01:22:39 +09:00
Hajime Hoshi
8e6907c64a internal/ui: reduce the calls of graphicsDriver() 2022-03-22 02:17:41 +09:00
Hajime Hoshi
15548b4c74 internal/ui: add userInterfaceImpl.graphicsDriver 2022-03-22 00:13:22 +09:00
Hajime Hoshi
be1836339b internal/ui: define the common struct UserInterface for all the environments
The existing UserInterface structs became userInterfaceImpl structs.
2022-03-21 23:10:27 +09:00
Hajime Hoshi
99437944bc internal/ui: remove graphicsDrivre() calls from image.go 2022-03-21 22:49:47 +09:00
Hajime Hoshi
cd57bccbfc internal/graphicsdriver: let some functions return an error
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
5e973ab419 Revert "internal/graphicscommand: clear the queue regardless of an error"
This reverts commit e21636fbb9.

Reason: Simply this is no longer needed. We gave up testing when an error
occurs in a graphics command queue.
2022-03-21 21:57:59 +09:00
Hajime Hoshi
31104c4e79 internal/processtest: remove TestShaderNoMain and add shadernomain.go
A shader compilation error breaks the state of the graphics command
queue, and this cannot be reused. Thus, a process test is appropriated.
2022-03-21 21:52:38 +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
e21636fbb9 internal/graphicscommand: clear the queue regardless of an error
There was a potential issue that commands in the queue are never
reset when an error happens and the queue continues to send errors.
This is problematic especially for testings.

This change fixes the issue by Go's defer.
2022-03-21 20:10:03 +09:00
Hajime Hoshi
ad0e0e3e66 internal/graphicscommand: remove an unused member 2022-03-21 19:50:05 +09:00
Hajime Hoshi
9b1adf799d internal/shader: move syntax tests to internal/shader 2022-03-21 19:31:06 +09:00