Commit Graph

6909 Commits

Author SHA1 Message Date
Hajime Hoshi
880dd0682e internal/shader: bug fix: fix some failing tests 2022-03-10 02:24:29 +09:00
Hajime Hoshi
d3b72d4ef9 internal/shader: add test files
Updates #2011
2022-03-10 01:02:51 +09:00
Hajime Hoshi
de05ede27e internal/shader: bug fix: evaluate the builtin float/int functions in the pre-compile phase correctly
Closes #2011
2022-03-10 00:47:16 +09:00
Hajime Hoshi
47bfd0db9e internal/shaderir/metal: rename to msl
Closes #2010
2022-03-10 00:14:06 +09:00
Bertrand Jung
2453f8f0df
examples/shader: add CRT shader example (#2012)
Closes #2008
2022-03-10 00:02:07 +09:00
Hajime Hoshi
5e5e3c64ac internal/shaderir/metal: remove a redundant case 2022-03-09 02:54:31 +09:00
Hajime Hoshi
15064dbdc1 internal/shaderir/glsl, internal/shaderir/metal: simplify function names 2022-03-09 01:43:36 +09:00
Hajime Hoshi
e4fba8b047 bug fix: compile error with Go 1.16 and older 2022-03-08 00:08:53 +09:00
Hajime Hoshi
86ba7719eb internal/ui: bug fix: use CompareAndSwap 2022-03-07 23:51:10 +09:00
Hajime Hoshi
518e7f7022 update Oto 2022-03-07 23:47:28 +09:00
Hajime Hoshi
6a1c17b06f audio/internal/cbackend: bug fix: use CompareAndSwap 2022-03-07 23:45:42 +09:00
Hajime Hoshi
35f268dfc3 update Oto to v2.1.0-alpha.7 2022-03-06 00:40:44 +09:00
Hajime Hoshi
c37ffecafd internal/graphicsdriver/metal: reorder uniform variables
This might improve memory allocations.

This makes the code more consistent with HLSL's packing rule [1]

[1] https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules
2022-03-05 22:12:08 +09:00
Hajime Hoshi
86698481f6 ebiten: add a comment 2022-03-05 01:58:44 +09:00
Hajime Hoshi
4610505fc5 ebiten: check the current error at Set and ReplacePixels 2022-03-05 01:52:55 +09:00
Hajime Hoshi
9c6b7aaca3 internal/ui: catch the error at At correctly 2022-03-05 01:44:59 +09:00
Hajime Hoshi
df2133186d internal/shaderir: bug fix: test failures 2022-03-04 19:01:58 +09:00
Hajime Hoshi
3c1e64dd67 internal/shaderir/metal: bug fix: define the 'mod' function correctly
Closes #2006
2022-03-04 18:05:44 +09:00
Hajime Hoshi
d4d4b9c070 internal/graphicsdriver/metal, internal/graphicsdriver/opengl: more efficient modulo 2022-03-04 03:47:55 +09:00
Hajime Hoshi
ed22052e5f internal/graphicscommand: add a comment 2022-02-28 00:15:52 +09:00
Hajime Hoshi
dd8900ea48 internal/graphicsdriver: refactoring: choose the graphics driver at this package 2022-02-27 23:51:19 +09:00
Hajime Hoshi
99f8e335ee ebiten: refactoring 2022-02-27 22:21:57 +09:00
Hajime Hoshi
77f765d483 internal/testing: bug fix: considering the case when Y is inverted
Closes #2003
2022-02-27 22:14:32 +09:00
Hajime Hoshi
4ca1220671 internal/graphicscommand: bug fix: compile error, test failures 2022-02-27 20:13:21 +09:00
Hajime Hoshi
b22309a0e5 internal/graphicsdriver: replace Pixels with ReadPixels
Now preparing a byte slice is the caller's responsibility.
2022-02-27 20:03:13 +09:00
Hajime Hoshi
1cb7633ff6 internal/ui: bug fix: atomic.Value.Store cannot be called when a differnet type value is already stored 2022-02-27 17:41:19 +09:00
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
divVerent
ea35296be7
ebiten: provide SetScreenFilterEnabled, a way to disable the default screen filter (#1997)
Using FilterNearest rather than filterScreen or FilterLinear speeds up a
Dell E6500 from 23fps->36fps and 27fps->48fps.

Updates #1772
2022-02-24 03:46:27 +09:00
divVerent
99aef33970
examples/blur: fix the blur filter example to be a real box blur. (#2000)
Also add a note that this is not how games should implement a blur if avoidable.

Krita's blur and the original blur:
https://rm.cloudns.org/img/uploaded/29c0418f25bf56b802f746d2f269e215.png
The original image and the new blur (Krita's): 
https://rm.cloudns.org/img/uploaded/bd04828baf6c01fcf7301a6672a4c406.png

Note how Ebiten's blur has almost no vertical component.

Note how after the change it looks basically like Krita's.
2022-02-24 03:15:52 +09:00
divVerent
62229e82a6
Pre-failing test for color interpolation during rendering. (#2001)
Before #1996, this failed with:

image_test.go:1997: At(1, 0): got: {64 64 128 255}, want: {0 128 128 255}

The difference is:

- Before, colors were interpolated in straight-color space:
  - Background: {0 0 255 255}
  - Vertex A: {255 0 0 0}
  - Vertex B: {0 255 0 255}
  - Interpolated: {128 128 0 128}
  - Premultiplied: {64 64 0 128}
  - Onto Background: {64 64 128 255}
- After, colors are interpolated in premultiplied space:
  - Background: {0 0 255 255}
  - Vertex A: {255 0 0 0}
  - Vertex A premultiplied: {0 0 0 0}
  - Vertex B: {0 255 0 255}
  - Vertex B premultiplied: {0 255 0 255}
  - Interpolated: {0 128 0 128}
  - Onto Background: {0 128 128 255}

This DIFFERS from the sample fragment shader, which returns the color as is
(Kage allows vertex color values to be used for arbitrary purposes and
interpolates independently):

- Shader sample:
  - Background: {0 0 255 255}
  - Vertex A: {255 0 0 0}
  - Vertex B: {0 255 0 255}
  - Interpolated: {128 128 0 128}
  - Onto Background: {128 128 128 255}

as the blend function is `GL_ONE` / `GL_ONE_MINUS_SRC_ALPHA`. This shader behavior
is unchanged but has been documented by #1996.
2022-02-24 03:12:33 +09:00
divVerent
f2209a0b51
internal/atlas: optimization: send premultiplied alpha from vertex to fragment shader. (#1996)
Note that this applies only to the builtin shaders - interface for Kage stays
unchanged for compatibility.

Minor compatibility delta: when interpolating alpha values, previous code has
created nonsense values, such as, when interpolating from
fully-transparent-black (0,0,0,0) to opaque-white (1,1,1,1), something like
half-transparent-grey (0.25,0.25,0.25,0.5) where half-transparent-white
(0.5,0.5,0.5,0.5) is used by the new code.

I assume this is a strict improvement, however this may warrant some testing.

Possible later improvement could be moving the premultiplication from fragment
shader to CPU. Did not do this as it makes the code rather inconsistent of Kage
vs built-in shader usage.

Updates #1772
2022-02-24 02:27:50 +09:00
divVerent
476f4e3f9a
internal/gamepad: fix SetWindowLongPtrW crash on 32-bit Windows (#1999)
Closes #1998
2022-02-23 23:18:20 +09:00
Hajime Hoshi
cc1fd437a1 ebiten: move comments 2022-02-23 02:54:14 +09:00
Hajime Hoshi
352fd76312 ebiten: optimization: use FilterNearest for an integer scale
Updates #1772
2022-02-23 02:52:51 +09:00
Hajime Hoshi
8b7273b74a internal/graphicsdriver/metal: call PresentDrawable only when necessary 2022-02-22 01:37:13 +09:00
Hajime Hoshi
ee911fd892 internal/graphicsdriver/metal: fix an error message 2022-02-20 22:01:36 +09:00
Hajime Hoshi
3564cc795f update Oto to v2.1.0-alpha.6 2022-02-18 01:19:22 +09:00
Hajime Hoshi
bf33658e64 internal/gamepad: respect original names more 2022-02-15 04:07:11 +09:00
Hajime Hoshi
f17d222a4b internal/atlas: resolve deferred every frame instead of every tick
Resolving defferred functions doesn't have to be done every tick. Rather,
this should be done every frame as this is related to rendering.
2022-02-14 03:45:58 +09:00
Hajime Hoshi
4949c49cd0 internal/ui: refactoring 2022-02-14 03:39:02 +09:00
Hajime Hoshi
871121abe3 internal/ui: refactoring: remove (*contextImpl).layout 2022-02-14 02:59:02 +09:00
Hajime Hoshi
cffa123405 internal/ui: refactoring: remove sizeChanged for js
It is safe to call Layout every frame.
2022-02-14 02:50:32 +09:00
Hajime Hoshi
e2f0878a4c internal/ui: refactoring: remove sizeChanged
It is safe to call Layout every frame.
2022-02-14 02:17:52 +09:00
Hajime Hoshi
fcd4453e4f ebiten: remove RunOnMainThread
Unfortunately, there are several issues in RunOnMainThread:

 * RunOnMainThread cannot be portable: It is impossible to implement this
   correctly on mobiles.
 * RunOnMainThread doesn't make sense on mobiles: the rendering works on
   a different thread (goroutine) on mobiles.
 * RunOnMainThread can cause deadlocks very easily.

Until we find a better solution, let's remove this.

Closes #1945
2022-02-14 01:49:42 +09:00
Hajime Hoshi
e09c1bf8f1 internal/ui: refactoring: remove an error value from runOnAnotherThreadFromMainThread 2022-02-14 00:55:58 +09:00
Hajime Hoshi
ce3f83958e internal/graphicscommand: rename RunOnMainThread -> RunOnRenderingThread 2022-02-14 00:20:49 +09:00
Hajime Hoshi
b695cb928a internal/ui: remove RunWithoutMainLoop in non-mobile environments 2022-02-13 22:31:48 +09:00
Hajime Hoshi
0529fa955e ebiten: refactoring: remove the global variable theGameForUI 2022-02-13 20:48:09 +09:00
Hajime Hoshi
82b9f7dc56 ebiten: refactoring: remove setScreenClearedEveryFrame 2022-02-13 20:40:46 +09:00
Hajime Hoshi
0c1c40995c internal/ui: rename types and members: uiContext -> gameForUI 2022-02-13 20:20:46 +09:00