updated ebiten version from 2.7.9 to 2.9.9

This commit is contained in:
2026-06-15 19:06:55 +02:00
parent 21edbc41c4
commit db1b625069
405 changed files with 31913 additions and 12595 deletions
@@ -18,6 +18,7 @@ import (
"fmt"
"image"
"math"
"strings"
"sync"
"sync/atomic"
@@ -43,14 +44,14 @@ const (
maxVertexFloatCount = MaxVertexCount * graphics.VertexFloatCount
)
var vsyncEnabled int32 = 1
var vsyncEnabled atomic.Bool
func init() {
vsyncEnabled.Store(true)
}
func SetVsyncEnabled(enabled bool, graphicsDriver graphicsdriver.Graphics) {
if enabled {
atomic.StoreInt32(&vsyncEnabled, 1)
} else {
atomic.StoreInt32(&vsyncEnabled, 0)
}
vsyncEnabled.Store(enabled)
runOnRenderThread(func() {
graphicsDriver.SetVsyncEnabled(enabled)
@@ -105,7 +106,7 @@ func mustUseDifferentVertexBuffer(nextNumVertexFloats int) bool {
}
// EnqueueDrawTrianglesCommand enqueues a drawing-image command.
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if len(vertices) > maxVertexFloatCount {
panic(fmt.Sprintf("graphicscommand: len(vertices) must equal to or less than %d but was %d", maxVertexFloatCount, len(vertices)))
}
@@ -162,6 +163,16 @@ func (q *commandQueue) EnqueueDrawTrianglesCommand(dst *Image, srcs [graphics.Sh
c.shader = shader
c.uniforms = uniforms
c.fillRule = fillRule
c.firstCaller = ""
if debug.IsDebug {
file, line, typ := debug.FirstCaller()
switch typ {
case debug.CallerTypeRegular:
c.firstCaller = fmt.Sprintf("%s:%d", file, line)
case debug.CallerTypeInternal:
c.firstCaller = fmt.Sprintf("%s:%d (internal)", file, line)
}
}
q.commands = append(q.commands, c)
}
@@ -185,7 +196,7 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
var sync bool
// Disable asynchronous rendering when vsync is on, as this causes a rendering delay (#2822).
if endFrame && atomic.LoadInt32(&vsyncEnabled) != 0 {
if endFrame && vsyncEnabled.Load() {
sync = true
}
if !sync {
@@ -197,7 +208,7 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
}
}
logger := debug.SwitchLogger()
logger := debug.SwitchFrameLogger()
var flushErr error
runOnRenderThread(func() {
@@ -223,7 +234,7 @@ func (q *commandQueue) Flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
}
// flush must be called the render thread.
func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, logger debug.Logger) (err error) {
func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bool, logger debug.FrameLogger) (err error) {
// If endFrame is true, Begin/End should be called to ensure the framebuffer is swapped.
if len(q.commands) == 0 && !endFrame {
return nil
@@ -231,7 +242,7 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
es := q.indices
vs := q.vertices
logger.Logf("Graphics commands:\n")
logger.FrameLogf("Graphics commands:\n")
if err := graphicsDriver.Begin(); err != nil {
return err
@@ -294,7 +305,17 @@ func (q *commandQueue) flush(graphicsDriver graphicsdriver.Graphics, endFrame bo
if err := c.Exec(q, graphicsDriver, indexOffset); err != nil {
return err
}
logger.Logf(" %s\n", c)
if debug.IsDebug {
str := c.String()
for {
head, tail, ok := strings.Cut(str, "\n")
logger.FrameLogf(" %s\n", head)
if !ok {
break
}
str = tail
}
}
// TODO: indexOffset should be reset if the command type is different
// from the previous one. This fix is needed when another drawing command is
// introduced than drawTrianglesCommand.
@@ -324,29 +345,54 @@ func imageRectangleToRectangleF32(r image.Rectangle) rectangleF32 {
}
}
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle) []uint32 {
func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
origUniforms := uniforms
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformUint32Count)
copy(uniforms[graphics.PreservedUniformUint32Count:], origUniforms)
uniforms = q.uint32sBuffer.alloc(len(origUniforms) + graphics.PreservedUniformDwordCount)
copy(uniforms[graphics.PreservedUniformDwordCount:], origUniforms)
return prependPreservedUniforms(uniforms, shader, dst, srcs, dstRegion, srcRegions)
}
func prependPreservedUniforms(uniforms []uint32, shader *Shader, dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle) []uint32 {
// Set the destination texture size.
// Hard-code indices for BCE optimization.
_ = uniforms[graphics.PreservedUniformDwordCount-1]
dw, dh := dst.InternalSize()
uniforms[0] = math.Float32bits(float32(dw))
uniforms[1] = math.Float32bits(float32(dh))
uniformIndex := 2
for i := 0; i < graphics.ShaderImageCount; i++ {
var floatW, floatH uint32
if srcs[i] != nil {
w, h := srcs[i].InternalSize()
floatW = math.Float32bits(float32(w))
floatH = math.Float32bits(float32(h))
}
uniforms[uniformIndex+i*2] = floatW
uniforms[uniformIndex+1+i*2] = floatH
if srcs[0] != nil {
w, h := srcs[0].InternalSize()
uniforms[2] = math.Float32bits(float32(w))
uniforms[3] = math.Float32bits(float32(h))
} else {
uniforms[2] = 0
uniforms[3] = 0
}
if srcs[1] != nil {
w, h := srcs[1].InternalSize()
uniforms[4] = math.Float32bits(float32(w))
uniforms[5] = math.Float32bits(float32(h))
} else {
uniforms[4] = 0
uniforms[5] = 0
}
if srcs[2] != nil {
w, h := srcs[2].InternalSize()
uniforms[6] = math.Float32bits(float32(w))
uniforms[7] = math.Float32bits(float32(h))
} else {
uniforms[6] = 0
uniforms[7] = 0
}
if srcs[3] != nil {
w, h := srcs[3].InternalSize()
uniforms[8] = math.Float32bits(float32(w))
uniforms[9] = math.Float32bits(float32(h))
} else {
uniforms[8] = 0
uniforms[9] = 0
}
uniformIndex += graphics.ShaderImageCount * 2
dr := imageRectangleToRectangleF32(dstRegion)
if shader.unit() == shaderir.Texels {
@@ -357,16 +403,14 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
}
// Set the destination region origin.
uniforms[uniformIndex] = math.Float32bits(dr.x)
uniforms[uniformIndex+1] = math.Float32bits(dr.y)
uniformIndex += 2
uniforms[10] = math.Float32bits(dr.x)
uniforms[11] = math.Float32bits(dr.y)
// Set the destination region size.
uniforms[uniformIndex] = math.Float32bits(dr.width)
uniforms[uniformIndex+1] = math.Float32bits(dr.height)
uniformIndex += 2
uniforms[12] = math.Float32bits(dr.width)
uniforms[13] = math.Float32bits(dr.height)
var srs [graphics.ShaderImageCount]rectangleF32
var srs [graphics.ShaderSrcImageCount]rectangleF32
for i, r := range srcRegions {
srs[i] = imageRectangleToRectangleF32(r)
}
@@ -384,40 +428,49 @@ func (q *commandQueue) prependPreservedUniforms(uniforms []uint32, shader *Shade
}
// Set the source region origins.
for i := 0; i < graphics.ShaderImageCount; i++ {
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].x)
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].y)
}
uniformIndex += graphics.ShaderImageCount * 2
uniforms[14] = math.Float32bits(srs[0].x)
uniforms[15] = math.Float32bits(srs[0].y)
uniforms[16] = math.Float32bits(srs[1].x)
uniforms[17] = math.Float32bits(srs[1].y)
uniforms[18] = math.Float32bits(srs[2].x)
uniforms[19] = math.Float32bits(srs[2].y)
uniforms[20] = math.Float32bits(srs[3].x)
uniforms[21] = math.Float32bits(srs[3].y)
// Set the source region sizes.
for i := 0; i < graphics.ShaderImageCount; i++ {
uniforms[uniformIndex+i*2] = math.Float32bits(srs[i].width)
uniforms[uniformIndex+1+i*2] = math.Float32bits(srs[i].height)
}
uniformIndex += graphics.ShaderImageCount * 2
uniforms[22] = math.Float32bits(srs[0].width)
uniforms[23] = math.Float32bits(srs[0].height)
uniforms[24] = math.Float32bits(srs[1].width)
uniforms[25] = math.Float32bits(srs[1].height)
uniforms[26] = math.Float32bits(srs[2].width)
uniforms[27] = math.Float32bits(srs[2].height)
uniforms[28] = math.Float32bits(srs[3].width)
uniforms[29] = math.Float32bits(srs[3].height)
// Set the projection matrix.
uniforms[uniformIndex] = math.Float32bits(2 / float32(dw))
uniforms[uniformIndex+1] = 0
uniforms[uniformIndex+2] = 0
uniforms[uniformIndex+3] = 0
uniforms[uniformIndex+4] = 0
uniforms[uniformIndex+5] = math.Float32bits(2 / float32(dh))
uniforms[uniformIndex+6] = 0
uniforms[uniformIndex+7] = 0
uniforms[uniformIndex+8] = 0
uniforms[uniformIndex+9] = 0
uniforms[uniformIndex+10] = math.Float32bits(1)
uniforms[uniformIndex+11] = 0
uniforms[uniformIndex+12] = math.Float32bits(-1)
uniforms[uniformIndex+13] = math.Float32bits(-1)
uniforms[uniformIndex+14] = 0
uniforms[uniformIndex+15] = math.Float32bits(1)
uniforms[30] = math.Float32bits(2 / float32(dw))
uniforms[31] = 0
uniforms[32] = 0
uniforms[33] = 0
uniforms[34] = 0
uniforms[35] = math.Float32bits(2 / float32(dh))
uniforms[36] = 0
uniforms[37] = 0
uniforms[38] = 0
uniforms[39] = 0
uniforms[40] = math.Float32bits(1)
uniforms[41] = 0
uniforms[42] = math.Float32bits(-1)
uniforms[43] = math.Float32bits(-1)
uniforms[44] = 0
uniforms[45] = math.Float32bits(1)
return uniforms
}
// Confirm the concrete value of graphics.PreservedUniformDwordCount.
var _ [0]struct{} = [graphics.PreservedUniformDwordCount - 46]struct{}{}
type commandQueuePool struct {
cache []*commandQueue
m sync.Mutex
@@ -469,7 +522,7 @@ func (c *commandQueueManager) putCommandQueue(commandQueue *commandQueue) {
c.pool.put(commandQueue)
}
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
func (c *commandQueueManager) enqueueDrawTrianglesCommand(dst *Image, srcs [graphics.ShaderSrcImageCount]*Image, vertices []float32, indices []uint32, blend graphicsdriver.Blend, dstRegion image.Rectangle, srcRegions [graphics.ShaderSrcImageCount]image.Rectangle, shader *Shader, uniforms []uint32, fillRule graphicsdriver.FillRule) {
if c.current == nil {
c.current, _ = c.pool.get()
}
@@ -507,13 +560,6 @@ func roundUpPower2(x int) int {
return p2
}
func max(a, b int) int {
if a < b {
return b
}
return a
}
func (b *uint32sBuffer) alloc(n int) []uint32 {
buf := b.buf
if len(buf)+n > cap(buf) {