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
+87 -51
View File
@@ -54,7 +54,7 @@ type context struct {
offscreenHeight float64
isOffscreenModified bool
lastDrawTime time.Time
lastSwapBufferTime time.Time
skipCount int
@@ -70,7 +70,14 @@ func newContext(game Game) *context {
func (c *context) updateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
// TODO: If updateCount is 0 and vsync is disabled, swapping buffers can be skipped.
return c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, clock.UpdateFrame(), outsideWidth, outsideHeight, deviceScaleFactor, ui, false)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
return nil
}
func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface) error {
@@ -81,33 +88,32 @@ func (c *context) forceUpdateFrame(graphicsDriver graphicsdriver.Graphics, outsi
n = 2
}
for i := 0; i < n; i++ {
if err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true); err != nil {
needsSwapBuffers, err := c.updateFrameImpl(graphicsDriver, 1, outsideWidth, outsideHeight, deviceScaleFactor, ui, true)
if err != nil {
return err
}
if err := c.swapBuffersOrWait(needsSwapBuffers, graphicsDriver, ui.FPSMode() == FPSModeVsyncOn); err != nil {
return err
}
}
return nil
}
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (err error) {
func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, updateCount int, outsideWidth, outsideHeight float64, deviceScaleFactor float64, ui *UserInterface, forceDraw bool) (needsSwapBuffers bool, err error) {
// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
// Just ignore such cases. Otherwise, creating a zero-sized framebuffer causes a panic.
if outsideWidth == 0 || outsideHeight == 0 {
return nil
return false, nil
}
debug.Logf("----\n")
debug.FrameLogf("----\n")
if err := atlas.BeginFrame(graphicsDriver); err != nil {
return err
return false, err
}
defer func() {
if err1 := atlas.EndFrame(); err1 != nil && err == nil {
err = err1
return
}
if err1 := atlas.SwapBuffers(graphicsDriver); err1 != nil && err == nil {
needsSwapBuffers = false
err = err1
return
}
@@ -115,17 +121,17 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
// Flush deferred functions, like reading pixels from GPU.
if err := c.processFuncsInFrame(ui); err != nil {
return err
return false, err
}
// ForceUpdate can be invoked even if the context is not initialized yet (#1591).
if w, h := c.layoutGame(outsideWidth, outsideHeight, deviceScaleFactor); w == 0 || h == 0 {
return nil
return false, nil
}
// Update the input state after the layout is updated as a cursor position is affected by the layout.
if err := ui.updateInputState(); err != nil {
return err
if err := ui.updateInputStateForFrame(); err != nil {
return false, err
}
// Ensure that Update is called once before Draw so that Update can be used for initialization.
@@ -133,7 +139,7 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
updateCount = 1
c.updateCalled = true
}
debug.Logf("Update count per frame: %d\n", updateCount)
debug.FrameLogf("Update count per frame: %d\n", updateCount)
// Update the game.
for i := 0; i < updateCount; i++ {
@@ -143,27 +149,55 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
})
if err := hook.RunBeforeUpdateHooks(); err != nil {
return err
return false, err
}
if err := c.game.Update(); err != nil {
return err
return false, err
}
// Catch the error that happened at (*Image).At.
if err := ui.error(); err != nil {
return err
return false, err
}
ui.incrementTick()
}
// Update window icons during a frame, since an icon might be *ebiten.Image and
// getting pixels from it needs to be in a frame (#1468).
if err := ui.updateIconIfNeeded(); err != nil {
return err
return false, err
}
// Draw the game.
if err := c.drawGame(graphicsDriver, ui, forceDraw); err != nil {
return err
return c.drawGame(graphicsDriver, ui, forceDraw)
}
func (c *context) swapBuffersOrWait(needsSwapBuffers bool, graphicsDriver graphicsdriver.Graphics, vsyncEnabled bool) error {
now := time.Now()
defer func() {
c.lastSwapBufferTime = now
}()
if needsSwapBuffers {
if err := atlas.SwapBuffers(graphicsDriver); err != nil {
return err
}
}
var waitTime time.Duration
if !needsSwapBuffers {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
waitTime = time.Second / 60
} else if vsyncEnabled {
// In some environments, e.g. Linux on Parallels, SwapBuffers doesn't wait for the vsync (#2952).
// In the case when the display has high refresh rates like 240 [Hz], the wait time should be small.
waitTime = time.Millisecond
}
if waitTime > 0 {
if delta := waitTime - now.Sub(c.lastSwapBufferTime); delta > 0 {
time.Sleep(delta)
}
}
return nil
@@ -177,7 +211,7 @@ func (c *context) newOffscreenImage(w, h int) *Image {
return img
}
func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInterface, forceDraw bool) error {
func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInterface, forceDraw bool) (needSwapBuffers bool, err error) {
if (c.offscreen.imageType == atlas.ImageTypeVolatile) != ui.IsScreenClearedEveryFrame() {
w, h := c.offscreen.width, c.offscreen.height
c.offscreen.Deallocate()
@@ -195,10 +229,10 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInter
}
if err := c.game.DrawOffscreen(); err != nil {
return err
return false, err
}
const maxSkipCount = 3
const maxSkipCount = 4
if !forceDraw && !c.isOffscreenModified {
if c.skipCount < maxSkipCount {
@@ -208,28 +242,26 @@ func (c *context) drawGame(graphicsDriver graphicsdriver.Graphics, ui *UserInter
c.skipCount = 0
}
now := time.Now()
defer func() {
c.lastDrawTime = now
}()
if c.skipCount < maxSkipCount {
if graphicsDriver.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.clear()
}
c.game.DrawFinalScreen(c.screenScaleAndOffsets())
// The final screen is never used as the rendering source.
// Flush its buffer here just in case.
c.screen.flushBufferIfNeeded()
} else if delta := time.Second/60 - now.Sub(c.lastDrawTime); delta > 0 {
// When swapping buffers is skipped and Draw is called too early, sleep for a while to suppress CPU usages (#2890).
time.Sleep(delta)
if c.skipCount >= maxSkipCount {
return false, nil
}
return nil
// screen can be nil for some edge cases (#3121).
if c.screen == nil {
return false, nil
}
if graphicsDriver.NeedsClearingScreen() {
// This clear is needed for fullscreen mode or some mobile platforms (#622).
c.screen.clear()
}
c.game.DrawFinalScreen(c.screenScaleAndOffsets())
// The final screen is never used as the rendering source.
// Flush its buffer here just in case.
c.screen.flushBufferIfNeeded()
return true, nil
}
func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFactor float64) (int, int) {
@@ -238,8 +270,13 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
panic("ui: Layout must return positive numbers")
}
c.screenWidth = outsideWidth * deviceScaleFactor
c.screenHeight = outsideHeight * deviceScaleFactor
screenWidth := outsideWidth * deviceScaleFactor
screenHeight := outsideHeight * deviceScaleFactor
if c.screenWidth != screenWidth || c.screenHeight != screenHeight {
c.skipCount = 0
}
c.screenWidth = screenWidth
c.screenHeight = screenHeight
c.offscreenWidth = owf
c.offscreenHeight = ohf
@@ -252,7 +289,7 @@ func (c *context) layoutGame(outsideWidth, outsideHeight float64, deviceScaleFac
c.screen.Deallocate()
c.screen = nil
}
if c.screen == nil {
if c.screen == nil && sw > 0 && sh > 0 {
c.screen = c.game.NewScreenImage(sw, sh)
}
@@ -308,7 +345,6 @@ func (c *context) runInFrame(f func()) {
f()
}
<-ch
return
}
func (c *context) processFuncsInFrame(ui *UserInterface) error {