Hajime Hoshi
4d51505eb5
internal/graphicsdriver/metal: bug fix: an app was frozen by fullscreening
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Closes #3354
2025-12-22 16:15:50 +09:00
Hajime Hoshi
afd74c61a9
all: update go-text/typesettings to v0.3.2
2025-12-19 00:13:21 +09:00
Hajime Hoshi
7d0692124a
vector: use destination bounds to allocate an image on atlas
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Closes #3358
2025-12-11 00:53:41 +09:00
Hajime Hoshi
8197db788d
internal/processtest: skip #3272 test for 32bit Windows
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Updates #3272
2025-12-10 02:53:07 +09:00
Hajime Hoshi
2a497a1515
vector: bug fix: currentRowHeight was not updated correctly
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Updates #3357
2025-12-10 02:07:02 +09:00
Hajime Hoshi
a0bbae6514
vector: bug fix: paths were unexpectedly clipped
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Closes #3357
2025-12-10 01:55:37 +09:00
Hajime Hoshi
353b07a2d6
vector: reland: bug fix: a callback for an image and its sub-image should be treated correctly
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Closes #3355
2025-12-05 03:08:47 +09:00
Hajime Hoshi
f08cc0edff
internal/graphicsdriver/metal: add an early return to prevent deadlock
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Updates #3353
2025-12-05 01:10:51 +09:00
Hajime Hoshi
7309a47a30
Revert "vector: bug fix: a callback for an image and its sub-image should be treated correctly"
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This reverts commit 41354b957b .
Reason: this change fails tests on Windows
Updates #3335
2025-12-05 01:03:17 +09:00
Hajime Hoshi
41354b957b
vector: bug fix: a callback for an image and its sub-image should be treated correctly
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Closes #3355
2025-12-05 00:48:18 +09:00
Hajime Hoshi
09eebf6cf5
internal/graphicsdriver: bug fix: stop recreating CAMetalDisplayLink after sleep
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This change fixes the issue where an app freezes after waking up from
sleep.
Apparently, recreating CAMetalDisplayLink is not necessary.
Updates #3353
2025-12-04 13:51:17 +09:00
Hajime Hoshi
3cf2994c3b
internal/graphicsdriver/metal: refactoring
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Updates #3353
2025-12-04 12:57:48 +09:00
Hajime Hoshi
99a548aa99
internal/graphicsdriver/metal: bug fix: CAMetalDisplayLink should be created on its dedicated thread
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Updates #3353
2025-12-04 12:40:43 +09:00
Hajime Hoshi
47617633a1
.github/workflows: bug fix: wrong version for issue-labeler
2025-12-04 02:29:54 +09:00
Hajime Hoshi
357d82d99d
.github/workflows: update actions
2025-12-02 10:47:28 +09:00
Hajime Hoshi
69abd3f347
ebiten: fix comments for *GamepadAxisValue
2025-12-01 22:02:43 +09:00
Hajime Hoshi
2fd9764ccb
ebiten: add comments for GamepadAxisValue
2025-12-01 22:01:26 +09:00
Hajime Hoshi
8417dc2c98
audio/internal/convert: bug fix: a returned stream's Length and actual read buffer length didn't match
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Closes #3352
v2.10.0-alpha.7
2025-12-01 16:03:09 +09:00
liuyueyangxmu
3e2866c664
all: refactoring: omit unnecessary reassignment ( #3350 )
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Signed-off-by: liuyueyangxmu <liuyueyangxmu@outlook.com >
2025-11-26 20:21:06 +09:00
Hajime Hoshi
869376395c
ebiten: add premultipliedAlpha flag to imageToBytes
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This is a preparation for ColorEncoding option at NewImageFromImage.
Updates #3314
2025-11-24 18:54:40 +09:00
Hajime Hoshi
43f1312136
internal/graphicsdriver: add Graphics.ColorSpace
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This is a preparation for automatic color encoding conversion.
Updates #3314
2025-11-23 23:36:08 +09:00
Hajime Hoshi
799a9d9ddd
all: remove internal/restorable
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Closes #3090
2025-11-23 22:16:36 +09:00
Hajime Hoshi
266d1e4a50
internal/atlas: fix comments
2025-11-23 19:46:21 +09:00
Hajime Hoshi
9e146c305e
internal/restorable: remove unused variables
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Updates #3090
2025-11-23 19:33:17 +09:00
Hajime Hoshi
a4f15d1926
internal/graphicsdriver/metal: better error message
2025-11-23 19:27:50 +09:00
Hajime Hoshi
e0ae1207f8
internal/restorable: remove unnecessary eviction
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Updates #3090
2025-11-23 19:02:34 +09:00
Hajime Hoshi
3006cf7cb9
internal/restorable: remove (*Image).ImageType()
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Updates #3090
2025-11-23 18:12:30 +09:00
Hajime Hoshi
85b1d6e709
internal/atlas: rename backend.restorable -> backendImage
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Updates #3090
2025-11-23 17:56:22 +09:00
Hajime Hoshi
1fbc1223ff
internal/restorable: remove ImageTypeVolatile
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Updates #3090
2025-11-23 17:46:56 +09:00
Hajime Hoshi
bd4554d7a3
internal/restorable: remove AlwaysReadPixelsFromGPU
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Updates #3090
2025-11-23 17:00:35 +09:00
Hajime Hoshi
d32c7209a1
internal/restorable: remove Disable
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Updates #3090
2025-11-23 16:44:26 +09:00
Hajime Hoshi
2d2aae21d8
internal/restorable: remove Hint
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Updates #3090
2025-11-23 16:37:53 +09:00
Hajime Hoshi
f2ee34c8eb
ebiten: remove RunOptions.StrictContextRestoration
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Updates #3090
2025-11-23 16:22:29 +09:00
Hajime Hoshi
3d403f048f
all: update dependencies
2025-11-23 03:52:20 +09:00
Hajime Hoshi
01da138c97
internal/graphicsdriver: refactoring: move ColorSpace to internal/color
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This is a preparation for new color encoding options.
Updates #3314
Updates #3349
2025-11-22 23:01:03 +09:00
Hajime Hoshi
929b4eb5c4
internal/graphicsdriver: refactoring: remove ColorSpaceDefault
2025-11-22 22:32:39 +09:00
Hajime Hoshi
0fc8f397a2
internal/clock: use atomic.Int64 for TPS
2025-11-17 01:51:37 +09:00
Hajime Hoshi
8c90f2a636
internal/ui: refactoring
2025-11-13 17:53:32 +09:00
Hajime Hoshi
8d702026ce
internal/ui: bug fix: make Monitor functions concurrent safe
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Updates #3339
2025-11-13 17:51:29 +09:00
Hajime Hoshi
fe970e1b68
internal/ui: bug fix: Monitor.Size should reflect the display orientation
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Closes #3339
2025-11-13 08:54:09 +09:00
Hajime Hoshi
2ce2a82c14
cmd/ebitenmobile: add an option to save GPU resources at suspendGame
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This is a kind of partial revert of suspendGame, as now saving GPU
resources at suspendGame is not done by default. It's because saving
GPU resouces could cause ANRs. A developer can do saving by passing
true at suspendGame explicitly.
Updates #3334
v2.10.0-alpha.6
2025-11-12 17:43:19 +09:00
rustversion
fe9ab4a12b
all: fix the inconsistent method names in the comments ( #3342 )
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Signed-off-by: rustversion <rustverion@outlook.com >
2025-11-10 13:42:37 +09:00
Hajime Hoshi
2eddff9dd8
all: update dependencies
v2.10.0-alpha.5
2025-11-04 18:43:58 +09:00
Hajime Hoshi
990db0b609
cmd/ebitenmobile: bug fix: compilation failure EbitenSurfaceView.java
2025-11-02 15:53:35 +09:00
Hajime Hoshi
90856311d2
cmd/ebitenmobile: do not call saveGPUResources when onPause is already called
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Updates #3334
2025-11-02 15:02:20 +09:00
Hajime Hoshi
3533c9a2a0
internal/graphicsdriver/opengl/gl: bug fix: always use OpenGL non-ES for Steam
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Apparently, OpenGL ES caused an issue where Steam overlay didn't
work correctly. We are not sure the root cause, but there are similar
issues reported [1][2].
With Steam, it should be fine to assume that OpenGL non-ES is always
available.
Closes #3338
[1] https://github.com/ValveSoftware/steam-for-linux/issues/8122
[2] https://github.com/godotengine/godot/issues/53352
2025-11-02 02:59:15 +09:00
Hajime Hoshi
a1853bbc7c
internal/atlas: use atomic.Bool for needToRestoreGPUResources
2025-10-27 21:13:43 +09:00
Hajime Hoshi
2ad956d7c1
internal/atlas: do not wait for reading pixels from GPU to be finished
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Updatse #3215
Updates #3334
v2.10.0-alpha.4
2025-10-27 18:01:13 +09:00
Hajime Hoshi
36f5d10e58
all: update dependencies
2025-10-27 12:38:22 +09:00
Hajime Hoshi
a8a21ba687
ebiten, vector: bug fix: race conditions
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This change fixes these race conditions in
* (*ebiten.Image).invokeUsageCallbacks concurrent invocations
* (*ebiten.Image).usageCallbacks usages
* vector.theCallbackTokens usages
* vector's global shader initializations
Closes #3333
2025-10-21 03:24:21 +09:00