osu-framework
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A game framework written with osu! in mind.
Opened as draft as it's been mentioned that this breaks front-to-back passes on Android. Probably requires further investigation before merge, but opening it anyway rather than leaving the change in...
Tested on latest Windows 8.1, i3-3217U, HD graphics 4000, Legacy and non-legacy OpenGL renderer on fullscreen and multithreaded. When alt tab out, then alt tab back into visual test, the...
This is just a tracking PR so progress can be seen. This is separate from/unrelated to/not necessary for any Mono/iOS AOT efforts (@frenzibyte). Fairly low priority. Current state: `SampleGame.Desktop` runs,...
Prereqs: - [x] https://github.com/ppy/osu-framework/pull/5760 Continuing on with the efforts to remove reflection from our codebase. This is a WIP PR, which works but has a few things to clean up/fix...
Tablet output area is not properly configured when moving the window between hdpi and ldpi display
https://github.com/ppy/osu-framework/assets/75532970/e2326133-5c80-499b-aacc-1c12f5d21968 This issue is observed MacOS with both openGL and metal renderer. I have not tested it on other operating systems. ``` [runtime] 2023-07-02 00:18:17 [verbose]: fetchWindowSize Size:{Width=1366, Height=768} ClientSize:{Width=1366,...
This issue is not observed when using the OpenGL renderer. I have not tested it on other operating systems. ``` 2023-07-03 13:44:04 [verbose]: Duration:133ms Freed Vertex Buffers: 4496 2023-07-03 13:44:09...
Coming from https://github.com/ppy/osu-framework/issues/5861#issue-1768470004, this PR adds guards against enabling stencil tests when targeting a framebuffer with no stencil attachment. I've had to change the parameter types of the renderer components...
- [ ] Depends on #5863 (for the `ToPixelFormat` extension) - One other and final step towards resolving https://github.com/ppy/osu/issues/23970 - May result in resolving https://github.com/ppy/osu-framework/issues/5858 (it doesn't on Metal)
With `CADisplayLink`/`CVDisplayLink`, the draw thread is *always* limited to the refresh rate to the display. That's totally correct behaviour, but `GameHost.MaximumDrawHz` needs to reflect that for components like the FPS...
| OpenGL/LegacyGL | D3D | |--------|-----| | ![Снимок экрана (373)](https://github.com/ppy/osu-framework/assets/22874522/16883732-d8e0-4307-96d0-867cb097cec0) | ![Снимок экрана (371)](https://github.com/ppy/osu-framework/assets/22874522/ee1fe235-218a-4ccf-8eec-3ad647917f93) |