src/render/metal/SDL_shaders_metal_ios.h


Log

Author Commit Date CI Message
Sylvain Becker 121114d0 2021-03-16T15:44:49 Update METAL compiled shaders
Sam Lantinga 7fa5e95b 2020-12-09T07:23:47 Fixed bug 5213 - Add support to metal in iOS/tvOS simulator Vincent Hamm Xcode11 and ios13 added support for metal simulator. Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
Alex Szpakowski e8278d0d 2019-08-17T16:53:08 metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future. Also optimize vertex buffer binding slightly.
Alex Szpakowski e5acccc7 2019-08-17T00:37:22 metal renderer: use the device address space instead of the constant address space for colors. It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
Alex Szpakowski 3fb5cabe 2019-08-16T22:13:30 metal: Update compiled shaders based on compilation script changes
Alex Szpakowski 740a90af 2018-01-06T18:54:12 metal: Add support for YUV/NV12 texture formats.
Alex Szpakowski 888198ee 2018-01-03T00:43:01 metal: Misc. improvements. - Use a single buffer for various non-changing constants accessed by the GPU, instead of multiple buffers. - Do the half-pixel offset for points and lines using a transform matrix so we don't need a malloc when rendering. - Don't add a half-pixel offset for other primitives and textures. This matches D3D and GL render behaviour. - Remove the half-texel texture coordinate offset since it's not needed now that there's no more half-pixel position offset when rendering a texture. - Don't try to set texture usage on iOS 8 since it doesn't exist there.
Alex Szpakowski 639ea9fd 2018-01-01T19:37:16 metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering. This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
Alex Szpakowski 85470a2f 2017-12-31T21:06:16 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
Alex Szpakowski e24dc905 2017-12-30T20:32:22 metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU.
Sam Lantinga c2cc9c16 2017-12-09T19:48:38 Backed out using pixel texture coordinates, it had weird visual side effects
Sam Lantinga 441d3095 2017-12-09T15:00:41 Added support for linear sampling and pixel coordinates in the metal renderer
Sam Lantinga f55c9988 2017-12-09T12:58:41 Fixed pixel positioning and size for the Metal renderer
Sam Lantinga 1ae73a2b 2017-12-07T16:08:47 Added iOS and OSX versions of the Metal shaders