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740a90af
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2018-01-06T18:54:12
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metal: Add support for YUV/NV12 texture formats.
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888198ee
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2018-01-03T00:43:01
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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.
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639ea9fd
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2018-01-01T19:37:16
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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).
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85470a2f
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2017-12-31T21:06:16
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metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
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e24dc905
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2017-12-30T20:32:22
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metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU.
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c2cc9c16
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2017-12-09T19:48:38
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Backed out using pixel texture coordinates, it had weird visual side effects
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441d3095
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2017-12-09T15:00:41
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Added support for linear sampling and pixel coordinates in the metal renderer
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f55c9988
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2017-12-09T12:58:41
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Fixed pixel positioning and size for the Metal renderer
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2a2c8d42
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2016-04-21T03:16:44
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Initial shot at a renderer target for Apple's Metal API.
This isn't complete, but is enough to run testsprite2. It's currently
Mac-only; with a little work to figure out how to properly glue in a Metal
layer to a UIView, this will likely work on iOS, too.
This is only wired up to the configure script right now, and disabled by
default. CMake and Xcode still need their bits filled in as appropriate.
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