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a452a084
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2018-01-01T19:40:29
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iOS: fix build
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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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cf45cf70
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2018-01-01T18:06:27
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metal: Add support for custom blend modes.
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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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047d387b
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2017-12-31T15:30:08
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metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized.
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42b19c97
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2017-12-30T22:39:55
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metal: Respect the vsync flag on macOS 10.13+.
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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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49df65c2
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2017-12-30T18:48:07
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metal: only 4 (instead of 5) vertices are needed to draw rectangles and textures, and only 3 (instead of 5) vertices are needed to cover the screen for the 'full-screen quad' when clearing.
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7ac46a74
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2017-12-11T11:34:53
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The newer compilers generate the property boilerplate automatically
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358e4d9c
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2017-12-11T11:02:51
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Fixed Mac OS X build
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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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8aad4923
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2017-12-09T19:41:08
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Fixed normalized coordinates when the viewport is set
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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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7dac177c
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2017-12-09T03:28:23
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metal: fixed render target support.
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85d12d8f
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2017-12-09T03:27:52
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metal: Added some comments and FIXMEs.
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686fc093
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2017-12-08T18:26:26
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metal: Cleaned up some reference count politics.
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cf3d4503
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2017-12-08T14:30:10
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Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
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c403c0fa
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2017-12-08T13:20:20
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Fixed Metal renderer memory leak
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b733dcc2
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2017-12-08T12:02:23
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Minor cleanup
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5182c23c
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2017-12-08T11:35:19
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Fixed minor memory leak in the Metal renderer
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81a33985
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2017-12-08T14:03:36
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metal: Don't check if Metal is available if targeting modern macOS versions.
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dc04f290
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2017-12-08T08:58:02
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Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
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104decd1
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2017-12-07T18:08:51
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Fixed runtime errors on iOS
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ba9c336e
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2017-12-07T17:47:01
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Fixed building for simulators or older iOS SDKs
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6deb1e75
|
2017-12-07T17:12:03
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Fixed compiling Metal renderer on iOS
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1ae73a2b
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2017-12-07T16:08:47
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Added iOS and OSX versions of the Metal shaders
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b2859af6
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2017-12-07T16:08:09
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Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Also generate iOS versions of the Metal shaders
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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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