src/render/metal/SDL_shaders_metal_ios.h


Log

Author Commit Date CI Message
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