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8c41e262
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2018-10-13T03:36:42
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metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels.
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d9094421
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2018-10-12T17:55:42
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metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
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264b81b4
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2018-09-06T00:56:13
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metal: Make sure layer drawableSize is adjusted on resize.
Fixes Bugzilla #4250.
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3634e563
|
2018-09-01T20:47:12
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metal: SDL_UpdateYUVTexture shouldn't swap planes based on format.
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eb14b635
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2018-05-07T19:52:25
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Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus
If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
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72d45079
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2018-01-10T10:42:40
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Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer
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7d5437bb
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2018-01-07T22:00:37
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metal: set max texture size based on device capability.
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a8c0532c
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2018-01-07T16:57:32
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metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format.
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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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9a8683b2
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2018-01-04T22:16:42
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metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
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990ebba5
|
2018-01-04T19:29:33
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metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens.
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e3cc5b2c
|
2018-01-03T10:03:25
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Updated copyright for 2018
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888198ee
|
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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f9cd7650
|
2018-01-02T21:44:28
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metal and moltenvk: fix highdpi.
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|
b3b5c473
|
2018-01-02T14:32:15
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Fixed direction of y adjustment for new orthographic projection in the metal renderer
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fa86807c
|
2018-01-02T14:11:10
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|
Fixed metal renderer pixel centers when drawing
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07f08b47
|
2018-01-01T23:06:08
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metal: Fix a typo preventing iOS compilation...
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|
1cc66033
|
2018-01-01T23:03:50
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metal: Clean up manual reference counting. Fixes some memory leaks.
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|
a452a084
|
2018-01-01T19:40:29
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iOS: fix build
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639ea9fd
|
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
|
2018-01-01T18:06:27
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metal: Add support for custom blend modes.
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|
85470a2f
|
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
|
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
|
2017-12-30T22:39:55
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metal: Respect the vsync flag on macOS 10.13+.
|
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e24dc905
|
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
|
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.
|
|
7ac46a74
|
2017-12-11T11:34:53
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|
The newer compilers generate the property boilerplate automatically
|
|
358e4d9c
|
2017-12-11T11:02:51
|
|
Fixed Mac OS X build
|
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c2cc9c16
|
2017-12-09T19:48:38
|
|
Backed out using pixel texture coordinates, it had weird visual side effects
|
|
8aad4923
|
2017-12-09T19:41:08
|
|
Fixed normalized coordinates when the viewport is set
|
|
441d3095
|
2017-12-09T15:00:41
|
|
Added support for linear sampling and pixel coordinates in the metal renderer
|
|
f55c9988
|
2017-12-09T12:58:41
|
|
Fixed pixel positioning and size for the Metal renderer
|
|
7dac177c
|
2017-12-09T03:28:23
|
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metal: fixed render target support.
|
|
85d12d8f
|
2017-12-09T03:27:52
|
|
metal: Added some comments and FIXMEs.
|
|
686fc093
|
2017-12-08T18:26:26
|
|
metal: Cleaned up some reference count politics.
|
|
cf3d4503
|
2017-12-08T14:30:10
|
|
Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
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|
c403c0fa
|
2017-12-08T13:20:20
|
|
Fixed Metal renderer memory leak
|
|
b733dcc2
|
2017-12-08T12:02:23
|
|
Minor cleanup
|
|
5182c23c
|
2017-12-08T11:35:19
|
|
Fixed minor memory leak in the Metal renderer
|
|
81a33985
|
2017-12-08T14:03:36
|
|
metal: Don't check if Metal is available if targeting modern macOS versions.
|
|
dc04f290
|
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
|
2017-12-07T18:08:51
|
|
Fixed runtime errors on iOS
|
|
ba9c336e
|
2017-12-07T17:47:01
|
|
Fixed building for simulators or older iOS SDKs
|
|
6deb1e75
|
2017-12-07T17:12:03
|
|
Fixed compiling Metal renderer on iOS
|
|
1ae73a2b
|
2017-12-07T16:08:47
|
|
Added iOS and OSX versions of the Metal shaders
|
|
b2859af6
|
2017-12-07T16:08:09
|
|
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
|
|
2a2c8d42
|
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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