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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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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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