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121114d0
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2021-03-16T15:44:49
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Update METAL compiled shaders
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7fa5e95b
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2020-12-09T07:23:47
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Fixed bug 5213 - Add support to metal in iOS/tvOS simulator
Vincent Hamm
Xcode11 and ios13 added support for metal simulator.
Here is a quick and dirty patch to enable it. Pretty early and only tested on a few samples for now. Required mostly to enable metal support on correct version of ios, generate simulator compatible shaders and enforce buffer alignments on simulator (same as osx).
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e8278d0d
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2019-08-17T16:53:08
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metal renderer: use vertex attributes instead of indexing into a buffer with the vertex id in the shader. Allows for more flexibility with vertex setup in the future.
Also optimize vertex buffer binding slightly.
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e5acccc7
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2019-08-17T00:37:22
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metal renderer: use the device address space instead of the constant address space for colors.
It doesn't negatively impact GPU performance in my tests, and it removes the need for 256 byte memory alignment of color data on macOS.
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3fb5cabe
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2019-08-16T22:13:30
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metal: Update compiled shaders based on compilation script changes
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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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