kc3-lang/SDL/src/render/metal

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Log

Author Commit Date CI Message
eb14b635 2018-05-07 19:52:25 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.
72d45079 2018-01-10 10:42:40 Added availability check to fix compiler warning for symbol only available on tvOS 11.0 and newer
7d5437bb 2018-01-07 22:00:37 metal: set max texture size based on device capability.
a8c0532c 2018-01-07 16:57:32 metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format.
740a90af 2018-01-06 18:54:12 metal: Add support for YUV/NV12 texture formats.
9a8683b2 2018-01-04 22:16:42 metal: use a private instead of managed buffer for the renderer's non-changing constant data. Recommended by Xcode's Metal frame capture analysis.
990ebba5 2018-01-04 19:29:33 metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens.
e3cc5b2c 2018-01-03 10:03:25 Updated copyright for 2018
888198ee 2018-01-03 00:43:01 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.
f9cd7650 2018-01-02 21:44:28 metal and moltenvk: fix highdpi.
b3b5c473 2018-01-02 14:32:15 Fixed direction of y adjustment for new orthographic projection in the metal renderer
fa86807c 2018-01-02 14:11:10 Fixed metal renderer pixel centers when drawing
07f08b47 2018-01-01 23:06:08 metal: Fix a typo preventing iOS compilation...
1cc66033 2018-01-01 23:03:50 metal: Clean up manual reference counting. Fixes some memory leaks.
a452a084 2018-01-01 19:40:29 iOS: fix build
639ea9fd 2018-01-01 19:37:16 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).
cf45cf70 2018-01-01 18:06:27 metal: Add support for custom blend modes.
85470a2f 2017-12-31 21:06:16 metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
047d387b 2017-12-31 15:30:08 metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized.
42b19c97 2017-12-30 22:39:55 metal: Respect the vsync flag on macOS 10.13+.
e24dc905 2017-12-30 20:32:22 metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU.
49df65c2 2017-12-30 18:48:07 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 2017-12-11 11:34:53 The newer compilers generate the property boilerplate automatically
358e4d9c 2017-12-11 11:02:51 Fixed Mac OS X build
c2cc9c16 2017-12-09 19:48:38 Backed out using pixel texture coordinates, it had weird visual side effects
8aad4923 2017-12-09 19:41:08 Fixed normalized coordinates when the viewport is set
441d3095 2017-12-09 15:00:41 Added support for linear sampling and pixel coordinates in the metal renderer
f55c9988 2017-12-09 12:58:41 Fixed pixel positioning and size for the Metal renderer
7dac177c 2017-12-09 03:28:23 metal: fixed render target support.
85d12d8f 2017-12-09 03:27:52 metal: Added some comments and FIXMEs.
686fc093 2017-12-08 18:26:26 metal: Cleaned up some reference count politics.
cf3d4503 2017-12-08 14:30:10 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
c403c0fa 2017-12-08 13:20:20 Fixed Metal renderer memory leak
b733dcc2 2017-12-08 12:02:23 Minor cleanup
5182c23c 2017-12-08 11:35:19 Fixed minor memory leak in the Metal renderer
81a33985 2017-12-08 14:03:36 metal: Don't check if Metal is available if targeting modern macOS versions.
dc04f290 2017-12-08 08:58:02 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.
104decd1 2017-12-07 18:08:51 Fixed runtime errors on iOS
ba9c336e 2017-12-07 17:47:01 Fixed building for simulators or older iOS SDKs
6deb1e75 2017-12-07 17:12:03 Fixed compiling Metal renderer on iOS
1ae73a2b 2017-12-07 16:08:47 Added iOS and OSX versions of the Metal shaders
b2859af6 2017-12-07 16:08:09 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 2016-04-21 03:16:44 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.