Alex Szpakowski
|
639ea9fdbc
|
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).
|
2018-01-01 19:37:16 -04:00 |
|
Alex Szpakowski
|
85470a2f95
|
metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
|
2017-12-31 21:06:16 -04:00 |
|
Alex Szpakowski
|
e24dc9053b
|
metal: use a projection matrix instead of manually transforming vertices into clip space on the CPU.
|
2017-12-30 20:32:22 -04:00 |
|
Sam Lantinga
|
c2cc9c166c
|
Backed out using pixel texture coordinates, it had weird visual side effects
|
2017-12-09 19:48:38 -08:00 |
|
Sam Lantinga
|
441d309551
|
Added support for linear sampling and pixel coordinates in the metal renderer
|
2017-12-09 15:00:41 -08:00 |
|
Sam Lantinga
|
f55c998891
|
Fixed pixel positioning and size for the Metal renderer
|
2017-12-09 12:58:41 -08:00 |
|
Sam Lantinga
|
1ae73a2be8
|
Added iOS and OSX versions of the Metal shaders
|
2017-12-07 16:08:47 -08:00 |
|