Commit Graph

39 Commits

Author SHA1 Message Date
Alex Szpakowski
740a90af37 metal: Add support for YUV/NV12 texture formats. 2018-01-06 18:54:12 -04:00
Alex Szpakowski
9a8683b275 metal: use a private instead of managed buffer for the renderer's non-changing constant data.
Recommended by Xcode's Metal frame capture analysis.
2018-01-04 22:16:42 -04:00
Alex Szpakowski
990ebba55a metal: Implement fast hardware clearing when possible, by deferring the start of a render pass until a clear or draw operation happens. 2018-01-04 19:29:33 -04:00
Sam Lantinga
e3cc5b2c6b Updated copyright for 2018 2018-01-03 10:03:25 -08:00
Alex Szpakowski
888198ee31 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.
2018-01-03 00:43:01 -04:00
Alex Szpakowski
f9cd765020 metal and moltenvk: fix highdpi. 2018-01-02 21:44:28 -04:00
Sam Lantinga
b3b5c47366 Fixed direction of y adjustment for new orthographic projection in the metal renderer 2018-01-02 14:32:15 -08:00
Sam Lantinga
fa86807ceb Fixed metal renderer pixel centers when drawing 2018-01-02 14:11:10 -08:00
Alex Szpakowski
07f08b47ff metal: Fix a typo preventing iOS compilation... 2018-01-01 23:06:08 -04:00
Alex Szpakowski
1cc6603378 metal: Clean up manual reference counting. Fixes some memory leaks. 2018-01-01 23:03:50 -04:00
Alex Szpakowski
a452a08458 iOS: fix build 2018-01-01 19:40:29 -04:00
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
cf45cf70e5 metal: Add support for custom blend modes. 2018-01-01 18:06:27 -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
047d387b2e metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized. 2017-12-31 15:30:08 -04:00
Alex Szpakowski
42b19c9749 metal: Respect the vsync flag on macOS 10.13+. 2017-12-30 22:39:55 -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
Alex Szpakowski
49df65c25a 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. 2017-12-30 18:48:07 -04:00
Sam Lantinga
7ac46a7449 The newer compilers generate the property boilerplate automatically 2017-12-11 11:34:53 -08:00
Sam Lantinga
358e4d9c7e Fixed Mac OS X build 2017-12-11 11:02:51 -08:00
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
8aad49238b Fixed normalized coordinates when the viewport is set 2017-12-09 19:41:08 -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
Ryan C. Gordon
7dac177cd1 metal: fixed render target support. 2017-12-09 03:28:23 -05:00
Ryan C. Gordon
85d12d8f21 metal: Added some comments and FIXMEs. 2017-12-09 03:27:52 -05:00
Ryan C. Gordon
686fc0937e metal: Cleaned up some reference count politics. 2017-12-08 18:26:26 -05:00
Sam Lantinga
cf3d450313 Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() 2017-12-08 14:30:10 -08:00
Sam Lantinga
c403c0fa9a Fixed Metal renderer memory leak 2017-12-08 13:20:20 -08:00
Ryan C. Gordon
81a33985e1 metal: Don't check if Metal is available if targeting modern macOS versions. 2017-12-08 14:03:36 -05:00
Sam Lantinga
b733dcc208 Minor cleanup 2017-12-08 12:02:23 -08:00
Sam Lantinga
5182c23c6b Fixed minor memory leak in the Metal renderer 2017-12-08 11:35:19 -08:00
Sam Lantinga
dc04f290a3 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.
2017-12-08 08:58:02 -08:00
Sam Lantinga
104decd16d Fixed runtime errors on iOS 2017-12-07 18:08:51 -08:00
Sam Lantinga
ba9c336e04 Fixed building for simulators or older iOS SDKs 2017-12-07 17:47:01 -08:00
Sam Lantinga
6deb1e7595 Fixed compiling Metal renderer on iOS 2017-12-07 17:12:03 -08:00
Sam Lantinga
1ae73a2be8 Added iOS and OSX versions of the Metal shaders 2017-12-07 16:08:47 -08:00
Sam Lantinga
b2859af6df 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
2017-12-07 16:08:09 -08:00
Ryan C. Gordon
2a2c8d42ca 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.
2016-04-21 03:16:44 -04:00