Fri, 08 Dec 2017 11:33:27 -0800Fixed compiler warning
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:33:27 -0800] rev 11738
Fixed compiler warning

Fri, 08 Dec 2017 11:09:05 -0800Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 11:09:05 -0800] rev 11737
Fixed bug 1878 - Scaled texture draws with filtering produce wrapping artifacts.

Yuri K. Schlesner

When using texture filtering, there are filtering artifacts visible on the edges of scaled textures, where the texture filtering pulls in texels from the other side of the texture. Using clamping texture modes wouldn't completely fix this since source rectangles don't need to cover the whole texture. (See screenshot attached in next post.)

The opengl driver uses clamping on textures and so avoid this at least in the cases where the source rect is the whole texture. The direct3d driver does not and so has problems in every case. I'm not sure if it can actually completely be fixed, but at least enabling clamping for direct3d would be one step in the right direction.

Fri, 08 Dec 2017 00:49:35 -0500configure: List Metal in video drivers.
Ryan C. Gordon <icculus@icculus.org> [Fri, 08 Dec 2017 00:49:35 -0500] rev 11736
configure: List Metal in video drivers.

Fri, 08 Dec 2017 08:58:02 -0800Defer getting the next drawable until we actually start rendering
Sam Lantinga <slouken@libsdl.org> [Fri, 08 Dec 2017 08:58:02 -0800] rev 11735
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.

Thu, 07 Dec 2017 18:08:51 -0800Fixed runtime errors on iOS
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 18:08:51 -0800] rev 11734
Fixed runtime errors on iOS

Thu, 07 Dec 2017 17:47:01 -0800Fixed building for simulators or older iOS SDKs
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 17:47:01 -0800] rev 11733
Fixed building for simulators or older iOS SDKs

Thu, 07 Dec 2017 17:12:03 -0800Fixed compiling Metal renderer on iOS
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 17:12:03 -0800] rev 11732
Fixed compiling Metal renderer on iOS

Thu, 07 Dec 2017 16:08:47 -0800Added iOS and OSX versions of the Metal shaders
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 16:08:47 -0800] rev 11731
Added iOS and OSX versions of the Metal shaders

Thu, 07 Dec 2017 16:08:09 -0800Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs
Sam Lantinga <slouken@libsdl.org> [Thu, 07 Dec 2017 16:08:09 -0800] rev 11730
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

Thu, 21 Apr 2016 03:16:44 -0400Initial shot at a renderer target for Apple's Metal API.
Ryan C. Gordon <icculus@icculus.org> [Thu, 21 Apr 2016 03:16:44 -0400] rev 11729
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.