diff options
author | Alex Szpakowski <slime73@gmail.com> | 2018-01-03 00:43:01 -0400 |
---|---|---|
committer | Alex Szpakowski <slime73@gmail.com> | 2018-01-03 00:43:01 -0400 |
commit | 175097b72383ec764b87bd3e35c160912bfc3416 (patch) | |
tree | 5814c25aa6ff55200d9f911126661d47970ac4a3 /include/SDL_blendmode.h | |
parent | ead5bca2aa5a6ef08b3fb8fdfd5d03641160493a (diff) |
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.
Diffstat (limited to 'include/SDL_blendmode.h')
0 files changed, 0 insertions, 0 deletions