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authorAlex Szpakowski <slime73@gmail.com>2018-01-03 00:43:01 -0400
committerAlex Szpakowski <slime73@gmail.com>2018-01-03 00:43:01 -0400
commit175097b72383ec764b87bd3e35c160912bfc3416 (patch)
tree5814c25aa6ff55200d9f911126661d47970ac4a3 /include/SDL_blendmode.h
parentead5bca2aa5a6ef08b3fb8fdfd5d03641160493a (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.
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