pathfinder/shaders
Patrick Walton 42289eec6e Fix Metal memory management and the `canvas_metal_minimal`, `canvas_nanovg`,
and `macos_app` examples.

`winit` does not create an autorelease pool, so the Metal backend had not taken
the presence of one into account. Now the Metal backend creates and flushes
autorelease pools as necessary.

Closes #334.
Closes #376.
2020-06-29 12:48:49 -07:00
..
d3d9 Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00
d3d11 Fix Metal memory management and the `canvas_metal_minimal`, `canvas_nanovg`, 2020-06-29 12:48:49 -07:00
debug Update the debug UI 2020-06-23 13:15:59 -07:00
Makefile Update the debug UI 2020-06-23 13:15:59 -07:00
blit.fs.glsl Rework the blit shader 2020-06-23 13:15:59 -07:00
blit.vs.glsl Rework the blit shader 2020-06-23 13:15:59 -07:00
clear.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
clear.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
demo_ground.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
demo_ground.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
fill_area.inc.glsl Add a new compute-based D3D11 backend 2020-06-23 13:10:06 -07:00
reproject.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
reproject.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
stencil.fs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
stencil.vs.glsl Only define `precision highp sampler2D` in OpenGL ES. 2020-05-08 16:59:40 -07:00
tile_fragment.inc.glsl Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00
tile_vertex.inc.glsl Rename the existing renderer to `d3d9` in preparation for the D3D11 branch 2020-06-23 13:10:05 -07:00