pathfinder/resources/shaders/metal
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
blit.fs.metal Rework the blit shader 2020-06-23 13:15:59 -07:00
blit.vs.metal Rework the blit shader 2020-06-23 13:15:59 -07:00
clear.fs.metal Clear the canvas to the background color if no drawing command did so. 2020-05-07 21:36:13 -07:00
clear.vs.metal Clear the canvas to the background color if no drawing command did so. 2020-05-07 21:36:13 -07:00
demo_ground.fs.metal Add a compute shader path, optimize GPU memory management, and switch from SDL 2020-04-30 13:33:29 -07:00
demo_ground.vs.metal Add a compute shader path, optimize GPU memory management, and switch from SDL 2020-04-30 13:33:29 -07:00
reproject.fs.metal Add a compute shader path, optimize GPU memory management, and switch from SDL 2020-04-30 13:33:29 -07:00
reproject.vs.metal Add a compute shader path, optimize GPU memory management, and switch from SDL 2020-04-30 13:33:29 -07:00
stencil.fs.metal Add Metal support. 2019-06-20 11:47:22 -07:00
stencil.vs.metal Add Metal support. 2019-06-20 11:47:22 -07:00