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d3d9
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Rename the existing renderer to `d3d9` in preparation for the D3D11 branch
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2020-06-23 13:10:05 -07:00 |
d3d11
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Add a new compute-based D3D11 backend
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2020-06-23 13:10:06 -07:00 |
blit.fs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
blit.vs.metal
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Replace the individual tile shaders with an ubershader
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2020-03-25 21:59:51 -07:00 |
clear.fs.metal
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Clear the canvas to the background color if no drawing command did so.
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2020-05-07 21:36:13 -07:00 |
clear.vs.metal
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Clear the canvas to the background color if no drawing command did so.
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2020-05-07 21:36:13 -07:00 |
debug_solid.fs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
debug_solid.vs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
debug_texture.fs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
debug_texture.vs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
demo_ground.fs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
demo_ground.vs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
fill.cs.metal
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Use all four channels in the mask texture.
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2020-05-05 13:11:37 -07:00 |
reproject.fs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
reproject.vs.metal
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Add a compute shader path, optimize GPU memory management, and switch from SDL
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2020-04-30 13:33:29 -07:00 |
stencil.fs.metal
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |
stencil.vs.metal
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Add Metal support.
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2019-06-20 11:47:22 -07:00 |