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* added filter type to draw batch * c++ implementation of ImageSamplerOptions * image sampler options now pushes correct for RiveRenderPaint * wip * OpenGL uses correct sample options * now only one filter option that accounts for mip map * d3d now uses sampler states options * better way to get the filter option * added mirror and inverse mirror options * started using helper functions for retreiving sampler optiojnhs * workaround for vulkn semaphore issue * wip * added filter type to draw batch * c++ implementation of ImageSamplerOptions * image sampler options now pushes correct for RiveRenderPaint * wip * OpenGL uses correct sample options * now only one filter option that accounts for mip map * d3d now uses sampler states options * better way to get the filter option * added mirror and inverse mirror options * started using helper functions for retreiving sampler optiojnhs * workaround for vulkn semaphore issue * wip * undo deleting empty descriptor * properly packed image options * removed uneeded checks * more unit tests * unreal image_filter_options integration, gm for image filters * properly implement new draw functions for cgrender * finish mege conflicts * merge vulkan sampler options * cherry-picked vulkan imp into branch * initial metal * clang-format * d3d12 image filter options * fixed d3d * clang-format * fixed mip filter for metal * made every filter option act as similiar as possible * addressed pr changes * fixed tests * empty commit to fix github * fix: webgl renderers * started addressing PR comments * metal change for pr * more pr stuff * final PR address * shader update per PR request * rhi updat e * added gm requested in pr * made d3d12 work with more then 2000 sampler changes per flush * pr comments Co-authored-by: Chris Dalton <chris@rive.app> Co-authored-by: Jonathon Copeland <jcopela4@gmail.com> Co-authored-by: Luigi Rosso <luigi.rosso@gmail.com>