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ghostty/src/renderer/metal
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Qwerasd c7a7474be0 renderer: move custom shader uniforms out of frame state
These should not be independent per-frame, that makes the time
calculations all sorts of jank.

Also moves the uniforms struct layout in to `shadertoy.zig` and cleans
up the handling in general somewhat.
2025-06-21 23:07:18 -06:00
..
api.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
buffer.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
cell.zig
style: use decl literals
2025-05-26 21:50:14 -06:00
Frame.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
image.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
IOSurfaceLayer.zig
metal: retain IOSurfaceLayer ourselves instead of relying on the view
2025-06-20 15:18:41 -06:00
Pipeline.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
RenderPass.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
shaders.zig
renderer: move custom shader uniforms out of frame state
2025-06-21 23:07:18 -06:00
Target.zig
renderer: big rework, graphics API abstraction layers, unified logic
2025-06-20 15:18:41 -06:00
Texture.zig
style(renderer): explicit error sets
2025-06-20 15:18:41 -06:00
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