kinda start to fix render pass descriptors in metal
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@@ -30,6 +30,7 @@ gnReturnCode createMetalPresentationQueue(gnPresentationQueueHandle presentation
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textureDescriptor.width = presentationInfo.imageSize.x;
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textureDescriptor.height = presentationInfo.imageSize.y;
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textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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textureDescriptor.sampleCount = 1;
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textureDescriptor.textureType = MTLTextureType2D;
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presentationQueue->imageCount = presentationInfo.minImageCount;
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