kinda start to fix render pass descriptors in metal

This commit is contained in:
Gregory Wells
2025-07-24 08:29:05 -04:00
parent ddf23f71fc
commit 1d23dd0b80
11 changed files with 61 additions and 39 deletions

View File

@@ -24,13 +24,10 @@ gnReturnCode createMetalTexture(gnTexture texture, gnDevice device, const gnText
textureDescriptor.height = info.extent.height;
textureDescriptor.pixelFormat = mtlGryphnFormatToMetalFormat(info.format);
if (textureDescriptor.sampleCount >= 2) {
textureDescriptor.storageMode = MTLStorageModeShared;
if (textureDescriptor.sampleCount >= 2)
textureDescriptor.textureType = MTLTextureType2DMultisample;
}
else {
else
textureDescriptor.textureType = MTLTextureType2D;
}
MTLSamplerDescriptor *samplerDesc = [[MTLSamplerDescriptor alloc] init];
samplerDesc.minFilter = (info.minFilter == GN_FILTER_NEAREST) ? MTLSamplerMinMagFilterNearest : MTLSamplerMinMagFilterLinear;