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