fixed a good couple of metal warnings
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@@ -50,8 +50,6 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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mtlSubpass subpass = info.renderPassDescriptor->renderPassDescriptor->subpasses[info.subpassIndex];
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mtlSubpassCopyInfo copyInfo = info.renderPassDescriptor->renderPassDescriptor->copyInfos[info.subpassIndex];
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for (uint32_t i = 0; i < copyInfo.colorAttachmentCount; i++) {
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MTLRenderPassColorAttachmentDescriptor* colorPass = subpass.colorAttachments[i];
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descriptor.colorAttachments[i].pixelFormat = copyInfo.colorAttachments[i].format;
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if (info.colorBlending.enable == GN_TRUE) {
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[descriptor.colorAttachments objectAtIndexedSubscript:i].blendingEnabled = YES;
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@@ -72,7 +70,7 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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}
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}
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for (int i = 0; i < info.shaderModuleCount; i++) {
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for (uint32_t i = 0; i < info.shaderModuleCount; i++) {
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const char* shaderCode = mtlCompilerShader(info.shaderModules[i]->shaderModule->compiler, &info.uniformLayout);
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// printf("shader code: %s\n", shaderCode);
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@@ -95,7 +93,7 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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if (strcmp(name, "main") == 0) name = "main0";
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gnBool foundFunction = false;
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for (int i = 0; i < shaderLib.functionNames.count; i++) {
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for (uint32_t i = 0; i < shaderLib.functionNames.count; i++) {
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if (strcmp([shaderLib.functionNames objectAtIndex:0].UTF8String, name) == 0) {
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foundFunction = true;
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break;
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@@ -114,9 +112,9 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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MTLVertexBufferLayoutDescriptorArray* buffers = vertexDescriptor.layouts;
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int k = 0;
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for (int i = 0; i < info.shaderInputLayout.bufferCount; i++) {
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for (uint32_t i = 0; i < info.shaderInputLayout.bufferCount; i++) {
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[[buffers objectAtIndexedSubscript:info.shaderInputLayout.bufferAttributes[i].binding] setStride:info.shaderInputLayout.bufferAttributes[i].size];
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for (int j = 0; j < info.shaderInputLayout.bufferAttributes[i].attributeCount; j++) {
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for (uint32_t j = 0; j < info.shaderInputLayout.bufferAttributes[i].attributeCount; j++) {
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attributes[k].bufferIndex = i;
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attributes[k].offset = info.shaderInputLayout.bufferAttributes[i].attributes[j].offset;
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attributes[k].format = mtlGryphnVertexFormat(info.shaderInputLayout.bufferAttributes[i].attributes[j].format);
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