fixed some random crashes
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@@ -50,7 +50,7 @@ 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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descriptor.colorAttachments[i].pixelFormat = copyInfo.colorAttachments[i].format;
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[descriptor.colorAttachments objectAtIndexedSubscript: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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[descriptor.colorAttachments objectAtIndexedSubscript:i].rgbBlendOperation = mtlGryphnBlendOperation(info.colorBlending.colorBlendOperation);
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@@ -85,7 +85,6 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
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.message = gnCombineStrings(gnCreateString("Failed to compile metal library "), errorString)
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});
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[shaderLib release];
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free((void*)shaderCode);
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return GN_FAILED_CREATE_OBJECT;
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}
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@@ -134,7 +133,6 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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graphicsPipeline->graphicsPipeline->graphicsPipeline = [device->outputDevice->device newRenderPipelineStateWithDescriptor:descriptor error:&error];
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[descriptor release];
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[vertexDescriptor release];
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[error release];
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if (graphicsPipeline->graphicsPipeline->graphicsPipeline == nil) return GN_FAILED_CREATE_OBJECT;
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return GN_SUCCESS;
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}
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