finish redoing render pass creation on metal
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@@ -3,6 +3,7 @@
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#include "shader_module/metal_shader_module.h"
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#include "surface/metal_surface.h"
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#include "texture/metal_texture.h"
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#include "renderpass/metal_render_pass.h"
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#include "utils/math/gryphn_vec3.h"
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@@ -65,8 +66,9 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
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}
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if (subpass.depthAttachment != NULL) {
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descriptor.depthAttachmentPixelFormat = mtlGryphnFormatToMetalFormat(info.renderPassDescriptor->info.attachmentInfos[subpass.depthAttachment->index].format);
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// descriptor.stencilAttachmentPixelFormat = mtlGryphnFormatToMetalFormat(info.renderPassDescriptor->info.attachmentInfos[subpass.depthAttachment->index].format);
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descriptor.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
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descriptor.depthAttachmentPixelFormat = info.renderPassDescriptor->renderPassDescriptor->subpasses[info.subpassIndex].depthAttachment.texture.pixelFormat;
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descriptor.stencilAttachmentPixelFormat = info.renderPassDescriptor->renderPassDescriptor->subpasses[info.subpassIndex].stencilAttachment.texture.pixelFormat;
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}
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}
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