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https://github.com/bkaradzic/bgfx.git
synced 2026-02-19 21:42:59 +01:00
Cleanup.
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@@ -1343,31 +1343,37 @@ namespace bgfx { namespace mtl
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for (uint32_t ii = 0; ii < g_caps.limits.maxFBAttachments; ++ii)
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{
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MTLRenderPassColorAttachmentDescriptor* desc = renderPassDescriptor.colorAttachments[ii];
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if (NULL != desc.texture)
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{
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desc.loadAction = MTLLoadActionLoad;
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desc.storeAction = desc.resolveTexture == nil ?
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MTLStoreActionStore :
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MTLStoreActionMultisampleResolve;
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desc.loadAction = MTLLoadActionLoad;
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desc.storeAction = desc.resolveTexture == nil
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? MTLStoreActionStore
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: MTLStoreActionMultisampleResolve
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;
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}
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}
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RenderPassDepthAttachmentDescriptor depthAttachment = renderPassDescriptor.depthAttachment;
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if (NULL != depthAttachment.texture)
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{
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depthAttachment.loadAction = MTLLoadActionLoad;
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depthAttachment.storeAction = depthAttachment.resolveTexture == nil ?
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MTLStoreActionStore :
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MTLStoreActionMultisampleResolve;
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depthAttachment.loadAction = MTLLoadActionLoad;
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depthAttachment.storeAction = depthAttachment.resolveTexture == nil
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? MTLStoreActionStore
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: MTLStoreActionMultisampleResolve
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;
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}
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RenderPassStencilAttachmentDescriptor stencilAttachment = renderPassDescriptor.stencilAttachment;
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if (NULL != stencilAttachment.texture)
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{
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stencilAttachment.loadAction = MTLLoadActionLoad;
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stencilAttachment.storeAction = stencilAttachment.resolveTexture == nil ?
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MTLStoreActionStore :
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MTLStoreActionMultisampleResolve;
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stencilAttachment.loadAction = MTLLoadActionLoad;
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stencilAttachment.storeAction = stencilAttachment.resolveTexture == nil
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? MTLStoreActionStore
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: MTLStoreActionMultisampleResolve
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;
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}
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m_renderCommandEncoder = m_commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor);
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@@ -1440,7 +1446,7 @@ namespace bgfx { namespace mtl
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#define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
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case UniformType::_uniform: \
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case UniformType::_uniform|kUniformFragmentBit: \
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case UniformType::_uniform|kUniformFragmentBit: \
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{ \
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setShaderUniform(uint8_t(type), loc, data, num); \
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} \
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