Fix tessellation pipeline handling for Metal

This commit is contained in:
Jack Andersen 2018-10-18 16:18:47 -10:00
parent a832504456
commit 7bda89073d

View File

@ -1818,11 +1818,17 @@ MetalDataFactory::Context::newShaderPipeline(ObjToken<IShaderStage> vertex, ObjT
MetalShaderPipeline* ret;
if (evaluation)
{
ret = new MetalTessellationShaderPipeline(m_data);
ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
evaluation, fragment, control, vtxFmt, additionalInfo);
}
else
{
ret = new MetalShaderPipeline(m_data);
ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
vertex, fragment, evaluation, vtxFmt, additionalInfo);
ret->setup(factory.m_ctx, additionalInfo.depthAttachment ? factory.m_ctx->m_sampleCount : 1,
vertex, fragment, {}, vtxFmt, additionalInfo);
}
return {ret};
}
}