diff --git a/.rive_head b/.rive_head index c42f7145..92d5321d 100644 --- a/.rive_head +++ b/.rive_head @@ -1 +1 @@ -e145f9348ceb3a5cd56cd1005a0fda5f0a3e754e +562fc5c51f6ea36b510c8403418e80569079a042 diff --git a/viewer/src/skia/viewer_skia_metal.mm b/viewer/src/skia/viewer_skia_metal.mm index 2e1b829a..5a182305 100644 --- a/viewer/src/skia/viewer_skia_metal.mm +++ b/viewer/src/skia/viewer_skia_metal.mm @@ -33,10 +33,10 @@ typedef NS_OPTIONS(NSUInteger, UIViewAutoresizing) { // with Metal and Skia drawing with Metal. I couldn't find a good way to let // them share a command queue, so drawing to two separate Metal Layers is // the next best thing. - id device = (id)sg_mtl_device(); + id device = (__bridge id)sg_mtl_device(); commandQueue = [device newCommandQueue]; - NSWindow* window = (NSWindow*)sapp_macos_get_window(); + NSWindow* window = (__bridge NSWindow*)sapp_macos_get_window(); // Add a new metal view to our window. skiaView = [[MTKView alloc] init]; @@ -63,7 +63,7 @@ typedef NS_OPTIONS(NSUInteger, UIViewAutoresizing) { // content. sokolView.layer.opaque = false; - return GrDirectContext::MakeMetal(device, commandQueue); + return GrDirectContext::MakeMetal((__bridge void*)device, (__bridge void*)commandQueue); } sk_sp makeSkiaSurface(GrDirectContext* context, int width, int height) @@ -73,7 +73,7 @@ typedef NS_OPTIONS(NSUInteger, UIViewAutoresizing) { drawable = [layer nextDrawable]; GrMtlTextureInfo fbInfo; - fbInfo.fTexture.retain((const void*)(drawable.texture)); + fbInfo.fTexture.retain((__bridge const void*)(drawable.texture)); GrBackendRenderTarget renderTarget = GrBackendRenderTarget(width, height, 1 /* sample count/MSAA */, fbInfo);