I'm porting some OpenGL code from a technical paper to use with Metal. In it, they use a render target with only one channel - a 16-bit float buffer. But then they set blending operations on it like this:
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
With only one channel, does that mean that with OpenGL, the target defaults to being an alpha channel?
Does anyone know if it is the same with Metal? I am not seeing the results I expect and I am wondering if Metal differs, or if there is a setting that controls how single-channel targets are treated with regards to blending.