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In a fragment shader, an expression that adds together the four components of a ushort4 is the heaviest line in the profile.
Is there a faster way to do this?
The relevant lines from shader are:
ushort4 iterationSamples;
iterationSamples=tex2D.gather(quadSampler, inFrag.m_TexCoord);
ushort totalIterations=(iterationSamples.x+iterationSamples.y)+(iterationSamples.z+iterationSamples.w);	// 40% of shader time on this line
Device is Apple TV 4K running tvOS 13.4.6 (17L570)
Xcode 11.5 (11E608c)
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Anyone else have an issue where Instruments gets stuck "Analyzing, Transferring data" when ending a capture when "Options for: Metal Applications" -> "Performance Limiters" is enabled?
After Instruments gets into this state, it ignores Quit, and must be Force Quit.
Instruments Version 11.5 (11E608c)
MacOS 10.15.5 (19F101)
tvOS 13.4.6 (17L570)
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When doing a forums search with a tag and a keyword the results are not ordered by time.
For example a search for "[forum feedback]order"
Would also be nice to have option to order results by time ascending/descending, number of answers, number of responses, number of views.
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Any reason to expect a texture gather on a 2D single channel ushort texture in a fragment shader to not work in Simulator Version 11.5 (921.9.1) on
MacBook Pro (Retina, 15-inch, Mid 2015) with AMD Radeon R9 M370X 2 GB ? (It's returning 0x1B for all four values)
When target is Apple TV 4K device, it works as fine.
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The highest value in General -> Deployment Info -> Deployment Target pulldown in Xcode 11.5 on my system is 11.3.However, default tvOS simulator is running 11.4. Also, creating a new tvOS project shows target 11.4, but greyed out.Should I file a bug, or am I misunderstanding the situaiton (I've been away from Xcode for a while). Thanks.
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If your USDZ content looks significantly different between iOS 12 and iOS 13, try applying a linear to sRGB conversion to your textures.For "-emissiveColor" textures it looks like iOS 12 treated values as linearly encoded, and iOS 13 treats them as sRGB encoded.I haven't investigated if this is happening to all textures types.
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Can the SCNColorMask be set from any data format that SceneKit can import?(SCNColorMask is exposed in the Xcode SceneKit Material Inspector asthe “Write To Color” check boxes.)Is SCNColorMask functionality available in AR Quick Look (USDZ files)?
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Can an Apple TV 4K be reverted back to tvOS 11 after tvOS 12 beta has been installed?If yes, what is that process, I didn't see it mentioned in the tvOS 12 Beta release notes.
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Is there a best practice for a Metal app to determing its current frame rate (orif it is meeting the target frame rate)? The goal being to dynamicly adjust thework being done, to keep the frame rate at an acceptable level.Background: I have an AppleTV Metal app who's frame rate is dominatedby the work done in a compute kernel. The work done in the kernel was tunedbased on 4th gen AppleTV performance when it was developed, and nowI'm updating it to dynamically take advantage of the higher performanceof the 5th gen.Initial testing indicates compute kernel performance on 5th genis about 2.5 to 3 times that of 4th gen. Does that seem reasonableor should I expect more?