Post

Replies

Boosts

Views

Activity

Reply to Why can't MSL cast float4x4 to float3x3?
Just wanted to share my observations about performance on Apple M1 (although I suspect similar for A series). I had done something similar and was surprised (yup, I'm a noob) to find that creating a whole new matrix doesn't impact performance at all... Confirmed with official Xcode compiler statistics (with and without float3x3 conversion)... Hurray scalar ALUs and optimizing compilers.
Topic: Graphics & Games SubTopic: General Tags:
Mar ’23
Reply to Offline compilation: are the new metal tools already available in Xcode 14 beta?
I also have had no luck with metal-source, even with the new beta 2 (MacOS and XCode). Here's my single swift, command line reproduction project: https://github.com/peterwmwong/x-metal-source-on-harvested-gpu-archive https://github.com/peterwmwong/x-metal-source-on-harvested-gpu-archive/blob/main/x-metal-source-on-harvested-gpu-archive/main.swift I'm excited to plug this into my project once it works!
Topic: Graphics & Games SubTopic: General Tags:
Jun ’22
Reply to Cannot debug Metal shaders with Indirect Command Buffers
Thanks @Qwiff for the link. This is a bit of a bummer. Given ICB's have been out for a number of years, not sure I should be holding my breath on support anytime soon... I wonder what Apple's guidance is on development/debug workflow without support... I can only think of: Feature flag app code to switch between using/not-using ICBs (huge pain when ICBs are encoded on the GPU) Whatever the GPU equivalent of "put a printf there" is ... Don't use ICBs for non-trivial things that may change/need-debugging in the future
Topic: Graphics & Games SubTopic: General Tags:
Dec ’21