Post not yet marked as solved
I haven't had a chance to test my vanilla m1 for performance numbers, but it seems like macOS 12.3 has fixed the
H11ANEDevice::H11ANEDeviceOpen kH11ANEUserClientCommand_DeviceOpen call failed result=0xe00002bc
error I have also been getting on M1 Pro / M1 Max systems.
@ccmargo - totally concur. Its beyond me why this is now a critical error.I cant even strip a universal library down to its x86_64 arch in a script file phase, it errors prior to hitting the script. This is a huge disruption to developers who rely on 3rd party tooling.Why does Apple constantly have to re-invent the wheel?
Post not yet marked as solved
Hello - is it possible to use this for an arbitrary sampler2D that does not reference an on disk image?TL;DR:How does one reference a 'not on disk' sampler2D symbol and pass it to an SCNTechnique? My technique works if I reference an image from my bundle, but if I don't, I cannot find a way to pass in an existing
id<MTLTexture> to the sampler symbol my technique has set up.
Long:I have a valid working SCNTechnique which uses a custom sampler2D symbol as an input to my metal fragment pass. I am attempting to pass in an external (not from Scenekit)
id<MTLTexture>that I get from a hardware sensor as input in a post process pass.
Following the SCNShadable docs which state an
id<MTLTexture> can be passed as a shader input via an
SCNMaterialProperty which has the proper contents set. This 100% works in a shader modifier pass - but fails for
SCNTecnique!
For a SCNTechnique, I get error logs indicating "No Storage for texture" and the Metal GPU frame capture indicates there is a default 4x4 pixel white texture set for the sampler (presumably from the
SCNTecnique?). However, I've been able to validate that my custom
id<MTLTexture> is valid and has contents in the debugger - its format, width, height and contents all are as expected, I just can't seem to reference an arbitrary texture into a scene kit technique pass correctly.
Has anyone gotten something like this to work?Thank you.