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I've run into two (possibly related) problems involving mipmaps in BC7 RGBA Unorm textures. The first, and more serious, is a crash when uploading the last mipmap level of a texture. Thus far this has only happened on two machines, both running Catalina. Also, only certain textures cause the crash, but there doesn't seem to be anything unusual about them. From the crash reports: MacOS 10.15.7 19H1519, Intel Graphics 4000 (this is from a debug, single-threaded build) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25cff33d CpuSwizzleBlt + 11667 1 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7ca0 -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1387 2 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7e2f -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 74 MacOS 10.15.7 19H1419, Intel Graphics 5000 (this is from a release, multi-threaded build) Thread 9 Crashed: 0  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2973b9c0 CpuSwizzleBlt + 9224 1  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2972714b -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1385 2  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff297272c3 -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 64 I'll post the full crash reports to Feedback Assistant. The second problem only happens on Mojave, and results in what looks like garbled pixel data in the mipmaps (I don't have access to the machine to do a frame capture). I can work around this issue by disabling mipmaps in the texture sampler. There are no Metal validation errors, and neither problem happens on Big Sur (I don't yet have a Monterey machine). Uncompressed textures are fine, as well, although mipmaps for those are generated on-the-fly rather than uploaded. Padding the source pixel data doesn't help, so the seg fault likely isn't caused by a too-large or unaligned read. Has anyone else run into problems with mipmaps in BC7 compressed textures?
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by dwn.
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We can drop our compiles from AVX to SSE4.2, but we also use f16c ops to handle fp16 <-> fp32 conversions. Neon already has similar routines to f16c support, so why are these missing from Rosetta2? Until we can generate universal apps, we need to fallback to running our tools under Rosetta2. Also looks like popcount is missing. These limits should be posted in Apple Rosetta2 documents. Here's my MBP 16" Intel sysctl -a | grep machdep.cpu.features machdep.cpu.features: FPU VME DE PSE TSC MSR PAE MCE CX8 APIC SEP MTRR PGE MCA CMOV PAT PSE36 CLFSH DS ACPI MMX FXSR SSE SSE2 SS HTT TM PBE SSE3 PCLMULQDQ DTES64 MON DSCPL VMX SMX EST TM2 SSSE3 FMA CX16 TPR PDCM SSE4.1 SSE4.2 x2APIC MOVBE POPCNT AES PCID XSAVE OSXSAVE SEGLIM64 TSCTMR AVX1.0 RDRAND F16C And an M1 comparison: sysctl -a | grep machdep.cpu.features machdep.cpu.features: FPU VME DE PSE TSC MSR PAE MCE CX8 APIC SEP MTRR PGE MCA CMOV PAT PSE36 CLFSH DS ACPI MMX FXSR SSE SSE2 SS HTT TM PBE SSE3 PCLMULQDQ DTSE64 MON DSCPL VMX EST TM2 SSSE3 CX16 TPR PDCM SSE4.1 SSE4.2 AES SEGLIM64
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Our unity gaming apps were very stable on OS versions before 14.7.1, since this version release we are observing an increase in crashes due to memory availability or access file storage. We went through release notes of 14.7.1 & other latest iOS version and didn't found any thing which can cause these issues. The unusual thing is, the same app which was excellently performing on 14.6 started to give crashes on 14.7.1 and later versions. Is there anything i am missing with respect to any changes to make apps compatible with iOS version 14.7.1 and above. We use Unity to create gaming applications and apps group capabilities too.
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Hi, I'm trying to implement the following Fast Start code shown during WWDC 2021 . However, I'm getting an error on the GameSceneViewController line. I've tried this with both a Game and an App template in Xcode 13, but both get hung up here. Can anyone help me make this work? Thank you so much
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by tdevin.
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Requirements : I need to draw 2D lines, circles, boxes. Fast. That's it. I don't want to learn objC, Swift, Xcode. I'm using C++ and Jetbrains' CLion. OpenGL is deprecated (or soon to be) on Mac I don't even care about Apple (as you probably guessed), but the M1 processor is just too good. (and fanless <3) I'll be happy as long as it runs on my MacBook Air Text would be a useful feature but totally optional I won't even use sprites, or any kind of assets, sound, keyboard, mouse, IO, GUI. I need pure non-interactive visualisation of science-ish stuff. fast FPS, refreshing the visualization as fast as possible. Even if it's a pure framebuffer (an array of pixels), I'll manage. If it's a full fledged 3D accelerated graphic library (eg : openGL, Vulkan, Metal), it also works for me. "as long as it works" What kind of options are available to me with the aforementioned requirements ? use openGL anyway and cry when it will no longer works ? (meh) hack my way to Metal in C++ ? I'm fine if a suggested library isn't Object Oriented (eg : openGL) Vulkan ? I still need to open a graphic window context somehow SDL2 appears to have a some kind of Metal backend/port/whatever but all the exemples I find are in ObjC. honestly, my post feel like I'm crying for a documented c++ metal wrapper of some kind I suppose ? EDIT : I read mixed message and confusion on the Future of OpenGL on Mac. Mostly about "no longer supported" vs "Deprecated". Will OpenGL be removed and no longer works. Or it will works but won't be updated anymore ? (considering my requirements, an outdated version of OpenGL is perfectly fine to me) Thank you <3
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by ker2x.
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Hi There, I just bought a IIYAMA G-MASTER GB3461WQSU-B1 which has a native resolution of 3440x1440 but my MacBook Pro (Retina, 15-inch, Mid 2014) doesn't recognise the monitor and I can't run it at its full resolution. It is currently recognised as a PL3461WQ 34.5-inch (2560 x 1440). Is there anything that I can do to get it sorted or I will have to wait until this monitor driver is added to the Big Sur list? Thanks
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While developing my Metal application I noticed that making a draw call is a lot slower than using a tile shader. In particular, when operating on a 4k resolution texture it takes about 3ms to complete a draw call while the tile shader takes about 150ns. I was wondering, is a tile shader the preferred approach for drawing with Metal now? Or is there any particular reason why a typical draw call should be used.
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by yyjhuj.
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In the video, the gpu timeline tool can be accessed by clicking the "Performance" button, but there is the "Counters" button instead on my Mac. Do I have to do some additional settings before using the gpu timeline tool? Xcode 13.0 beta 5 + Intel Mac(version 11.4) + iPhone 12(version 14.7.1)
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by SihaoZhou.
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Initially I was having a lag with the machine, occasionally, when switching tab in a browser, using the calculator etc. as well as this black/transparent screen issue. Bascially when starting or closing an Adobe or DaVinci app, the screen will go half black (In the screenshot it appears to be transparent) with some weird edges around it, only occurs once after you restart the machine. I don't use an external monitor. Pro 16-inch, 2019, 2.6GHz 6-Core Intel Core i7 16 GB 2667 MHz DDR4 Intel UHD Graphics 630 1536 MB Mac OS 11.3.1 Big Sur In another thread: https://developer.apple.com/forums/thread/666661 One user suggested this (lag) might have something to do with the GPU, the lag occurs when you switch from one to another which is what I thought as well. So I took it to Apple, after several sessions they told me to go to Genius Bar and I did, tried explaining this might be the GPU but the guy didn't find any faults, not sure why this is happening they kept the laptop and sent it to the engineer. Received the laptop back after a week and apparently they replaced the display and the lid sensor... which was a bit confusing. For whatever reason, the lag is gone, maybe it's the OS update that helped but the black screen is still here, though it doesn't happen every time and it's less, i don't know, serious? Because before the black area remained unless you close that particular desktop, now it seems to be getting rid of it by itself lol. Before I take this back to Apple again, was just wondering if anyone else is experiencing this? Many thanks for the help in advance.
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by axelw09.
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I have a brand new iPhone 11 and I updated it to the latest iOS version (14.7) however I noticed when I play call of duty Mobile (game size 4gb) it starts smooth then halfway into the game it start lagging. I play low/medium graphics and I play on max fps. Please help what should I do
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by Ogkome-1.
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Is there any native cocoa API available which gives below graphic card details in Intel and Apple M1 machines? Chipset Model,  Type,  Bus,  VRAM (Dynamic, Max),  Vendor,  Device ID,  Revision ID,  Automatic Graphics Switching,  gMux Version,  Metal Family
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