metal-cpp

RSS for tag

C++ games and apps can tap into the power of Metal by bridging with metal-cpp.

metal-cpp Documentation

Posts under metal-cpp tag

3 Posts
Sort by:
Post not yet marked as solved
0 Replies
38 Views
Hello … i can not imagine what i do wrong … NSString *libPath = [[NSBundle mainBundle] pathForResource:@"./default" ofType:@"metallib"]; id<MTLLibrary> library = [device newLibraryWithFile:libPath error:&error]; Same dir like the binary default.metallib prog To run wit options like prog —option My prog say always if i run lib not found … Hard&Software : Xcode 13.4.1 (13F100) mbp M1 max
Posted
by Smiril .
Last updated
.
Post not yet marked as solved
1 Replies
121 Views
Not quite understanding these. As far as I can tell the Foundation, QuartzCore and Metal frameworks are included in the link line: -framework Metal -framework QuartzCore -framework Foundation Technically they are in there a few times. Not familiar enough with our project to know why. Getting a ton of undefined symbols. Metal-cpp is a header only library and so doesn't have any additional libraries of it's own right? Undefined symbols for architecture arm64: "MTL::Private::Selector::s_knewTextureViewWithPixelFormat_textureType_levels_slices_swizzle_", referenced from: "MTL::Private::Selector::s_knewTextureWithDescriptor_", referenced from: "NS::Private::Selector::s_kinit", referenced from: "NS::Private::Selector::s_kautorelease", referenced from: This is while compiling for iOS (thus the arm64).
Posted
by scarrow.
Last updated
.
Post not yet marked as solved
0 Replies
184 Views
Hello! I am starting to dig into the docs on object and mesh shaders. I see that the Metal API on the CPU side has new functions for setting object and mesh buffers in the new programable stage. But I don't see corresponding changes to the API for MTLIndirectCommandBuffer. Will we be able to use the GPU to encode draw commands using a pipeline that leverages the new shader types? Thanks,
Posted
by lducot2.
Last updated
.