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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
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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).
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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,