Render advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.

Posts under Metal tag

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How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in       try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)     } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
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1.2k
Dec ’25
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
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640
Feb ’26
Metal and Swift Concurrency
Hi, Introducing Swift Concurrency to my Metal app has been a bit challenging as Swift Concurrency is limited by the cooperative thread pool. GPU work is obviously not CPU bound and can block forward moving progress, especially when using waitUntilCompleted on the command buffer. For concurrent render work this has the potential of under utilizing the CPU and even creating dead locks. My question is, what is the Metal's teams general recommendation when it comes to concurrency? It seems to me that Dispatch or OperationQueues are still the preferred way for Metal bound tasks in order to gain maximum performance? To integrate with Swift Concurrency my idea is to use continuations that kick off render jobs via Dispatch or Queues? Would this be the best solution to bridge async tasks with Metal work? Thanks!
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1.1k
Apr ’25
realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
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1k
Oct ’25
Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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1.1k
Feb ’26
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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989
May ’25
RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
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Apr ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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735
Aug ’25
Metal not working in Swift Playgrounds (SSC Scene)
Hi everyone, I'm currently working on a Swift Playgrounds project where I need to incorporate a Metal shader file. However, when I tried to include my shader file (PincushionShader.metal), I encountered the following error: Is it possible to use Metal shader files within Swift Playgrounds, it is really important for my swift student challenge scene? If not, are there any workarounds or recommended approaches for testing Metal shaders in a similar environment? Any guidance or suggestions would be greatly appreciated!
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1.1k
Dec ’25
Visual isTranslatable: NO; reason: observation failure: noObservations, when trying to play custom compositor video with AVPlayer
I am trying to achieve an animated gradient effect that changes values over time based on the current seconds. I am also using AVPlayer and AVMutableVideoComposition along with custom instruction and class to generate the effect. I didn't want to load any video file, but rather generate a custom video with my own set of instructions. I used Metal Compute shaders to generate the effects and make the video to be 20 seconds. However, when I run the code, I get a frozen player with the gradient applied, but when I try to play the video, I get this warning in the console :- Visual isTranslatable: NO; reason: observation failure: noObservations Here is the screenshot :- My entire code :- import AVFoundation import Metal class GradientVideoCompositorTest: NSObject, AVVideoCompositing { var sourcePixelBufferAttributes: [String: Any]? = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA ] var requiredPixelBufferAttributesForRenderContext: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA ] private var renderContext: AVVideoCompositionRenderContext? private var metalDevice: MTLDevice! private var metalCommandQueue: MTLCommandQueue! private var metalLibrary: MTLLibrary! private var metalPipeline: MTLComputePipelineState! override init() { super.init() setupMetal() } func setupMetal() { guard let device = MTLCreateSystemDefaultDevice(), let queue = device.makeCommandQueue(), let library = try? device.makeDefaultLibrary(), let function = library.makeFunction(name: "gradientShader") else { fatalError("Metal setup failed") } self.metalDevice = device self.metalCommandQueue = queue self.metalLibrary = library self.metalPipeline = try? device.makeComputePipelineState(function: function) } func renderContextChanged(_ newRenderContext: AVVideoCompositionRenderContext) { renderContext = newRenderContext } func startRequest(_ request: AVAsynchronousVideoCompositionRequest) { guard let outputPixelBuffer = renderContext?.newPixelBuffer(), let metalTexture = createMetalTexture(from: outputPixelBuffer) else { request.finish(with: NSError(domain: "com.example.gradient", code: -1, userInfo: nil)) return } var time = Float(request.compositionTime.seconds) renderGradient(to: metalTexture, time: time) request.finish(withComposedVideoFrame: outputPixelBuffer) } private func createMetalTexture(from pixelBuffer: CVPixelBuffer) -> MTLTexture? { var texture: MTLTexture? let width = CVPixelBufferGetWidth(pixelBuffer) let height = CVPixelBufferGetHeight(pixelBuffer) let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor( pixelFormat: .bgra8Unorm, width: width, height: height, mipmapped: false ) textureDescriptor.usage = [.shaderWrite, .shaderRead] CVPixelBufferLockBaseAddress(pixelBuffer, .readOnly) if let textureCache = createTextureCache(), let cvTexture = createCVMetalTexture(from: pixelBuffer, cache: textureCache) { texture = CVMetalTextureGetTexture(cvTexture) } CVPixelBufferUnlockBaseAddress(pixelBuffer, .readOnly) return texture } private func renderGradient(to texture: MTLTexture, time: Float) { guard let commandBuffer = metalCommandQueue.makeCommandBuffer(), let commandEncoder = commandBuffer.makeComputeCommandEncoder() else { return } commandEncoder.setComputePipelineState(metalPipeline) commandEncoder.setTexture(texture, index: 0) var mutableTime = time commandEncoder.setBytes(&mutableTime, length: MemoryLayout<Float>.size, index: 0) let threadsPerGroup = MTLSize(width: 16, height: 16, depth: 1) let threadGroups = MTLSize( width: (texture.width + 15) / 16, height: (texture.height + 15) / 16, depth: 1 ) commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadsPerGroup) commandEncoder.endEncoding() commandBuffer.commit() } private func createTextureCache() -> CVMetalTextureCache? { var cache: CVMetalTextureCache? CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, metalDevice, nil, &cache) return cache } private func createCVMetalTexture(from pixelBuffer: CVPixelBuffer, cache: CVMetalTextureCache) -> CVMetalTexture? { var cvTexture: CVMetalTexture? let width = CVPixelBufferGetWidth(pixelBuffer) let height = CVPixelBufferGetHeight(pixelBuffer) CVMetalTextureCacheCreateTextureFromImage( kCFAllocatorDefault, cache, pixelBuffer, nil, .bgra8Unorm, width, height, 0, &cvTexture ) return cvTexture } } class GradientCompositionInstructionTest: NSObject, AVVideoCompositionInstructionProtocol { var timeRange: CMTimeRange var enablePostProcessing: Bool = true var containsTweening: Bool = true var requiredSourceTrackIDs: [NSValue]? = nil var passthroughTrackID: CMPersistentTrackID = kCMPersistentTrackID_Invalid init(timeRange: CMTimeRange) { self.timeRange = timeRange } } func createGradientVideoComposition(duration: CMTime, size: CGSize) -> AVMutableVideoComposition { let composition = AVMutableComposition() let instruction = GradientCompositionInstructionTest(timeRange: CMTimeRange(start: .zero, duration: duration)) let videoComposition = AVMutableVideoComposition() videoComposition.customVideoCompositorClass = GradientVideoCompositorTest.self videoComposition.renderSize = size videoComposition.frameDuration = CMTime(value: 1, timescale: 30) // 30 FPS videoComposition.instructions = [instruction] return videoComposition } #include <metal_stdlib> using namespace metal; kernel void gradientShader(texture2d<float, access::write> output [[texture(0)]], constant float &time [[buffer(0)]], uint2 id [[thread_position_in_grid]]) { float2 uv = float2(id) / float2(output.get_width(), output.get_height()); // Animated colors based on time float3 color1 = float3(sin(time) * 0.8 + 0.1, 0.6, 1.0); float3 color2 = float3(0.12, 0.99, cos(time) * 0.9 + 0.3); // Linear interpolation for gradient float3 gradientColor = mix(color1, color2, uv.y); output.write(float4(gradientColor, 1.0), id); }
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Apr ’25
Metal (Compositor Services) or RealityKit on visionOS
I am develop visionOS app. I am now very interested in Metal and Compositor Services, but I have not explored them in depth. I know that Metal has a higher degree of control freedom. I am wondering if using Compositor Services will have fewer functions than RealityKit in AR technology (such as scene reconstruction and understanding, hover effect, etc.).
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Jun ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
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Apr ’25
Processing AVCaptureVideoDataOutput video stream with appleLog and HLG_BT2020 AVCaptureColorSpace input
I’m building a professional camera app where users can customize the video recording format and color grading. In the func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) method, I handle video frames and use Metal for real-time color grading. This works well when device.activeColorSpace is sRGB or P3, and the results are great. However, when the color space is HLG_BT2020 or appleLog, the MTKTextureLoader.newTexture(cgImage: cgImage, options: options) method throws an error. After researching, I found that the video frame in these color spaces has a bit-per-channel (bpc) greater than 8 after being converted to CGImage, causing the texture creation to fail. I tried converting the CGImage to a lower bpc to successfully create the texture, but the final output image is garbled and not as expected. Is there a solution to this issue?
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Apr ’25
Threadgroup memory for fragment shader
Hello I am trying to get thread group memory access in fragment shader. In essence, I would like to have all the fragments in a tile to bitwiseOR some value. My idea was to use simd_or across the SIMD group, then make each SIMD group thread 0 to atomic or the value into thread group memory. Finally very first thread of the tile would be tasked with writing the value down to texture with write access. Now, I can allocate the thread group memory argument to the fragment function all right. MTLRenderEncoder has setThreadgroupMemoryLength call, which I am using the following way [renderEncoder setThreagroupMemoryLength: 16 offset: 0 atIndex:0] Unfortunately, all I am getting is the following error (runtime assertion) -[MTLDebugRenderCommandEncoder setThreadgroupMemoryLength:offset:atIndex:]:3487: failed assertion Set Threadgroup Memory Length Validation offset + length(16) must be <= threadgroupMemoryLength(0).` What I am doing wrong? How I can get thread group memory in the fragment shader? I know I could use tile shading and compute function but the problem is that here I really like to use fragment stuff. Will be grateful for help.
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Apr ’25
Unable to open mach-O at path
Hi, there's this point at which a beginner needs to beg for help. Unable to open mach-O at path: /Library/Caches/com.apple.xbs/Binaries/RenderBox/install/Root/System/Library/PrivateFrameworks/RenderBox.framework/default.metallib Error:2 I get this everytime I select a month and year on a custom date picker, I believe because I try to force the ".generateChartData()" for the chart to update. I guess the problem might be that the ".onAppear" and ".onChange" are conflicting with each other? } .onChange(of: showDatePicker) { viewModel.startDate = selectedDate viewModel.generateChartData() } } .onAppear { viewModel.generateChartData() }
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Apr ’25
Is Using Metal Compute Shaders for Efficient Resource Copying to RealityKit the Best Approach for Streaming Data in Real-Time Rendering?
Hi Apple, In VisionOS, for real-time streaming of large 3D scenes, I plan to create Metal buffers and textures in multiple threads and then use a compute shader on the main thread to copy the Metal resources into RealityKit, minimizing main thread usage. Given that most of RealityKit's default APIs require execution on the main actor (main thread), it is not ideal for streaming data. Is this approach the best way to handle streaming data and real-time rendering? Thank you very much.
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Apr ’25
iOS Metal system delayed one Vsync period to really display the frame on the screen
View Layout Add the following views in a view controller: Label View A, with a subview of the same size: MTKView A View B, with a subview of the same size: MTKView B Refresh Rates of Each View The label view refreshes at 60fps (driven by CADisplayLink). MTKView A and B refresh at 15fps. MTKView Implementation Details The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering. The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame. self.metalView.enableSetNeedsDisplay = NO; self.metalView.paused = YES; A new high-priority queue is created for drawing, instead of handling it on the main queue. MTKView Latency Tracking The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer. The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView. Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that. I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism. Observation from Instruments From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details. Questions According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer? The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens? Explanation of the Reasoning Behind Some MTKView Code Details Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering. Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
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Dec ’25
Support for clock() shader instruction in MSL similar to VK_KHR_shader_clock instructions
Hi, seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example.. useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU.. also useful for MoltenVK to support that extensions.. thanks..
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Apr ’25
CoreML Model Conversion Help
I’m trying to follow Apple’s “WWDC24: Bring your machine learning and AI models to Apple Silicon” session to convert the Mistral-7B-Instruct-v0.2 model into a Core ML package, but I’ve run into a roadblock that I can’t seem to overcome. I’ve uploaded my full conversion script here for reference: https://pastebin.com/T7Zchzfc When I run the script, it progresses through tracing and MIL conversion but then fails at the backend_mlprogram stage with this error: https://pastebin.com/fUdEzzKM The core of the error is: ValueError: Op "keyCache_tmp" (op_type: identity) Input x="keyCache" expects list, tensor, or scalar but got state[tensor[1,32,8,2048,128,fp16]] I’ve registered my KV-cache buffers in a StatefulMistralWrapper subclass of nn.Module, matching the keyCache and valueCache state names in my ct.StateType definitions, but Core ML’s backend pass reports the state tensor as an invalid input. I’m using Core ML Tools 8.3.0 on Python 3.9.6, targeting iOS18, and forcing CPU conversion (MPS wasn’t available). Any pointers on how to satisfy the handle_unused_inputs pass or properly declare/cache state for GQA models in Core ML would be greatly appreciated! Thanks in advance for your help, Usman Khan
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297
May ’25
CMake unable to generate the Xcode file described in this tutorial
In the Creating A 3D Application With Hydra Rendering tutorial on the Apple Developer website, on the last step where I execute this command: cmake -S ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ -B ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ I keep getting an error: CMake Error at CMakeLists.txt:5 (include): include could not find requested file: /Users/macuser/USDInstall/bin/pxrConfig.cmake I've tried to follow the instructions as mentioned in the README.md file included in the project files at least 5 times as well as moving the pxrConfig.cmake file around and copying it in different folders, then executed the command and was still unsuccessful into generating the proper file expected to compile and render the HydraPlayer renderer. How do I get cmake to generate the Xcode file to create the HydraPlayer renderer?
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May ’25
How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in       try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)     } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
Replies
2
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0
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1.2k
Activity
Dec ’25
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
Replies
1
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0
Views
640
Activity
Feb ’26
Metal and Swift Concurrency
Hi, Introducing Swift Concurrency to my Metal app has been a bit challenging as Swift Concurrency is limited by the cooperative thread pool. GPU work is obviously not CPU bound and can block forward moving progress, especially when using waitUntilCompleted on the command buffer. For concurrent render work this has the potential of under utilizing the CPU and even creating dead locks. My question is, what is the Metal's teams general recommendation when it comes to concurrency? It seems to me that Dispatch or OperationQueues are still the preferred way for Metal bound tasks in order to gain maximum performance? To integrate with Swift Concurrency my idea is to use continuations that kick off render jobs via Dispatch or Queues? Would this be the best solution to bridge async tasks with Metal work? Thanks!
Replies
5
Boosts
0
Views
1.1k
Activity
Apr ’25
realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
Replies
5
Boosts
5
Views
1k
Activity
Oct ’25
Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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5
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1.1k
Activity
Feb ’26
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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Activity
May ’25
RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
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689
Activity
Apr ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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735
Activity
Aug ’25
Metal not working in Swift Playgrounds (SSC Scene)
Hi everyone, I'm currently working on a Swift Playgrounds project where I need to incorporate a Metal shader file. However, when I tried to include my shader file (PincushionShader.metal), I encountered the following error: Is it possible to use Metal shader files within Swift Playgrounds, it is really important for my swift student challenge scene? If not, are there any workarounds or recommended approaches for testing Metal shaders in a similar environment? Any guidance or suggestions would be greatly appreciated!
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Activity
Dec ’25
Visual isTranslatable: NO; reason: observation failure: noObservations, when trying to play custom compositor video with AVPlayer
I am trying to achieve an animated gradient effect that changes values over time based on the current seconds. I am also using AVPlayer and AVMutableVideoComposition along with custom instruction and class to generate the effect. I didn't want to load any video file, but rather generate a custom video with my own set of instructions. I used Metal Compute shaders to generate the effects and make the video to be 20 seconds. However, when I run the code, I get a frozen player with the gradient applied, but when I try to play the video, I get this warning in the console :- Visual isTranslatable: NO; reason: observation failure: noObservations Here is the screenshot :- My entire code :- import AVFoundation import Metal class GradientVideoCompositorTest: NSObject, AVVideoCompositing { var sourcePixelBufferAttributes: [String: Any]? = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA ] var requiredPixelBufferAttributesForRenderContext: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA ] private var renderContext: AVVideoCompositionRenderContext? private var metalDevice: MTLDevice! private var metalCommandQueue: MTLCommandQueue! private var metalLibrary: MTLLibrary! private var metalPipeline: MTLComputePipelineState! override init() { super.init() setupMetal() } func setupMetal() { guard let device = MTLCreateSystemDefaultDevice(), let queue = device.makeCommandQueue(), let library = try? device.makeDefaultLibrary(), let function = library.makeFunction(name: "gradientShader") else { fatalError("Metal setup failed") } self.metalDevice = device self.metalCommandQueue = queue self.metalLibrary = library self.metalPipeline = try? device.makeComputePipelineState(function: function) } func renderContextChanged(_ newRenderContext: AVVideoCompositionRenderContext) { renderContext = newRenderContext } func startRequest(_ request: AVAsynchronousVideoCompositionRequest) { guard let outputPixelBuffer = renderContext?.newPixelBuffer(), let metalTexture = createMetalTexture(from: outputPixelBuffer) else { request.finish(with: NSError(domain: "com.example.gradient", code: -1, userInfo: nil)) return } var time = Float(request.compositionTime.seconds) renderGradient(to: metalTexture, time: time) request.finish(withComposedVideoFrame: outputPixelBuffer) } private func createMetalTexture(from pixelBuffer: CVPixelBuffer) -> MTLTexture? { var texture: MTLTexture? let width = CVPixelBufferGetWidth(pixelBuffer) let height = CVPixelBufferGetHeight(pixelBuffer) let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor( pixelFormat: .bgra8Unorm, width: width, height: height, mipmapped: false ) textureDescriptor.usage = [.shaderWrite, .shaderRead] CVPixelBufferLockBaseAddress(pixelBuffer, .readOnly) if let textureCache = createTextureCache(), let cvTexture = createCVMetalTexture(from: pixelBuffer, cache: textureCache) { texture = CVMetalTextureGetTexture(cvTexture) } CVPixelBufferUnlockBaseAddress(pixelBuffer, .readOnly) return texture } private func renderGradient(to texture: MTLTexture, time: Float) { guard let commandBuffer = metalCommandQueue.makeCommandBuffer(), let commandEncoder = commandBuffer.makeComputeCommandEncoder() else { return } commandEncoder.setComputePipelineState(metalPipeline) commandEncoder.setTexture(texture, index: 0) var mutableTime = time commandEncoder.setBytes(&mutableTime, length: MemoryLayout<Float>.size, index: 0) let threadsPerGroup = MTLSize(width: 16, height: 16, depth: 1) let threadGroups = MTLSize( width: (texture.width + 15) / 16, height: (texture.height + 15) / 16, depth: 1 ) commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadsPerGroup) commandEncoder.endEncoding() commandBuffer.commit() } private func createTextureCache() -> CVMetalTextureCache? { var cache: CVMetalTextureCache? CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, metalDevice, nil, &cache) return cache } private func createCVMetalTexture(from pixelBuffer: CVPixelBuffer, cache: CVMetalTextureCache) -> CVMetalTexture? { var cvTexture: CVMetalTexture? let width = CVPixelBufferGetWidth(pixelBuffer) let height = CVPixelBufferGetHeight(pixelBuffer) CVMetalTextureCacheCreateTextureFromImage( kCFAllocatorDefault, cache, pixelBuffer, nil, .bgra8Unorm, width, height, 0, &cvTexture ) return cvTexture } } class GradientCompositionInstructionTest: NSObject, AVVideoCompositionInstructionProtocol { var timeRange: CMTimeRange var enablePostProcessing: Bool = true var containsTweening: Bool = true var requiredSourceTrackIDs: [NSValue]? = nil var passthroughTrackID: CMPersistentTrackID = kCMPersistentTrackID_Invalid init(timeRange: CMTimeRange) { self.timeRange = timeRange } } func createGradientVideoComposition(duration: CMTime, size: CGSize) -> AVMutableVideoComposition { let composition = AVMutableComposition() let instruction = GradientCompositionInstructionTest(timeRange: CMTimeRange(start: .zero, duration: duration)) let videoComposition = AVMutableVideoComposition() videoComposition.customVideoCompositorClass = GradientVideoCompositorTest.self videoComposition.renderSize = size videoComposition.frameDuration = CMTime(value: 1, timescale: 30) // 30 FPS videoComposition.instructions = [instruction] return videoComposition } #include <metal_stdlib> using namespace metal; kernel void gradientShader(texture2d<float, access::write> output [[texture(0)]], constant float &time [[buffer(0)]], uint2 id [[thread_position_in_grid]]) { float2 uv = float2(id) / float2(output.get_width(), output.get_height()); // Animated colors based on time float3 color1 = float3(sin(time) * 0.8 + 0.1, 0.6, 1.0); float3 color2 = float3(0.12, 0.99, cos(time) * 0.9 + 0.3); // Linear interpolation for gradient float3 gradientColor = mix(color1, color2, uv.y); output.write(float4(gradientColor, 1.0), id); }
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388
Activity
Apr ’25
Metal (Compositor Services) or RealityKit on visionOS
I am develop visionOS app. I am now very interested in Metal and Compositor Services, but I have not explored them in depth. I know that Metal has a higher degree of control freedom. I am wondering if using Compositor Services will have fewer functions than RealityKit in AR technology (such as scene reconstruction and understanding, hover effect, etc.).
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292
Activity
Jun ’25
Coverting CVPixelBuffer 2VUY to a Metal Texture
I am working on a project for macOS where I am taking an AVCaptureSession's CVPixelBuffer and I need to convert it into a MTLTexture for rendering. On macOS the pixel format is 2vuy, there does not seem to be a clear format conversion while converting to a metal texture. I have been able to convert it to a texture but the color space seems to be off as it is rendering distorted colors with a double image. I believe 2vuy is a single pane color space and I have tried to account for that, but I am unaware of what is off. I have attached The CVPixelBuffer and The distorted MTLTexture along with a laundry list of errors. On iOS my conversions are fine, it is only the macOS 2vuy pixel format that seems to have issues. My code for the conversion is also attached. If there are any suggestions or guidance on how to properly convert a 2vuy CVPixelBuffer to a MTLTexture I would greatly appreciate it. Many Thanks Conversion_Logs.txt ConversionCode.swift
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285
Activity
Apr ’25
Processing AVCaptureVideoDataOutput video stream with appleLog and HLG_BT2020 AVCaptureColorSpace input
I’m building a professional camera app where users can customize the video recording format and color grading. In the func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) method, I handle video frames and use Metal for real-time color grading. This works well when device.activeColorSpace is sRGB or P3, and the results are great. However, when the color space is HLG_BT2020 or appleLog, the MTKTextureLoader.newTexture(cgImage: cgImage, options: options) method throws an error. After researching, I found that the video frame in these color spaces has a bit-per-channel (bpc) greater than 8 after being converted to CGImage, causing the texture creation to fail. I tried converting the CGImage to a lower bpc to successfully create the texture, but the final output image is garbled and not as expected. Is there a solution to this issue?
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239
Activity
Apr ’25
Threadgroup memory for fragment shader
Hello I am trying to get thread group memory access in fragment shader. In essence, I would like to have all the fragments in a tile to bitwiseOR some value. My idea was to use simd_or across the SIMD group, then make each SIMD group thread 0 to atomic or the value into thread group memory. Finally very first thread of the tile would be tasked with writing the value down to texture with write access. Now, I can allocate the thread group memory argument to the fragment function all right. MTLRenderEncoder has setThreadgroupMemoryLength call, which I am using the following way [renderEncoder setThreagroupMemoryLength: 16 offset: 0 atIndex:0] Unfortunately, all I am getting is the following error (runtime assertion) -[MTLDebugRenderCommandEncoder setThreadgroupMemoryLength:offset:atIndex:]:3487: failed assertion Set Threadgroup Memory Length Validation offset + length(16) must be <= threadgroupMemoryLength(0).` What I am doing wrong? How I can get thread group memory in the fragment shader? I know I could use tile shading and compute function but the problem is that here I really like to use fragment stuff. Will be grateful for help.
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137
Activity
Apr ’25
Unable to open mach-O at path
Hi, there's this point at which a beginner needs to beg for help. Unable to open mach-O at path: /Library/Caches/com.apple.xbs/Binaries/RenderBox/install/Root/System/Library/PrivateFrameworks/RenderBox.framework/default.metallib Error:2 I get this everytime I select a month and year on a custom date picker, I believe because I try to force the ".generateChartData()" for the chart to update. I guess the problem might be that the ".onAppear" and ".onChange" are conflicting with each other? } .onChange(of: showDatePicker) { viewModel.startDate = selectedDate viewModel.generateChartData() } } .onAppear { viewModel.generateChartData() }
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173
Activity
Apr ’25
Is Using Metal Compute Shaders for Efficient Resource Copying to RealityKit the Best Approach for Streaming Data in Real-Time Rendering?
Hi Apple, In VisionOS, for real-time streaming of large 3D scenes, I plan to create Metal buffers and textures in multiple threads and then use a compute shader on the main thread to copy the Metal resources into RealityKit, minimizing main thread usage. Given that most of RealityKit's default APIs require execution on the main actor (main thread), it is not ideal for streaming data. Is this approach the best way to handle streaming data and real-time rendering? Thank you very much.
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137
Activity
Apr ’25
iOS Metal system delayed one Vsync period to really display the frame on the screen
View Layout Add the following views in a view controller: Label View A, with a subview of the same size: MTKView A View B, with a subview of the same size: MTKView B Refresh Rates of Each View The label view refreshes at 60fps (driven by CADisplayLink). MTKView A and B refresh at 15fps. MTKView Implementation Details The corresponding CAMetalLayer's maximumDrawableCount is set to 2, changed to double buffering. The scheduling mechanism is modified; drawing is not driven by the internal loop but is done manually. The draw call is triggered immediately upon receiving a frame. self.metalView.enableSetNeedsDisplay = NO; self.metalView.paused = YES; A new high-priority queue is created for drawing, instead of handling it on the main queue. MTKView Latency Tracking The GPU completion time T1 is observed through the addCompletedHandler callback of the CommandBuffer. The presentation time T2 of the frame is observed through the addPresentedHandler callback of the currentDrawable in MTKView. Testing shows that T2 - T1 > 16.6ms (the Vsync period at 60Hz). This means that after the GPU rendering in MTLView is finished, the frame is not actually displayed at the next Vsync instruction but only at the Vsync instruction after that. I believe there is an extra 16.6ms of latency here, which I want to eliminate by adjusting the rendering mechanism. Observation from Instruments From Instruments, the Surface presentation aligns with the above test results. After the Metal encoder finishes, the Surface in Display switches only after the next-next Vsync instruction. See the image in the link for details. Questions According to a beginner's understanding, after MTKView's GPU rendering is finished, the next Vsync instruction should officially display (make it visible). However, this is not what is observed. Does the subview MTKView need to wait for another Vsync cycle to be drawn to the actual display buffer? The label updates its text at 60fps, so the entire interface should be displayed at 60fps. Is the content of MTKView not synchronized when the display happens? Explanation of the Reasoning Behind Some MTKView Code Details Changing from the default triple buffering to double buffering helps reduce the latency introduced by rendering. Not using MTKView's own scheduling mechanism but using manual triggering of the draw method is because MTKView's own scheduling mechanism is driven by CADisplayLink. Therefore, if a frame falls within a Vsync window, it needs to wait for the next Vsync window to trigger the draw operation, which introduces waiting latency.
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Activity
Dec ’25
Support for clock() shader instruction in MSL similar to VK_KHR_shader_clock instructions
Hi, seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example.. useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU.. also useful for MoltenVK to support that extensions.. thanks..
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174
Activity
Apr ’25
CoreML Model Conversion Help
I’m trying to follow Apple’s “WWDC24: Bring your machine learning and AI models to Apple Silicon” session to convert the Mistral-7B-Instruct-v0.2 model into a Core ML package, but I’ve run into a roadblock that I can’t seem to overcome. I’ve uploaded my full conversion script here for reference: https://pastebin.com/T7Zchzfc When I run the script, it progresses through tracing and MIL conversion but then fails at the backend_mlprogram stage with this error: https://pastebin.com/fUdEzzKM The core of the error is: ValueError: Op "keyCache_tmp" (op_type: identity) Input x="keyCache" expects list, tensor, or scalar but got state[tensor[1,32,8,2048,128,fp16]] I’ve registered my KV-cache buffers in a StatefulMistralWrapper subclass of nn.Module, matching the keyCache and valueCache state names in my ct.StateType definitions, but Core ML’s backend pass reports the state tensor as an invalid input. I’m using Core ML Tools 8.3.0 on Python 3.9.6, targeting iOS18, and forcing CPU conversion (MPS wasn’t available). Any pointers on how to satisfy the handle_unused_inputs pass or properly declare/cache state for GQA models in Core ML would be greatly appreciated! Thanks in advance for your help, Usman Khan
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Activity
May ’25
CMake unable to generate the Xcode file described in this tutorial
In the Creating A 3D Application With Hydra Rendering tutorial on the Apple Developer website, on the last step where I execute this command: cmake -S ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ -B ~/Users/macuser/CreatingA3DApplicationWithHydraRendering/ I keep getting an error: CMake Error at CMakeLists.txt:5 (include): include could not find requested file: /Users/macuser/USDInstall/bin/pxrConfig.cmake I've tried to follow the instructions as mentioned in the README.md file included in the project files at least 5 times as well as moving the pxrConfig.cmake file around and copying it in different folders, then executed the command and was still unsuccessful into generating the proper file expected to compile and render the HydraPlayer renderer. How do I get cmake to generate the Xcode file to create the HydraPlayer renderer?
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185
Activity
May ’25