MetalKit

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Render graphics in a standard Metal view, load textures from many sources, and work efficiently with models provided by Model I/O using MetalKit.

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Metal and NVIDIA graphic driver
Hi, A user sent us a crash report that indicates an error occurring just after loading the default Metal library of our app. Application Specific Information: Crashing on exception: *** -[__NSArrayM objectAtIndex:]: index 0 beyond bounds for empty array The report pointed me to these (simplified) lines of codes in the library setup: _vertexFunctions = [[NSMutableArray alloc] init]; _fragmentFunctions = [[NSMutableArray alloc] init]; id<MTLLibrary> library = [device newDefaultLibrary]; 2 vertex shaders and 5 fragment shaders are then loaded and stored in these two arrays using this method: -(BOOL) addShaderNamed:(NSString *)name library:(id<MTLLibrary>)library isFragment:(BOOL)isFragment { id shader = [library newFunctionWithName:name]; if (!shader) { ALOG(@"Error : Unable to find the shader named : “%@”", name); return NO; } [(isFragment ? _fragmentFunctions : _vertexFunctions) addObject:shader]; return YES; } As you can see, the arrays are not filled if the method fails... however, a few lines later, they are used without checking if they are really filled, and that causes the crash... But this coding error doesn't explain why no shader of a certain type (or both types) have been added to the array, meaning: why -newFunctionWithName: returned nil for all given names (since the implied array appears completely empty)? Clue This error has only be detected once by a user running the app on macOS 10.13 with a NVIDIA Web Driver instead of the default macOS graphic driver. Moreover, it wasn't possible to reproduce the problem on the same OS using the native macOS driver. So my question is: is it some known conflicts between NVIDIA drivers and the use of Metal libraries? Or does this case would require some specific options in the Metal implementation? Any help appreciated, thanks!
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Proper way of handing opening ImmersiveSpace?
if you check the code here, https://developer.apple.com/documentation/compositorservices/interacting-with-virtual-content-blended-with-passthrough var body: some Scene { ImmersiveSpace(id: Self.id) { CompositorLayer(configuration: ContentStageConfiguration()) { layerRenderer in let pathCollection: PathCollection do { pathCollection = try PathCollection(layerRenderer: layerRenderer) } catch { fatalError("Failed to create path collection \(error)") } let tintRenderer: TintRenderer do { tintRenderer = try TintRenderer(layerRenderer: layerRenderer) } catch { fatalError("Failed to create tint renderer \(error)") } Task(priority: .high) { @RendererActor in Task { @MainActor in appModel.pathCollection = pathCollection appModel.tintRenderer = tintRenderer } let renderer = try await Renderer(layerRenderer, appModel, pathCollection, tintRenderer) try await renderer.renderLoop() Task { @MainActor in appModel.pathCollection = nil appModel.tintRenderer = nil } } layerRenderer.onSpatialEvent = { pathCollection.addEvents(eventCollection: $0) } } } .immersionStyle(selection: .constant(appModel.immersionStyle), in: .mixed, .full) .upperLimbVisibility(appModel.upperLimbVisibility) the only way it's dealing with the error is fatalError. And don't think I can throw anything or return anything else? Is there a way I can gracefully handle this and show a message box in UI? I was hoping I could somehow trigger a failure and have https://developer.apple.com/documentation/swiftui/openimmersivespaceaction return fail. but couldn't find a nice way to do so. Let me know if you have ideas.
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2d
CompositorServices Or RealityKit
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
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178
2w
Selecting Metal 3.2 as language causes crash on iPhone 11 Pro (iOS 17.1.1)
XCode 16 seems to have an issue with stitchable kernels in Core Image which gives build errors as stated in this question. As a workaround, I selected Metal 3.2 as Metal Language Revision in XCode project. It works on newer devices like iPhone 13 pro and above but metal texture creation fails on older devices like iPhone 11 pro. Is this a known issue and is there a workaround? I tried selecting Metal language revision to 2.4 but the same build errors occur as reported in this question. Here is the code where assertion failure happens on iPhone 11 Pro. let vertexShader = library.makeFunction(name: "vertexShaderPassthru") let fragmentShaderYUV = library.makeFunction(name: "fragmentShaderYUV") let pipelineDescriptorYUV = MTLRenderPipelineDescriptor() pipelineDescriptorYUV.rasterSampleCount = 1 pipelineDescriptorYUV.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptorYUV.depthAttachmentPixelFormat = .invalid pipelineDescriptorYUV.vertexFunction = vertexShader pipelineDescriptorYUV.fragmentFunction = fragmentShaderYUV do { try pipelineStateYUV = metalDevice?.makeRenderPipelineState(descriptor: pipelineDescriptorYUV) } catch { assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.") return }
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Unable to build Core Image kernels in XCode 16
My app is suddenly broken when I build it with XCode 16. It seems Core Image kernels compilation is broken in XCode 16. Answers on StackOverflow seem to suggest we need to use a downgraded version of Core Image framework as a workaround, but I am not sure if there is a better solution out there. FYI, I am using [[ stitchable ]] kernels and I see projects having stitchable are the ones showing issue. air-lld: error: symbol(s) not found for target 'air64_v26-apple-ios17.0.0' metal: error: air-lld command failed with exit code 1 (use -v to see invocation) Showing Recent Messages /Users/Username/Camera4S-Swift/air-lld:1:1: ignoring file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/CoreImage.framework/CoreImage.metallib', file AIR version (2.7) is bigger than the one of the target being linked (2.6)
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188
Sep ’24
Cannot Display MTKView on a sheeted view on macOS15
I use xcode16 and swiftUI for programming on a macos15 system. There is a problem. When I render a picture through mtkview, it is normal when displayed on a regular view. However, when the view is displayed through the .sheet method, the image cannot be displayed. There is no error message from xcode. import Foundation import MetalKit import SwiftUI struct CIImageDisplayView: NSViewRepresentable { typealias NSViewType = MTKView var ciImage: CIImage init(ciImage: CIImage) { self.ciImage = ciImage } func makeNSView(context: Context) -&gt; MTKView { let view = MTKView() view.delegate = context.coordinator view.preferredFramesPerSecond = 60 view.enableSetNeedsDisplay = true view.isPaused = true view.framebufferOnly = false if let defaultDevice = MTLCreateSystemDefaultDevice() { view.device = defaultDevice } view.delegate = context.coordinator return view } func updateNSView(_ nsView: MTKView, context: Context) { } func makeCoordinator() -&gt; RawDisplayRender { RawDisplayRender(ciImage: self.ciImage) } class RawDisplayRender: NSObject, MTKViewDelegate { // MARK: Metal resources var device: MTLDevice! var commandQueue: MTLCommandQueue! // MARK: Core Image resources var context: CIContext! var ciImage: CIImage init(ciImage: CIImage) { self.ciImage = ciImage self.device = MTLCreateSystemDefaultDevice() self.commandQueue = self.device.makeCommandQueue() self.context = CIContext(mtlDevice: self.device) } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {} func draw(in view: MTKView) { guard let currentDrawable = view.currentDrawable, let commandBuffer = commandQueue.makeCommandBuffer() else { return } let dSize = view.drawableSize let drawImage = self.ciImage let destination = CIRenderDestination(width: Int(dSize.width), height: Int(dSize.height), pixelFormat: view.colorPixelFormat, commandBuffer: commandBuffer, mtlTextureProvider: { () -&gt; MTLTexture in return currentDrawable.texture }) _ = try? self.context.startTask(toClear: destination) _ = try? self.context.startTask(toRender: drawImage, from: drawImage.extent, to: destination, at: CGPoint(x: (dSize.width - drawImage.extent.width) / 2, y: 0)) commandBuffer.present(currentDrawable) commandBuffer.commit() } } } struct ShowCIImageView: View { let cii = CIImage.init(contentsOf: Bundle.main.url(forResource: "9-10", withExtension: "jpg")!)! var body: some View { CIImageDisplayView.init(ciImage: cii).frame(width: 500, height: 500).background(.red) } } struct ContentView: View { @State var showImage = false var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") ShowCIImageView() Button { showImage = true } label: { Text("showImage") } } .frame(width: 800, height: 800) .padding() .sheet(isPresented: $showImage) { ShowCIImageView() } } }
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3w
converting .usdz to .obj results in flattened model
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room. But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code: let destinationURL = destinationFolderURL.appending(path: "Room.usdz") do { try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true) try finalResults?.export(to: destinationURL, exportOptions: .model) let newUsdz = destinationURL; let asset = MDLAsset(url: newUsdz); let obj = destinationFolderURL.appending(path: "Room.obj") try asset.export(to: obj) } Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape. Some things I've tried: changing "exportOptions" to parametric, mesh, or model. simply changing the file extension of "destinationURL" (throws error)
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357
Sep ’24
how do you pass a texture to a metal shader in swiftui?
specifically using the newer colorEffect, layerEffect, etc routes. the below does not seem to work. do i have to use the old MTK stuff? import SwiftUI import MetalKit struct HoloPreview: View { let startDate = Date() @State private var noiseTexture: MTLTexture? var body: some View { TimelineView(.animation) { context in RoundedRectangle(cornerRadius: 20) .fill(Color.red) .layerEffect(ShaderLibrary.iridescentEffect( .float(startDate.timeIntervalSinceNow), .texture(noiseTexture) ), maxSampleOffset: .zero) } .onAppear { noiseTexture = loadTexture(named: "perlinNoiseMap") } } func loadTexture(named imageName: String) -> MTLTexture? { guard let device = MTLCreateSystemDefaultDevice(), let url = Bundle.main.url(forResource: imageName, withExtension: "png") else { return nil } let textureLoader = MTKTextureLoader(device: device) let texture = try? textureLoader.newTexture(URL: url, options: nil) return texture } } #Preview { HoloPreview() }
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284
Sep ’24
Disable Automatic Color Space conversion on Vision Pro Metal Shader
I am trying to convert a ThreeJS project to Metal for the Vision Pro. The issue is ThreeJS doesn't do any color space conversion (when I output a color in a fragment shader and then read it using the digital color meter in SRGB mode I get the same value I inputed in the fragment shader) This is not the case when using metal. When setting up my LayerRenderer I set the colorFormat to rgba16Unorm since it is the only non srgb color format supported on the vision pro apps. However switching between bgra8Unorm_srgb and rgba16Unorm seems to have no affect. when I set up the renderPassDescriptor I use the drawable colorTexture renderPassDescriptor.colorAttachments[0].texture = drawable.colorTextures[0] and when printing its pixel format it seems to be passed from the configuration. If there is anyway to disable this behavior or perform an inverse function of such that I get the original value out from the shader, that would be appreciated.
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337
Aug ’24
Placing 3D object in video
Is there any way to place 3D objects, maybe using ARKit or Metalkit in the video. I have tried to extract frames from video, then draw a cube using SCNNode and then render it into UIImage, then gather all images and create video. But this is not feasible solution as it creates huge memory spike and ultimately gives memory warning. So is there any other way to draw 3D objects on the video file.
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315
Aug ’24
How to add a sort of engraving type of text to a mesh in SceneKit?
i'm trying to figure out how to basically engrave some text into this ellipsoid mesh. so far the only thing i've learned that can sort of come close to what im looking for is SCNText but it floats above the ellipsoid and doesnt conform to the angular shape. let allocator = MTKMeshBufferAllocator(device: MTLCreateSystemDefaultDevice()!) let disc = MDLMesh.newEllipsoid( withRadii: vector_float3(Float(discDiameter/2), Float(discDiameter/2), Float(discThickness/2)), radialSegments: 64, verticalSegments: 64, geometryType: .triangles, inwardNormals: false, hemisphere: false, allocator: allocator ) let discGeometry = SCNGeometry(mdlMesh: disc) let material = createIridescentMaterial() discGeometry.materials = [material]
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Aug ’24
A little trick
I had a problem that my app did not work outside Xcode (had to include the metalkit.framework I found a simple trick to get my NSLog outputs and locate the issue: NSURL *downloadsDirectory = [[[NSFileManager defaultManager] URLsForDirectory:NSDownloadsDirectory inDomains:NSUserDomainMask] firstObject]; NSURL *fileURL = [downloadsDirectory URLByAppendingPathComponent:@"Log.txt"]; NSString *filePath = [fileURL path]; // Redirect stderr to the file freopen([filePath fileSystemRepresentation], "a+", stderr); Now you get debug info in your Download folder!
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Jul ’24
App using MetalKit creates many IOSurfaces in rapid succession, causing MTKView to freeze and app to hang
I've got an iOS app that is using MetalKit to display raw video frames coming in from a network source. I read the pixel data in the packets into a single MTLTexture rows at a time, which is drawn into an MTKView each time a frame has been completely sent over the network. The app works, but only for several seconds (a seemingly random duration), before the MTKView seemingly freezes (while packets are still being received). Watching the debugger while my app was running revealed that the freezing of the display happened when there was a large spike in memory. Seeing the memory profile in Instruments revealed that the spike was related to a rapid creation of many IOSurfaces and IOAccelerators. Profiling CPU Usage shows that CAMetalLayerPrivateNextDrawableLocked is what happens during this rapid creation of surfaces. What does this function do? Being a complete newbie to iOS programming as a whole, I wonder if this issue comes from a misuse of the MetalKit library. Below is the code that I'm using to render the video frames themselves: class MTKViewController: UIViewController, MTKViewDelegate { /// Metal texture to be drawn whenever the view controller is asked to render its view. private var metalView: MTKView! private var device = MTLCreateSystemDefaultDevice() private var commandQueue: MTLCommandQueue? private var renderPipelineState: MTLRenderPipelineState? private var texture: MTLTexture? private var networkListener: NetworkListener! private var textureGenerator: TextureGenerator! override public func loadView() { super.loadView() assert(device != nil, "Failed creating a default system Metal device. Please, make sure Metal is available on your hardware.") initializeMetalView() initializeRenderPipelineState() networkListener = NetworkListener() textureGenerator = TextureGenerator(width: streamWidth, height: streamHeight, bytesPerPixel: 4, rowsPerPacket: 8, device: device!) networkListener.start(port: NWEndpoint.Port(8080)) networkListener.dataRecievedCallback = { data in self.textureGenerator.process(data: data) } textureGenerator.onTextureBuiltCallback = { texture in self.texture = texture self.draw(in: self.metalView) } commandQueue = device?.makeCommandQueue() } public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { /// need implement? } public func draw(in view: MTKView) { guard let texture = texture, let _ = device else { return } let commandBuffer = commandQueue!.makeCommandBuffer()! guard let currentRenderPassDescriptor = metalView.currentRenderPassDescriptor, let currentDrawable = metalView.currentDrawable, let renderPipelineState = renderPipelineState else { return } currentRenderPassDescriptor.renderTargetWidth = streamWidth currentRenderPassDescriptor.renderTargetHeight = streamHeight let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor)! encoder.pushDebugGroup("RenderFrame") encoder.setRenderPipelineState(renderPipelineState) encoder.setFragmentTexture(texture, index: 0) encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1) encoder.popDebugGroup() encoder.endEncoding() commandBuffer.present(currentDrawable) commandBuffer.commit() } private func initializeMetalView() { metalView = MTKView(frame: CGRect(x: 0, y: 0, width: streamWidth, height: streamWidth), device: device) metalView.delegate = self metalView.framebufferOnly = true metalView.colorPixelFormat = .bgra8Unorm metalView.contentScaleFactor = UIScreen.main.scale metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.insertSubview(metalView, at: 0) } /// initializes render pipeline state with a default vertex function mapping texture to the view's frame and a simple fragment function returning texture pixel's value. private func initializeRenderPipelineState() { guard let device = device, let library = device.makeDefaultLibrary() else { return } let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.rasterSampleCount = 1 pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.depthAttachmentPixelFormat = .invalid /// Vertex function to map the texture to the view controller's view pipelineDescriptor.vertexFunction = library.makeFunction(name: "mapTexture") /// Fragment function to display texture's pixels in the area bounded by vertices of `mapTexture` shader pipelineDescriptor.fragmentFunction = library.makeFunction(name: "displayTexture") do { renderPipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch { assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.") return } } } My question is simply: what gives?
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624
Sep ’24
How to calculate CAMetalDisplayLink Update timestamp
Hello, I am using CAMetalDisplayLink to render my metal layer and i am trying to calculate timestamp for next render to compare with current timestamp. I did notice that timestamp from display link Update is not like Date timestamp. Looks like it depends on some kind of phone boot or another kernel process start. I did try func bootTime() -> TimeInterval? { var tv = timeval() var tvSize = MemoryLayout<timeval>.size let err = sysctlbyname("kern.boottime", &tv, &tvSize, nil, 0); guard err == 0, tvSize == MemoryLayout<timeval>.size else { return nil } return Double(tv.tv_sec) + Double(tv.tv_usec) / 1_000_000.0 } And i got calc 1715680889.6883893 real 1715680878.01257 It's close but still 10 seconds different so probably it's not kern.boottime but something similar. Anybody knows what should i use to get correct timestamp?
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450
May ’24
What Platform to Use To Make a Game in Xcode?
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering: Are they still be developed/supported? Which platform should I make a game in? Where are some resources to learn how to use these platforms? Are there other better platforms that I am just not aware of? Thanks!
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815
May ’24
How to convert MTLTexture to SKTexture
Looking for info on the best way to convert a MTLTexture to SKTexture. I am migrating a project where a SpriteKit scene is rendered in an SKView - and relies heavily on SKView.texture(from: SKNode) API I am trying to migrate to an SKRenderer based SpriteKit scene - and wondering the best way to grab an SKTexture from an SKNode when rendered in a MTKView instead of SKView?
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732
May ’24
Trying to analyze an apparently hung data collection for Room plan
Where do I start with this error? I am using the Metal Debugger and have.a bunch of stuck command buffers. how do I look at the command buffers to see the errors? My suspicion is that the cause is some sort of memory leak. Not having access to the source for Metal leaves me stuck. The following message shows up in the logging pane of the execution. Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (00000004:kIOGPUCommandBufferCallbackErrorSubmissionsIgnored) Type: Error | Timestamp: 2024-04-11 14:16:13.464336-05:00 | Library: Metal | Subsystem: Metal | Category: Default | TID: 0x2a0b8c I just need some guidance
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510
Apr ’24
Priority Ordering of delegates for serving a Class with multiple delegates
It appears that when a class like the following: " class RoomCaptureViewController: UIViewController, RoomCaptureViewDelegate,ARSCNViewDelegate, MTKViewDelegate, ARSessionDelegate, RoomCaptureSessionDelegate. " has multiple delegates, the ordering of the priority of each message is delivered to a delegate by a priority sensitive order based algorithm and that one message can be processed by only one delegate and not passed off to other delegates if they don't have the proper entry points. Specifically I noted that changing the order seems to result in a delegate not getting a message that it should be seeing. Is there a "handoff" call that can be made after a delegate has seen a message but needs to pass it off to another delegate for processing? This is a protocol typically utilized in Interrupt handlers for PCIe and other messaging protocols and I have not been able to find a similar capability In the voluminous documentation available for IOS and Mac systems. I would also like to know how a message is dispatched by a class to the particular delegate for which the message was intended. Is there a detailed document that explains how the messaging protocol works that is not so fragmented as to require having multiple monitors open in order to form a coherent picture of the messaging interface for Delegates belonging to a class?
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Apr ’24