We plan to release a new app version with Apple Game Center login ability and wondering if that will require any additional review or verification by Apple upon app submission.
In addition I can add, that we already add Game Center support in provision profile and activated Game Center in app store connect few app versions ago.
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Hi everyone
When I try to load the model with binary .ply format, MDLAsset can’t read the data as binary
(I tried debugging and checking the buffer but I didn’t see any data)
But when I change the model to ASCII format then model display normally.
If you know the reason, please tell me how to fix it. Thank you
is there a way to debug Metal raytracing intersection functions?
how is that done? i cannot see the intersection functions in the Xcode shader debugger.
I have a metal compute kernel that crashes MTLCompiler when I try to load the .metallib on an iPhone SE running iOS 14.4. I get the following error:
MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try
Unable to init metal: Compiler encountered an internal error
By selectively commenting out code I narrowed it down to the use of SIMD permute functions. These functions are supported by the iOS/Metal version running on the device, but not by the actual hardware (according to the metal features set table). I have 2 variants of this code, one that uses the SIMD permute functions and one that doesn't.
My thought was to check the GPU family in Swift, then set a function constant supportsSIMDPermute and use this to ensure the correct variation runs on the device, like this:
constant bool supportsSIMDPermute [[ function_constant(1) ]];
// kernel code
if(supportsSIMDPermute) {
// variant of code that uses SIMD permute
} else {
// Variant that uses slightly slower code that does not use SIMD permute
}
The library compiles without complaints in Xcode, but then crashes the on-device compiler when loading the library. Is this expected behaviour?
For better memory usage when working with MTLTextures (editing + displaying in render passes, compute shaders, etc.) is it possible to save the texture to the app's Documents folder, and then use an UnsafeMutablePointer to access/modify the contents of the texture before displaying in a render pass? And would this be performant (i.e 60fps)? That way the texture won't be directly in memory all the time, but the contents can still be edited and displayed when needed.
Translated Report (Full Report Below)
Process: Asphalt8 [1703]
Path: /Applications/Asphalt8.app/Contents/MacOS/Asphalt8
Identifier: com.gameloft.asphalt8
Version: 7.4.0 (5.0.144)
Code Type: X86-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2023-11-22 19:06:58.3982 +0800
OS Version: macOS 14.1.1 (23B81)
Report Version: 12
Anonymous UUID: AEBBC989-7D55-FCAB-97CE-851A3B261A43
Sleep/Wake UUID: A1667D0D-B0AE-49E2-A94C-7E34B07BA5B8
Time Awake Since Boot: 1308 seconds
Time Since Wake: 444 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000000c0
Exception Codes: 0x0000000000000001, 0x00000000000000c0
Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process: exc handler [1703]
VM Region Info: 0xc0 is not in any region. Bytes before following region: 140737487834944
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
shared memory 7ffffff81000-7ffffff82000 [ 4K] r-x/r-x SM=SHM
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 Asphalt8 0x10ecdfda2 0x10d56e000 + 24583586
1 Asphalt8 0x10ecdfac5 0x10d56e000 + 24582853
2 Asphalt8 0x10ec30adb 0x10d56e000 + 23866075
3 Asphalt8 0x10d7fecc9 0x10d56e000 + 2690249
4 Asphalt8 0x10ec103c6 0x10d56e000 + 23733190
5 Asphalt8 0x10d57b89d 0x10d56e000 + 55453
6 Asphalt8 0x10d57bc85 0x10d56e000 + 56453
7 Asphalt8 0x10d575947 0x10d56e000 + 31047
8 CoreFoundation 0x7ff81b872ef6 CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER + 137
9 CoreFoundation 0x7ff81b902cac ___CFXRegistrationPost_block_invoke + 86
10 CoreFoundation 0x7ff81b902bfd _CFXRegistrationPost + 530
11 CoreFoundation 0x7ff81b842e49 _CFXNotificationPost + 826
12 Foundation 0x7ff81c72422e -[NSNotificationCenter postNotificationName:object:userInfo:] + 82
13 AppKit 0x7ff81edf603a -[NSApplication _postDidFinishNotification] + 311
14 AppKit 0x7ff81edf5d82 -[NSApplication _sendFinishLaunchingNotification] + 215
15 AppKit 0x7ff81edf3e27 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 542
16 AppKit 0x7ff81edf3a7c -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 679
17 Foundation 0x7ff81c74cd4e -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 308
18 Foundation 0x7ff81c74cb61 _NSAppleEventManagerGenericHandler + 80
19 AE 0x7ff8228ea9da 0x7ff8228df000 + 47578
20 AE 0x7ff8228ea228 0x7ff8228df000 + 45608
21 AE 0x7ff8228e3b7d aeProcessAppleEvent + 409
22 HIToolbox 0x7ff8265f3664 AEProcessAppleEvent + 55
23 AppKit 0x7ff81ededbae _DPSNextEvent + 1689
24 AppKit 0x7ff81f6e1348 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1304
25 AppKit 0x7ff81eddedfa -[NSApplication run] + 603
26 AppKit 0x7ff81edb2e10 NSApplicationMain + 816
27 Asphalt8 0x10d586484 0x10d56e000 + 99460
28 dyld 0x7ff81b41a3a6 start + 1942
I am attempting to install Apple's Game Porting Toolkit. I have been following the 'read me' instructions that Apple provides when you install the Game Porting Toolkit package on Apple's developer website. I ran $ brew -v install apple/apple/game-porting-toolkit, which downloaded for around 20 minutes before it reached:
==> Pouring pkg-config--0.29.2_3.sonoma.bottle.tar.gz
ln -s ../Cellar/pkg-config/0.29.2_3/bin/pkg-config pkg-config
ln -s ../../Cellar/pkg-config/0.29.2_3/share/aclocal/pkg.m4 pkg.m4
ln -s ../../Cellar/pkg-config/0.29.2_3/share/doc/pkg-config pkg-config
ln -s ../../../Cellar/pkg-config/0.29.2_3/share/man/man1/pkg-config.1 pkg-config.1
Error: No such file or directory @ rb_sysopen - /Users/anna/Library/Caches/Homebrew/downloads/c5b6da58fb5d679eeb1765833596e7394625255fb46b165955fc4c4de746080e--pkg-config--0.29.2_3.sonoma.bottle.tar.gz
I am completely stumped as to what to do in this case. I've tried uninstalling and reinstalling homebrew, trying to install GPTK on a fresh user on my mac, and running brew cleanup and trying to GPTK install again. I would really appreciate any help or suggestions for me to fix this!
This is the output of brew doctor:
Please note that these warnings are just used to help the Homebrew maintainers
with debugging if you file an issue. If everything you use Homebrew for is
working fine: please don't worry or file an issue; just ignore this. Thanks!
Warning: Unbrewed dylibs were found in /usr/local/lib.
If you didn't put them there on purpose they could cause problems when
building Homebrew formulae, and may need to be deleted.
Unexpected dylibs:
/usr/local/lib/libtlImageIO.dylib
/usr/local/lib/libtliadjust50.dylib
/usr/local/lib/libtliclean30.dylib
/usr/local/lib/libtlidejpeg40.dylib
/usr/local/lib/libtlieffecta11.dylib
/usr/local/lib/libtlieffecta12.dylib
/usr/local/lib/libtliinfocus10.dylib
/usr/local/lib/libtlistar10.dylib
And this is the output of brew config
HOMEBREW_VERSION: 4.1.20
ORIGIN: https://github.com/Homebrew/brew
HEAD: d3d51d3448966b5250b5c60110c945040054803d
Last commit: 8 days ago
Core tap JSON: 19 Nov 22:15 UTC
HOMEBREW_PREFIX: /usr/local
HOMEBREW_CASK_OPTS: []
HOMEBREW_DISPLAY: /private/tmp/com.apple.launchd.6zCg6FefHr/org.macosforge.xquartz:0
HOMEBREW_MAKE_JOBS: 10
Homebrew Ruby: 2.6.10 => /System/Library/Frameworks/Ruby.framework/Versions/2.6/usr/bin/ruby
CPU: 10-core 64-bit westmere
Clang: 15.0.0 build 1500
Git: 2.39.3 => /Library/Developer/CommandLineTools/usr/bin/git
Curl: 8.1.2 => /usr/bin/curl
macOS: 14.1.1-x86_64
CLT: 15.1.0.0.1.1699597245
Xcode: 15.1 => /Applications/Xcode-beta.app/Contents/Developer
Rosetta 2: true
I'm trying to use MTLIO Resource Loading in XCode 15.1 b3, but MTLIOCommandQueue, Buffer, etc, come up as undefined types. The Apple sample MetalFastResourceLoading seems to work. But creating a new project from template doesn't recognize the symbols. Anyone see similar?
Digging in, it seems the MTLIOCommandQueue.h file in Simulator 17.2 only contains
#import <Metal/MTLDefines.h>
#import <Metal/MTLDevice.h>
Whereas the working sample that links to 14.x contains lots of code. Also, the iOS 17.2 Framework ALSO contains headers with code. However, building for device also comes up with undefined symbols.
In addition, the documentation for the type
https://developer.apple.com/documentation/metal/mtliocommandqueue
lists support for iOS 16+, Vision Beta, etc. Does anyone know if earlier betas work?
I've started using swift charts and since then get random crashes with the error: Thread 467: hit program assert
The console outputs the following at the time of the crash:
-[MTLDebugRenderCommandEncoder setVertexBufferOffset:atIndex:]:1758: failed assertion Set Vertex Buffer Offset Validation
index(0) must have an existing buffer.`
I'm not using Metal directly buit it seems like this is related to Swift Charts.
I cannot work out the source of the issue from the stack trace and the debugger shows teh crash in libsystem_kernel.dylib so does not tie back to my code.
I'm looking for ideas about where to start to try and find the source of the issue
0 libsystem_kernel.dylib 0x9764 __pthread_kill + 8
1 libsystem_pthread.dylib 0x6c28 (Missing UUID 1f30fb9abdf932dba7098417666a7e45)
2 libsystem_c.dylib 0x76ae8 abort + 180
3 libsystem_c.dylib 0x75e44 __assert_rtn + 270
4 Metal 0x1426c4 MTLReportFailure.cold.1 + 46
5 Metal 0x11f22c MTLReportFailure + 464
6 Metal 0x11552c _MTLMessageContextEnd + 876
7 MetalTools 0x95350 -[MTLDebugRenderCommandEncoder setVertexBufferOffset:atIndex:] + 272
8 RenderBox 0xa5e18 RB::RenderQueue::encode(RB::RenderQueue::EncoderState&) + 1804
9 RenderBox 0x7d5fc RB::RenderFrame::encode(RB::RenderFrame::EncoderData&, RB::RenderQueue&) + 432
10 RenderBox 0x7d928 RB::RenderFrame::flush_pass(RB::RenderPass&, bool)::$_4::__invoke(void*) + 48
11 libdispatch.dylib 0x4400 (Missing UUID 9897030f75d3374b8787322d3d72e096)
12 libdispatch.dylib 0xba88 (Missing UUID 9897030f75d3374b8787322d3d72e096)
13 libdispatch.dylib 0xc5f8 (Missing UUID 9897030f75d3374b8787322d3d72e096)
14 libdispatch.dylib 0x17244 (Missing UUID 9897030f75d3374b8787322d3d72e096)
15 libsystem_pthread.dylib 0x3074 (Missing UUID 1f30fb9abdf932dba7098417666a7e45)
16 libsystem_pthread.dylib 0x1d94 (Missing UUID 1f30fb9abdf932dba7098417666a7e45)
a circle can be exactly represented as a rational quadratic b-spline curve.
in the curve raytracing example a simd_float3 type was used for control points.
a rational curve, however, requires an additional homogenious control point coordinate w.
is this supported?
the math is straightforward an it would open great opportunities to efficiently render solid primitives like torus and tube.
[AGXA11Device originalObject]: unrecognized selector sent to instance 0x116858c00
Metal `_MTLCreateGLMetalDevice + 76
Any friends konw?
Kacey gave a great discussion of USD Fundamentals using a Chess Set as an example. Is there a link to the complete set of usda files used in the example?
tag: [wwdc2022-10129]
Hi all,
I had a quick query to see if this would be considered gambling under guidelines -
I charge a monthly subscription fee to unlock this feature of my app ($4.99/month)
Each subscriber gets 400 of our app's internal currencies.
Users can use this app to bet on sporting events. They can bet only on the outcome of the event. They will be provided with live odds through an API.
Based on how well they do, the users with the most of our internal currencies at the end of the month will win prizes.
Would this process be considered gambling and require licenses on our end?
Thank You for your help!!!!
Refering to the apple accessibility plugin for Unity: https://github.com/apple/unityplugins.
I have implemented the apple accessibility into my app and it works mostly well. However, why are button clicks (voiceover) triggered by a triple tap instead of a double tap, unlike applications developed using Xcode?
Is this normal? Is there a way to change it to a double tap?
Thank you
CGImageRef __nullable CGImageCreate(size_t width, size_t height,
size_t bitsPerComponent, size_t bitsPerPixel, size_t bytesPerRow,
CGColorSpaceRef cg_nullable space, CGBitmapInfo bitmapInfo,
CGDataProviderRef cg_nullable provider,
const CGFloat * __nullable decode, bool shouldInterpolate,
CGColorRenderingIntent intent)
function returns null when kCGImageAlphaNone is passed for bitmap info with error message "verify_image_parameters: invalid image alphaInfo: kCGImageAlphaNone. It should be kCGImageAlphaNoneSkipLast"
This issue happens only when installing on iOS 17 from XCode 15(Swift 5).
Is it possible to fix this problem without having change the bitmap info as that can affect other parts of image processing.
I understand that by default, Core image uses extended linear sRGB as default working color space for executing kernels. This means that the color values received (or sampled from sampler) in the Metal Core Image kernel are linear values without gamma correction applied. But if we disable color management by setting
let options:[CIContextOption:Any] = [CIContextOption.workingColorSpace:NSNull()];
do we receive color values as it exists in the input texture (which may have gamma correction already applied)? In other words, the color values received in the kernel are gamma corrected and we need to manually convert them to linear values in the Metal kernel if required?
I have tried to use apps in iOS like iSH and a-Shell to build a linux-like environment to run pytorch (training a small network directly without using Swift, metal, and such). However, they cannot be installed. Is there a way for iPhone to use an app (like termux in Android) to train (instead of just inference) a deep network in pytorch directly?
Hello,
How do we support behaviors in out custom parameters in FxPlug?
A simple example would simply be recreating the float parameter.
Once we have done that we would like to support multi-dimensional vectors of floats.
Thanks,
Nikki
I am trying to run a .NET application, Tooll3 with the Game Porting Toolkit on an M2 Max and I keep getting the following error:
018c:err:virtual:virtual_setup_exception stack overflow 2816 bytes in thread 018c addr 0x6811c52b stack 0x20500 (0x20000-0x21000-0x1a0000)
Is there any way to get a better stack trace to narrow down where the problem could lie?
I have imported two metal files and defined two stitchable Metal Core Image kernels, one of them being CIColorKernel and other being CIKernel. As outlined in the WWDC video, I need to add a flag -framework CoreImage to other Metal Linker flags. Unfortunately, Xcode 15 puts a double quotes around this and generates an error metal: error: unknown argument: '-framework CoreImage'. So I built without this flag and it works for the first kernel that was added. The other kernel is never added to metal.defaultlib and fails to load. How do I get it working?
class SobelEdgeFilterHDR: CIFilter {
var inputImage: CIImage?
var inputParam: Float = 0.0
static var kernel: CIKernel = { () -> CIKernel in
let url = Bundle.main.url(forResource: "default",
withExtension: "metallib")!
let data = try! Data(contentsOf: url)
let kernelNames = CIKernel.kernelNames(fromMetalLibraryData: data)
NSLog("Kernels \(kernelNames)")
return try! CIKernel(functionName: "sobelEdgeFilterHDR", fromMetalLibraryData: data)
}()
override var outputImage : CIImage? {
guard let inputImage = inputImage else {
return nil
}
return SobelEdgeFilterHDR.kernel.apply(extent: inputImage.extent, roiCallback: { (index, rect) in
return rect }, arguments: [inputImage])
}
}