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Metal-cpp doesn't show window content on startup
I'm trying to follow the metal-cpp tutorials I've found at https://developer.apple.com/metal/sample-code/?q=learn The program seems to be launching correctly (I can see the menu bar and interact with it), but nothing is rendered inside the window. I suppose the culprit is somewhere in the following function (I see it binds the device, the view and the window with the object in charge of drawing stuff in the view) void core::Application::applicationDidFinishLaunching(NS::Notification *pNotification) { CGRect frame = (CGRect){{100.0, 100.0}, {512.0, 512.0}}; m_Window->init(frame, NS::WindowStyleMaskClosable | NS::WindowStyleMaskTitled, NS::BackingStoreBuffered, false); m_Device = MTL::CreateSystemDefaultDevice(); m_View = MTK::View::alloc()->init(frame, m_Device); m_View->setColorPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm); m_View->setClearColor(MTL::ClearColor::Make(1.0, 0.0, 0.0, 1.0)); m_ViewDelegate = new graphics::ViewDelegate(m_Device); m_View->setDelegate(m_ViewDelegate); m_Window->setContentView(m_View); m_Window->setTitle(NS::String::string("Template 1", NS::StringEncoding::UTF8StringEncoding)); m_Window->makeKeyAndOrderFront(nullptr); NS::Application* nsApp = reinterpret_cast<NS::Application*>(pNotification->object()); nsApp->activateIgnoringOtherApps(true); } but, as you can infer from the fact that I'm failing at the very first tutorial of the bunch, I'm quite lost. I've tried debugging the app with the Xcode debugger and I saw that it never enters in this function. void ViewDelegate::drawInMTKView(MTK::View *pView) { m_Renderer->Draw(pView); } Can it be a symptom of some call missing from my code? Thank you in advance for your help
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394
Apr ’24
Knowing GPU architecture for better compute programs.
Hi, I have a CUDA program that I want to convert to Metal Compute so that we can support Apple hardware. When I wrote the CUDA version, I was able to write efficient code because I learned first about the Cuda-core architecture. The way the cores can access memory for instance is very important information so that I could write code that efficiently access the memory. Now I want to do the same for the Metal Compute software. But I can not find any information about the low level architecture and especially the things you should know to be able to write efficient code. Do I miss something? Is there some guide giving hints for the most efficient way to access memory for instance?
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314
Mar ’24
Cursor data on VisionOS
I am working on an application where we are planning to use Metal for directly rendering custom content. When user looks at something on the rendered image, I want to get the position or ray of cursor (the point where the user is currently looking at) to render something else like a crosshair. Is it possible to get the cursor position information on VisionOS to accomplish this? How can I know if something is being hovered on by the eyes?
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741
Mar ’24
Error while using JAX
Platform 'METAL' is experimental and not all JAX functionality may be correctly supported! 2024-03-23 22:04:38.947506: W pjrt_plugin/src/mps_client.cc:563] WARNING: JAX Apple GPU support is experimental and not all JAX functionality is correctly supported! Metal device set to: Apple M1 Pro systemMemory: 16.00 GB maxCacheSize: 5.33 GB loc("-":0:0): error: current mps dialect version is 1.0.0, can't parse version 1.1.0 /AppleInternal/Library/BuildRoots/495c257e-668e-11ee-93ce-926038f30c31/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShadersGraph/mpsgraph/MetalPerformanceShadersGraph/Core/Files/MPSGraphExecutable.mm:1097: failed assertion `Error importing MLIR bytecode. ' zsh: abort python -c 'import jax; print(jax.numpy.arange(10))'
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510
Mar ’24
mesh shader and vertex amplification
I tried to render to two layers using vertex amplification in my mesh shader program, but in the vision pro only the left eye has content and it contains 2 eyes image, and when I switch the mapping0.renderTargetArrayIndexOffset in the encoder, it does not transfer the image to the right eye. Using vertex amplification achieve 2 eyes rendering?
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369
Mar ’24
Cannot locate Release or Debug native libraries for Apple Unity plugins for iOS.
I am in Unity 2022.3.21f1 using the Apple plugins for Unity with the following versions: Apple.Core - 3.1.0 Apple.Accessibility - 1.1.0 Apple.GameController - 1.2.0 Apple.GameKit - 2.2.0 I am on MacOS 14.4 Apple Silicon and Xcode 15.3. I started working in a file that I haven't worked on in a while, and found that I was getting errors in Unity with the Apple.Accessibility plugin, so I updated the Apple plugins and stopped getting the errors. However, when I went to build my project (which is just for iOS), I now get the following error for each of the four plugins I have installed: Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Release on iOS. UnityEngine.Debug:LogError (object) Apple.Core.AppleNativeLibraryUtility:ProcessWrapperLibrary (string,UnityEditor.BuildTarget,string,UnityEditor.iOS.Xcode.PBXProject) (at ./Library/PackageCache/com.apple.unityplugin.core@ba71bdbec187/Editor/ApplePlugInEnvironment.cs:604) Apple.GameController.Editor.AppleGameControllerBuildStep:OnProcessFrameworks (Apple.Core.AppleBuildProfile,UnityEditor.BuildTarget,string,UnityEditor.iOS.Xcode.PBXProject) (at ./Library/PackageCache/com.apple.unityplugin.gamecontroller@4ec66225948e/Editor/AppleGameControllerBuildStep.cs:61) Apple.Core.AppleBuild:OnPostProcessBuild (UnityEditor.BuildTarget,string) (at ./Library/PackageCache/com.apple.unityplugin.core@ba71bdbec187/Editor/AppleBuild.cs:195) UnityEditor.EditorApplication:Internal_CallGlobalEventHandler () (at /Users/bokken/build/output/unity/unity/Editor/Mono/EditorApplication.cs:493) I downloaded these plugins from Github and built with the build.py script, and had no errors in doing so. I've tried rebuilding multiple times and even specifying the platform as Release (although the default is all so it should have built Release anyways). I've tried rolling back to previous versions of the plugins as well with no luck so far. I don't remember which exact versions I used to be on but have had no luck with the approximate ones. Does anyone know how I can point Unity to the NativeRelease folders? I've checked that the frameworks for my libraries are there (i.e. at ../Library/PackageCache/com.apple.unityplugin.core@287366a1eaa5/NativeLibraries~/Release/iOS/AppleCoreNative.framework)
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633
Mar ’24
Excluding Apple TV 5,3 (Apple TV HD 2015) from supported device list for for our game?
We have built the game on Unreal engine 4 and we have optimised the game to run on tvOS devices newer than 2017 (viz. Apple TV 4k and above). We could not bring it down to support Apple TV HD (2015) due to its visual and memory requirements. Is there a way to exclude Apple TV HD from support list. We couldnt find any required device capability to add to info.plist (eg: iphone-ipad-minimum-performance-a12, we tried it but this does not work for tvOS build).
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459
Mar ’24
Adding 2D PNG to Reality Composer Pro
I've got a couple 2D PNG assets that I want to add to a scene made of a couple other udsz files in RCP (picture adding a couple 2D videogame characters to a simple 3D diorama). When I try to drag the PNGs to the workspace or the file tree…nothing happens. I found a walkthrough on Medium (called "Importing and Exporting Personalized Objects for Augmented Reality: Reality Composer and SwiftUI" for those curious as I can't link to Medium posts here) that makes it look like users could do this with simple drag-and-drop. The Medium post is from June 2023, and in the screenshots RCP visually looks a lot more like Reality Composer on iPad, so I'm assuming it's changed a lot since then? Is there still a way to do this? I've tried adding the 2D elements to a scene with Blenders "import images as planes," but I'm getting weird halos around them and was hoping RCP could make the process a bit easier/cleaner.
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598
Mar ’24
Error gaming porting toolkit
apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/jorge/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
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528
Mar ’24
Error when building game-porting-toolkit 1.1
Hi, Here I encountered an issue while building game-porting-toolkit 1.1. Below are the prints: =================================================== 2 warnings and 7 errors generated. make: *** [dlls/crypt32/unixlib.o] Error 1 make: *** Waiting for unfinished jobs.... ==> Formula Tap: apple/apple Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.2.12 ORIGIN: https://github.com/Homebrew/brew HEAD: 780fbbc65e90fbe09629aba180a1839e9e7dbaf2 Last commit: 6 days ago Core tap JSON: 17 Mar 14:17 UTC Core cask tap JSON: 17 Mar 10:58 UTC HOMEBREW_PREFIX: /usr/local HOMEBREW_CASK_OPTS: [] HOMEBREW_MAKE_JOBS: 10 Homebrew Ruby: 3.1.4 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.1.4/bin/ruby CPU: 10-core 64-bit westmere Clang: 15.0.0 build 1500 Git: 2.39.3 => /Applications/Xcode.app/Contents/Developer/usr/bin/git Curl: 8.4.0 => /usr/bin/curl macOS: 14.4-x86_64 CLT: 15.3.0.0.1.1708646388 Xcode: 15.3 => /Applications/XCode.app/Contents/Developer Rosetta 2: true ==> ENV HOMEBREW_CC: clang HOMEBREW_CXX: clang++ Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/02.make /Users/mfhyy/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple
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2.4k
Mar ’24
Jax-Metal: fix/support matrix decompositions
Currently (jax-metal 0.0.5) doesn't support matrix decompositions like Cholesky, LU, or Eigen, on Metal. I have a 64GB M1 Max on Sonoma 14.2.1 (23C71). Eigen raises a NotImplemented error, but Cholesky and jax.linalg.inv error out. When using the CPU by setting export JAX_PLATFORM_NAME=CPU then the decompositions work. The error I am getting: XlaRuntimeError Traceback (most recent call last) Cell In[33], line 1 ----> 1 jsl.cho_factor(Sigma_0_inv) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/scipy/linalg.py:61, in cho_factor(failed resolving arguments) 56 @_wraps(scipy.linalg.cho_factor, 57 lax_description=_no_overwrite_and_chkfinite_doc, skip_params=('overwrite_a', 'check_finite')) 58 def cho_factor(a: ArrayLike, lower: bool = False, overwrite_a: bool = False, 59 check_finite: bool = True) -> tuple[Array, bool]: 60 del overwrite_a, check_finite # Unused ---> 61 return (cholesky(a, lower=lower), lower) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/scipy/linalg.py:54, in cholesky(failed resolving arguments) 49 @_wraps(scipy.linalg.cholesky, 50 lax_description=_no_overwrite_and_chkfinite_doc, skip_params=('overwrite_a', 'check_finite')) 51 def cholesky(a: ArrayLike, lower: bool = False, overwrite_a: bool = False, 52 check_finite: bool = True) -> Array: 53 del overwrite_a, check_finite # Unused ---> 54 return _cholesky(a, lower) File ~/miniconda3/envs/jaxmetal/lib/python3.10/site-packages/jax/_src/compiler.py:255, in backend_compile(backend, module, options, host_callbacks) 250 return backend.compile(built_c, compile_options=options, 251 host_callbacks=host_callbacks) 252 # Some backends don't have host_callbacks option yet 253 # TODO(sharadmv): remove this fallback when all backends allow compile 254 # to take in host_callbacks --> 255 return backend.compile(built_c, compile_options=options) XlaRuntimeError: UNKNOWN: /var/folders/9d/0035yr7j3bx84h3ghpp_86pc0000gn/T/ipykernel_40684/3046650730.py:1:0: error: failed to legalize operation 'mhlo.cholesky' /var/folders/9d/0035yr7j3bx84h3ghpp_86pc0000gn/T/ipykernel_40684/3046650730.py:1:0: note: see current operation: %5 = "mhlo.cholesky"(%4) {lower = true} : (tensor<200x200xf32>) -> tensor<200x200xf32>
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332
Mar ’24
Sign in with Apple Game Kit Unity plugin return blank DisplayName on VisionOS
In VisionOS1.1, when using the com.apple.unityplugin.core-3.1.0 & com.apple.unityplugin.gamekit-2.2.0 to sign in Apple Game Center. var player = await GKLocalPlayer.Authenticate(); Debug.Log($"GKLocalPlayer Player: {player.DisplayName}"); Debug.Log($"GKLocalPlayer Player Alias: {player.Alias}"); it returns GKLocalPlayer Player: GKLocalPlayer Player Alias: Unknown all other parameters are fine, except for the DisplayName is blank and the Alias returns "Unknown". However, it works fine on iOS.
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468
Mar ’24
The grey hue over the 3D model
Hello, I've been trying to render these models in a VisionOS app using RealityKit's Model3D API. The heart seem to appear dark all the time. Any thoughts on why this would happen? Color.clear .overlay { Model3D(named: modelName, bundle: realityKitContentBundle) { model in model.resizable() .scaledToFit() .rotation3DEffect( Rotation3D( eulerAngles: .init(angles: orientation, order: .xyz) ) ) .frame(depth: modelDepth) .offset(z: -modelDepth / 2) .accessibilitySortPriority(1) } placeholder: { ProgressView() .offset(z: -modelDepth * 0.75) } } .dragRotation(yawLimit: .degrees(120), pitchLimit: .degrees(20)) .offset(z: modelDepth)
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391
Mar ’24
DrawableQueue to RealityKit ShaderGraphMaterial ignoring alpha channel of texture?
I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test. My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working. Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS? DrawableQueue descriptor let descriptor = await TextureResource.DrawableQueue.Descriptor( pixelFormat: .rgba8Unorm, width: textureResource!.width, height: textureResource!.height, usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used //usage: [.renderTarget], // Usage should match the requirements for how the texture will be used mipmapsMode: .none // Assuming no mipmaps are needed for the text texture ) let queue = try await TextureResource.DrawableQueue(descriptor) queue.allowsNextDrawableTimeout = true await textureResource!.replace(withDrawables: queue) Draw frame: guard let drawable = try? drawableQueue!.nextDrawable(), let commandBuffer = commandQueue?.makeCommandBuffer()//, //let renderPipelineState = renderPipelineState else { return } let renderPassDescriptor = MTLRenderPassDescriptor() renderPassDescriptor.colorAttachments[0].texture = drawable.texture renderPassDescriptor.colorAttachments[0].loadAction = .clear renderPassDescriptor.colorAttachments[0].storeAction = .store renderPassDescriptor.colorAttachments[0].clearColor = clearColor /*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor( red: clearColor.red, green: clearColor.green, blue: clearColor.blue, alpha: 0.5 )*/ renderPassDescriptor.renderTargetHeight = drawable.texture.height renderPassDescriptor.renderTargetWidth = drawable.texture.width guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return } renderEncoder.pushDebugGroup("DrawNextFrameWithColor") //renderEncoder.setRenderPipelineState(renderPipelineState) // No need to create a render command encoder with shaders, as we are only clearing the drawable. // Since we are just clearing the drawable to a solid color, no need to draw primitives renderEncoder.endEncoding() commandBuffer.commit() commandBuffer.waitUntilCompleted() drawable.present() }
3
1
1.4k
Oct ’23
Full Screen problem on macOS 14
On macOS 14.2.1 Sonoma, when our app is displayed in full screen, there is a problem where the operations at hand are not reflected at all on the connection destination. This issue does not occur on macOS 13 Ventura. If you stop displaying full screen and reduce the window size, you will be able to operate it to some extent. Were there any specifications or technical changes around the screen between Ventura and Sonoma? Mac at hand* - Relay server - Windows to connect to *This does not occur on windows, android, or ios.
0
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324
Mar ’24