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

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Strange Metal related shader issue
Hi everyone, I encountered a very strange shader bug that seems related to Metal only (not OpenGL). You can find the full description of the issue on the Babylon.js forums here: https://forum.babylonjs.com/t/strange-shader-related-issue-on-macos-with-safari-and-chrome-not-firefox/54289 (sorry, I couldn't post a clickable link here as this seems to be blocked here). I have a workaround to fix the issue (as described in the link above), but this really looks like an issue in Metal itself. Let me know if you need more details or explanations.
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397
Oct ’24
Getting stuck in first frame of renderLoop.
First I get this ar_world_tracking_provider_query_device_anchor_at_timestamp <0x302b9c0a0>: The device_anchor can only be queried when the world tracking provider is running. This seemed to all break with the auto-update to 2.0.1. Simulator runs the code fine. I seem to see an infinite stall here frameLayer.endUpdate() // Pace frames by waiting for the optimal prediction time. try await LayerRenderer.Clock().sleep(until: timing.optimalInputTime, tolerance: nil) // Start submitting the updated frame. frameLayer.startSubmission() <-
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504
Oct ’24
Page-Curl Shader -- Pixel transparency check is wrong?
Given I do not understand much at all about how to write shaders I do not understand the math associated with page-curl effects I am trying to: implement a page-curl shader for use on SwiftUI views. I've lifted a shader from HIROKI IKEUCHI that I believe they lifted from a non-metal shader resource online, and I'm trying to digest it. One thing I want to do is to paint the "underside" of the view with a given color and maintain the transparency of rounded corners when they are flipped over. So, if an underside pixel is "clear" then I want to sample the pixel at that position on the original layer instead of the "curl effect" pixel. There are two comments in the shader below where I check the alpha, and underside flags, and paint the color red as a debug test. The shader gives this result: The outside of those rounded corners is appropriately red and the white border pixels are detected as "not-clear". But the "inner" portion of the border is... mistakingly red? I don't get it. Any help would be appreciated. I feel tapped out and I don't have any IRL resources I can ask. // // PageCurl.metal // ShaderDemo3 // // Created by HIROKI IKEUCHI on 2023/10/17. // #include <metal_stdlib> #include <SwiftUI/SwiftUI_Metal.h> using namespace metal; #define pi float(3.14159265359) #define blue half4(0.0, 0.0, 1.0, 1.0) #define red half4(1.0, 0.0, 0.0, 1.0) #define radius float(0.4) // そのピクセルの色を返す [[ stitchable ]] half4 pageCurl ( float2 _position, SwiftUI::Layer layer, float4 bounds, float2 _clickedPoint, float2 _mouseCursor ) { half4 undersideColor = half4(0.5, 0.5, 1.0, 1.0); float2 originalPosition = _position; // y座標の補正 float2 position = float2(_position.x, bounds.w - _position.y); float2 clickedPoint = float2(_clickedPoint.x, bounds.w - _clickedPoint.y); float2 mouseCursor = float2(_mouseCursor.x, bounds.w - _mouseCursor.y); float aspect = bounds.z / bounds.w; float2 uv = position * float2(aspect, 1.) / bounds.zw; float2 mouse = mouseCursor.xy * float2(aspect, 1.) / bounds.zw; float2 mouseDir = normalize(abs(clickedPoint.xy) - mouseCursor.xy); float2 origin = clamp(mouse - mouseDir * mouse.x / mouseDir.x, 0., 1.); float mouseDist = clamp(length(mouse - origin) + (aspect - (abs(clickedPoint.x) / bounds.z) * aspect) / mouseDir.x, 0., aspect / mouseDir.x); if (mouseDir.x < 0.) { mouseDist = distance(mouse, origin); } float proj = dot(uv - origin, mouseDir); float dist = proj - mouseDist; float2 linePoint = uv - dist * mouseDir; half4 pixel = layer.sample(position); if (dist > radius) { pixel = half4(0.0, 0.0, 0.0, 0.0); // background behind curling layer (note: 0.0 opacity) pixel.rgb *= pow(clamp(dist - radius, 0., 1.) * 1.5, .2); } else if (dist >= 0.0) { // THIS PORTION HANDLES THE CURL SHADED PORTION OF THE RESULT // map to cylinder point float theta = asin(dist / radius); float2 p2 = linePoint + mouseDir * (pi - theta) * radius; float2 p1 = linePoint + mouseDir * theta * radius; bool underside = (p2.x <= aspect && p2.y <= 1. && p2.x > 0. && p2.y > 0.); uv = underside ? p2 : p1; uv = float2(uv.x, 1.0 - uv.y); // invert y pixel = layer.sample(uv * float2(1. / aspect, 1.) * float2(bounds[2], bounds[3])); // ME<---- if (underside && pixel.a == 0.0) { //<---- PIXEL.A IS 0.0 WHYYYYY pixel = red; } // Commented out while debugging alpha issues // if (underside && pixel.a == 0.0) { // pixel = layer.sample(originalPosition); // } else if (underside) { // pixel = undersideColor; // underside // } // Shadow the pixel being returned pixel.rgb *= pow(clamp((radius - dist) / radius, 0., 1.), .2); } else { // THIS PORTION HANDLES THE NON-CURL-SHADED PORTION OF THE SAMPLING. float2 p = linePoint + mouseDir * (abs(dist) + pi * radius); bool underside = (p.x <= aspect && p.y <= 1. && p.x > 0. && p.y > 0.); uv = underside ? p : uv; uv = float2(uv.x, 1.0 - uv.y); // invert y pixel = layer.sample(uv * float2(1. / aspect, 1.) * float2(bounds[2], bounds[3])); // ME if (underside && pixel.a == 0.0) { //<---- PIXEL.A IS 0.0 WHYYYYY pixel = red; } // Commented out while debugging alpha issues // if (underside && pixel.a == 0.0) { // // If the new underside pixel is clear, we should sample the original image's pixel. // pixel = layer.sample(originalPosition); // } else if (underside) { // pixel = undersideColor; // } } return pixel; }
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681
Oct ’24
Can't profile Metal on Apple TV
Hi, I can capture a frame on the Apple TV, but when I try to profile the capture for GPU timing information, I got "Abort Trap 6" error and with following error in the report: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Triggered by Thread: 7 Application Specific Information: abort() called Last Exception Backtrace: 0 CoreFoundation 0x18c0a99d0 __exceptionPreprocess + 160 1 libobjc.A.dylib 0x18b596d24 objc_exception_throw + 71 2 CoreFoundation 0x18bfa7308 -[__NSArrayM insertObject:atIndex:] + 1239 3 MTLReplayController 0x101f5d148 DYMTLReplayFrameProfiler_loadAnalysis + 1140 4 MTLReplayController 0x101e97f90 GTMTLReplayClient_collectGPUShaderTimelineData + 224 5 MTLReplayController 0x101e81794 __30-[GTMTLReplayService profile:]_block_invoke_4 + 288 6 Foundation 0x18eb6072c __NSOPERATION_IS_INVOKING_MAIN__ + 11 7 Foundation 0x18eb5cc1c -[NSOperation start] + 623 8 Foundation 0x18eb60edc __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 11 9 Foundation 0x18eb60bc4 __NSOQSchedule_f + 167 10 libdispatch.dylib 0x18b8d6a84 _dispatch_block_async_invoke2 + 103 11 libdispatch.dylib 0x18b8c9420 _dispatch_client_callout + 15 12 libdispatch.dylib 0x18b8cc5d0 _dispatch_continuation_pop + 531 13 libdispatch.dylib 0x18b8cbcd4 _dispatch_async_redirect_invoke + 635 14 libdispatch.dylib 0x18b8d9224 _dispatch_root_queue_drain + 335 15 libdispatch.dylib 0x18b8d9a08 _dispatch_worker_thread2 + 163 16 libsystem_pthread.dylib 0x18b6e652c _pthread_wqthread + 223 17 libsystem_pthread.dylib 0x18b6ed8d0 start_wqthread + 7 It's Xcode 16.0 + Apply TV 4K (4th Gen) tvOS 18, does anyone know what's the cause of this error and is there any solution for it? Thank you very much, Kai
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335
Oct ’24
renderEncoder?.drawIndexedPrimitives(type: .line…
Hello Everyone, within the renderEncoder?.drawIndexedPrimitives(type: .line…. function, I can't render all the lines of the object. I can see approx. 80%. Do you know what could be causing this? Other game engines, like those in C++, handle this just fine. import MetalKit class Renderer: NSObject, MTKViewDelegate { var parent: ContentView var metalDevice: MTLDevice! var metalCommandQueue: MTLCommandQueue! let allocator: MTKMeshBufferAllocator let pipelineState: MTLRenderPipelineState var scene: RenderScene let mesh: ObjMesh init(_ parent: ContentView) { self.parent = parent if let metalDevice = MTLCreateSystemDefaultDevice() { self.metalDevice = metalDevice } self.metalCommandQueue = metalDevice.makeCommandQueue() self.allocator = MTKMeshBufferAllocator(device: metalDevice) mesh = ObjMesh(device: metalDevice, allocator: allocator, filename: "cube") let pipelineDescriptor = MTLRenderPipelineDescriptor() let library = metalDevice.makeDefaultLibrary() pipelineDescriptor.vertexFunction = library?.makeFunction(name: "vertexShader") pipelineDescriptor.fragmentFunction = library?.makeFunction(name: "fragmentShader") pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.metalMesh.vertexDescriptor) do { try pipelineState = metalDevice.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch { fatalError() } scene = RenderScene() super.init() } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { } func draw(in view: MTKView) { //update scene.update() guard let drawable = view.currentDrawable else { return } let commandBuffer = metalCommandQueue.makeCommandBuffer() let renderPassDescriptor = view.currentRenderPassDescriptor renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColorMake(0, 0.5, 0.5, 1.0) renderPassDescriptor?.colorAttachments[0].loadAction = .clear renderPassDescriptor?.colorAttachments[0].storeAction = .store let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor!) renderEncoder?.setRenderPipelineState(pipelineState) var cameraData: CameraParameters = CameraParameters() cameraData.view = Matrix44.create_lookat( eye: scene.player.position, target: scene.player.position + scene.player.forwards, up: scene.player.up ) cameraData.projection = Matrix44.create_perspective_projection( fovy: 45, aspect: 800/600, near: 0.1, far: 10 ) renderEncoder?.setVertexBytes(&cameraData, length: MemoryLayout<CameraParameters>.stride, index: 2) renderEncoder?.setVertexBuffer(mesh.metalMesh.vertexBuffers[0].buffer, offset: 0, index: 0) for cube in scene.cubes { var model: matrix_float4x4 = Matrix44.create_from_rotation(eulers: cube.eulers) model = Matrix44.create_from_translation(translation: cube.position) * model renderEncoder?.setVertexBytes(&model, length: MemoryLayout<matrix_float4x4>.stride, index: 1) for submesh in mesh.metalMesh.submeshes { renderEncoder?.drawIndexedPrimitives( type: .line, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: submesh.indexBuffer.offset ) } } renderEncoder?.endEncoding() commandBuffer?.present(drawable) commandBuffer?.commit() } } ==================== import MetalKit class ObjMesh { let modelIOMesh: MDLMesh let metalMesh: MTKMesh init(device: MTLDevice, allocator: MTKMeshBufferAllocator, filename: String) { guard let meshURL = Bundle.main.url(forResource: filename, withExtension: "obj") else { fatalError() } let vertexDescriptor = MTLVertexDescriptor() var offset: Int = 0 //position vertexDescriptor.attributes[0].format = .float3 vertexDescriptor.attributes[0].offset = offset vertexDescriptor.attributes[0].bufferIndex = 0 offset += MemoryLayout<SIMD3<Float>>.stride vertexDescriptor.layouts[0].stride = offset let meshDescriptor = MTKModelIOVertexDescriptorFromMetal(vertexDescriptor) (meshDescriptor.attributes[0] as! MDLVertexAttribute).name = MDLVertexAttributePosition let asset = MDLAsset(url: meshURL, vertexDescriptor: meshDescriptor, bufferAllocator: allocator) self.modelIOMesh = asset.childObjects(of: MDLMesh.self).first as! MDLMesh do { metalMesh = try MTKMesh(mesh: self.modelIOMesh, device: device) } catch { fatalError("couldn't load mesh") } } } =============== cube.obj Blender v2.91.0 OBJ File: '' www_blender_org mtllib piece.mtl o Cube_Cube.001 v -1.000000 1.000000 -1.000000 v -1.000000 1.000000 1.000000 v 1.000000 1.000000 -1.000000 v 1.000000 1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v -1.000000 -1.000000 1.000000 v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 vt 0.375000 0.000000 vt 0.625000 0.000000 vt 0.625000 0.250000 vt 0.375000 0.250000 vt 0.625000 0.500000 vt 0.375000 0.500000 vt 0.625000 0.750000 vt 0.375000 0.750000 vt 0.625000 1.000000 vt 0.375000 1.000000 vt 0.125000 0.500000 vt 0.125000 0.750000 vt 0.875000 0.500000 vt 0.875000 0.750000 vn 0.0000 1.0000 0.0000 vn 1.0000 0.0000 0.0000 vn 0.0000 -1.0000 0.0000 vn -1.0000 0.0000 0.0000 vn 0.0000 0.0000 -1.0000 vn 0.0000 0.0000 1.0000 usemtl None s off f 1/1/1 2/2/1 4/3/1 3/4/1 f 3/4/2 4/3/2 8/5/2 7/6/2 f 7/6/3 8/5/3 6/7/3 5/8/3 f 5/8/4 6/7/4 2/9/4 1/10/4 f 3/11/5 7/6/5 5/8/5 1/12/5 f 8/5/6 4/13/6 2/14/6 6/7/6
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583
Oct ’24
Can't link metal-cpp to Modern Rendering With Metal sample
There is a sample project from Apple here. It has a scene of a city at night and you can move in it. It basically has 2 parts: application code written in what looks like Objective-C (I am more familiar with C++), which inherits from things like NSObject, MTKView, NSViewController and so on - it processes input and all app-related and window-related stuff. rendering code that also looks like Objective-C. Btw both parts are mostly in .mm files (Obj-C++ AFAIK). The application part directly uses only one class from the rendering part - AAPLRenderer. I want to move the rendering part to C++ using metal-cpp. For that I need to link metal-cpp to the project. I did it successfully with blank projects several times before using this tutorial. But with this sample project Xcode can't find Foundation/Foundation.hpp (and other metal-cpp headers). The error says this: Did not find header 'Foundation.hpp' in framework 'Foundation' (loaded from '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.0.sdk/System/Library/Frameworks') Pls help
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813
Sep ’24
MTKTextureLoader loading texture error on visionOS2.0
hello everyone. I got a texture loading error on visionOS 2.0: Can't create texture(Error Domain=MTKTextureLoaderErrorDomain Code=0 "Pixel format(MTLPixelFormatInvalid) is not valid on this device" UserInfo={NSLocalizedDescription=Pixel format(MTLPixelFormatInvalid) is not valid on this device, MTKTextureLoaderErrorKey=Pixel format(MTLPixelFormatInvalid) is not valid on this device} But this texture can load correctly on visionOS1.3. I don't know what happen between visionOS1.3 and visionOS2.0. The texture is a ktx file which stores cubemap that encoding in astc6x6hdr. And the ktx texture has a glInternalFormat info: GL_COMPRESSED_RGBA_ASTC_6x6. I wonder if visionOS2.0 no longer supports astc6x6hdr cubemap format, or there is something wrong with my assets.
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502
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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637
Sep ’24
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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848
Sep ’24
Metal UIView to transform what's behind it
I'm trying to create a custom Metal-based visual effect as a UIView to be used inside an existing UIKit-based interface. (An example might be a view that applies a blur effect to what's behind it.) I need to capture the MTLTexture of what's behind the view so that I can feed it to MTLRenderCommandEncoder.setFragmentTexture(_:index:). Can someone show me how or point me to an example? Thanks!
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819
Aug ’24
In Metal compute kernels, when do thread variables get spilled into the device memory?
How many 32-bit variables can I use concurrently in a single thread of a Metal compute kernel without worrying about the variables getting spilled into the device memory? Alternatively: how many 32-bit registers does a single thread have available for itself? Let's say that each thread of my compute kernel needs to store and work with its own array of N float variables, where N can be 128, 256, 512 or more. To achieve maximum possible performance, I do not want to the local thread variables to get spilled into the slow device memory. I want all N variables to be stored "on-chip", in the thread memory space. To make my question more concrete, let's say there is an array thread float localArray[N]. Assuming an unrealistic hypothetical scenario where localArray is the only variable in the whole kernel, what is the maximum value of N for which no portion of localArray would get spilled into the device memory? I searched in the Metal feature set tables, but I could not find any details.
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566
Aug ’24
How to tell when Metal is "done" with an id<MTLTexture>, so we can release it properly.
We have a production Metal app with a complex multithreaded Metal pipeline. When everything is operating smoothly, it works great. Even when extremely overloaded, it does not crash for days at a time. This isn't good enough for our users. Unfortunately, when I have zero visibility into id, I have no way of knowing when metal is "done" with an id. When overloaded, stale metal render passes need to be 'aborted', which results in metal callbacks not being called. for example, these callbacks may not be called after an aborted pass: id<MTLCommandBuffer> m_cmdbuf; [m_cmdbuf addScheduledHandler:^(id <MTLCommandBuffer> cb) { cpr->scheduled = MachAbsoluteTime(); }]; [m_cmdbuf addCompletedHandler:^(id <MTLCommandBuffer> cb) { cpr->completed = MachAbsoluteTime(); }]; For the moment, our workaround is a system which waits a few seconds after we "think" a rendering pass should be done with all its (aborted) resources before releasing buffers. This is not ideal, to say the least. So, in summary, my question is, it would be nice to be able to 'query' an id to know when metal is done with it, so that we know that its safe to release it along with our own internal resources. Is there any such (undocumented) mechanism? I have exhaustively read all existing Metal documentation many times. An idea that I've been toying with... it would be nice to have something akin to Zombie detection running all the time for id only. In OpenGL, it was OK to use a released texture... you may display a bad frame, but not CRASH!. Is there any similar option for id?
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611
Aug ’24
Can't link metal-cpp to C++ framework in Swift Mac app
I have a very simple Mac app with just a MTKView in it which shows a single color. I want to move the rendering code to C++. For this I created a C++ framework target which interoperates with the Swift code - main project target. I am trying to link metal-cpp library to the C++ framework target using these instructions. Approach described in this article works with simple C++ Mac console apps. But in my mixed Swift/C++ project Xcode cannot find Foundation/Foundation.hpp (and probably other headers) to include into the C++ header. I inserted metal-cpp folder into my project and added it to C++ target's header search paths, as written in the instructions.
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1.2k
Jun ’24