I see reasonable numbers from this on macOS, but on iPad I see really large numbers from this, and in the gpu capture that don't add up. This is Xcode 12.2 and and iPad 14.0.1.
Textures and Buffers add up to 261MB which is close to the macOS. The memory summary, and the "other" area in the buffers area report 573MB when I hover over that. Also device.currentAllocatedSize reports 868MB total. I assume the buffer size is skewing the memory totals, since Xcode reports 620MB for the entire app.
I would attach a screenshot of the gpu capture showing the memory capture, but seems that the new forums don't support this, and not being able to search categories anymore is rather limiting.
Non-voliatile 261
Volatile 0
Textures 195
Buffers 66 <- but hover over "other" reports 573
Private 184
Shared 77
Used 166
Unused 95
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I need to be able to tag each draw call with a quick string that details shader name, draw counts, etc. In Vulkan, we have pVkCmdInsertDebugUtilsLabelEXT (and begin/end event). In DX, there's Pix setMarker (in addition to begin/endEvent).
And the Metal equivalent would seem to be insertDebugSignpost. But these don't appear in the Metal GPU capture at all. I also tried using a quick beginDebugGroup/endDebugGroup, but since that doesn't surround any commands, it appears to get stripped.
A "marker" are needed for two reasons, quickly tagging points in code. And also to replace and flatten the begin/endDebugGroup hierarchy from folders used by "groups" when we want to do that. Why doesn't this Metal equivalent appear?
How do we get this code to not crash? This was working up until we bumped our macOS deployment to 10.15. When deployment is set to macOS 10.14, the code works fine. Data is nearly identical in the debugger, although the vtable is at a slightly lower address in 10.15.
Have the C++ vtables been put in read-only marked pages, and if so how do we prevent that? Hardened runtime is not enabled, and I don't recall any mention from Apple about this change.
#import Foundation/Foundation.h
class Base
{
public:
virtual ~Base() {};
virtual const char* Print() { return "Base"; }
};
class Derived : public Base
{
public:
virtual const char* Print() override { return "Derived"; }
};
const char* PrintPatch( Base* localThis )
{
return "Patch";
}
template class T1, class T2
void* PatchVtablePtr( void** vtable, T1 memberFunction, T2 newFunction )
{
// Replace the instance of memberFunction in the vtable with newFunction
void* offset = *(void**)&memberFunction;
auto vtableIndex = (uintptr_t)offset / sizeof(void*);
vtable[vtableIndex] = (void*)newFunction; - Thread 1: EXC_BAD_ACCESS (code=2, address=0x100004038)
// return the original vtable address
return offset;
}
int main(int argc, const char * argv[]) {
Derived* derived = new Derived();
printf("%s\n", derived-Print());
// monkeypatch the vtable
//Base* base = derived;
//void** vtable = *(void*)base;
void vtable = *(void***)derived;
PatchVtablePtr( vtable, &Derived::Print, &PrintPatch );
printf("%s\n", derived-Print());
return 0;
}
When we have warnings/errors in our make based builds, the new build system reports the warnings as relative instead of absolute paths. When I then try to click to follow to the code where the warnings/errors occur I get the "bonk" noise and Xcode doesn't take me there.
My understanding is that the old build systems resolved these to full paths and so they would then jump to the line in the code, but the new build system just leaves them as a relative path. This mostly defeats the use of an IDE if we can quickly review and fix issues like this. Any suggestions for fixing this?
Neither the warning/error summary, or the report navigator build panel take me to the line in FooClump.h. This is the line take from the report naviagator build pane.
In file included from /Users/Me/MyAppFolder/FooClump.cpp:4:
FooClump.h:30:15: warning: 'postConstructor' overrides a member function but is not marked 'override' [-Winconsistent-missing-override]
virtual void postConstructor();
Make sure gpu capture is set to "Automically Enabled" and "Profile GPU Trace after Capture" in Xcode 12.2 and 12.4
Run an iOS app
Do a GPU capture
Try to go to look at Counters and they're not there.
Save capture out via "Export"
Reopen capture, and now Counters are there
I see the "Counters" pane have a spinner for a short amount of time after doing step 2, but the Counters are never filled out. I don't want to have to exit my app to look at captures, since I need to look at multiple captures over the course of a session.
The push/popDebugGroup calls are captured by GPU capture and display a folder around a series of draw calls. But when you select the folder, the previous draw call results and attachments are displayed. This makes walking through a deep hierarchy of draw calls confusing, especially to people new to GPU capture.
A simple change, but selecting a folder like this or any command after a draw should really display the results from the next draw call instead of the previous.
We target MSL 1.1 on iOS9, and are seeing non-equivalence to the following. The upper code gens bad pixels on iOS but is the more efficient form. macOS (on AMD 5500m) is fine. I will log this to Feedback Assistant, but also here too.
The code was also compiled with -O2. So could be an iOS optimizer bug.
#if 1
if ( all( greaterThanEqual(pos.xy, v_clip.xy )) &&
all( lessThanEqual(pos.xy, v_clip.zw )) )
#else
if ( pos.x = v_clip.x && pos.x = v_clip.z &&
pos.y = v_clip.y && pos.y = v_clip.w )
#endif
This is codgen out of spirv-cross. Mac and iOS codegen is the same for this chunk.
These are on iOS
With #1, this doesn't work:
fsmain_out out = {};
float4 color = float4(0.0);
float2 pos = gl_FragCoord.xy;
bool _35 = all(pos = in.v_clip.xy);
bool _43;
if (_35)
{
_43 = all(pos = in.v_clip.zw);
}
else
{
_43 = _35;
}
if (_43) ...
With #0, this works
fsmain_out out = {};
float4 color = float4(0.0);
float2 pos = gl_FragCoord.xy;
bool _38 = pos.x = in.v_clip.x;
bool _47;
if (_38)
{
_47 = pos.x = in.v_clip.z;
}
else
{
_47 = _38;
}
bool _56;
if (_47)
{
_56 = pos.y = in.v_clip.y;
}
else
{
_56 = _47;
}
bool _65;
if (_56)
{
_65 = pos.y = in.v_clip.w;
}
else
{
_65 = _56;
}
if (_65)
This breaks shader hotloading and has been a persistent bug in Metal for the past many years. Metal holds onto some existing lib, returns it, without checking that the data content has changed. Similar bugs happen with Metal's shader cache not checking modification timestamps.
In my case, I'm just changing a color in the shader from float3(1,0,0) to float3(1,1,0) and then never seeing the result of the shader change. The new metallib is loaded from disk, and handed off to newLibraryWithData.
I can tell that it's returning a cached metallib, because we set a label on the MTLFunction that is returned. That's not nil on the first load of the shader, and after the hotload of the new metallib the label is non-nil. So we just see the old shader content.
This is a very important Radar to fix.
Why is there no count to any of these draw indirect directives? I am appending draws to a single MTLBuffer on the cpu, but can't limit how many are drawn out of the buffer. An offset isn't enough to specify a range. Can this be supplied in some bind call?
- (void)drawIndexedPrimitives:(MTLPrimitiveType)primitiveType indexType:(MTLIndexType)indexType indexBuffer:(id <MTLBuffer>)indexBuffer indexBufferOffset:(NSUInteger)indexBufferOffset indirectBuffer:(id <MTLBuffer>)indirectBuffer indirectBufferOffset:(NSUInteger)indirectBufferOffset API_AVAILABLE(macos(10.11), ios(9.0));
Contrast this with the Vulkan call which as an offset and count.
vkCmdDrawIndexedIndirect( m_encoder, indirectBuffer, drawBufferOffset, drawCount, sizeof( vkCmdDrawIndexedIndirect ) );
This is the latest Intel Mac running with AMD 5500, and it can't sample timings at stage boundaries? How are we supposed to write timing consistently for macOS and iOS if that's not the case? So I have to then add several 1000 samples per draw call and accumulate them? I don't remember the docs or sample code pointing this out.
Our app compiles to deploy on macOS 10.15. Does setting that higher help with this?
MTLCounterSamplingPointAtStageBoundary is not supported, startOfVertexSampleIndex must be MTLCounterDontSample.
MTLCounterSamplingPointAtStageBoundary is not supported, startOfFragmentSampleIndex must be MTLCounterDontSample
I tried converting our Android ATrace scopes to use os_signpost, but this seems to add 20ms of cpu time to every frame. ATrace_isEnabled is only called with AGI (Android GPU Inspector) takes a capture, but there don't seem to be flags that indicate when an Instruments capture is being taken.
AGI gives us a nice tracks in Perfetto of cpu and gpu timings with pseudo-coloring and text in each track that help interpret the frame, and without a 20ms hit.
Instruments gives microscopically tiny tracks that are all blue with no text in the os_signpost widget. I have to hover over every track which is about 2 pixels high to see the timings, and the timings for each frame is 400ms instead of the actual 50ms that is the actual time.
Is there a better method to see scoped cpu timings for macOS/iOS considering dtrace isn't available, or somehow improve the performance hit there?
When we build our C++ code in Visual Studio, IntelliSense finds all of the types and functions. When we build in Xcode, it finds about 90%.
There seems to be no consistent pattern to why Xcode skips some things, and then that daisychains into the next header that includes that prior header.
We have a class with If/Else function calls, but Add calls are skipped. Even one header with the struct defined in the same header isn't highlighted as a type within that header.
Sources are built with Gnu makefiles, but ultimately the .o and .d files are all complied and linked together by clang using Xcode 13.3 and we use the new build system. What could we be doing wrong here? This isn't a recent problem, and has happened with all Xcode builds prior.
I can't figure out why macOS keeps updating itself without my consent. I have "automatically download" and "automatically update" turned off. But macOS is constantly indicating an update is available, and then on reboot, the new macOS installs itself anyways. Since this often tends to break Xcode or gpu capture, I'd really like to prevent this.
I know how to do this with macOS 12/iOS 15, but how do we determine the split prior? I know most phones are 2/4, but A10 is 2/2 exclusive.
This is the new way below, but what is the old way? Especially with Alderlake chips using 8HT/8 configs with 24 threads, this info is important to identify.
sysctlbyname( "hw.nperflevels", &perfLevelCount, &countSize, NULL, 0 )
sysctlbyname( "hw.perflevel0.physicalcpu", &info.bigCores, &countSize, NULL, 0 )
sysctlbyname( "hw.perflevel1.physicalcpu", &info.littleCores, &countSize, NULL, 0 )
We are using first pass depth. I know it's not recommended, but we have one and need it. Deferred renders uses this, and we do too.
We've tried setting [invariant] on the position, and now are resorting to slope and depth biasing the second pass. We even set -fpreserve-invariance on the compiler. This whole construct is confusing. "invariant" was added in MSL 2.1, but requires iOS 13 to set that compiler flag, and then other code states that flag must be set for iOS 14 and macOS11 SDK use (minSDK? buildSDK?). We also tried disabling -fno-fast-math to no avail.
But why is a simple v = v * m calculation different once polys hit the near plane or the viewport edges. The polys then seem to per-tile z-fight. Some tiles have stripes of z, and some are just completely missing. These are the same tris going through two shaders that do the same vertex calc.
That shouldn't be happening, unless the tiles are computing gradients per tile incorrectly from the one pass to the next. On long clipped tris, it looks like a hardware/driver bug computing consistent depths across the same triangles. This was tested on older (iPhone 6) and newer iOS devices and M1 MBP.