For keyboard handling on iOS (and iOS on macOS M1), the iOS 13.4 keyboard constants are missing the command keys. We need to be able to detect key up/down on all the modifiers. I realize there's a modifiers field on UIKey, but this seems inconsistent.
case UIKeyboardHIDUsageKeyboardLeftShift: b = kButton_Shift; break;
case UIKeyboardHIDUsageKeyboardRightShift: b = kButton_Shift; break;
case UIKeyboardHIDUsageKeyboardLeftAlt: b = kButton_Alt; break;
case UIKeyboardHIDUsageKeyboardRightAlt: b = kButton_Alt; break;
// ? case kVK_Command: b = kButton_Command; break;
// ? case kVK_RightCommand: b = kButton_Command; break;
case UIKeyboardHIDUsageKeyboardLeftControl: b = kButton_Ctrl; break;
case UIKeyboardHIDUsageKeyboardRightControl: b = kButton_Ctrl; break;
Selecting any option will automatically load the page
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We have this on many of our platforms, but Apple doesn't appear to expose this in Metal. Nvidia/AMD have had this for a long time. We can workaround for now, with gather followed by a component min/max on a single channel. For large scale multi-channel downsampling, having access to the sampler setting would be better. This would even work with 3d volumes, etc.
VK_EXT_sampler_filter_minmax
These are the three modes
WeightedAverage - basic nearest/blinear/trilinear
Min
Max
By the time I background the app, hit the capture button, wait on the UI popup to appear, and then hit the "capture" button in the popup, the even that I was trying to capture has already passed. Can we get a button, or double-click on the slanted M icon to just do the capture instead of verify that I want to. All told, it's about 5s to get a capture to execute and that is too long when running at 60 or 120Hz.
I know there's programmatic capture too, but we don't have that hooked up yet.
This seems to have broken as of my update from iPadOS 15 to 16. Now our connect returns "Network unreachable" on the connect() call, and the select() call times out after 10 or 30s. I have "Developer Mode" enabled on the device.
We are just trying to connect the iPad back to the devhost mac that is running the application.
When the mac does the same connect to the same IP, connect returns "Connect in progress", and the select succeeds in setting up the socket.
I'm using macOS 14.1 on macOS Intel, and Xcode 14.1.
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?
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.
We can drop our compiles from AVX to SSE4.2, but we also use f16c ops to handle fp16 <-> fp32 conversions. Neon already has similar routines to f16c support, so why are these missing from Rosetta2?
Until we can generate universal apps, we need to fallback to running our tools under Rosetta2. Also looks like popcount is missing. These limits should be posted in Apple Rosetta2 documents.
Here's my MBP 16" Intel
sysctl -a | grep machdep.cpu.features
machdep.cpu.features: FPU VME DE PSE TSC MSR PAE MCE CX8 APIC SEP MTRR PGE MCA CMOV PAT PSE36 CLFSH DS ACPI MMX FXSR SSE SSE2 SS HTT TM PBE SSE3 PCLMULQDQ DTES64 MON DSCPL VMX SMX EST TM2 SSSE3 FMA CX16 TPR PDCM SSE4.1 SSE4.2 x2APIC MOVBE POPCNT AES PCID XSAVE OSXSAVE SEGLIM64 TSCTMR AVX1.0 RDRAND F16C
And an M1 comparison:
sysctl -a | grep machdep.cpu.features
machdep.cpu.features: FPU VME DE PSE TSC MSR PAE MCE CX8 APIC SEP MTRR PGE MCA CMOV PAT PSE36 CLFSH DS ACPI MMX FXSR SSE SSE2 SS HTT TM PBE SSE3 PCLMULQDQ DTSE64 MON DSCPL VMX EST TM2 SSSE3 CX16 TPR PDCM SSE4.1 SSE4.2 AES SEGLIM64
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 )
The Windows Keyboard layout tool shows the ~ key as VK_OEM_3, but when it reaches our app, we get VK_OEM_5. And same with the '" and | keys. These all arrive incorrectly as if something in software is remapping them. This is on an Intel MBP 16" 2019 w/Windows 10 Pro latest. These forums don't even have a Bootcamp channel.
// hack for bootcamp
if ( button == VK_OEM_3 )
button = VK_OEM_7;
else if ( button == VK_OEM_5 )
button = VK_OEM_3;
else if ( button == VK_OEM_7 )
button = VK_OEM_5;
I'm on a MBP 16" 2019 with HDR 10.
latest Apple/AMD drivers don't enable HDR mode under Windows 10. Is there a monitor profile that Apple can provide/install?
trackpad stutters in M2 chip during high cpu usage
keyboard keys for VK_OEM3/5/7 are incorrect, mapping to one another
static bool useBootcampHack = true;
if ( useBootcampHack )
{
if ( button == VK_OEM_3 )
button = VK_OEM_7; // '" for US
else if ( button == VK_OEM_5 )
button = VK_OEM_3; // `~ for US
else if ( button == VK_OEM_7 )
button = VK_OEM_5; // \| for US
}