dispatchThreadgroups(indirectBuffer:indirectBufferOffset:threadsPerThreadgroup:)
solves this.
does anyone know why threadsPerThreadgroup: executeState.threadExecutionWidth literally freezes my mac if I use it with the indirectBuffer dispatch?
(using MTLSize(1,1,1) works fine); while executeState.threadExecutionWidth works well if I dispatch normally.
Topic:
Graphics & Games
SubTopic:
General
Tags: