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Xcode 26.6(target=macOS): Run Script receives inconsistent architecture-related build settings during GUI builds
Setup the target as follows: Architectures = Standard Architectures (Apple Silicon, Intel) Build Active Architecture Only = No When you display $ARCHS using the Run Script added at the end of Build Phases, you will see the following differences: from GUI(Xcode.app) ARCHS=arm64 from CUI(xcodebuild) ARCHS=arm64 x86_64 Even when built from the GUI, it should be the same as when built from the CUI.
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Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. (In this case, nanosleep is used to adjust the amount of METAL commands per unit time so that they are approximately the same) This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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Aug ’24
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. In this case, nanosleep() is used to adjust the amount of METAL commands per unit time so that they are approximately the same. This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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Aug ’24
Xcode 26.6(target=macOS): Run Script receives inconsistent architecture-related build settings during GUI builds
Setup the target as follows: Architectures = Standard Architectures (Apple Silicon, Intel) Build Active Architecture Only = No When you display $ARCHS using the Run Script added at the end of Build Phases, you will see the following differences: from GUI(Xcode.app) ARCHS=arm64 from CUI(xcodebuild) ARCHS=arm64 x86_64 Even when built from the GUI, it should be the same as when built from the CUI.
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Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. (In this case, nanosleep is used to adjust the amount of METAL commands per unit time so that they are approximately the same) This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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625
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Aug ’24
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task
I have a test application that draws a large number of simple textured polygons (sprites). Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task. In this case, nanosleep() is used to adjust the amount of METAL commands per unit time so that they are approximately the same. This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE. What are these differences? A specific application is the SDL test program, SDL/test/testsprite.c. https://github.com/libsdl-org/SDL/issues/10475
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474
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Aug ’24