I'm building a caching system for my textures and noticed that setPurgeableState (using MTLPurgeableStateKeepCurrent) always returns MTLPurgeableStateEmpty on the simulator.
Is this a bug?
I'm guessing the texture implementation is different than on the device but the debug strings are more or less the same so I'm wondering if there's a setting the can get the textures on the sim to behave like the textures on the device.
It looks like the inner purgeable state is actually set correctly because it will complain about volatile/empty textures when used in a command buffer.
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