Hi,I need to save and load metal textures to a file. Example code below is below. I'm noticing the RGB values are changing as it gets saved and reloaded again.metal texture pixel: RGBA: 42,79,12,95after save and reload: 66,88,37,95I thought it might be a colorspace issue, but the colorspaces I’ve tried all had the same problem. `genericRGBLinear` got close, but there’s got to be a way to save the RGB data and get it back exactly. ?thanks,RobCode:// saving...
let ciCtx = CIContext()
let ciImage = CIImage(mtlTexture: metalTexture, options: [:])
[ … transfrom to flip y-coordinate …]
let colorSpace = CGColorSpaceCreateDeviceRGB()
let cgImage = ciCtx.createCGImage(ciImage, from: fullRect, format: kCIFormatRGBA8, colorSpace: colorSpace)!
let imageDest = CGImageDestinationCreateWithData(mData, kUTTypePNG, 1, nil)!
CGImageDestinationAddImage(imageDest, cgImage, nil)
CGImageDestinationFinalize(imageDest)
// loading...
let src = CGImageSourceCreateWithData(imgData, nil)
let img = CGImageSourceCreateImageAtIndex(src, 0, nil)
let loader = MTKTextureLoader(device: self.metalDevice)
let texture = try! loader.newTexture(cgImage: img, options: [:])
Selecting any option will automatically load the page
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I'm surprised this simple code still doesn't work on iOS 13.3 / Xcode 11.3. On my iPhone SE it's almost all off screen.It's just two pieces of text, side by side, and two pickers, side by side. Anyone know a workaround? struct ContentView: View {
@State var choice: Int = 10
@State var choice2: Int = 10
var body: some View {
return VStack {
HStack {
Text("Some text here")
Spacer()
Text("Foo baz")
}
HStack {
Picker(selection: self.$choice, label: Text("C1")) {
ForEach(0..<10) { n in
Text("\(n) a").tag(n)
}
}
Picker(selection: self.$choice2, label: Text("C2")) {
ForEach(0..<10) { n in
Text("\(n) b").tag(n)
}
}
}
}
}
}
Does anyone use this? I can't get it working. I'm talking about code in normal swift files, not playgrounds.Example:/// 
/// 
///Neither one displays anything in the documentation popover or the Quick Help Inspector.The docs act like it works: https://developer.apple.com/library/archive/documentation/Xcode/Reference/xcode_markup_formatting_ref/Images.html#//apple_ref/doc/uid/TP40016497-CH17-SW1A lot of my code would really benefit from diagrams in documentation. I'd love to be able to use this.
I have a UI where you can navigate/push views like this: Root view > List of things > View thing > Edit thingThe "Edit thing" view can also delete it. After a delete, I want it to pop back to the "List of things". Best I've got now is to call `presentationMode.wrappedValue.dismiss()` on the "Edit thing" view, and then again in the "View thing" view, but that time inside DispatchQueue.main.async { }. It works but the double animation is kind of clunky.Is there a better way?
This appears to severely limit the usefulness of hierarchical lists in SwiftUI.
I want to use the new hierarchical list/outline to display a filesystem tree. For data to pass to OutlineGroup, I created a class named FileSystemNode, and gave it a computed children property. When the getter is first called, it will read its directory contents to return a list (if it is a directory).
Problem is, when the OutlineGroup is first displayed, even though it is collapsed on-screen to a single node, it calls children and recurses over the entire filesystem.
Is there a way to stop this? If not, I hope it gets fixed before release.
(This is on macOS Big Sur beta)
After updating to 12.5, I now get an error trying to run my unit tests. This is for a macOS app.
dyld: warning: could not load inserted library '/[...]/DerivedData/[...]/Contents/Frameworks/libXCTestBundleInject.dylib' into hardened process because no suitable image found. Did find:
/[...]/libXCTestBundleInject.dylib: code signature in (/[...]/libXCTestBundleInject.dylib) not valid for use in process using Library Validation: mapped file has no Team ID and is not a platform binary (signed with custom identity or adhoc?)
Anyone else face and fix this, or understand what it is?
I changed the "Signing Certificate" in my test target to "Sign to Run Locally" (from "Development") to see if that would help. It didn't fix it.
Hi all,
The WWDC video offers (at about 16:45) as short explanation as to why it's "objectWillChange" instead of "objectDidChange". He said it's because SwiftUI needs to coalesce the changes.
Okay, but then how does it know when the changes have ended?
It seems like you'd need two events. Something like:
self.objectWillChange.send()
self.foo = ...
self.bar = ...
self.objectHasFinishedChanging.send()
or
self.objectChanges {
		self.foo = ...
		self.bar = ...
}
You used to be able to put two wheel Pickers side-by-side in an HStack, if you used .frame(...) to set the width, along with .clipped().
Example code from previous question here: https://developer.apple.com/forums/thread/127028
HStack(spacing: 0) {
Picker(selection: $choice1, label: Text("C1")) {
ForEach(0..<10) { n in
Text("\(n) a").tag(n)
}
}
.pickerStyle(.wheel)
.frame(minWidth: 0)
.clipped()
// repeat with second Picker
}
This is not working for me now in iOS 15. The views still appear side by side, but the touch area seems to overlap. When you try to adjust the first wheel, it spins the second one. I can move the first wheel, if I touch way over to the leading side of the screen.
(I had to add the explicit Picker style. It seems like defaulting to .menu also started in iOS 15. ?)
I can't find any documentation on this.
I've tried adding png files to my project and adding them with the "+" button here, but Xcode just ignores me. No error message.
Is it looking for a specific file format? This is Xcode 13.
I think they are, but I got myself into a situation with this error:
// Inside a SwiftUI View struct...
let cancelled: @MainActor () -> Void
var body: some View {
...
Button(action: self.cancelled) { Text("Cancel") } // Error here
The compiler reports:
Converting function value of type '@MainActor () -> Void' to '() -> Void' loses global actor 'MainActor'
I originally put that attribute on the cancelled property, because in the passed-in closure, I was doing something that gave me an error about how I had to be on the MainActor.
Hi,
If I change the AppIcon in Xcode's Assets.xcassets, and rerun my app, the image used in the dock and app switcher does not update. If I "Clean Build Folder", and re-run, then it updates.
This is annoying when I keep tweaking the colors in the icon and want to see how they look. A full rebuild takes a while, because I have a few Swift Package dependencies.
Anyone know a trick to get the AppIcon to stop caching (or whatever it's doing)?
I tried killall Dock and killall Finder, but that didn't help.
(macOS 11.2.3)
Rob
I'm working on a macOS app that I want to give "Full Disk Access". When I run from Xcode, I get "permission denied" errors when reading a file in my home directory.
What can I do so that I can run and debug from Xcode?
I dragged the binary from the derived data folder to the System Preferences list for Full Disk Access, but that seems to do nothing.
I have some code that used to run on my iPad Pro. Today I compiled it for iOS 13, with Xcode 11, and I get errors like this: validateComputeFunctionArguments:834: failed assertion `Compute Function(merge_layer): Shader uses texture(outTexture[1]) as read-write, but hardware does not support read-write texture of this pixel format.'The pixel format is showing as `MTLPixelFormatBGRA8Unorm`. That's what I expected.The debugger says the device has no support for writeable textures. (lldb) p device.readWriteTextureSupport (MTLReadWriteTextureTier) $R25 = tierNoneDid some devices lose support for texture writing in iOS 13?Rob
My app crashes and Xcode shows no stack trace. It just pops up some line of assembly language in __pthread_kill, and shows this in the console:
[error] precondition failure: invalid value type for attribute: 230424 (saw PreferenceKeys, expected ViewList) AttributeGraph precondition failure: invalid value type for attribute: 230424 (saw PreferenceKeys, expected ViewList).
Seems like a bug in SwiftUI. Any ideas? This is on macOS 11.
I'm working on a macOS SwiftUI app. I notice that Button text does not change color properly when the app changes between Dark and Light mode. Shouldn't the builtin Button be handling this automatically? The Text views seem to handle it fine and switch their text from white to black.
The Button text can become completely invisible when I go from Dark to Light mode. Restarting the app fixes it.
I can change the Dark/Light mode manually in System preferences, or it changes at certain times of day because I have it set, usually, to "Auto".