Hi, I've got a Swift Framework with a bunch of Metal files. Currently users have to manually include a Metal Lib in their bundle provided separately, to use the Swift Package.
First question; Is there a way to make a Metal Lib target in a Swift Package, and just include the .metal files? (without a binary asset)
Second question; If not, Swift 5.3 has resource support, how would you recommend to bundle a Metal Lib in a Swift Package?
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Is it possible to start screen recording (through Control Center) without user prompt?
I mean to ask user permission for the first time and after that to start and stop recording programmatically only?
I need to record screen only for specific events.
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material.
This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s).
// Did the setup for the video and AVPlayer eventually leading me to
let videoMaterial = VideoMaterial(avPlayer: avPlayer)
// Assign the material to the entity
entity.model!.materials = [videoMaterial]
// The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material
entity.model!.materials = entity.model!.materials.map { baseMaterial in
try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier)
}
But, I get the following error
Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound
How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the AVPlayer video data into the baseColor of CustomMaterial?
I searched the Metal Shading Language Specification Version 3.0 document, however I cannot see any function for inverting a matrix. Is there really no function in Metal for inverting a matrix?
I often need to this in linear equations and have so far resorted to writing the necessary function each time, most of the time just copy-and-pasting code.
inverse exists in SIMD and GLSL, so why not in Metal? It seems so unexpected that this function does not exist that I am almost certain I have just overlooked something obvious. I even tried 1 / M, to no avail.
Hi,
The metal-cpp distribution appears to only contain headers for Foundation and Quartzcore. The LearnMetalCPP download [1] provides a ZIP with an metal-cpp-extensions directory containing AppKit.hpp and MetalKit.hpp headers. First question: Are these headers distributed anywhere else more publicly? Without these headers only the renderer can be fully written in C++ as far as I can tell, i.e. no complete C++ NSApplication. Second question: Will these headers, if needed, be maintained (e.g. updated and/or extended) by Apple along side metal-cpp?
[1] https://developer.apple.com/metal/cpp/
Thank you and regards.
, it is after update to Xcode 14.3:
[default] CGSWindowShmemCreateWithPort failed on port 0
I am currently developing a mobile and server-side application using the new ObjectCaptureSession on iOS and PhotogrammetrySession on MacOS.
I have two questions regarding the newly updated APIs.
From WWDC23 session: "Meet Object Capture for iOS", I know that the Object Capture API uses Point Cloud data captured from iPhone LiDAR sensor. I want to know how to use the Point Cloud data captured on iPhone ObjectCaptureSession and use it to create 3D models on PhotogrammetrySession on MacOS.
From the example code from WWDC21, I know that the PhotogrammetrySession utilizes depth map from captured photo images by embedding it into the HEIC image and use those data to create a 3D asset on PhotogrammetrySession on MacOS. I would like to know if Point Cloud data is also embedded into the image to be used during 3D reconstruction and if not, how else the Point Cloud data is inserted to be used during reconstruction.
Another question is, I know that Point Cloud data is returned as a result from request to the PhtogrammetrySession.Request. I would like to know if this PointCloud data is the same set of data captured during ObjectCaptureSession from WWDC23 that is used to create ObjectCapturePointCloudView.
Thank you to everyone for the help in advance. It's a real pleasure to be developing with all the updates to RealityKit and the Object Capture API.
Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
Hey folks,
I have a legacy game that is running OpenGL ES - and it no longer works on the simulators that are running Apple Silicon, ie iPhone 15 Pro, or the 13" iPads. And yes, i'm also running on Apple Silicon (M1 Max).
The apps work fine on the actual devices, but the simulator crashes on any glDrawElements with a stack that looks like the following:
I have not yet seen an announcement about this not working but i've seen mention in other apps of stopping to support GL (https://github.com/maplibre/maplibre-native/issues/2351)
Can anyone shed some light? I'm obviously going to try to fix it, or find a recent sample app from which to start to see what might be up. Or move to metal, but i hadn't bargained for that level of effort atm ;)
Any suggestions appreciated!
I'm an iOS developer, and I've been testing our app in iOS 18.0 Beta. I noticed that there's a problem with the font rendering, and after troubleshooting, I've found out that it's caused by the removal of the PingFang.ttc font in 18.0.
I would like to ask the reason for removing this font file and which font should be used to display Chinese in the future?
My test device is an iPhone 11 Pro and the system version is iOS 18.0 (22A5297). I have also tested Beta 1 and it has the same issue.
In previous versions of the system, the PingFang font is located in this directory /System/Library/Fonts/LanguageSupport/PingFang.ttc. But in iOS 18.0, the font file in this directory has become Kohinoor.ttc, and I've tested that this font can't display Chinese either.
I traversed the following system font directories and could not find the PingFang.ttc font file.
/System/Library/Fonts/AppFonts
/System/Library/Fonts/Core
/System/Library/Fonts/CoreAddition
/System/Library/Fonts/CoreUI
/System/Library/Fonts/LanguageSupport
/System/Library/Fonts/UnicodeSupport
/System/Library/Fonts/Watch
Looking for answers, thanks for the help!
So I get JPEG data in my app. Previously I was using the higher level NSBitmapImageRep API and just feeding the JPEG data to it.
But now I've noticed on Sonoma If I get a JPEG in the CMYK color space the NSBitmapImageRep renders mostly black and is corrupted. So I'm trying to drop down to the lower level APIs. Specifically I grab a CGImageRef and and trying to use the Accelerate API to convert it to another format (to hopefully workaround the issue...
CGImageRef sourceCGImage = `CGImageCreateWithJPEGDataProvider(jpegDataProvider,`
NULL,
shouldInterpolate,
kCGRenderingIntentDefault);
Now I use vImageConverter_CreateWithCGImageFormat... with the following values for source and destination formats:
Source format: (derived from sourceCGImage)
bitsPerComponent = 8
bitsPerPixel = 32
colorSpace = (kCGColorSpaceICCBased; kCGColorSpaceModelCMYK; Generic CMYK Profile)
bitmapInfo = kCGBitmapByteOrderDefault
version = 0
decode = 0x000060000147f780
renderingIntent = kCGRenderingIntentDefault
Destination format:
bitsPerComponent = 8
bitsPerPixel = 24
colorSpace = (DeviceRBG)
bitmapInfo = 8197
version = 0
decode = 0x0000000000000000
renderingIntent = kCGRenderingIntentDefault
But vImageConverter_CreateWithCGImageFormat fails with kvImageInvalidImageFormat. Now if I change the destination format to use 32 bitsPerpixel and use alpha in the bitmap info the vImageConverter_CreateWithCGImageFormat does not return an error but I get a black image just like NSBitmapImageRep
Hi,
wanted to test if possible to use Mesa3D OGLon12+D3DMetal 2b3 to get GL>4.1 support on windows apps via D3D12Metal..
using simple wglgears.c app (similar glxgears) and running like:
GALLIUM_DRIVER=d3d12 wine64 wglgears64 -info
with overridden opengl32.dll using contents from:
https://github.com/pal1000/mesa-dist-win/releases/download/24.3.0-rc1/mesa3d-24.3.0-rc1-release-msvc.7z
I get:
[D3DMetal:LOG:5E53] Unsupported API: CreateCommandQueue1
caused by:
https://gitlab.freedesktop.org/mesa/mesa/-/commit/c022c9603d500b59ff5e6f93c8a214d1785ab20a
API:
https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device9-createcommandqueue1
note setup is correct as using:
GALLIUM_DRIVER=llvmpipe wine64 wglgears64 -info
I get:
GL_RENDERER = llvmpipe (LLVM 19.1.3, 128 bits)
GL_VERSION = 4.5 (Compatibility Profile) Mesa 24.3.0-rc1 (git-85ba713d76)
GL_VENDOR = Mesa
GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
r GL_EXT_texture.. etc..
We as a team of engineers work on an app intended to visualize medical images. The type of situations where the app is used involves time critical decision making for acute clinical conditions. Stability of the app and performance are of utmost importance and can directly help timely treatment action. The app we are developing uses multiple libraries and tools like vtk, webgl, opengl, webkit, gl-matrix etc.
The problem specifically can be described as follows, it has been observed that when 3D volume is rendered in the app and we try to rotate the volume the rotation is slow, unresposive and laggy. Specifically, we have noticed that iOS 18.1 the volume rotation is much smoother as compared to latest iOS 18.2. Eariler, we have faced somewhat similar issue with iOS 17 but it got improved in iOS 18.1. This performance regression is affecting the user experience in our healthcare application.
We have taken reference from the cornerstone.js code and you can reproduce the issue using the following example: https://www.cornerstonejs.org/live-examples/volumeviewport3d
Steps to Reproduce:
Load the above mentioned test example on an iPhone running version 18.2 using safari.
Perform volume rendering using the provided dataset.
Measure the time taken by volume for each rotate or drag action.
Repeat the same steps on an iPhone running version 18.1 for comparison.
Additional Information:
Device Model Tested:
iPhone12, iPhone13, iPhone14
iOS Version With Issue:
18.2
18.3(Beta)
I would appreciate any insights or suggestions on how to address this performance regression. If additional information is needed, please let me know.
Thank you.
After many former OS and Xcode updates, my Game Controller Swift code generates a "DIS-CONNECTED" MESSAGE.
Mac Sequoia 15.2
Xcode 16.2
Tried to update PlayStation controller firmware on my Mac.
Still no luck with Xcode and its use of a game controller with tvOS.
Hey there,
I tried to install GPTK again, since I had to reinstall the OS for irrelevant reasons. But every time I try to install the tool kit, it gives me theError: apple/apple/game-porting-toolkit 1.1 did not build error. Before that error occired, I had the Openssl error, which I fixed with the rbenv version of openssl. Is there any way to fix this error? Down bellow you'll find the full error message it gave me. The specs for my Mac are (if they are helpful in any way): M1 Pro MBP 14" with 16GB Ram and 512GB SSD.
Thanks!
``Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/myuser/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue please do so at (not Homebrew/brew or Homebrew/homebrew-core):
https://github.com/apple/homebrew-apple/issues```
I am trying to simulate a paste command and it seems to not want to paste. It worked at one point with the same code and now is causing issues.
My code looks like this:
` func simulatePaste() {
guard let source = CGEventSource(stateID: .hidSystemState) else {
print("Failed to create event source")
return
}
let keyDown = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: true)
let keyUp = CGEvent(keyboardEventSource: source, virtualKey: CGKeyCode(9), keyDown: false)
keyDown?.flags = .maskCommand
keyUp?.flags = .maskCommand
keyDown?.post(tap: .cgAnnotatedSessionEventTap)
keyUp?.post(tap: .cgAnnotatedSessionEventTap)
print("Simulated Cmd + V")
}
I know that there is some issues around permissions and so in my Info.plist I have this:
<string>NSApplication</string>
<key>NSAppleEventsUsageDescription</key>
<string>This app requires permission to send keyboard input for pasting from the clipboard.</string>
I have also disabled sandbox. It does ask me if I want to give the app permissions but after approving it, it still doesn't paste.
Issue Summary:
In our Flutter application, we utilize Tencent's TRTC API for voice and video communication. While the broadcast functionality operates correctly on Android, it fails to respond on iOS devices. Attempting to initiate a broadcast results in no action, and long-pressing the broadcast button does not reveal the broadcast extension.
Steps to Reproduce:
Add Broadcast Upload Extension:
In Xcode, navigate to File > New > Target.
Select Broadcast Upload Extension and add it to the project.
2. Build the Project:
Attempt to build the project.
Encounter the error: "Cycle inside Runner; building could produce unreliable results."
3. Resolve Build Cycle Error:
Go to the project’s Build Phases.
Locate the Embed App Extensions phase.
Move Embed App Extensions just below Copy Bundle Resources.
Ensure the Copy only when installing option is selected.
Rebuild the project; the cycle error is resolved.
4.Test Broadcast Functionality:
Install the app on an iOS device.
Tap the broadcast button; observe no response.
Long-press the broadcast button in the top right hand scroll down menu; the broadcast extension is not listed.
5. Isolate the Issue:
Create a new Flutter project.
Repeat the above steps to add the broadcast upload extension.
The issue persists: broadcast functionality remains unresponsive on iOS.
Like many folks here, I've recently attempted to build Apple's Game Porting Toolkit on my machine and ran into compiler errors, but instead of going the usual route of downloading the prebuilt package (kindly provided by GCenX), I decided to see if I could force it to build (since it was obviously buildable at some point). Down below is the list of things I had to do to make it work.
Disclaimer: There are several dirty hacks I had to attempt to force the system to do what I needed. Use at your own risk.
Don't forget to run all brew commands from a Rosetta prompt:
arch -x86_64 zsh
Install openssl
This one is easy. Just run
brew tap rbenv/tap
brew install rbenv/tap/openssl@1.1
Install Command Line Tools 15.1
This specific version is required since newer versions come with the linker that is not compatible with the custom compiler (game-porting-toolkit-compiler) that GPTK is using. However, by default 15.1 tools won't install on Sequoia since the installer complains that macOS version is too new. Obviously, Apple has their reasons to not allow this, but all we need is a compiler which should be mostly indifferent to the OS version.
To trick the installer, we need to change OS requirement of the installer package. You can do it in four easy steps:
Copy Command Line Tools.pkg from the mounted Command_Line_Tools_for_Xcode_15.1.dmg to some other directory.
Expand the installer package:
pkgutil --expand "Command Line Tools.pkg" CLT
You might be prompted to install Command Line Tools when you call pkgutil, just install any version.
Go to the newly created CLT folder and edit the Distribution file (it may appear as executable but it's just an xml). You would want to change allowed-os-versions to something greater than 15. Removing this section altogether might also work.
When done, re-wrap the package:
pkgutil --flatten CLT "Command Line Tools 2.pkg"
Congratulations, now you should be able to install 15.1 tools on your OS! If you had to install newer Command Line Tools for pkgutil, delete them before installing 15.1:
sudo rm -rf /Library/Developer/CommandLineTools
Next step is to make Homebrew accept the outdated 15.1 tools, as by default it'll complain that they're outdated or corrupted. To shut it up, open
/usr/local/Homebrew/Library/Homebrew/extend/os/Mac/diagnostic.rb
and remove references to check_if_supported_sdk_available from a couple of fatal build check collections.
Note - by default, Homebrew will auto-update on any invocation, which will overwrite any changes you've made to its internals. To disable this behavior, before running any brew commands in the terminal, run
export HOMEBREW_NO_AUTO_UPDATE=1
After these manipulations, Homebrew might still complain about outdated Command Line Tools, but it won't be a fatal error anymore.
Finally, we need to downgrade MinGW to 11.0.1, since the latest version spits out compiler errors when compiling Wine. Unfortunately, Homebrew does a bad job tracking versions of MinGW, so there is no automatic way to do it. Instead, you have to manually download and install old MinGW 11.0.1 formula from the Homebrew git repository. I used the commit from Sep 16, 2023:
https://github.com/Homebrew/homebrew-core/blob/b95f4f9491394af667943bd92b081046ba3406f2/Formula/m/mingw-w64.rb
Download the file above, save it in your current working directory, and then run
brew install ./mingw-w64.rb
If you had a newer version of MinGW already installed from the previous build attempts, you can unlink it before installing the one above:
brew unlink mingw-w64
With Command Line Tools 15.1 and MinGW 11.0.1 you should now be able to build GPTK without errors:
brew -v install apple/apple/game-porting-toolkit
In the end, steps above worked for me, although more things could break in the future. I'm leaving the instructions here just to show that it's still possible to build GPTK manually instead of relying on third parties, but with all the hoops I had to jump through I can't really recommend it.
How to create a beautiful fire animation using Swift?
Which API is better to use?
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.