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vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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181
May ’25
Are there complete code examples available for “Combine Metal 4 machine learning and graphics”?
Hello, I recently watched the WWDC2025 session titled “Combine Metal 4 machine learning and graphics” (https://developer.apple.com/videos/play/wwdc2025/262/ ), and I’m very excited about the new Metal 4 features that integrate machine learning with graphics—such as neural ambient occlusion, shader-based ML inference, and the use of MTLTensor and MTL4MachineLearningCommandEncoder. While the session includes helpful code snippets and a compelling debug demo (e.g., the neural ambient occlusion example), the implementation details are not fully shown, and I haven’t been able to find a complete, runnable sample project that demonstrates end-to-end integration of ML and rendering in Metal 4. Would Apple be able to provide a full, working example—such as an Xcode project—that shows how to: Export a model to an .mlpackage, Convert it to an .mtlpackage, Use MTL4MachineLearningCommandEncoder alongside render passes, Or embed small neural networks directly in shaders using Shader ML? Having such a sample would greatly help developers like me adopt these powerful new capabilities correctly and efficiently. Thank you very much for your time and support! Best regards,
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2
994
Nov ’25
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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238
Aug ’25
Sparse Texture Writes
Hey, I've been struggling with this for some days now. I am trying to write to a sparse texture in a compute shader. I'm performing the following steps: Set up a sparse heap and create a texture from it Map the whole area of the sparse texture using updateTextureMapping(..) Overwrite every value with the value "4" in a compute shader Blit the texture to a shared buffer Assert that the values in the buffer are "4". I have a minimal example (which is still pretty long unfortunately). It works perfectly when removing the line heapDesc.type = .sparse. What am I missing? I could not find any information that writes to sparse textures are unsupported. Any help would be greatly appreciated. import Metal func sparseTexture64x64Demo() throws { // ── Metal objects guard let device = MTLCreateSystemDefaultDevice() else { throw NSError(domain: "SparseNotSupported", code: -1) } let queue = device.makeCommandQueue()! let lib = device.makeDefaultLibrary()! let pipeline = try device.makeComputePipelineState(function: lib.makeFunction(name: "addOne")!) // ── Texture descriptor let width = 64, height = 64 let format: MTLPixelFormat = .r32Uint // 4 B per texel let desc = MTLTextureDescriptor() desc.textureType = .type2D desc.pixelFormat = format desc.width = width desc.height = height desc.storageMode = .private desc.usage = [.shaderWrite, .shaderRead] // ── Sparse heap let bytesPerTile = device.sparseTileSizeInBytes let meta = device.heapTextureSizeAndAlign(descriptor: desc) let heapBytes = ((bytesPerTile + meta.size + bytesPerTile - 1) / bytesPerTile) * bytesPerTile let heapDesc = MTLHeapDescriptor() heapDesc.type = .sparse heapDesc.storageMode = .private heapDesc.size = heapBytes let heap = device.makeHeap(descriptor: heapDesc)! let tex = heap.makeTexture(descriptor: desc)! // ── CPU buffers let bytesPerPixel = MemoryLayout<UInt32>.stride let rowStride = width * bytesPerPixel let totalBytes = rowStride * height let dstBuf = device.makeBuffer(length: totalBytes, options: .storageModeShared)! let cb = queue.makeCommandBuffer()! let fence = device.makeFence()! // 2. Map the sparse tile, then signal the fence let rse = cb.makeResourceStateCommandEncoder()! rse.updateTextureMapping( tex, mode: .map, region: MTLRegionMake2D(0, 0, width, height), mipLevel: 0, slice: 0) rse.update(fence) // ← capture all work so far rse.endEncoding() let ce = cb.makeComputeCommandEncoder()! ce.waitForFence(fence) ce.setComputePipelineState(pipeline) ce.setTexture(tex, index: 0) let threadsPerTG = MTLSize(width: 8, height: 8, depth: 1) let tgCount = MTLSize(width: (width + 7) / 8, height: (height + 7) / 8, depth: 1) ce.dispatchThreadgroups(tgCount, threadsPerThreadgroup: threadsPerTG) ce.updateFence(fence) ce.endEncoding() // Blit texture into shared buffer let blit = cb.makeBlitCommandEncoder()! blit.waitForFence(fence) blit.copy( from: tex, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSize(width: width, height: height, depth: 1), to: dstBuf, destinationOffset: 0, destinationBytesPerRow: rowStride, destinationBytesPerImage: totalBytes) blit.endEncoding() cb.commit() cb.waitUntilCompleted() assert(cb.error == nil, "GPU error: \(String(describing: cb.error))") // ── Verify a few texels let out = dstBuf.contents().bindMemory(to: UInt32.self, capacity: width * height) print("first three texels:", out[0], out[1], out[width]) // 0 1 64 assert(out[0] == 4 && out[1] == 4 && out[width] == 4) } Metal shader: #include <metal_stdlib> using namespace metal; kernel void addOne(texture2d<uint, access::write> tex [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { tex.write(4, gid); }
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May ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
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
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1.6k
Aug ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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206
Jun ’25
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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1k
May ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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452
Aug ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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537
Jul ’25
RealityKit Blend Modes
I have 2 planes with textures on. I want these planes to intersect [ –|– ], and I want the blend mode to be additive. Currently I get z fighting on the planes, and I can't see how to set blend modes. I've done this before in Unity and Godot in a fairly straight forward manner. How do I accomplish this with RealityKit, preferably using code only (my scene is quite dynamic)? Do I need to do it with a shader manually? How can I stop the z fighting?
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814
Aug ’25
iOS Simulator can only render 1 RealityView
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue. Have a TabView and each tab has a RealityView. Have a root view and detail view connected via a push navigation, both root and detail have a RealityView. In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great. Is this a known simulator issue or I did something bad?
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155
Jun ’25
New GameSave API fails, "Couldn’t communicate with a helper application."
I've been playing with the new GameSave API and cannot get it to work. I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game." Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™. Halp‽ Here is my example app: import Foundation import SwiftUI import GameSave @main struct GameSaveTestApp: App { var body: some Scene { WindowGroup { GameView() } } } struct GameView: View { @State private var loader = GameLoader() var body: some View { List { Button("Load") { loader.load() } Button("Finish sync") { Task { try? await loader.finish() } } } } } @Observable class GameLoader { var directory: GameSaveSyncedDirectory? func stateChanged() { let newState = withObservationTracking { directory?.state } onChange: { Task { @MainActor [weak self] in self?.stateChanged() } } print("State changed to \(newState?.description ?? "nil")") switch newState { case .error(let error): print("ERROR: \(error.localizedDescription)") default: _ = 0 // NOOP } } func load() { print("Opening gamesave directory") directory = GameSaveSyncedDirectory.openDirectory() stateChanged() } func finish() async throws { print("finishing syncing") await directory?.finishSyncing() } }
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515
Sep ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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207
Sep ’25
Combining render encoders
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage." In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable. Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states. My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders. Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state? Is there any way to suppress this specific warning in Xcode?
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315
Jul ’25
Metal 4 & Acceleration Structures
I have really enjoyed looking through the code and videos related to Metal 4. Currently, my interest is to update a ReSTIR Project and take advantage of more robust ways to refit acceleration Structures and more powerful ways to access resources. I am working in Swift and have encountered a couple of puzzles: What is the 'accepted' way to create a MTL4BufferRange to store indices and vertices? How do I properly rewrite Swift code to build and compact an Acceleration Structure? I do realize that this is all in Beta and will happily look through Code Samples this Fall. If other guidance is available earlier, that would be fabulous! Thank you
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692
Sep ’25
iOS Swift: run screen recording programmatically
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.
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5
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6.0k
Activity
Oct ’25
vsync, drawable present, instrument gui
hi When analyzing our game using Instruments, I've always been confused about the two items "Drawable Present" and "Drawable Presented" in the GPU column. The timing of Drawable Present seems to be when the CPU layer calls commandbuffer:present, rather than when the actual encoding is completed on the GPU. Also, what does drawable presented specifically mean? In our case, when a CPU stall occurs, it appears that the vsync interval changes in the next frame, and a surface that has already been calculated is not displayed. Why is this happening?
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0
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0
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181
Activity
May ’25
Are there complete code examples available for “Combine Metal 4 machine learning and graphics”?
Hello, I recently watched the WWDC2025 session titled “Combine Metal 4 machine learning and graphics” (https://developer.apple.com/videos/play/wwdc2025/262/ ), and I’m very excited about the new Metal 4 features that integrate machine learning with graphics—such as neural ambient occlusion, shader-based ML inference, and the use of MTLTensor and MTL4MachineLearningCommandEncoder. While the session includes helpful code snippets and a compelling debug demo (e.g., the neural ambient occlusion example), the implementation details are not fully shown, and I haven’t been able to find a complete, runnable sample project that demonstrates end-to-end integration of ML and rendering in Metal 4. Would Apple be able to provide a full, working example—such as an Xcode project—that shows how to: Export a model to an .mlpackage, Convert it to an .mtlpackage, Use MTL4MachineLearningCommandEncoder alongside render passes, Or embed small neural networks directly in shaders using Shader ML? Having such a sample would greatly help developers like me adopt these powerful new capabilities correctly and efficiently. Thank you very much for your time and support! Best regards,
Replies
4
Boosts
2
Views
994
Activity
Nov ’25
Float8 and Float16 "Reserved_Name__Do_not_use"
I am developing a macOS terminal app, running on an M4 Pro, and using Metal. I am not able use float8 or float16, both reporting Variable has incomplete type 'float16' (aka '__Reserved_Name__Do_not_use_float16'). Based on the system I should be able to use these. Either it is because it is also compiling to Intel, which they are not allowed, or something else. Either way I have not been able to figure out how to get past this. IIs there a compiler setting I need to set to make this work? if so which one and what setting do I need? I only want to run this on M processes, on the latest version of OS so not interested in Intel version or backward compatibility.
Topic: Graphics & Games SubTopic: Metal Tags:
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4
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0
Views
238
Activity
Aug ’25
Customize the Metal Performance HUD on Apple TV
Hi there, Is it possible to customize the Metal Performance HUD on Apple TV, similar to how it can be done on iPhone & iPad? Would like to see things like Compiled Shaders for my Apps on tvOS .
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3
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0
Views
381
Activity
Aug ’25
Sparse Texture Writes
Hey, I've been struggling with this for some days now. I am trying to write to a sparse texture in a compute shader. I'm performing the following steps: Set up a sparse heap and create a texture from it Map the whole area of the sparse texture using updateTextureMapping(..) Overwrite every value with the value "4" in a compute shader Blit the texture to a shared buffer Assert that the values in the buffer are "4". I have a minimal example (which is still pretty long unfortunately). It works perfectly when removing the line heapDesc.type = .sparse. What am I missing? I could not find any information that writes to sparse textures are unsupported. Any help would be greatly appreciated. import Metal func sparseTexture64x64Demo() throws { // ── Metal objects guard let device = MTLCreateSystemDefaultDevice() else { throw NSError(domain: "SparseNotSupported", code: -1) } let queue = device.makeCommandQueue()! let lib = device.makeDefaultLibrary()! let pipeline = try device.makeComputePipelineState(function: lib.makeFunction(name: "addOne")!) // ── Texture descriptor let width = 64, height = 64 let format: MTLPixelFormat = .r32Uint // 4 B per texel let desc = MTLTextureDescriptor() desc.textureType = .type2D desc.pixelFormat = format desc.width = width desc.height = height desc.storageMode = .private desc.usage = [.shaderWrite, .shaderRead] // ── Sparse heap let bytesPerTile = device.sparseTileSizeInBytes let meta = device.heapTextureSizeAndAlign(descriptor: desc) let heapBytes = ((bytesPerTile + meta.size + bytesPerTile - 1) / bytesPerTile) * bytesPerTile let heapDesc = MTLHeapDescriptor() heapDesc.type = .sparse heapDesc.storageMode = .private heapDesc.size = heapBytes let heap = device.makeHeap(descriptor: heapDesc)! let tex = heap.makeTexture(descriptor: desc)! // ── CPU buffers let bytesPerPixel = MemoryLayout<UInt32>.stride let rowStride = width * bytesPerPixel let totalBytes = rowStride * height let dstBuf = device.makeBuffer(length: totalBytes, options: .storageModeShared)! let cb = queue.makeCommandBuffer()! let fence = device.makeFence()! // 2. Map the sparse tile, then signal the fence let rse = cb.makeResourceStateCommandEncoder()! rse.updateTextureMapping( tex, mode: .map, region: MTLRegionMake2D(0, 0, width, height), mipLevel: 0, slice: 0) rse.update(fence) // ← capture all work so far rse.endEncoding() let ce = cb.makeComputeCommandEncoder()! ce.waitForFence(fence) ce.setComputePipelineState(pipeline) ce.setTexture(tex, index: 0) let threadsPerTG = MTLSize(width: 8, height: 8, depth: 1) let tgCount = MTLSize(width: (width + 7) / 8, height: (height + 7) / 8, depth: 1) ce.dispatchThreadgroups(tgCount, threadsPerThreadgroup: threadsPerTG) ce.updateFence(fence) ce.endEncoding() // Blit texture into shared buffer let blit = cb.makeBlitCommandEncoder()! blit.waitForFence(fence) blit.copy( from: tex, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSize(width: width, height: height, depth: 1), to: dstBuf, destinationOffset: 0, destinationBytesPerRow: rowStride, destinationBytesPerImage: totalBytes) blit.endEncoding() cb.commit() cb.waitUntilCompleted() assert(cb.error == nil, "GPU error: \(String(describing: cb.error))") // ── Verify a few texels let out = dstBuf.contents().bindMemory(to: UInt32.self, capacity: width * height) print("first three texels:", out[0], out[1], out[width]) // 0 1 64 assert(out[0] == 4 && out[1] == 4 && out[width] == 4) } Metal shader: #include <metal_stdlib> using namespace metal; kernel void addOne(texture2d<uint, access::write> tex [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { tex.write(4, gid); }
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Activity
May ’25
vImageConverter_CreateWithCGImageFormat Fails with kvImageInvalidImageFormat When Trying to Convert CMYK to RGB
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
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Aug ’25
What good is NSBitmapFormatAlphaNonpremultiplied?
If I create a bitmap image and then try to get ready to draw into it, like so: NSBitmapImageRep* newRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes: nullptr pixelsWide: 128 pixelsHigh: 128 bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpaceName: NSDeviceRGBColorSpace bitmapFormat: NSBitmapFormatAlphaNonpremultiplied | NSBitmapFormatThirtyTwoBitBigEndian bytesPerRow: 4 * 128 bitsPerPixel: 32]; [NSGraphicsContext setCurrentContext: [NSGraphicsContext graphicsContextWithBitmapImageRep: newRep]]; then the log shows this error: CGBitmapContextCreate: unsupported parameter combination: RGB 8 bits/component, integer 512 bytes/row kCGImageAlphaLast kCGImageByteOrderDefault kCGImagePixelFormatPacked Valid parameters for RGB color space model are: 16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst 32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast 32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast 64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little 128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents 128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents See Quartz 2D Programming Guide (available online) for more information. If I don't use NSBitmapFormatAlphaNonpremultiplied as part of the format, I don't get the error message. My question is, why does the constant NSBitmapFormatAlphaNonpremultiplied exist if you can't use it like this? If you're wondering why I wanted to do this: I want to extract the RGBA pixel data from an image, which might have non-premultiplied alpha. And elsewhere online, I saw advice that if you want to look at the pixels of an image, draw it into a bitmap whose format you know and look at those pixels. And I don't want the process of drawing to premultiply my alpha.
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Activity
Jun ’25
Why does CanyonCrosser use both Class and Struct for RealityKit Systems?
In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
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215
Activity
Aug ’25
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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May ’25
GameKit Achievements, Leaderboards and Challenges not showing on iOS 26 beta 4 in the Game Center UI (opened from GKAccessPoint)
On an iPad running iPadOS 26 beta 4, when tapping the Game Center Access Point, the overlay doesn’t show the configured achievements, leaderboards or challenges. I should specify this is an in-development app and the achievements and leaderboards are in the “Not Live” state, however they show on other devices running iOS 18 in the Access Point UI. Anyone else having this issue? If so, how should I test achievements and leaderboards while iOS 26 beta is out? The UI looks like this on iPadOS 26:
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Activity
Aug ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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537
Activity
Jul ’25
RealityKit Blend Modes
I have 2 planes with textures on. I want these planes to intersect [ –|– ], and I want the blend mode to be additive. Currently I get z fighting on the planes, and I can't see how to set blend modes. I've done this before in Unity and Godot in a fairly straight forward manner. How do I accomplish this with RealityKit, preferably using code only (my scene is quite dynamic)? Do I need to do it with a shader manually? How can I stop the z fighting?
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Activity
Aug ’25
iOS Simulator can only render 1 RealityView
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue. Have a TabView and each tab has a RealityView. Have a root view and detail view connected via a push navigation, both root and detail have a RealityView. In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great. Is this a known simulator issue or I did something bad?
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Activity
Jun ’25
リフレッシュレート計測アプリ『浮遊時計 Premium』について
App Storeにある『浮遊時計 Premium』は1Hzごとか10Hzごと、または3段階以上のリフレッシュレート計測はできますか?
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Activity
Aug ’25
How to implement custom material for vision-os ?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
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Activity
Jul ’25
New GameSave API fails, "Couldn’t communicate with a helper application."
I've been playing with the new GameSave API and cannot get it to work. I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game." Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™. Halp‽ Here is my example app: import Foundation import SwiftUI import GameSave @main struct GameSaveTestApp: App { var body: some Scene { WindowGroup { GameView() } } } struct GameView: View { @State private var loader = GameLoader() var body: some View { List { Button("Load") { loader.load() } Button("Finish sync") { Task { try? await loader.finish() } } } } } @Observable class GameLoader { var directory: GameSaveSyncedDirectory? func stateChanged() { let newState = withObservationTracking { directory?.state } onChange: { Task { @MainActor [weak self] in self?.stateChanged() } } print("State changed to \(newState?.description ?? "nil")") switch newState { case .error(let error): print("ERROR: \(error.localizedDescription)") default: _ = 0 // NOOP } } func load() { print("Opening gamesave directory") directory = GameSaveSyncedDirectory.openDirectory() stateChanged() } func finish() async throws { print("finishing syncing") await directory?.finishSyncing() } }
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Activity
Sep ’25
CIBumpDistortion filter not working on my view
I'm trying to apply a CIBumpDistortion Core Image filter to a view that contains a UILabel (my storyLabel). The goal is to create a visual bump/magnifying glass effect over the text. However, despite my attempts, the filter doesn't seem to render at all. The view and the label appear as normal, with no distortion effect. I've tried adjusting the filter parameters and reviewing the view hierarchy, but without success. I also haven't been able to find clear documentation or examples for applying this filter to a UIView's layer. // // TVView.swift // Mistery // // Created by Joje on 31/07/25. // import CoreImage import CoreImage.CIFilterBuiltins import UIKit import AVFoundation final class TVView: UIView { // propriedades animacao texto private var textAnimationTimer: Timer? private var fullTextToAnimate: String = "" private var currentCharIndex: Int = 0 // propriedades video estatica private var player: AVQueuePlayer? private var playerLayer: AVPlayerLayer? private var playerLooper: AVPlayerLooper? var onNextButtonTap: () -> Void = {} // MARK: - Subviews // imagem da TV private(set) lazy var tvImageView: UIImageView = { let imageView = UIImageView() imageView.translatesAutoresizingMaskIntoConstraints = false imageView.image = UIImage(named: "tvFinal") imageView.contentMode = .scaleAspectFit return imageView }() // texto que passa dentro da TV private(set) lazy var storyLabel: UILabel = { let label = UILabel() label.translatesAutoresizingMaskIntoConstraints = false //label.backgroundColor = .gray label.textColor = .red label.font = UIFont(name: "MeltedMonster", size: 30) label.textAlignment = .left label.numberOfLines = 0 label.text = "" return label }() private(set) lazy var nextButton: UIButton = { let button = UIButton(type: .system) button.translatesAutoresizingMaskIntoConstraints = false //button.backgroundColor = .darkGray button.addTarget(self, action: #selector(didPressNextButton), for: .touchUpInside) return button }() // MARK: - Lifecycle override init(frame: CGRect) { super.init(frame: frame) backgroundColor = .black setupVideoPlayer() addSubviews() setupConstraints() } override func layoutSubviews() { super.layoutSubviews() playerLayer?.frame = tvImageView.frame.insetBy(dx: tvImageView.frame.width * 0.05, dy: tvImageView.frame.height * 0.18) setupFisheyeEffect() } private func setupFisheyeEffect() { // cria o filtro guard let filter = CIFilter(name: "CIBumpDistortion") else {return print("erro")} storyLabel.layer.shouldRasterize = true storyLabel.layer.rasterizationScale = UIScreen.main.scale // define os parametros filter.setDefaults() // centro do efeito let center = CIVector(x: storyLabel.bounds.midX, y: storyLabel.bounds.midY) filter.setValue(center, forKey: kCIInputCenterKey) // raio de distorção filter.setValue(storyLabel.bounds.width, forKey: kCIInputRadiusKey) // intensidade de distorção filter.setValue(7, forKey: kCIInputScaleKey) storyLabel.layer.filters = [filter] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } // MARK: - Button actions @objc private func didPressNextButton() { onNextButtonTap() } @objc private func animateNextCharacter() { guard currentCharIndex < fullTextToAnimate.count else { textAnimationTimer?.invalidate() return } let currentTextIndex = fullTextToAnimate.index(fullTextToAnimate.startIndex, offsetBy: currentCharIndex) let partialText = String(fullTextToAnimate[...currentTextIndex]) storyLabel.text = partialText currentCharIndex += 1 } public func updateStoryText(with text: String) { textAnimationTimer?.invalidate() storyLabel.text = "" fullTextToAnimate = text currentCharIndex = 0 textAnimationTimer = Timer.scheduledTimer(timeInterval: 0.12, target: self, selector: #selector(animateNextCharacter), userInfo: nil, repeats: true) } // MARK: - Setup methods private func setupVideoPlayer() { guard let videoURL = Bundle.main.url(forResource: "static-video", withExtension: "mov") else { print("Erro: Não foi possível encontrar o arquivo de vídeo static-video.mov") return } let playerItem = AVPlayerItem(url: videoURL) player = AVQueuePlayer(playerItem: playerItem) // LINHA COM POSSIVEL ERRO playerLooper = AVPlayerLooper(player: player!, templateItem: playerItem) playerLayer = AVPlayerLayer(player: player) playerLayer?.videoGravity = .resizeAspectFill if let layer = playerLayer { self.layer.addSublayer(layer) } player?.play() } private func addSubviews() { self.addSubview(storyLabel) self.addSubview(tvImageView) self.addSubview(nextButton) } private func setupConstraints() { NSLayoutConstraint.activate([ // TV Image tvImageView.centerXAnchor.constraint(equalTo: centerXAnchor), tvImageView.centerYAnchor.constraint(equalTo: centerYAnchor), tvImageView.widthAnchor.constraint(equalTo: widthAnchor), // TV Text storyLabel.centerXAnchor.constraint(equalTo: tvImageView.centerXAnchor, constant: -50), storyLabel.centerYAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), storyLabel.widthAnchor.constraint(equalTo: tvImageView.widthAnchor, multiplier: 0.35), storyLabel.heightAnchor.constraint(equalTo: tvImageView.heightAnchor, multiplier: 0.42), //TV Button nextButton.topAnchor.constraint(equalTo: tvImageView.centerYAnchor, constant: -25), nextButton.centerXAnchor.constraint(equalTo: self.centerXAnchor, constant: 190), nextButton.widthAnchor.constraint(equalToConstant: 100), nextButton.heightAnchor.constraint(equalToConstant: 160) ]) } } #Preview{ ViewController() }
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Sep ’25
Combining render encoders
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage." In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable. Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states. My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders. Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state? Is there any way to suppress this specific warning in Xcode?
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Jul ’25
Metal 4 & Acceleration Structures
I have really enjoyed looking through the code and videos related to Metal 4. Currently, my interest is to update a ReSTIR Project and take advantage of more robust ways to refit acceleration Structures and more powerful ways to access resources. I am working in Swift and have encountered a couple of puzzles: What is the 'accepted' way to create a MTL4BufferRange to store indices and vertices? How do I properly rewrite Swift code to build and compact an Acceleration Structure? I do realize that this is all in Beta and will happily look through Code Samples this Fall. If other guidance is available earlier, that would be fabulous! Thank you
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Sep ’25