I'm currently using Xcode 15 beta 5, and while I have no problem pairing with an Apple TV 4K 3rd gen running latest tvOS 17, it gets stuck afterwards trying to connect to it. In the devices window, it just says "Connecting to Apple TV — Xcode will continue when the operation completes."
I get the same message when trying to deploy an app. If I leave it long enough, it switches to: "Previous preparation error: A connection to this device could not be established.. Timed out attempting to establish tunnel to the device."
This happened in the original Xcode 15 beta as well. I've also tried connecting to another Apple TV running tvOS 17 (4K 1st gen), which had the same thing happen. It connected okay to an Apple TV HD running 16.5 however.
Non-beta Xcode 14 appears to connect okay to the tvOS 17 devices, but it can't do much with them. Any ideas?
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I was wondering if anyone had any insight into why MTKTextureLoader might very rarely return a texture which is just fully opaque magenta (each pixel is #ff00ff).
What I know:
I'm using MTKTextureLoader.newTexture(URL:options:) to synchronously load the texture within a standard, synchronous dispatch queue (though the single texture loader itself is created on the main thread).
No error is thrown in the above call and nothing is printed to the console, and a texture is returned.
The URL of the texture resides on the local filesystem and points to a fairly unremarkable 512x512 JPEG.
The resulting texture returned by the loader is the correct resolution (but every pixel is magenta).
The majority of launches of the app load all the textures without any issues (I think at least 90%), but if a texture does fail to load, many others fail to load as well (especially textures which are loaded immediately after a failed one). The exact same files which load incorrectly in one run of the app will load correctly in another run.
For completeness, the texture loader options:
textureLoaderOptions = [
.allocateMipmaps: false,
.generateMipmaps: false,
.textureUsage: NSNumber(value: MTLTextureUsage.shaderRead.rawValue),
.textureStorageMode: NSNumber(value: MTLStorageMode.`private`.rawValue)
]