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Frame capture shows broken buffers/textures with argument buffer.
Hi, I'm developing game app in metal and trying to change shaders to use argument buffer. Without argument buffer, frame capture shows the correct buffer/texture datas. But with argument buffer, frame capture shows broken buffers/textures(such as all green textures), even I can see the correct result while game running. Is there any possibility that I'm missing to call important API for argument buffer? I call useResource for buffers/textures in argument buffer.
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Feb ’22
Cannot debug shaders compiled on Windows
I'm using shaders compiled with Metal Developer Tools for Windows. Compiled shaders look fine, but cannot see the shader source from GPU frame capture in Xcode, and cannot debug these shaders. (I tried options "-MO" and "-gline-tables-only", but nothing changed.) Could you tell me how can I debug the shaders compiled on Windows? Below is my environment. Mac mini (M1, 2020) Xcode 12.5.1 Metal Developer Tools for Windows 1.2
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1.1k
Sep ’21