Yes, I have the same issue. When using SCNNodeRenderDelegate the simulator crashes. I cannot find any call for Depth Clip Mode in my code, but when creating a MTLRenderPipelineDescriptor I have to set the clip mode to always pass. Using Xcode 11 this worked in the simulator, but when using Xcode 12 beta 4 up to beta 6 (12A8189n) most simulators crash (did not test all). I'm not sure how to avoid this except disabling all these nodes from SceneKit rendering. While debugging I saw that the call to setDepthClipMode is already done before the rendering occurs.
However, I'm not sure - until now I cannot be sure that this is not just my own mistake and I just cannot find it. Please check if you are calling "setDepthClipMode" from inside your code and if not please reply. Maybe, then we have found a bug in the simulator.
Side note: The documentation says:
Use depth clipping to ignore fragments outside the z-axis boundaries of a viewing volume. Depth clipping is supported on all macOS GPU families and iOS family 4 and later.
The simulator is supporting family 2 or at least not family 4 - for this reason you will also have trouble with 16k textures.
Regards,
Jürgen
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Using just Scenekit with many own Metal shaders and SCNTechnique and I also get sometimes crashes, which are not related to a special action of the app. But for me it seems to be less stable since I added my own SCNTechnique to support multiple render layers. However, Apple is also using this technique for many effects internally. Seems to come from this direction....