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Reply to dispatch_async_f does not return immediatly
Hi, @Apple Graphics The queue is serial type. The code calling dispatch_async_f does not run on the same queue. It's running on a separate worker thread. I used CACurrentMediaTime() to measure duration of dispatch_async_f. Duration still increases progressively from almost instant to 3ms while rendering a static scene for 2mins. @endecotp Yes the functions I enqueue do run. If i pause randomly, I land in this dispatch_async_f 50% of the times. Call statck shows dispatch_async_f()->dispatch_async_f_slow()->ulockWait(). Thanks
Oct ’22
Reply to Unable to create shader debug session
Found the issue: the "macOS Deployment Target" in the sample project was incorrect. While trying with a different sample I got this error message: [Metal Diagnostics Warning] Application Deployment Target Version (10.12) does not match OS Version (13.1) - diagnostics may be missing debug information Changing the target version to 13 fixed the shader debugger.
Jan ’23
Reply to Does Metal on iOS do async compute by default?
After some investigation, it looks like this overlap in the graph is a bug in the Metal profiler. Let Texture_A be the output of the render pass (1) and the input of the compute pass (2). Playing with the content of Texture_A confirms that the compute pass runs after the render pass. Clearing Texture_A early in the frame has no effect on the compute pass. Clearing Texture_A between the render pass and the compute pass shows that the compute pass input has changed. I'll report this to Apple.
Mar ’23
Reply to Does Metal on iOS do async compute by default?
Thanks Alecazam. One important thing I didn't mention is that our game uses "untracked" ressources. In this same thread mentioned earlier, the Apple engineer mentions : You must use a fence to sychronize untracked resource across command buffers from the same queue. So if command buffer 1 writes to an untracked texture and later excute command buffer 2 which reads from it, you need a fence That is a little confusing. Apple's documentation states that the scope of a fence is limited to a single command buffer: An MTLFence synchronizes access to one or more resources across different passes within a command buffer. Use fences to specify any inter-pass resource dependencies within the same command buffer. I made a request to Apple to add a note in the documentation about that. Adding a fence fixed all the flickering on our side.
Mar ’23