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In a fragment shader, an expression that adds together the four components of a ushort4 is the heaviest line in the profile. Is there a faster way to do this? The relevant lines from shader are: ushort4 iterationSamples; iterationSamples=tex2D.gather(quadSampler, inFrag.m_TexCoord); ushort totalIterations=(iterationSamples.x+iterationSamples.y)+(iterationSamples.z+iterationSamples.w);	// 40% of shader time on this line Device is Apple TV 4K running tvOS 13.4.6 (17L570) Xcode 11.5 (11E608c)
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Anyone else have an issue where Instruments gets stuck "Analyzing, Transferring data" when ending a capture when "Options for: Metal Applications" -> "Performance Limiters" is enabled? After Instruments gets into this state, it ignores Quit, and must be Force Quit. Instruments Version 11.5 (11E608c) MacOS 10.15.5 (19F101) tvOS 13.4.6 (17L570)
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When doing a forums search with a tag and a keyword the results are not ordered by time. For example a search for "[forum feedback]order" Would also be nice to have option to order results by time ascending/descending, number of answers, number of responses, number of views.
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Any reason to expect a texture gather on a 2D single channel ushort texture in a fragment shader to not work in Simulator Version 11.5 (921.9.1) on MacBook Pro (Retina, 15-inch, Mid 2015) with AMD Radeon R9 M370X 2 GB ? (It's returning 0x1B for all four values) When target is Apple TV 4K device, it works as fine.
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The highest value in General -> Deployment Info -> Deployment Target pulldown in Xcode 11.5 on my system is 11.3.However, default tvOS simulator is running 11.4. Also, creating a new tvOS project shows target 11.4, but greyed out.Should I file a bug, or am I misunderstanding the situaiton (I've been away from Xcode for a while). Thanks.
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If your USDZ content looks significantly different between iOS 12 and iOS 13, try applying a linear to sRGB conversion to your textures.For "-emissiveColor" textures it looks like iOS 12 treated values as linearly encoded, and iOS 13 treats them as sRGB encoded.I haven't investigated if this is happening to all textures types.
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