Post

Replies

Boosts

Views

Activity

Reply to Cannot debug Metal shaders with Indirect Command Buffers
Thanks @Qwiff for the link. This is a bit of a bummer. Given ICB's have been out for a number of years, not sure I should be holding my breath on support anytime soon... I wonder what Apple's guidance is on development/debug workflow without support... I can only think of: Feature flag app code to switch between using/not-using ICBs (huge pain when ICBs are encoded on the GPU) Whatever the GPU equivalent of "put a printf there" is ... Don't use ICBs for non-trivial things that may change/need-debugging in the future
Dec ’21
Reply to Offline compilation: are the new metal tools already available in Xcode 14 beta?
I also have had no luck with metal-source, even with the new beta 2 (MacOS and XCode). Here's my single swift, command line reproduction project: https://github.com/peterwmwong/x-metal-source-on-harvested-gpu-archive https://github.com/peterwmwong/x-metal-source-on-harvested-gpu-archive/blob/main/x-metal-source-on-harvested-gpu-archive/main.swift I'm excited to plug this into my project once it works!
Jun ’22
Reply to Why can't MSL cast float4x4 to float3x3?
Just wanted to share my observations about performance on Apple M1 (although I suspect similar for A series). I had done something similar and was surprised (yup, I'm a noob) to find that creating a whole new matrix doesn't impact performance at all... Confirmed with official Xcode compiler statistics (with and without float3x3 conversion)... Hurray scalar ALUs and optimizing compilers.
Mar ’23