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Reply to RunLoop behaviour change with performBlock?
Thanks for the all the info, I think I'll stick with my current setup in that case. There's usually only one of these views on screen at once - and typically only one ever created in the app, but I wanted it to clean up after itself if apps did choose to dealloc it. It felt like a reasonable architecture to encapsulate the render thread behaviour in the view class as it is tied to when the view is added to a window. I do want a dedicated render thread and also wanted to follow the guidelines for them from this WWDC talk: https://developer.apple.com/videos/play/wwdc2018/612/?time=1146 I switched to pthreads for the thread creation so I could set those scheduler attributes at thread creation time as shown in that video. I'm happy enough with using pthreads directly for now.
3d
Reply to RunLoop behaviour change with performBlock?
Thanks for the reply, great info. So actually it's probably the case that in iOS 18 the system has added another input source to the runloop, whereas in earlier versions when I invalidated the displayLink the thread basically busy-looped on the run method so the performBlock happened essentially immediately. I've switched the code for exiting the render loop to this, which shouldn't rely on any of the undefined behaviour and has been working in my testing. // Schedule a block on the run loop to allow the thread to exit CFRunLoopRef rl = [_renderThreadRunLoop getCFRunLoop]; CFRunLoopPerformBlock(rl, kCFRunLoopDefaultMode, ^{ self->_continueRunLoop = NO; // Exit current runMode:beforeDate: method CFRunLoopStop(rl); }); // Wake up the run loop to execute the scheduled block immediately CFRunLoopWakeUp(rl); Can you clarify the circumstances in which mach ports are leaked? The while loop in the original post is in a function launched as a new thread with pthread_create, my code only adds a CADisplayLink as an input source before the while loop, and when ending the thread I call [displayLink invalidate] and then set the loop variable so the pthread function can exit cleanly. Is there still a mach port leak in that case? To give a bit more context, this is a dedicated render thread for a custom metal view. The starting point for my code came from this Apple sample: https://developer.apple.com/documentation/metal/onscreen_presentation/creating_a_custom_metal_view?language=objc It spins up a render thread when didMoveToWindow is called, as that's the first time there's a UIScreen available to get a CADisplayLink, and that's the only app-side input source the run loop will ever need. When the view moves off a window it then [displayLink invalidate] is called which removes the source from the run loop. I saw a couple of issues with the code in that example - firstly the render thread isn't stopped when the display link is invalidated. If the system hasn't added any other input sources, the render thread will be effectively busy-looping at this point (runMode would return immediately as there are no sources). Secondly, the next time the view is added back to a window, a new render thread is started. There's some code that sets _continueRunLoop to NO before starting the new render thread to allow any previous render threads to exit, but no actual guarantee the render thread has checked that flag and exited before setting the same ivar back to YES to get the new thread to run. My code fixes these issues (and also switched to pthreads) but it still seemed reasonable to me to have the lifetime of the render thread (and related display link, and run loop) all driven by whether the view is attached to a window. If it's not possible to implement that without leaking mach ports then I can have a rethink...
5d
Reply to Creating Metal Textures from kCVPixelFormatType_Lossless_420YpCbCr10PackedBiPlanarVideoRange ('&xv0') buffers
It looks like ShinyQuagsire has discovered the answer here: https://developer.apple.com/forums/thread/758804 There are some private Metal Texture formats accessible from AppleGPUFamily4 that also do RGB conversion. So I guess the fact the these do exist means technically that format is "metal compatible" but it would be great to have them declared in public headers and documented so they can be used by third party apps.
Sep ’24
Reply to CoreBluetooth didUpdateValueForCharacteristic callback is delayed
I'm still seeing this behaviour on iPhone 12 Pro on 16.0.2 and the 16.1 beta. I have noticed it's a bit device-specific though, and doesn't appear on earlier devices (iPod 7th Gen for example). One other finding of interest - I wrote a quick iOS app for the peripheral side of things and it still reproduced there (with the peripheral running on iPod 7th Gen and central on iPhone 12 Pro). However I also implemented the L2CAP channel and noticed these updates did not seem to be disrupted in the same way. I've made both the peripheral and central test apps (very rough and ready) public on GitHub: https://github.com/tangobravo/ios-bluetooth-central https://github.com/tangobravo/ios-bluetooth-peripheral Here's an Instruments screenshot showing when the updates are received, when they are sent both via the channel and via an attribute update: Note the gap in the characteristic updates still seems to correlate with bluetoothd activity looking at the CPU states data shown on the CPU tracks (for some reason the bluetoothd thread views are missing the data now unfortunately). So that at least gives hope for a workaround - I'm investigating implementing the L2CAP approach on my actual peripheral now.
Sep ’22
Reply to How to schedule CAMetalLayer rendering for lowest CPU to Display latency?
I'm still trying to figure out the best route here. I should say the standard presentDrawable approach is usually described as "present as soon as possible" which also sounds like what I want, but in reality it seems to mean "present as soon as possible after all the other frames in the queue have been presented". From my investigations so far it seems likely that CAMetalLayer has some logic to handle pacing, but I haven't seen that described anywhere either in docs or WWDC talks and I'm struggling to figure out the logic it's using. For example if you look at https://developer.apple.com/videos/play/wwdc2019/606/ at 6:30 - the focus is on the command encoder for a future frame blocking on waitNextDrawable for a full frame, and how offscreen draws could be dispatched ahead. But for me there's an unanswered frame pacing question here too - the orange surface stays on the display for 2 frame periods, even though the following frame (shown in green in the Instruments trace) is fully complete well in advance of the swap interval where we'd expect it to display. It's as if some component (likely CAMetalLayer) has decided that a future frame has missed some submission deadline and so responds by delaying the presentation of the next one in the queue, even though it's ready to go. I think with CAMetalLayer I might just end up triggering rendering the following frame on the presentedHandler callback of the previous one rather than using CADisplayLink / MTLView at all. That way I can hopefully keep maximumDrawableCount at 3 so waitForNextDrawable should always be non-blocking, and guarantee presenting on the following VSYNC, but I don't want to be fighting against internal opaque CAMetalLayer logic that decides I'm not submitting frames fast enough to keep a full drawable queue. I'd love to understand more about all this - any references greatly appreciated!
Aug ’22
Reply to How to make full screen !!!! game - why is my screen limited to 640 by 960 ?????
And I've now tracked down the auto-rotation issue, and it's another weird one... I noticed it was only happening when Xcode was debugging the app, not when it was started manually. A simple non-metal app worked fine, and I finally discovered that if I removed the Renderer.m from the app target and commented out the code that referenced it gave an app where rotation of the view controller worked as expected. Looking at the debugger output, I noticed the "Metal GPU Frame Capture Enabled" line only appeared on the output when the Renderer.m code was linked in (even if it wasn't called) and that seemed to correlate with when auto-rotation didn't work. That was enough to find this post: https://developer.apple.com/forums/thread/656241 which contains the solution - setting the "GPU Frame Capture" found in (Scheme - Run - Options page) to either "Metal" or "Disabled" fixes this bug and allows auto-rotation to work when the app is being debugged.
Apr ’21
Reply to How to make full screen !!!! game - why is my screen limited to 640 by 960 ?????
I've been pulling my hair out over this too. Turns out the main issue is that the example Metal project doesn't set a launch screen - and iOS way back when used the lack of launch screen images as a signal that your app wasn't compatible with the iPhone 5's taller aspect ratio... Just using New-File...-Launch Screen and setting it in the "General" tab of the target setting made the view full-screen for me. One other annoyance that I can't figure out is the view doesn't rotate despite the orientations being set in the Info.plist. Might be to do with the sample still just AppDelegate and not adopting the new UIScene stuff, but I'm sure I've seen rotation work still in other apps as expected.
Apr ’21
Reply to Prevent CPU frequency scaling when profiling for iOS?
Here's the Xcode CPU usage graph for my app, showing the difference between the "jumpy" usage and the low steady-state - the app work is the same throughout (essentially an idle animation loop). The times where it drops down to zero are when I double-tapped home to go into the app switcher (all the work done by the app is stopped on willResignActive), and then the jumps back up are tapping on the app to re-activate it.NB: The image above shows up when I edit the post, but not for me in the main thread view - I've uploaded it here too: https://tango-bravo.net/ios-cpu-graph.pngYou can see how much more stable the CPU usage is after the final (very short) trip to the switcher and back again. The overall pie chart suggested 150% or thereabouts of the CPU was "free" during this time.My current process is to repeat this app switching until I obtain that state, and then record more detail in Instruments so that I can have more confidence the timings should be more consistent and comparable. Something more repeatable would be nice of course, and I suspect I have just stumbled onto some bug in the CPU frequency governor code with this "app switching" trick.I'm updating to iOS 13.4.1 now to see if that changes anything.
Apr ’20