On Intel Mac with Big Sur you can install SVN using homebrew: brew install svn
2. I found a solution for Mac with Apple M1. Copy SVN binaries and dylibs from Intel Mac (SVN exists in Command Line Tools - install them firstly):
mkdir svn_backup
cd svn_backup
mkdir bin
mkdir lib
cd ..
scp /Library/Developer/CommandLineTools/usr/bin/svn* svn_backup/bin
scp /Library/Developer/CommandLineTools/usr/lib/libsvn_*.dylib svn_backup/lib
scp /Library/Developer/CommandLineTools/usr/lib/libserf*.dylib svn_backup/lib
then copy executables to /usr/local/bin and dylibs to /usr/local/lib accordingly.
SVN will work via Rosetta 2 emulation on M1 chip.
I tested today, SVN works fine.
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SVN is NOT included to Command Line Tools in macOS Big Sur 11.0.1 for Apple M1.
But I can find SVN in version for Intel Mac.
It's sad that nobody can reply. So large company and no technical support...
I also have this question.
Can we utilize all 8 cores or only 4 cores at once?
If only 4 cores are available, how we should detect a number of really available cores?
If all 8 cores are available, we should know a number of high-performance cores and number of high-efficienty cores.
I hope to get a reply from Apple.
Hi Ceylo, darknoon,
Thanks for your replies!
I think that double/tripple buffering could be a real explanation of this issue.
Also an article "Synchronizing Events Between a GPU and the CPU" also is a good idea. It's difficult to understand if we really should use these sync. events. I need to think more.
Right now, our app works fine with 3 textures in a series.
Many thanks! Really simple solution. Now I can sign my app on my second Mac.
I would grateful for any advise.
We call replaceRegion:mipmapLevel:withBytes:bytesPerRow:
Documentation: "This method immediately copies the pixel data into the texture. It does not synchronize against any GPU accesses to this texture. For example, if a command buffer includes read or write operations on a given texture, you must ensure that these operations complete before calling the replaceRegion:mipmapLevel:withBytes:bytesPerRow: method on the given texture. You can use the addCompletedHandler: method, waitUntilCompleted method, or custom semaphores to signal that a command buffer has completed execution."
According Apple's documentation, this function is synchronous. In a current frame we don't have anothr command buffer which has other operations with the same texture.
But we have previous frames which still may be in a queue for rendering and this texture can be busy (potentially).
But how we should guess that this texture is "busy"?
You're right. I have a problem with downloading a half of examples in Chrome on Windows. But some examples can be downloaded.Chrome on iMac downloads correctly all examples.