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How to monitor Neural Engine usage on M1 macs?
I'm now running Tensorflow models on my Macbook Air 2020 M1, but I can't find a way to monitor the Neural Engine 16 cores usage to fine tune my ML tasks. The Activity Monitor only reports CPU% and GPU% and I can't find any APIs available on Mach include files in the MacOSX 11.1 sdk or documentation available so I can slap something together from scratch in C. Could anyone point me in some direction as to get a hold of the API for Neural Engine usage. Any indicator I could grab would be a start. It looks like this has been omitted from all sdk documentation and general userland, I've only found a ledger_tag_neural_footprint attribute, which looks memory related, and that's it.
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6.5k
Sep ’23
ProRes encoding on M1 Max fails for high bit depth buffers
I have code that has worked for many years for writing ProRes files, and it is now failing on the new M1 Max MacBook. Specifically, if I construct buffers with the pixel type "kCVPixelFormatType_64ARGB", after a few frames of writing, the pixel buffer pool becomes nil. This code works just fine on non Max processors (Intel and base M1 natively). Here's a sample main that demonstrates the problem. Am I doing something wrong here? //  main.m //  TestProresWriting // #import <Foundation/Foundation.h> #import <AVFoundation/AVFoundation.h> int main(int argc, const char * argv[]) {     @autoreleasepool {         int timescale = 24;         int width = 1920;         int height = 1080;         NSURL *url = [NSURL URLWithString:@"file:///Users/diftil/TempData/testfile.mov"];         NSLog(@"Output file = %@", [url absoluteURL]);         NSFileManager *fileManager = [NSFileManager defaultManager];         NSError *error = nil;         [fileManager removeItemAtURL:url error:&error];         // Set up the writer         AVAssetWriter *trackWriter = [[AVAssetWriter alloc] initWithURL:url                                                    fileType:AVFileTypeQuickTimeMovie                                                         error:&error];         // Set up the track         NSDictionary *videoSettings = [NSDictionary dictionaryWithObjectsAndKeys:                                        AVVideoCodecTypeAppleProRes4444, AVVideoCodecKey,                                        [NSNumber numberWithInt:width], AVVideoWidthKey,                                        [NSNumber numberWithInt:height], AVVideoHeightKey,                                        nil];                  AVAssetWriterInput *track = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo                                                         outputSettings:videoSettings];         // Set up the adapter         NSDictionary *attributes = [NSDictionary                                     dictionaryWithObjects:                                     [NSArray arrayWithObjects:[NSNumber numberWithUnsignedInt:kCVPixelFormatType_64ARGB], // This pixel type causes problems on M1 Max, but works on everything else                                      [NSNumber numberWithUnsignedInt:width],[NSNumber numberWithUnsignedInt:height],                                      nil]                                     forKeys:                                     [NSArray arrayWithObjects:(NSString *)kCVPixelBufferPixelFormatTypeKey,                                      (NSString*)kCVPixelBufferWidthKey, (NSString*)kCVPixelBufferHeightKey,                                      nil]];         /*         NSDictionary *attributes = [NSDictionary                                     dictionaryWithObjects:                                     [NSArray arrayWithObjects:[NSNumber numberWithUnsignedInt:kCVPixelFormatType_32ARGB], // This pixel type works on M1 Max                                      [NSNumber numberWithUnsignedInt:width],[NSNumber numberWithUnsignedInt:height],                                      nil]                                     forKeys:                                     [NSArray arrayWithObjects:(NSString *)kCVPixelBufferPixelFormatTypeKey,                                      (NSString*)kCVPixelBufferWidthKey, (NSString*)kCVPixelBufferHeightKey,                                      nil]];         */         AVAssetWriterInputPixelBufferAdaptor *pixelBufferAdaptor = [AVAssetWriterInputPixelBufferAdaptor                             assetWriterInputPixelBufferAdaptorWithAssetWriterInput:track                             sourcePixelBufferAttributes:attributes];         // Add the track and start writing         [trackWriter addInput:track];         [trackWriter startWriting];         CMTime startTime = CMTimeMake(0, timescale);         [trackWriter startSessionAtSourceTime:startTime];         while(!track.readyForMoreMediaData);         int frameTime = 0;         CVPixelBufferRef frameBuffer = NULL;         for (int i = 0; i < 100; i++)         {             NSLog(@"Frame %@", [NSString stringWithFormat:@"%d", i]);             CVPixelBufferPoolRef PixelBufferPool = pixelBufferAdaptor.pixelBufferPool;             if (PixelBufferPool == nil)             {                 NSLog(@"PixelBufferPool is invalid.");                 exit(1);             }             CVReturn ret = CVPixelBufferPoolCreatePixelBuffer(nil, PixelBufferPool, &frameBuffer);             if (ret != kCVReturnSuccess)             {                 NSLog(@"Error creating framebuffer from pool");                 exit(1);             }             CVPixelBufferLockBaseAddress(frameBuffer, 0);             // This is where we would put image data into the buffer.  Nothing right now.             CVPixelBufferUnlockBaseAddress(frameBuffer, 0);             while(!track.readyForMoreMediaData);             CMTime presentationTime = CMTimeMake(frameTime+(i*timescale), timescale);             BOOL result = [pixelBufferAdaptor appendPixelBuffer:frameBuffer                                            withPresentationTime:presentationTime];             if (result == NO)             {                 NSLog(@"Error appending to track.");                 exit(1);             }             CVPixelBufferRelease(frameBuffer);         }         // Close everything         if ( trackWriter.status == AVAssetWriterStatusWriting)             [track markAsFinished];         NSLog(@"Completed.");     }     return 0; }
21
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5.6k
Oct ’23
Xcode 13 on Apple silicon not running app with error A build only device cannot be used to run this target.
On xcode 13, I have macos project that runs fine on intel machine. On apple silicon (M1 Plus) I get the error "A build only device cannot be used to run this target.", when I try to run from Xcode. This seems to be an ios error. All Google suggested fixes involve picking a new device which is an ios fix. Right? Bulids fine and Archive app runs fine. I get the error for both intel and Arm64 architectures. I tried building for Target deployment target device families and Deployment as: macos 12.0 sdk any suggestions?
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3.2k
Jan ’24
iOS app on MacOS M1 - Window Resize or Full Screen
MacOS M1 machines can run iOS applications. We have an iOS application that runs a fullscreen metal game. The game can also run across all desktop platforms via Steam. In additional to Steam, we would like to make it available through the AppStore on MacOS. We'd like to utilise our iOS builds for this so that the Apple payment (micro-transactions) and sign-in processes can be reused. While the app runs on MacOS, it runs in a small iPad shaped window that cannot be resized. We do not want to add iPad multitasking support (portrait orientation is not viable), but would like the window on MacOS to be expandable to full screen. Currently there is an option to make it full screen, but the metal view (MTKView) delegate does not receive a drawableSizeWillChange event for this, meaning the new resolution of the window cannot be received. Is there another method of retrieving a window size change event in this context? What is the recommended way of enabling window resizing on MacOS but not iPad for a single iOS app?
3
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5.9k
Aug ’23
Running Linux with GUI under Virtualization framework unexpectedly stuck after several minutes
My device is MacBook Pro 13-inch, M1, 2020 Use source code provided by article https://developer.apple.com/documentation/virtualization/running_gui_linux_in_a_virtual_machine_on_a_mac When installing Debian, Fedora or Ubuntu, installation process can stuck at any point and cause the installation failed. Even if it is lucky enough to pass the installation phase, stuck could still happen at any time when the virtual machine is started. It seems that there is some low level error that cause the Linux kernel panic, while during this process error seems to be accumulated--it starts with some user level application in Linux starts to behave weirdly, such as sudo does not authenticate a valid user, apt can not run properly, then Linux kernel panic. Sometimes it behaves like the VM get stuck where it is not sure what happened inside it. I can't provide more detail as it happens randomly and the phenomenon differs each time. While generally it appears to be an accumulated error and eventually the VM get stuck.
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4.3k
Oct ’23
SecureTransport Generates SSL Continuation Message Instead of TLS Client Hello on M1
I maintain a cross-platform client side network library for persistent TCP connections targeting Win32, Darwin and FreeBSD platforms. I recently upgraded to a Mac Studio w/ M1 Max (Ventura 13.1) from a late 2015 Intel Macbook Pro (Monterey 12.6.2) and I've encountered a discrepancy between the two. For secure TCP connections my lib uses WolfSSL across all platforms but also supports use of system provided Security libraries. On Darwin platforms this is SecureTransport. Yes I am aware SecureTransport is deprecated in favor of Network. I intend to attempt to integrate with Network later but for now my architecture dictates that I use similar C-style callbacks akin to WolfSSL, OpenSSL, MBedTLS etc. On the first call to SSLHandshake the SecureTransport write callback generates 151 bytes for my TLS 1.2 connection to example.com:443 on both platforms. However, while on Intel MBP I am able to continue with the full handshake I immediately receive 0 bytes with EOF. In Wireshark on the Intel MBP the 151 bytes are observed as a TLS 1.2 client hello while on M1 it is observed as an SSL continuation message and that is the last message observed.
11
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1.6k
Nov ’23
Menu works fine in iPad and Mac Catalyst but crashed on Apple Silicon
Hi, I have an iPad app that has menus, like:  CommandGroup(replacing: .help) {                 Button("Help") { showHelp = true }                     .keyboardShortcut("/")  } They works fine in iPad and also if compiled to Mac Catalyst, but will crash on Apple Silicon Mac when selected the menu items with errors like: [General] -[_UIEditMenuInteractionMenuController propertyList]: unrecognized selector sent to instance 0x600000190540 I did not use storyboard and only use SwiftUI. Any suggestions? Note: of course the best solution is to compile to Mac Catalyst, but the app has some other issues when run in Mac Catalyst. So I can only release it as iPad app.
5
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1.3k
Oct ’23
Virtualize framework Connection Invalid when starting VM
Hi. Sorry if this question has been answered in another post, if it has I can't find it. My device is MacBook Pro 16-inch, M1, 2021. So I tried to create a VM using this guide from Apple I followed the guide and used an image of debian. Everything worked fine until the machine appeared stuck at some point of the installation. I chose my languages then I had some other prompt asking me to install something but I can't remember precisely the step at which I thought it was freezed (I think it was the GNOME install) So because the machine was not responding for several minutes (I might have been too hurried) I quitted the process by simply clicking on the Quit button in the VM window. The problem is that from that point onward, I can't load any VM anymore. The build is successful in Xcode, the machine starts but immediately quits with this response from Xcode logs : Virtual machine successfully started. Guest did stop virtual machine. 2023-02-02 22:22:45.413600+0100 GUILinux[22984:380971] [client] No error handler for XPC error: Connection invalid I just can't understand why, I tried to delete and download the guide again but it doesn't work. I will add that it's my first time using Xcode and I might have missed something obivous.
3
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1.3k
Aug ’23
Unable to change Photos permission of iPad app on Mac
Users can run our apps on Macs with Apple Silicon via the "iPad Apps on Mac" feature. The apps use PHPhotoLibrary.requestAuthorization(for: .addOnly, handler: callback) to request write-only access to the user's Photo Library during image export. This works as intended on macOS, but a huge problem arises when the user denies access (by accident or intentionally) and later decides that they want us to add their image to Photos: There is no way to grant this permission again. In System Preferences → Privacy &amp;amp; Security → Photos, the app is just not listed – in fact, none of the "iPad Apps on Mac" apps appear here. Not even tccutil reset all my.bundle.id works. It just reports tccutil: Failed to reset all approval status for my.bundle.id. Uninstalling, restarting the Mac, and reinstalling the app also doesn't work. The system seems to remember the initial decision. Is this an oversight in the integration of those apps with macOS, or are we missing something fundamental here? Is there maybe a way to prompt the user again?
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1.1k
Sep ’23
iOS Simulators not listed as Run Destinations (Xcode 14.3)
For all my iOS projects only simulators running iOS 16.4 are listed as Run Destinations ... although I've installed the iOS 13 simulator and corresponding entries are listed under "Devices & Simulators". I've toggled "Show run destination" from "Automatic" to "Always" with no avail. Deployment target is e.g. iOS 13, and I'm running Xcode Version 14.3 (14E222b) on a 14" MBP with Apple Silicon. As a current bypass I'm booting up the simulator manually and install apps by "xcrun simctl install booted APP.app" to allow some basic testing, but that's no sustainable solution. Any help is much appreciated! Mattes
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4
10k
Jul ’23
SwiftUI Stepper Crashes (EXC_BAD_ACCESS) on My Mac (Designed for iPhone) but works fine on iOS device/simulator?
I've been working on an iOS project for the iPhone and would like to support running it on macOS computers with Apple Silicon. In the Targets / Supported Destinations we added "Mac (Designed for iPhone)" but experienced Thread 1: EXC_BAD_ACCESS crashes immediately when we tried to run it. We've isolated it down to Stepper UI elements in our view. Starting a new project and just trying to present a single Stepper in the ContentView, we get the same crash. Here is code that presents the issue: // ContentView.swift import SwiftUI struct ContentView: View { @State var someValue = 5 var body: some View { VStack { Stepper("Stepper", value: $someValue, in: 0...10) } } } When run from Xcode on an iOS device or the simulator, it runs fine. Trying to run it on the Mac, it crashes here: // Stepper_01App.swift import SwiftUI @main // <-- Thread 1: EXC_BAD_ACCESS (code=2, address=0x16a643f70) struct Stepper_01App: App { var body: some Scene { WindowGroup { ContentView() } } } Xcode 14.3 (14E222b), MacOS Ventura 13.3.1 (a), Mac mini M2. Target: Mac (Designed for iPhone) We have verified that the same code crashes on all the Apple Silicon Macs we have access to. Searching the Internet and Apple Developer forums I dont find other reports, so I kind of feel there must be some level of either user error or system/project misconfiguration going on? If any iOS app that used Steppers was just crashing when trying to run on a Mac, it seems like this would be a big deal. If anyone has input or can point out what we need to do differently, it would be appreciated!
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1.2k
Feb ’24
AVSpeechSynthesisVoice.speechVoices() - different behavior on Mac (Designed for iPhone) and iOS and MANY errors checking .audioFileSettings properties.
We recently started working on getting an iOS app to work on Macs with Apple Silicon as a "Designed for iPhone" app and are having issues with speech synthesis. Specifically, voices retuned by AVSpeechSynthesisVoice.speechVoices() do not all work on the Mac. When we build an utterance and attempt to speak, the synthesizer falls back on a default voice and says some very odd text about voice parameters (that is not in the utterance speech text) before it does say the intended speech. Here is some sample code to setup the utterance and speak: func speak(_ text: String, _ settings: AppSettings) { let utterance = AVSpeechUtterance(string: text) if let voice = AVSpeechSynthesisVoice(identifier: settings.selectedVoiceIdentifier) { utterance.voice = voice print("speak: voice assigned \(voice.audioFileSettings)") } else { print("speak: voice error") } utterance.rate = settings.speechRate utterance.pitchMultiplier = settings.speechPitch do { let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playback, mode: .default, options: .duckOthers) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) self.synthesizer.speak(utterance) return } catch let error { print("speak: Error setting up AVAudioSession: \(error.localizedDescription)") } } When running the app on the Mac, this is the kind of error we get with "com.apple.eloquence.en-US.Rocko" as the selectedVoiceIdentifier: speak: voice assgined [:] 2023-05-29 18:00:14.245513-0700 A.I.[9244:240554] [aqme] AQMEIO_HAL.cpp:742 kAudioDevicePropertyMute returned err 2003332927 2023-05-29 18:00:14.410477-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.412837-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.413774-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.414661-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.415544-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.416384-0700 A.I.[9244:240554] Could not retrieve voice [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null) 2023-05-29 18:00:14.416804-0700 A.I.[9244:240554] [AXTTSCommon] Audio Unit failed to start after 5 attempts. 2023-05-29 18:00:14.416974-0700 A.I.[9244:240554] [AXTTSCommon] VoiceProvider: Could not start synthesis for request SSML Length: 140, Voice: [AVSpeechSynthesisProviderVoice 0x6000033794f0] Name: Rocko, Identifier: com.apple.eloquence.en-US.Rocko, Supported Languages ( "en-US" ), Age: 0, Gender: 0, Size: 0, Version: (null), converted from tts request [TTSSpeechRequest 0x600002c29590] <speak><voice name="com.apple.eloquence.en-US.Rocko">How much wood would a woodchuck chuck if a wood chuck could chuck wood?</voice></speak> language: en-US footprint: premium rate: 0.500000 pitch: 1.000000 volume: 1.000000 2023-05-29 18:00:14.428421-0700 A.I.[9244:240360] [VOTSpeech] Failed to speak request with error: Error Domain=TTSErrorDomain Code=-4010 "(null)". Attempting to speak again with fallback identifier: com.apple.voice.compact.en-US.Samantha When we run AVSpeechSynthesisVoice.speechVoices(), the "com.apple.eloquence.en-US.Rocko" is absolutely in the list but fails to speak properly. Notice that the line: print("speak: voice assigned \(voice.audioFileSettings)") Shows: speak: voice assigned [:] The .audioFileSettings being empty seems to be a common factor for the voices that do not work properly on the Mac. For voices that do work, we see this kind of output and values in the .audioFileSettings: speak: voice assigned ["AVFormatIDKey": 1819304813, "AVLinearPCMBitDepthKey": 16, "AVLinearPCMIsBigEndianKey": 0, "AVLinearPCMIsFloatKey": 0, "AVSampleRateKey": 22050, "AVLinearPCMIsNonInterleaved": 0, "AVNumberOfChannelsKey": 1] So we added a function to check the .audioFileSettings for each voice returned by AVSpeechSynthesisVoice.speechVoices(): //The voices are set in init(): var voices = AVSpeechSynthesisVoice.speechVoices() ... func checkVoices() { DispatchQueue.global().async { [weak self] in guard let self = self else { return } let checkedVoices = self.voices.map { ($0.0, $0.0.audioFileSettings.count) } DispatchQueue.main.async { self.voices = checkedVoices } } } That looks simple enough, and does work to identify which voices have no data in their .audioFileSettings. But we have to run it asynchronously because on a real iPhone device, it takes more than 9 seconds and produces a tremendous amount of error spew to the console. 2023-06-02 10:56:59.805910-0700 A.I.[17186:910118] [catalog] Query for com.apple.MobileAsset.VoiceServices.VoiceResources failed: 2 2023-06-02 10:56:59.971435-0700 A.I.[17186:910118] [catalog] Query for com.apple.MobileAsset.VoiceServices.VoiceResources failed: 2 2023-06-02 10:57:00.122976-0700 A.I.[17186:910118] [catalog] Query for com.apple.MobileAsset.VoiceServices.VoiceResources failed: 2 2023-06-02 10:57:00.144430-0700 A.I.[17186:910116] [AXTTSCommon] MauiVocalizer: 11006 (Can't compile rule): regularExpression=\Oviedo(?=, (\x1b\\pause=\d+\\)?Florida)\b, message=unrecognized character follows \, characterPosition=1 2023-06-02 10:57:00.147993-0700 A.I.[17186:910116] [AXTTSCommon] MauiVocalizer: 16038 (Resource load failed): component=ttt/re, uri=, contentType=application/x-vocalizer-rettt+text, lhError=88602000 2023-06-02 10:57:00.148036-0700 A.I.[17186:910116] [AXTTSCommon] Error loading rules: 2147483648 ... This goes on and on and on ... There must be a better way?
5
1
1.9k
Sep ’23
How can I test my native macOS app on an Intel-based hardware when I developed it on an Apple Silicon (M2 chip)?
I've written a native app for macOS on my MacBook Air (with the Apple M2 chip.) Now I need to test it for an Intel-based CPU. When I build my app in Xcode, it is supposed to cover both ARM64 and x86-64 architectures in a single Mach-O binary, but when I send it to my customer he tells me that the app works on the Apple silicon but it crashes on his Intel-based Mac. So I'm looking for ways to test-run my app on an Intel-based platform and see what is wrong there. (But I obviously don't want to buy a separate Mac just for that.) I know that one can use Azure to spin up a Windows, or a Linux VM and open it via a web browser. But it doesn't seem to support macOS. How can I run an Intel-based macOS in a virtual environment? Or, do you have any other suggestions?
3
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1.2k
Jul ’23
Multi Thread Audio Unit plugin on apple silicon
I am developing a multi thread instrument plugin for audio unit V2. This topic is about a software synthesizer that has been proven to work on intel macs, and has been converted to apple silicon native. I have a problem when I use logic pro on apple silicon macs. Plug the created software synthesizer to the instrument track. Make the track not exist other than the track you created. Put it in recording mode. When the above steps are followed, the performance meter on the logic pro will show that the load is concentrated on one specific core and far exceeds the total load when the load is divided. This load occurs continuously and is resolved when another track is created and the track is selected. It is understandable as a specification that the load is concentrated on a particular core. However, the magnitude of the load is abnormal. In fact, when the peak exceeds 100%, it leads to the generation of acoustic noise. Also, in this case, the activity monitor included with macOS does not show any increase in the usage of a specific CPU core. Also, the time profiler included with XCode did not identify any location that took a large amount of time. We have examined various experimental programs and found that there is a positive correlation between the frequency of thread switches in multi threaded areas and the peak of this CPU spike. We even found a positive correlation between the frequency of thread switches in the multithreaded area and the peak of this CPU spike. Mutex is used for thread switch. In summary In summary, we speculate that performance seems to be worse when multi thread processing is done on a single core. Is there any solution to this problem at the developer level or at the customer level of logic pro? Symptom environment MacBookePro 16inch 2021 CPU: apple m1 max OS: macOS 12.6.3 Memory: 32GB Logic pro 10.7.9 Built-in speaker autido buffer size: 32 sample Performance meter before symptoms occurred A view of the performance meter with symptoms after the recording condition
0
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609
Jul ’23
DeefaceLab: MacOs Gui port
I've been trying to get the bash/script version of DeepFaceLab to work with Apple Silicon Macs, but this was original a Windows project that even now has non-existent support for MacOs/Apple Silicon. I am thinking of converting everything into a native macOS app using Swift, specifically optimized for Apple Silicon GPUs. Here's what I got from ChatGPT. Any help/advice on how to do this would be greatly appreciated. I don't have any Swift programming experience, but I have experience with some coding and can generally figure things out. I know that this is probably not feasible for a single individual with little programming experience, but I wanted to throw this out there to see what others think. Thank you Here's a high-level overview of the steps involved in porting DeepFaceLab to Swift with a graphical UI: Understand DeepFaceLab: Thoroughly study the DeepFaceLab project, its Python scripts, and the overall architecture to grasp its functionalities and dependencies. Choose a Swift Framework: Decide on the UI framework you want to use for the macOS app. SwiftUI is Apple's latest UI framework that works across all Apple platforms, including macOS. Alternatively, you can use AppKit for a more traditional approach. Rewrite Python to Swift: Convert the Python code from DeepFaceLab into Swift. You'll need to rewrite all the image processing, deep learning, and video manipulation code in Swift, potentially using third-party Swift libraries or native macOS frameworks. Deep Learning Integration: Replace the Python-based deep learning library used in DeepFaceLab with an appropriate Swift-compatible deep learning framework. TensorFlow and PyTorch both offer Swift APIs, but you may need to adapt the specific model implementation to Swift. Image Processing: Find equivalent Swift libraries or frameworks for image processing tasks used in DeepFaceLab. UI Development: Design and implement the graphical user interface using SwiftUI or AppKit. You'll need to create views, controls, and navigation elements to interact with the underlying Swift code. Integration: Connect the Swift code with the UI components, ensuring that actions in the GUI trigger the appropriate Swift functions and display results back to the user. Testing and Debugging: Rigorously test the Swift application and debug any issues that arise during the porting process. Optimization: Ensure that the Swift app performs efficiently and effectively on macOS devices.
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468
Jul ’23