This is the latest Intel Mac running with AMD 5500, and it can't sample timings at stage boundaries? How are we supposed to write timing consistently for macOS and iOS if that's not the case? So I have to then add several 1000 samples per draw call and accumulate them? I don't remember the docs or sample code pointing this out.
Our app compiles to deploy on macOS 10.15. Does setting that higher help with this?
MTLCounterSamplingPointAtStageBoundary is not supported, startOfVertexSampleIndex must be MTLCounterDontSample.
MTLCounterSamplingPointAtStageBoundary is not supported, startOfFragmentSampleIndex must be MTLCounterDontSample