When I use metal to render, the application switch to the background resulting in metal rendering failure in iOS 15 sys.
How can I do?
Error:
Execution of the command buffer was aborted due to an error during execution.Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
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Hi,
I am training an adversarial auto encoder using PyTorch 2.0.0 on Apple M2 (Ventura 13.1), with conda 23.1.0 as manager.
I encountered this error:
/AppleInternal/Library/BuildRoots/5b8a32f9-5db2-11ed-8aeb-7ef33c48bc85/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShaders/MPSNDArray/Kernels/MPSNDArrayConvolutionA14.mm:3967: failed assertion `destination kernel width and filter kernel width mismatch'
/Users/vk/miniconda3/envs/betavae/lib/python3.10/multiprocessing/resource_tracker.py:224: UserWarning: resource_tracker: There appear to be 1 leaked semaphore objects to clean up at shutdown
To my knowledge, the code broke down when running self.manual_backward(loss["g_loss"]) this block:
g_opt.zero_grad()
self.manual_backward(loss["g_loss"])
g_opt.step()
The same code run without problems on linux distribution.
Any thoughts on how to fix it are highly appreciated!
In the video here, the speaker refers to MPSGraphTool, which is supposed to convert from CoreML and other formats to the new MPSGraphPackage format.
Searching for MPSGraphTool on Google returns only that video, and there is no mention of it on the forums here or elsewhere.
When can we expect the tool to be released? How can we find out more information about it?
My use case is that the ANECompilerService that runs on the Mac / iOS devices to compile CoreML Models / Programs is extremely slow and unreliable for large models. It often crashes entirely, sitting at 100% CPU usage forever and never completing the task at hand, meaning the user is stuck in a loading state. This also applies in Xcode when running a performance test. I would really like to compile the graph once and just run it on device directly.
I'm trying to create an app similar to PolyCam using Lidar . I'm using SceneKit mesh reconstruction and able to apply some random textures. But need real-world textures in generated output 3D Model. Found few examples available which are related to MetalKit and Point Cloud, which was not helpful.
Can you help me out with any references/steps/tutorial to how to achieve it .