Posts

Post not yet marked as solved
1 Replies
718 Views
According to the Metal 3.0 Feature Set Tables document, MTLPixelFormats bgra8Unorm and rgba16Float may not be supported on all devices. They are marked by footnote 8 which states:"Support for this pixel format varies by device. Query the depth24Stencil8PixelFormatSupported property of MTLDevice to determine support."While MTLDevice on macOS supports the property isDepth24Stencil8PixelFormatSupported, iOS and tvOS do not. Are we to assume those platforms always support those pixel formats, as claimed by Metal 3.0 Feature Set Tables?It seems bizarre that a Mac would not support bgra8Unorm or rgba16Float pixel formats. Even the MTKView documentation states the default colorPixelFormat is bgra8Unorm. If neither bgra8Unorm or rgba16Float are supported by MTKView on macOS, that leaves only support for bgra8Unorm_srgb. Could someone at least give me an example of a Mac that would only support bgra8Unorm_srgb as its MTKView pixelFormat?Thanks for any help.
Posted
by notnamed.
Last updated
.
Post not yet marked as solved
0 Replies
458 Views
Is MTLPixelFormat.bgr10a2Unorm officially supported on macOS as a MTKView colorPixelFormat?According to the documentation for MTKView.colorPixelFormat it is not officially supported. However, I have tested it on a few Macs running 10.14.5 and it does work. Therefore, perhaps its omission from the documentation is an oversight. Examining the "Metal 3.0 Feature Set Tables" document shows the bgr10a2Unorm pixel format supports Filter, Color MSAA, Resolve and Blend on all macOS devices. Finally, it would seem to be a peer to the bgra10_xr formats supported for iOS.I am looking for a fast and memory efficient wide color gamut MTKView pixel format. Of course I can use the rgba16Float format, but I have noticed the bgr10a2Unorm pixel format supports higher frame rates and consumes less memory, while supporting wide gamut color spaces. Sounds like an ideal format for MTKView.Thanks for any help.

Posted
by notnamed.
Last updated
.