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HiA question regarding resource tracking.Consider the case where you have a single command buffer, with an MPSUnaryImageKernel that writes to an MPSTemporaryImage, further down the command buffer there is a MTLRenderCommandEncoder setting the abovementioned MPSTemporaryImage.texture as a texture in a fragment shader.Do you need to set a fence between the encoding of the MPS kernel and the render pass?What about using the MPSTemporaryImage in a compute kernel? do you need fences here? what about chained MPSUnaryImageKernels using each other's output as input?
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When trying to debug a vertex shader code on iPhone X I get an "Unable to create shader debug session" error.(Beta 3 previous versions also failed).Anyone knows how to solve this?
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