I saw that MPSImage have int8 as a channel format(https://developer.apple.com/documentation/metalperformanceshaders/mpsimagefeaturechannelformat/mpsimagefeaturechannelformatunorm8?language=objc), but seems that textures doesn't support int8 as the data type. Can anyone confirm about whether we can have int8 computation in MPSCNN, e.g. for MPSCNNConvolution, can we use an input image with int8 type? Thanks!
From Metal-Shading-Language-Specification:
2.8 Textures
The texture data type is a handle to one-, two-, or three-dimensional texture data that corresponds to all or a portion of a single mipmap level of a texture. The following templates define specific texture data types:
...
T specifies the color type returned when reading from a texture or the color type specified when writing to the texture. For texture types (except depth texture types), T can be half, float, short, ushort, int, or uint. For depth texture types, T must be float.