After upgrading to iOS 8.3 SDK in Xcode and on device. My applications involved metal are not working properly. Metal are used for obj file visualization and for GPU computing. My applications halt for several seconds then crashed. I noticed that in Xcode console shows "Metal GPU Frame Capture Enabled", which doesn't appear before. Is this caused problem? If so is there anyway to turn off this functionality in iOS 8.3?
Unless not connected to Xcode, I haven't been able to run any Metal apps, with GPU frame capture turned on, with iOS 8.3. Here's how you disable it:
https://developer.apple.com/library/ios/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Dev-Technique/Dev-Technique.html
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I'm getting one problem in my Xcode 10 and iOS 12. See my problem is:
GPU Frame Capture
Shader performance data maybe unavailable due to deployment target older than device version
See my screen shot
This is happen in only iOS 12. Which means...
In my Xcode Deployment Target:9.0,
In my iPhone OS is : iOS 12 (Now problem came.)
But when i run in Xcode 10 and iOS 11.4 it's fine.
It's not a problem, but a suggestion, that you could get more Shader performance data if you switch your deployment target to iOS 12.
You could switch to iOS 12 only during shader profiling, and put it back when it's done.
I have simulator screen problems, after installment of last beta, it's happen randomly, when i build any project, usually on 3-4 time, when i hit play. Have to quit Simulator Application, and start it again.
Anyone have same issue ?
Screenshot:
It seems that Metal is the default renderer for the new simulator and some of the older Apple devices do not support it :
Mac computers that support Metal
For example, I have a mid 2011 Mac-mini and had to switch it to OpenGL to get the simulator working (as suggested by #Jeremy Huddleston Sequoia)
I am using Xcode, V-8.3.2. I have got 2 devices:
iPhone 6. (iOS 10.3.2)
iPhone 7. (iOS 10.3.2)
I am trying to profile GPU usage for OpenGLES 3.0 based app (C++) I am working on. The first device, when I press "Capture GPU Frame" , tries to perform the capture, then after a few seconds Xcode pops up the following notifications:
Replayer terminated unexpectedly with error code 5.Please report the
frame capture file then file a radar
Timed out (5)
When I try to debug the same app on the second device, The "Capture GPU frame" menu is disabled (non clickable). Also no "FPS" gauge is shown in the debug panel on the left in the Xcode window. This one I solved with restart of the Mac.
The app runs fine, no crashes. Before I upgraded to the latest Xcode, the GPU frame capture worked fine for the first device. The iPhone 7 - I have no idea, because I didn't have this one before. I tried to read possible solution to the first problem on Apple Developer forums. Quite a few people reported that "timed out(5)" capture error, but I found no solution.
Some people suggest to downgrade to iOS prior to 10.3. I tried to reset the device to factory settings, and it doesn't reset to the iOS version older than 10.3.2, which is the newest one.
I have seen this issue with Xcode 10.2 and an iPhone SE (iOS 12.2) when executing compute kernels.
In my case, the issue was only related to single pass compute kernels, when tested with running video frames, the Frame Debugger works normally.
Unfortunately, I don't have a fix but I did stumble on a work around for my configuration: If I press the Home Button on the phone during the capture process, Xcode will enter the frame debugger as expected.
This only works if I press Home while Xcode displays
"Capturing GPU Frame: 1 command buffer captured".
If I press Home while Xcode displays
"Capturing GPU Frame: Replaying Frame",
then I still get the behaviour described in the OP.
I have deployed a game made in Unity via TestFlight and do not know what to make of this issue - the game runs perfectly on all iPhone 6s and above. On iPhone 6 however and an iPad, it crashes right after the splash screen.
Crash report said initially it had to do with the Metal graphics settings - since (this is another problem) I haven't been able to get the crash reports from the last 2 builds, I am led to think it is still a graphics problem.
I've googled everything and found a few threads saying it was a Unity 5.5.0 problem and also that older devices do not support Metal. So today I updated to Unity 5.5.2f1 and removed Metal from the Graphics settings as
various links have said this has been an issue - https://forum.unity3d.com/threads/crash-on-startup-5-5-0f1-ios-10.446813/
https://issuetracker.unity3d.com/issues/ios-crash-on-presentrenderbuffer-gl-renderbuffer-in-presentgles-when-loading-a-scene-on-iphone-6s
but even with OpenGLES2 and 3 both in the options with Metal removed, it still crashes on just these older devices.
What is happening here? How can I fix this?
I am on the most updated Xcode, etc.
I'm writing an app using cocos2d and libpd on iOS. After updating XCode to 7.1 I had to do a workaround regarding CG shaders not setting up correctly, as per: Coco2d 2.1 and Xcode 7 iOS 9 crash ccShader
Unfortunately I started getting crackling noise on playback on iOS9 and 9.1 devices. Pre iOS 9 don't display this problem. I'm wondering whether it has something to do with the shaders workaround.
anybody with the same issue?
It turned out that crackling has nothing to do with iOS9 or XCode 7. The object initialising libpd has been initialised twice causing the audio engine to have two active copies.