The error is:
"Error Domain=MTLLibraryErrorDomain Code=3 ":1:10: fatal error: cannot open file './metal_types': Operation not permitted
#include "metal_types""
On my Mac mini (with intel chip), I run flutter application in VScode lldb debugger and got this error, flutter application cannot draw its UI and shows a blank white window.
My Xcode version is latest version 15.2.
Flutter application can run normally in Mac mini M1 in VSCode lldb debugger, and can run normally without debugger in Mac mini Intel chip.
In Metal framework and Core Graphic framework location, there is no file named "metal_types".
Before, it didn't happen. I could run normal in vscode lldb debugger on Mac mini intel chip and M1.
Anyone knows anythings, please comments.
Thank you!
General
RSS for tagDelve into the world of graphics and game development. Discuss creating stunning visuals, optimizing game mechanics, and share resources for game developers.
Post
Replies
Boosts
Views
Activity
Hello All -
I'm receiving .usdz files from a client. When previewing the .usdz file in Reality Converter - the materials show up as expected. But when I load the .usdz in Reality Composer Pro, all the materials show up as grey. I've attached an image of the errors I'm get inside Reality Converter, to help trouble shoot.
What steps can I take to get these materials working in my Reality Composer Pro project? Thanks!
I have two pictures, one render only in left screen and one render only in right screen. What should I do . in vision pro
device.supportsRaytracing can be used to check if the device supports Raytracing. It seems most of the devices support Raytracing. However, only M3 and iPhone 15 Pro supports hardware Raytracing. How do I check programmatically if a device supports hardware Raytracing? Thank you.
Hi,
I have a MacBook Pro with an Intel Iris Plus Graphics 640, which gives maximum 4.1 OpenGL context. Thus, I would like to use Mesa as an alternative for getting higher contexes e.g. 4.5 or 4.6. I don’t care about performance in this phase.
I have built Mesa with LLVM (llvm-config… etc…) but even by placing the built libGL.dylib in the same folder with executable or setting DYLD_LIBRARY_PATH or DYLD_INSERT_LIBRARIES, I am not able to get the Mesa renderer.
Does Apple support this overriding of libGL with a custom one?
Any help/guidance would be really appreciated.
Thanks
Hi,
i am required to upload my CFD simulation results to the new vision pro glasses.
This simulation shall be visible as a soft VR/AR object in the room.
I am very new to the developer world. Could someone give me a hint which IDE, tool etc. to use for this task?
SwiftUI, swift, visionOS, Xcode, ... ????
After I know what IDE/tool/language to use, I will start learning courses with it.
Thanks a lot!!
As I understood, the ability to use metal is only in "vr" mode. But is there any way to make a custom post-process in mixed reality mode?
I have build the plugins and added to project but when I run game I am getting these errors
https://github.com/apple/unityplugins
EntryPointNotFoundException: AppleCore_GetRuntimeEnvironment assembly: type: member:(null)
Apple.Core.Availability.OnApplicationStart () (at Library/PackageCache/com.apple.unityplugin.core@d07a9d20344c/Runtime/Availability.cs:40)
EntryPointNotFoundException: GKLocalPlayer_GetLocal assembly: type: member:(null)
I’m really sorry if this is not the proper place for this. I’m developing a game with online mode what works just fine in WiFi mode but not in mobile network. If someone has two Apple devices and can try if with the mobile network the multiplayer mode works I will appreciate A LOT https://apps.apple.com/es/app/ufo-snowboard/id6474542185
I captured my office using 3D Scanner and get a USDZ file.
The file contains a 3-D Model and a Physically based material.
I can view the file correctly with texture on Xcode and Reality Composer Pro.
But when using RealityView to present the model in immersive space. I got the model in whole black.
My guess is my Material doesn't have a shader graph?
Does anyone caught into similar issue? How to solve it?
Hi,
I have a MBP 2023 M3 Max 64GB with 16 Core CPU ( 4 efficiency, 12 Performance) and 40C GPU.
I've got a Game (Cities Skylines 2) successfully working using Whisky. However, only 4 Cores are reported to the game which leads to a situation where there are many calculations batched up while at the same time my CPU performance cores almost idle, while the efficiency cores are well utilized.
I suspect this is because the game only sees 4 cores and has some logic to batch the calculations differently depending on how much cores are available.
Is there a way to override how many cores the game sees? e.g. by using an environment variable or something?
Thanks,
Dominik
Hi there, I have some existing metal rendering / shader views that I would like to use to present stereoscopic content on the Vision Pro. Is there a metal shader function / variable that lets me know which eye we're currently rendering to inside my shader? Something like Unity's unity_StereoEyeIndex? I know RealityKit has GeometrySwitchCameraIndex, so I want something similar (but outside of a RealityKit context).
Many thanks,
Rich
Seems that metal-shaderconverter can build a metallib, but I need .air files. Then I link the .air files into a single metallib and metallibdsym file.
HLSL -> dxc -> DXIL -> metal-shaderconverter -> .metallib
But there's no way to link together multiple metallib into a single metallib is there?
Hi, i'm trying to adapt our project to run on visionOS and faced with problem from the topic while running command:
xcrun --sdk xros metal --target=arm64-apple-xros1.0 input.metal -c -o output.air
The full command output looks like that:
While building module 'metal_types' imported from <built-in>:1:
In file included from <built-in>:1:
In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_types:90:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:121:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(2))) bfloat bfloat2;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:122:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(3))) bfloat bfloat3;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_extended_vector:123:49: error: bfloat is not supported on this target
typedef __attribute__((__ext_vector_type__(4))) bfloat bfloat4;
^
While building module 'metal_types' imported from <built-in>:1:
In file included from <built-in>:1:
In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_types:91:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:121:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(2))) bfloat packed_bfloat2;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:122:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(3))) bfloat packed_bfloat3;
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/lib/clang/32023.98/include/metal/metal_packed_vector:123:52: error: bfloat is not supported on this target
typedef __attribute__((__packed_vector_type__(4))) bfloat packed_bfloat4;
I'm using Xcode 15.2 (15C500b) on MacBook 16 Pro (M1 Pro) and xcrun --sdk xros metal --version gives me this:
Apple metal version 32023.98 (metalfe-32023.98)
Target: air64-apple-darwin23.2.0
Thread model: posix
InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/metal/ios/bin
CGImageSourceCreateThumbnailAtIndex function isn't generating cgImage for majority of the images on iOS 17.4 OS version. It works if I pass in option kCGImageSourceThumbnailMaxPixelSize, but doesn't work if this key is missing. This function works with and without kCGImageSourceThumbnailMaxPixelSize in stable OS versions. Is this a new change in iOS 17.4 beta versions?
Hi,
I'm building a simple game for iOS. I have background music.
The ring/silent switch is not disabling sound when switched to silent.
So far I'm testing on devices through TestFlight (still internal testing, not beta).
Do I need to code this function myself or does iOS know it's a game and disable sound automatically?
and/or
would my game be rejected if the switch doesn't disable sound?
(I have an internal setting to enable/disable sounds in the game)
Due to the way it's coded (capacitor app), I can't access the ring/silent switch to disable/enable sound.
Thanks, this problem makes me feel like a preserved moose.
Hello, I have a crash in the Metal framework under Sonoma 14.4 public beta on a Mac Mini M1 2020:
Thread 1 crashed with ARM Thread State (64-bit):
x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000
x4: 0x0000000000000000 x5: 0x0000000000000000 x6: 0x0000000000000000 x7: 0x0000000000000000
x8: 0x17c2770b7ca20001 x9: 0x17c2770b7ca20001 x10: 0x0000000000000025 x11: 0x0000000000000001
x12: 0x000000016bb555b2 x13: 0x0000000000000000 x14: 0x0000000104acc7e9 x15: 0x0000000207c5c5b0
x16: 0xfffffffffffffff4 x17: 0x0000000211f42c48 x18: 0x0000000000000000 x19: 0x000000016bb55898
x20: 0x0000600002901180 x21: 0x0000600003cd0e20 x22: 0x0000000000000003 x23: 0x0000000277b7e040
x24: 0x00000000000002ec x25: 0x0000000000000001 x26: 0x0000000000000000 x27: 0x0000000000000000
x28: 0x0000000207c96b50 fp: 0x000000016bb55880 lr: 0x2d648001a439d394
sp: 0x000000016bb557b0 pc: 0x00000001a439d394 cpsr: 0x60001000
far: 0x0000000000000000 esr: 0xf2000001 (Breakpoint) brk 1
Binary Images:
0x139c00000 - 0x139c6bfff com.apple.AppleMetalOpenGLRenderer (1.0) <8b69c871-19c2-3d46-b8de-8dbc62e532cd> /System/Library/Extensions/AppleMetalOpenGLRenderer.bundle/Contents/MacOS/AppleMetalOpenGLRenderer
0x109b74000 - 0x109baffff libjogl_mobile.dylib () <9c3ef505-8828-36ab-a776-5ffdb9d4cd79> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libjogl_mobile.dylib
0x13b494000 - 0x13b50ffff libjogl_desktop.dylib () <543b42ae-90a4-325c-8850-84951b1fa6ee> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libjogl_desktop.dylib
0x108588000 - 0x10858ffff libnativewindow_macosx.dylib (*) <2c256988-735b-38b7-9712-0bfc58c3ff90> /Applications/scilab-2024.0.0.app/Contents/lib/thirdparty/libnativewindow_macosx.dylib
How can I get rid of ot ?
S.
Hi, I am using metallib to generate shader cache shaders offline, but I have noticed that for certain .air files, metallib's behavior is unpredictable. Sometimes it runs correctly, sometimes it may crash or generate an invalid .lib file.
// crash info
0x00007FF6705AA821 (0x000001C5F7218E30 0x00000084F9F8F089 0x000001C5F72B57E0 0x000001C5F7218E30)
0x00007FF6705A9062 (0x00007FF6709200E0 0x000001C5F7208CE0 0x0000000000000002 0x00007FF670920140)
0x00007FF6704C8FD6 (0x00007FF6709200E0 0x00007FF600000000 0x00007FF670920140 0x0000000000000000)
0x00007FF66FF7F1F4 (0x0000000000000000 0x000001C5F71EC210 0x000001C5F71EC210 0x0000000000000000)
0x00007FF66FF6C8D1 (0x0000000000000004 0x000001C5F71EC210 0x0000000000000000 0x0000000000000000)
0x00007FF670633974 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000)
0x00007FFB9C137614 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), BaseThreadInitThunk() + 0x14 bytes(s)
0x00007FFB9DB826A1 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), RtlUserThreadStart() + 0x21 bytes(s)
I tried the latest version (Metal Tools for Windows 4.1), but the issue still exists.
I placed the input .air file at:
https://drive.google.com/file/d/1MQQRbwKi-bcEZ9jy_dimRjJBovjB0ru2/view?usp=drive_link
Please clarify if latest guides update allow to html5 games without binary inclusion.
Does that mean that gambling apps do not required embedded resources for real money games in the app?
Hi, I'm displaying linear gray by CAMetalLayer with the shader below.
fragment float4 fragmentShader(VertexOut in [[stage_in]],
texture2d<float, access::sample> BGRATexture [[ texture(0) ]])
{
float color = in.texCoordinates.x;
return float4(float3(color), 1.0);
}
And my CAMetalLayer has been set to linearSRGB.
metalLayer.colorspace = CGColorSpace(name: CGColorSpace.linearSRGB)
metalLayer.pixelFormat = .bgra8Unorm
Why the display seem add gamma? Apparently the middle gray is 187 but not 128.