@warrenm Have you worked with compute much in Metal? I’m trying to apply a kernel on a texture after rendering to it and it is dog slow.
@jfroy In theory it should remain high-performance when you interleave rendering and compute.
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@warrenm Stay tuned, I may be allocation a depth texture every frame ;) Side note: when the GPU debugger crashes, system trace can help.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@warrenm Side note 2: You can blame me when the GPU debugger fails, I built the core infra for it (well the original GL one, not Metal). -
@jfroy I owe you a beer or three. -
@warrenm And sure :) I don’t have a WWDC ticket, but I live in SF so I’d be happy to meet. Or anytime. We can talk Metal, Vulkan, DX12 ;) -
@jfroy I missed out on WWDC this year. Would love to meet up at some point next month, once we know more about the direction of gfx on iOS.
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@warrenm Re: Metel compute. There is either a large mode switch cost or kernel fns run way slower than fragment fns. Like, 2x slower.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@warrenm I’m wondering if kernel fns use more accuracy by default or are restricted to certain USCs or input ports on each. -
@jfroy Haven’t heard of such a distinction. Regarding precision, you could try the -f(no-)fast-math flags in the Metal compiler options. -
@warrenm I did, no love. If you try their image processing demo, which is really simple, it runs at 30 fps ish and pegs the device at 100%. -
@jfroy I’m curious which device. Also, note that you may be able to increase throughput with a higher threadsPerThreadgroup count. -
@warrenm A7 (iPad mini 2).
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