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Xcode9's Augmented Reality App template sandbox error...


sandboxmetalentitlementsios11arkit

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CGImage to MPSTexture or MPSImage...


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Second-pass rendering in Metal -- is it this easy?...


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How to convert a MTLTexture to CVpixelBuffer to write into an AVAssetWriter?...


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Pointer (memory) alignment to 16K in Swift for Metal buffer creation...


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structs with arrays in Metal...


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What is the proper way to encode SIMD types and functions that use them for the Objective-C Runtime?...


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Metal Compute - enqueue an already enqueued command buffer...


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Synchronizing all threads in a grid in Metal...


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Metal Shader with SceneKit SCNProgram...


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No member named 'read' in 'metal::texturecube'...


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Performant texture region copies in Metal...


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MTLBuffer contents causing EXC_BAD_ACCESS...


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Is there a way to programmatically get limitations of a particular feature in Metal?...


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Rendering rapidly-changing arbitrary-sized meshes with Metal and Swift 3...


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Showing a shadow on a transparent floor/plane in scenekit...


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what is colorAttachment[n] in Metal?...


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why is metal shader gradient lighter as a SCNProgram applied to a SceneKit Node than it is as a MTKV...


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Can dispatch overhead be more expensive than an actual thread work?...


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Setting up Metal in Swift 3 on an iPhone 6s...


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Setting up Metal in Swift 3 on an iOS device...


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iOS Metal: casting half4 variable to float4 type...


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how to get render target dimensions dynamically in a Metal fragment shader?...


metal

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Using the [[clip_distance]] attribute in a Metal shader?...


metal

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Metal/OpenGL: How to set vertex buffer only once?...


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What is a color attachment in Metal?...


metal

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Metal fragment shader uv coordinates change when reading in vertex color...


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Can I use multiple MTLRenderPipelineStates in one MTLRenderCommandEncoder?...


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Why Apple's Metal Matrix Multiplication Example needs padding C...


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Enabling blending makes renderPipelineState fail to build in MetalKit MTKView...


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