FxPlug & Metal shader debugger pre OS 10.15
site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com Dkim-signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=DeMontfortUniversity.onmicrosoft.com; s=selector2-DeMontfortUniversity-onmicrosoft-com; h=From:Date:Subject:Message-ID:Content-Type:MIME-Version:X-MS-Exchange-SenderADCheck; bh=e+1likmBJXh1p//BFas4HFe5Pjvduscl9dkbDbCXIo4=; b=InFjk12yN8GfnjOo3RGvFkUkxatFQFr4YVg/8f4CBiHCDqYUHHu+U3qHYn79wlDU1L1eaCV/epcBMNDbjmzi4UwnAAOJvWYesWzucNEtZHub/pRXjAj31ogOhlr/kjQAVjFDspfx6GXTADaTlI+Tafsx0v0YtnaulzDr7Q3wZxQ= Thread-index: AQHWCQvlbezcYM8x0Uu4fpDrF6kN5Q== Thread-topic: FxPlug & Metal shader debugger pre OS 10.15 User-agent: Microsoft-MacOutlook/16.35.20030802 Hi Pro-Apps-Dev, It has been a while since I have posted here! I am currently doing my first work in FxPlug v4 and converting old OpenGL/FxPlug 3.0 code to Metal. Question 1: Is there some way to access the Metal shader debugger when we use Xcode to run our plugin in Motion in OS 10.14? The Metal documentation online seems to describe a way (triggering a programmatic capture) that, as far as I can determine, relies on 10.15. Thanks, -=Bret _______________________________________________ Do not post admin requests to the list. They will be ignored. Pro-apps-dev mailing list (Pro-apps-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/pro-apps-dev/site_archiver%40lists.a... This email sent to site_archiver@lists.apple.com
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Bret Battey via Pro-apps-dev