Reputation: 283
I am trying to do some fluid simulation with Google's Liquidfun and Metal, using an iPad running iOS 10.3. However, the initial call to MTLCreateSystemDefaultDevice() is returning nil.
I have the following console log, so I know that Metal is supported on the iPad, but I am not sure how to debug this issue.
2018-07-02 20:28:44.547645-0500 chem-lab-practical[529:464344] [DYMTLInitPlatform].
platform initialization successful 2018-07-02 20:28:44.781763-0500
chem-lab-practical[529:464294] Metal GPU Frame Capture Enabled 2018-07-02
20:28:44.783609-0500 chem-lab-practical[529:464294] Metal API Validation Enabled
(lldb)
I have not found similar questions on stack overflow and am a beginner to using Metal, so I am not sure how to begin to debug this issue.
Upvotes: 1
Views: 1407
Reputation: 283
So... I guess I wasn't looking hard enough because I've found an answer here (iOS code to identify metal support in runtime?).
According to the post,
Note that just testing for the presence of a Metal framework class doesn't help — those classes are there on any device running iOS 8 (all the way back to iPhone 4s & iPad 2), regardless of whether that device has a Metal-capable GPU.
For reference, this is a list of Metal compatible iOS devices (https://developer.apple.com/library/archive/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/HardwareGPUInformation/HardwareGPUInformation.html)
Upvotes: 1