'Incorrect Type of Metal Texture' - Fixed by Disabling Metal API Validation. Why? The 2019 Stack Overflow Developer Survey Results Are InLoading data into a 3D texture in MetalWhy is writing to a buffer from within a fragment shader disallowed in Metal?Init a Metal texture with the type of 3DTrouble Getting Depth Testing To Work With Apple's Metal Graphics APIApple's deferred rendering example does not run on Metal 2 due to texture usage problemsHow to convert bgra8Unorm iOS-Metal texture to rgba8Unorm texture?iOS Metal API draw 3d texture inside the volumeMultiple textures in single metal Layer in iosvalidateFunctionArguments:3379: failed assertion `Fragment Function , The pixel format (MTLPixelFormatRGBA16Unorm) of the textureHow to fix IOAF code GPU errors while using ARKit2 & Vision (VNDetectFaceRectanglesRequest) on iPhone XS

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'Incorrect Type of Metal Texture' - Fixed by Disabling Metal API Validation. Why?



The 2019 Stack Overflow Developer Survey Results Are InLoading data into a 3D texture in MetalWhy is writing to a buffer from within a fragment shader disallowed in Metal?Init a Metal texture with the type of 3DTrouble Getting Depth Testing To Work With Apple's Metal Graphics APIApple's deferred rendering example does not run on Metal 2 due to texture usage problemsHow to convert bgra8Unorm iOS-Metal texture to rgba8Unorm texture?iOS Metal API draw 3d texture inside the volumeMultiple textures in single metal Layer in iosvalidateFunctionArguments:3379: failed assertion `Fragment Function , The pixel format (MTLPixelFormatRGBA16Unorm) of the textureHow to fix IOAF code GPU errors while using ARKit2 & Vision (VNDetectFaceRectanglesRequest) on iPhone XS



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0















I am loading a 3D object into ARKit on a MTLDevice with textures programmatically (.dae + .jpg) and it has transparency. However, when I set the objectNode.transparency property to anything other than 1.0 (the default float value), then I receive the following error and the app crashes: Function(commonprofile_frag): incorrect type of texture (MTLTextureTypeCubeArray) bound at texture binding at index 7 (expect MTLTextureTypeCube) for u_radianceTexture[0].' I have looked at Apple's documentation and developer blog and it seemed to be an error from an earlier Xcode version - however I am running the latest full release - 10.1 (10B61).



It turns out I actually solved this by popping into the Product>Scheme>EditScheme>Options tab and disabling "Metal API Validation". Everything seems to be working properly as of now... does this expose to scrutiny from Apple and/or possible errors? Why did this work as a solution?










share|improve this question



















  • 2





    What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

    – Egor Shkorov
    Mar 22 at 8:41











  • @Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

    – A.M.
    Mar 28 at 22:48

















0















I am loading a 3D object into ARKit on a MTLDevice with textures programmatically (.dae + .jpg) and it has transparency. However, when I set the objectNode.transparency property to anything other than 1.0 (the default float value), then I receive the following error and the app crashes: Function(commonprofile_frag): incorrect type of texture (MTLTextureTypeCubeArray) bound at texture binding at index 7 (expect MTLTextureTypeCube) for u_radianceTexture[0].' I have looked at Apple's documentation and developer blog and it seemed to be an error from an earlier Xcode version - however I am running the latest full release - 10.1 (10B61).



It turns out I actually solved this by popping into the Product>Scheme>EditScheme>Options tab and disabling "Metal API Validation". Everything seems to be working properly as of now... does this expose to scrutiny from Apple and/or possible errors? Why did this work as a solution?










share|improve this question



















  • 2





    What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

    – Egor Shkorov
    Mar 22 at 8:41











  • @Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

    – A.M.
    Mar 28 at 22:48













0












0








0


2






I am loading a 3D object into ARKit on a MTLDevice with textures programmatically (.dae + .jpg) and it has transparency. However, when I set the objectNode.transparency property to anything other than 1.0 (the default float value), then I receive the following error and the app crashes: Function(commonprofile_frag): incorrect type of texture (MTLTextureTypeCubeArray) bound at texture binding at index 7 (expect MTLTextureTypeCube) for u_radianceTexture[0].' I have looked at Apple's documentation and developer blog and it seemed to be an error from an earlier Xcode version - however I am running the latest full release - 10.1 (10B61).



It turns out I actually solved this by popping into the Product>Scheme>EditScheme>Options tab and disabling "Metal API Validation". Everything seems to be working properly as of now... does this expose to scrutiny from Apple and/or possible errors? Why did this work as a solution?










share|improve this question
















I am loading a 3D object into ARKit on a MTLDevice with textures programmatically (.dae + .jpg) and it has transparency. However, when I set the objectNode.transparency property to anything other than 1.0 (the default float value), then I receive the following error and the app crashes: Function(commonprofile_frag): incorrect type of texture (MTLTextureTypeCubeArray) bound at texture binding at index 7 (expect MTLTextureTypeCube) for u_radianceTexture[0].' I have looked at Apple's documentation and developer blog and it seemed to be an error from an earlier Xcode version - however I am running the latest full release - 10.1 (10B61).



It turns out I actually solved this by popping into the Product>Scheme>EditScheme>Options tab and disabling "Metal API Validation". Everything seems to be working properly as of now... does this expose to scrutiny from Apple and/or possible errors? Why did this work as a solution?







ios swift textures rendering metal






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 29 at 13:27







A.M.

















asked Mar 22 at 2:51









A.M.A.M.

186




186







  • 2





    What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

    – Egor Shkorov
    Mar 22 at 8:41











  • @Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

    – A.M.
    Mar 28 at 22:48












  • 2





    What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

    – Egor Shkorov
    Mar 22 at 8:41











  • @Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

    – A.M.
    Mar 28 at 22:48







2




2





What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

– Egor Shkorov
Mar 22 at 8:41





What's the type of the texture that is marked with [[texture(7)]] in the shaders? Disabling API validation doesn't fix it, it just results in no warnings or errors being generated and an undefined behavior.

– Egor Shkorov
Mar 22 at 8:41













@Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

– A.M.
Mar 28 at 22:48





@Spo1ler Yet unable to check shaders as app aborts immediately upon attempting to load (cannot perform GPU Capture). Interestingly, disabling environmentalTexturing also seems to do the trick. In one Apple thread, seems was a bug in an early beta; will update and check - otherwise will keep disabled validation as have yet to see any strange behavior otherwise.

– A.M.
Mar 28 at 22:48












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