I have downloaded the trial for MetalGL to see if it gives our App a performance benefit. Compilation works fine, but I have a crash after running our App. We are using Xcode 6.4 and an iPad Mini Retina with iOS 8.4.1.
Our LOG looks like this, so it seems MetalGL is being used:
>>> 2015-08-20 17:28:53.174 X[358:33209] Metal GPU Frame Capture Enabled
>>> 2015-08-20 17:28:53.174 X[358:33209] Metal API Validation Enabled
>>> [mgl-info] OpenGL functionality using Metal provided by MetalGL 0.9.0 (build 1) using 64-bit build.
>>> [mgl-info] You require a MetalGL license for the OpenGL ES 2.0 Core feature set. Reverting to evaluation
I do get a crash in:
1 -[GLKView _deleteFramebuffer]
2 -[GLKView _setFramebuffer:]
3 -[GLKView _display:]
This crash happens before any of our OpenGL functions are called.
Any help would be appreciated on what I might do wrong here.
It looks like you are using Apple’s GLKView class, instead of the MetalGL replacement.
Be sure that your headers are being redirected correctly, as described in the installation section of the README.md document.
If you are using a Storyboard to create the GLKView, be sure to declare a custom subclass (e.g. MyGLKView) and use it in your Storyboard instead. For more info on using GLKView, have a look at this section in the README.md document.