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Platforms: iPhone XR (A12) is not working due to lack of wave ops #72
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same problem on my PC with Quadro P2200 GPU |
From my understanding of Metal feature set tables, the compute shader code in this project needs at least A14 (maybe A13 would also work), i.e. iPhone 12 or later. But I also would not be surprised if it does not work on iOS at all right now, since I've spent exactly zero effort or testing on that. |
Would need more details: is this Windows or some other OS? Are you surely using DX12 or Vulkan, and not DX11? etc. Quadro P2200 should support the shaders used by this project, so it must be caused by something else than the GPU itself. |
@HuangTY96 you sure this is running on actual GPU, and not some sort of "software device"? What does the near start of editor log say, where it prints the GPU information? |
How I was able to reproduce it:
When I run the HDRP sample project |
@java311 is that project using DX11? (you could see that from editor title bar) If yes, then that would be the reason. Switch to DX12 or Vulkan. |
@aras-p |
Well that's strange because the demo works well on DX11 for me.... |
@Xprogrammer777 what is "the demo" in this context? If it is about this UnityGaussianSplatting repository and the projects inside of it, they would definitely not work when using DX11. |
No sorry nevermind, Unity was just still displaying DX11 in the project settings while is was using DX12. |
The iPhone XR device is not working properly
SystemInfo:
CPU: Apple A12
iOS Version:iOS 17.1.1
GPU:Apple GPU
Debug log:
Kernel at index (0) requires features which are unavailable on the current platform - 'wavebasic'. Make sure '#pragma require' is used correctly as unnecessary arguments can restrict platform reach
SplatUtilities.compute: Kernel at index (0) is invalid
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