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Description
Not sure if this is right way to do it, but it works. Hopefully experts can chime in.
Had to modify class MetalKitSceneRenderer and VisionSceneRenderer per below. Took some time to figure out @sendable in commandBuffer.addCompletedHandler since it would compile fine, but crash later.
class MetalKitSceneRenderer: NSObject, MTKViewDelegate {
.....
@mainactor
init?(_ metalKitView: MTKView) {
self.device = metalKitView.device!
guard let queue = self.device.makeCommandQueue() else { return nil }
self.commandQueue = queue
self.metalKitView = metalKitView
metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
metalKitView.depthStencilPixelFormat = MTLPixelFormat.depth32Float
metalKitView.sampleCount = 1
metalKitView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
super.init()
}
func draw(in view: MTKView) {
......
let semaphore = inFlightSemaphore
commandBuffer.addCompletedHandler { @sendable (_ commandBuffer)-> Swift.Void in
semaphore.signal()
}
....
}
....
}
extension VisionSceneRenderer: @unchecked Sendable {}
final class VisionSceneRenderer {
...
func renderFrame() {
...
let semaphore = inFlightSemaphore
commandBuffer.addCompletedHandler { @sendable (_ commandBuffer)-> Swift.Void in
semaphore.signal()
}
...
}
....
}