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Using GPUBuffer on iOS with Metal #1149

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ABazL opened this issue Feb 19, 2024 · 1 comment
Closed

Using GPUBuffer on iOS with Metal #1149

ABazL opened this issue Feb 19, 2024 · 1 comment
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stat:awaiting response Awaiting response from author type:support Support issue

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@ABazL
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ABazL commented Feb 19, 2024

Plugin Version or Commit ID

v0.10.3

Unity Version

2021.3.9f1

Your Host OS

Windows

Target Platform

iOS

Description

Hello,

I'm trying to use GPUBuffer on iOS on an app running with Metal graphic API.
I didn't find samples where a potential "Metal context" was used like it's the case for Android with OpenGLES.
Is there one I missed ?

Not sure that there is this equivalent for Metal from what I saw in the API.
Is it possible to use GPUBuffer for iOS ? If yes, how ?
I'm wondering what object is expected as IntPtr in GPUBuffer constructor for iOS ?

I already saw your answer from this post but as it was a post from 2022, I was wondering if your answer was still up to date.

If there is no equivalent of OpenGLES context for Metal, does that mean that for apps running with Metal, they need to use ImageFrame in any case to make MediaPipe works ?

Thanks!

Code to Reproduce the issue

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@ABazL ABazL added the type:support Support issue label Feb 19, 2024
@homuler
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homuler commented Feb 21, 2024

Is it possible to use GPUBuffer for iOS ? If yes, how ?

It is used internally. However, it is not supported as an input type, so you need to build an ImageFrame (or Image for the Task API) and pass it to the CalculatorGraph.

I already saw your answer from #768 (comment) but as it was a post from 2022, I was wondering if your answer was still up to date.

It remains same. If you can demonstrate the overhead is relatively high, please let me know.

@homuler homuler added the stat:awaiting response Awaiting response from author label Mar 6, 2024
@homuler homuler closed this as completed Mar 21, 2024
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