I am extracting a JPEG2000 (JP2) facial image from an NFC passport chip (ISO/IEC 19794-5) and attempting to create a UIImage from it.
On iOS 16, the following code works fine:
import ImageIO
import UIKit
func getUIImage(from imageData: [UInt8]) -> UIImage? {
let data = Data(imageData)
guard let imageSource = CGImageSourceCreateWithData(data as CFData, nil),
let cgImage = CGImageSourceCreateImageAtIndex(imageSource, 0, nil) else {
print("Failed to decode JP2 image!")
return nil
}
return UIImage(cgImage: cgImage)
}
However, on iOS 18, this fails with errors like:
initialize:1415: *** invalid JPEG2000 file ***
makeImagePlus:3752: *** ERROR: 'JP2 ' - failed to create image [-50]
CGImageSourceCreateImageAtIndex: *** ERROR: failed to create image [-59]
Questions:
Did Apple remove or modify JPEG2000 support in iOS 18?
Is there an official workaround for decoding JPEG2000 on iOS 18?
Should I use Vision/Metal/Core Image instead?
Is there a recommended way to convert JPEG2000 to JPEG/PNG before creating a UIImage?
Are there any Apple-provided APIs that maintain backward compatibility for JPEG2000 decoding?
Additional Info:
The UInt8 array has a valid JPEG2000 header (0x00 0x00 0x00 0x0C 6A 50 ...).
The image works on iOS 16 but fails on iOS 18.
Tested on iPhone running iOS 18.0 beta.
Any insights on how to handle JPEG2000 decoding in iOS 18 would be greatly appreciated! 🚀
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I am currently developing a mobile and server-side application using the new ObjectCaptureSession on iOS and PhotogrammetrySession on MacOS.
I have two questions regarding the newly updated APIs.
From WWDC23 session: "Meet Object Capture for iOS", I know that the Object Capture API uses Point Cloud data captured from iPhone LiDAR sensor. I want to know how to use the Point Cloud data captured on iPhone ObjectCaptureSession and use it to create 3D models on PhotogrammetrySession on MacOS.
From the example code from WWDC21, I know that the PhotogrammetrySession utilizes depth map from captured photo images by embedding it into the HEIC image and use those data to create a 3D asset on PhotogrammetrySession on MacOS. I would like to know if Point Cloud data is also embedded into the image to be used during 3D reconstruction and if not, how else the Point Cloud data is inserted to be used during reconstruction.
Another question is, I know that Point Cloud data is returned as a result from request to the PhtogrammetrySession.Request. I would like to know if this PointCloud data is the same set of data captured during ObjectCaptureSession from WWDC23 that is used to create ObjectCapturePointCloudView.
Thank you to everyone for the help in advance. It's a real pleasure to be developing with all the updates to RealityKit and the Object Capture API.
I'm building a game with a client-server architecture. Using GKMatch.chooseBestHostingPlayer(_:) rarely works. When I started testing it today, it worked once at the very beginning, and since then it always succeeds on one client and returns nil on the other client. I'm testing with a Mac and an iPhone. Sometimes it fails on the Mac, sometimes on the iPhone. On the device that it succeeds on, the provided host can be the device itself or the other one.
I created FB9583628 in August 2021, but after the Feedback Assistant team replied that they are not able to reproduce it, the feedback never went forward.
import SceneKit
import GameKit
#if os(macOS)
typealias ViewController = NSViewController
#else
typealias ViewController = UIViewController
#endif
class GameViewController: ViewController, GKMatchmakerViewControllerDelegate, GKMatchDelegate {
var match: GKMatch?
var matchStarted = false
override func viewDidLoad() {
super.viewDidLoad()
GKLocalPlayer.local.authenticateHandler = authenticate
}
private func authenticate(_ viewController: ViewController?, _ error: Error?) {
#if os(macOS)
if let viewController = viewController {
presentAsSheet(viewController)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
GKDialogController.shared().present(viewController)
}
#else
if let viewController = viewController {
present(viewController, animated: true)
} else if let error = error {
print(error)
} else {
print("authenticated as \(GKLocalPlayer.local.gamePlayerID)")
let viewController = GKMatchmakerViewController(matchRequest: defaultMatchRequest())!
viewController.matchmakerDelegate = self
present(viewController, animated: true)
}
#endif
}
private func defaultMatchRequest() -> GKMatchRequest {
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.defaultNumberOfPlayers = 2
request.inviteMessage = "Ciao!"
return request
}
func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) {
print("cancelled")
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) {
print(error)
}
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) {
self.match = match
match.delegate = self
startMatch()
}
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
print("\(player.gamePlayerID) changed state to \(String(describing: state))")
startMatch()
}
func startMatch() {
let match = match!
if matchStarted || match.expectedPlayerCount > 0 {
return
}
print("starting match with local player \(GKLocalPlayer.local.gamePlayerID) and remote players \(match.players.map({ $0.gamePlayerID }))")
match.chooseBestHostingPlayer { host in
print("host is \(String(describing: host?.gamePlayerID))")
}
}
}
Hello everyone,
I must have missed something but why isn't there a depthAttachmentPixelFormat to the new Metal 4 MTL4RenderPipelineDescriptor, unlike the old MTLRenderPipelineDescriptor?
So how do you set the depth pixel format?
Thanks in advance!
Hi,
What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler?
Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense.
I guess the problem should be the same when objects appear or disappear instantly.
Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work.
(FB19173812)
See screenshots below.
Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating.
If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable.
Is there any way to disable the logging of RealityKit and PHASE permanently?
Thank you for any help you provide.
In Xcode version 16.2 (16C5032a) I created:
One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit].
Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework].
In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes].
I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign].
I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a).
I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated.
[Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
[Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK].
If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution.
I found some discussions in links like the following without success.
https://github.com/firebase/firebase-ios-sdk/issues/13727
https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select
Any help is welcome.
Thanks everyone!!!
Hello!
I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process.
I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere.
Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV?
Any help would be appreciated!
Thanks,
Gustav
The sample code here, has code like:
// Create a display link capable of being used with all active displays
cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink);
But that function's doc says it's deprecated and to use NSView/NSWindow/NSScreen displayLink instead. That returns CADisplayLink, not CVDisplayLink.
Also the documentation for that displayLink method is completely empty. I'm not sure if I'm supposed to add it to run loop, or what, after I get it.
It would be nice to get an updated version of this sample project and/or have some documentation in NSView.displayLink
Topic:
Graphics & Games
SubTopic:
Metal
I am trying to learn Metal development on my MacBook Pro M1 Pro (Sequoia 15.3.1) on Xcode Playground, but when I write these two lines of code:
import Metal
let device = MTLCreateSystemDefaultDevice()!
I get the error The LLDB RPC server has crashed. Any ideas as to what I can do to solve this? I have rebooted the machine and reinstalled Xcode...
Hello,
I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back:
CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.)
Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine.
After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block...
Ideas, anyone?
Thank you,
D.
I have a SPFx React application where I am printing the HTML page content using the javascript default window.print() functionality. Once I save the page as pdf from the print preview window and open it using Adobe Acrobat, the links(for eg -> Google) within the content are not clickable and appearing as plain text.
I have tried to print random pages post searching with any keywords in Google and saved the files as pdfs, but, unfortunately, the links are still not clickable there as well.
To check whether it is an Adobe Acrobat issue, I have performed the same print functionality from Android devices and shared the pdf file across the iOS devices and in that case, when opened using Adobe Acrobat, the links are appearing to be clickable.
I am wondering whether it is something related to how the default print functionality works for iPadOS and iOS devices. Any insights on this would be really helpful. Thanks!!!
Note: The links are clickable for MacOS as well as for Windows.
#ios #ipados #javascript #spfx #react
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU.
However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time.
I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away.
For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well.
I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds!
I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state.
I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work.
Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up?
Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
What is Game Mode?
Game Mode optimizes your gaming experience by giving your game the highest priority access to your CPU and GPU, lowering usage for background tasks. And it doubles the Bluetooth sampling rate, which reduces input latency and audio latency for wireless accessories like game controllers and AirPods.
See Use Game Mode on Mac
See Port advanced games to Apple platforms
How can I enable Game Mode in my game?
Add the Supports Game Mode property (GCSupportsGameMode) to your game’s Info.plist and set to true
Correctly identify your game’s Application Category with LSApplicationCategoryType (also Info.plist)
Note:
Enabling Game Mode makes your game eligible but is not a guarantee; the OS decides if it is ok to enable Game Mode at runtime
An app that enables Game Mode but isn’t a game will be rejected by App Review.
How can I disable Game Mode?
Set GCSupportsGameMode to false.
Note: On Mac Game Mode is automatically disabled if the game isn’t running full screen.
This is the first time I have tried adding achievements to my games. The online documentation says:
"Before you can access achievements in your code, you can configure them in Xcode and sync the configuration updates you make with App Store Connect. Begin configuring achievements by creating a GameKit configuration file. In Xcode, choose File > New > File from Template. Select GameKit File, and click Next. In the sheet that appears, enter a name for the configuration and click Create."
Sounds easy - except Xcode 16.2 does not have a GameKit File as one of the Templates. Please advise on how to proceed and it would be nice if the documentation were updated.
Topic:
Graphics & Games
SubTopic:
GameKit
I'm experiencing a specific issue where when using any of the MacOS 26 Tahoe betas with Low Power Mode enabled and using Vsync in fullscreen, my application framerate gets limited to a hard 30 fps. I have not experienced this on any older OS. For example Low Power Mode on 13.6 Ventura with Vsync fullscreen lets my application run at full 60 fps without issues.
Is this a bug or a change in behavior of Low Power Mode on Tahoe?
My application is 3D, runs at 60 fps and is sensitive to tearing, so I need Vsync and it is mostly utilized in fullscreen. And Low Power Mode is a default for many Macs, so default experience on Tahoe currently is a halved 30 fps. However there also seems to be inconsistencies of on which machines this happens, but older OSes are always fine.
Now that SceneKit has been marked as soft deprecated, is there a planned date or timeframe when it will be completely removed from iOS? I’m concerned about how long my existing SceneKit-based game will continue to work, especially as an indie developer without the resources for a quick rewrite to RealityKit.
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}."
This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method.
A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats.
Below is a minimal example which produces the error:
let device = MTLCreateSystemDefaultDevice()!
let library = device.makeDefaultLibrary()!
let computeFunction = library.makeFunction(name: "compute_test")!
do {
let pipeline = try device.makeComputePipelineState(function: computeFunction)
debugPrint(pipeline)
} catch {
debugPrint("Metal 3 failed with error:\n\(error)")
}
#import <metal_stdlib>
using namespace metal;
kernel void compute_test(uint2 gid [[thread_position_in_grid]],
texture2d<float, access::read> in [[texture(0)]],
texture2d<float, access::write> out [[texture(1)]]) {
out.write(in.read(gid), gid);
}
I filed feedback FB19530049.
https://developer.apple.com/forums/profile/mozheralqahtani
Topic:
Graphics & Games
SubTopic:
General
Hi, I am trying to detect if all the screen are in fullscreen mode.
The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens.
However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen.
Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?