Fix Xcode 26 C++ build + iPhone 17 Pro depth visualization corruption#1
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wonmor wants to merge 16 commits into
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Fix Xcode 26 C++ build + iPhone 17 Pro depth visualization corruption#1wonmor wants to merge 16 commits into
wonmor wants to merge 16 commits into
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# Conflicts: # StandardCyborgFusion/Sources/include/StandardCyborgFusion/SceneKit+Lines.hpp
Depth CVPixelBuffer-backed Metal texture was created with MTLTextureUsage.shaderWrite but is actually used as the source of an MPSImageGaussianBlur (read-only). The A19 GPU on iPhone 17 Pro enforces this strictly, producing blocky purple/blue artifacts on the depth-coloring overlay; the A17 Pro silently tolerated the wrong flag. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Closing — wonmor/StandardCyborgCocoa has been rebased onto StandardCyborg/StandardCyborgCocoa upstream. The depth fix is now tracked in StandardCyborg#57 instead. |
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Summary
Two independent fixes that affect anyone shipping a TrueDepth scanning app on current Apple hardware/toolchains:
C++ compat for Xcode 26 + static linking (671a57e) — addresses build failures that show up in Xcode 26 with the modern C++ toolchain, and switches some targets to static linking to play nicer with downstream Swift apps.
iPhone 17 Pro depth visualization corruption (416bcfa) — the depth
CVPixelBuffer-backedMTLTextureinDepthColoringFilter._metalTexture(fromDepthBuffer:)was created withMTLTextureUsage.shaderWritedespite the texture being read (it's the source of anMPSImageGaussianBlur, never a destination). The A17 Pro (iPhone 15 Pro Max) silently tolerated the wrong flag, but the A19 GPU on the iPhone 17 Pro enforces it strictly — produces blocky purple/blue artifacts on the depth-coloring overlay during scanning. One-line fix:.shaderWrite→.shaderRead.Test plan
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