Render advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.

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UISearchBar Warnings in Xcode Version 16.0 w/ iOS 18.0
Explanation: I am working on an application and had trouble diagnosing the warnings below. I pulled the search bar code out into a separate project, and the warnings still show up. The entire code for the sample project is shown below. The "AddInstanceForFactory", "LoudnessManager", and "NSBundle" warning all show up immediately after tapping the search bar. The "RTIInputSystemClient" warning arises after tapping, dismissing, and re-tapping the search bar. Any help with resolving these warnings is appreciated! Warnings: "-[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID. inputModality = Keyboard, inputOperation = , customInfoType = UIEmojiSearchOperations" "NSBundle file:///Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS%2018.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/MetalTools.framework/ principal class is nil because all fallbacks have failed" "AddInstanceForFactory: No factory registered for id <CFUUID --------------> -----------------" "LoudnessManager.mm:709 unable to open stream for LoudnessManager plist" Code: import UIKit class SearchView: UIView { private lazy var searchBar: UISearchBar = { let searchBar = UISearchBar() searchBar.delegate = self searchBar.translatesAutoresizingMaskIntoConstraints = false searchBar.placeholder = "Search" return searchBar }() required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } init() { super.init(frame: .zero) translatesAutoresizingMaskIntoConstraints = false backgroundColor = .yellow addSubview(searchBar) NSLayoutConstraint.activate([ searchBar.topAnchor.constraint(equalTo: topAnchor, constant: 12), searchBar.leadingAnchor.constraint(equalTo: leadingAnchor, constant: 12), searchBar.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -12), searchBar.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -12), ]) } } extension SearchView: UISearchBarDelegate { func searchBar(_ searchBar: UISearchBar, textDidChange searchText: String) { print(searchText) } } class ViewController: UIViewController { private lazy var searchView = SearchView() override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .red let tap = UITapGestureRecognizer(target: self, action: #selector(dismissKeyboard)) view.addGestureRecognizer(tap) view.addSubview(searchView) NSLayoutConstraint.activate([ searchView.leadingAnchor.constraint(equalTo: view.leadingAnchor), searchView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 24), searchView.centerXAnchor.constraint(equalTo: view.centerXAnchor), ]) } @objc func dismissKeyboard() { view.endEditing(true) } }
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Options to have MSAA in Tile-Based Deferred Renderer
Hi folks, I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices: Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture. Which is the proper approach, and are there any examples of how to implement it? Thanks!
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Why is the speed of metal shading kernel so slow?
Hi, I am recently writing metal shader language to parallelize the algorithms to accelerate the speed of it. I created a simple example to show the acceleration result of it. Since Rust is used in our algorithm, so I used metal-rs as the wrapper to execute the MSL kernels from rust side. In this example, I am calculating the result of two arrays, and kernel looks like: kernel void two_array_addition_2( constant uint* a [[buffer(0)]], constant uint* b [[buffer(1)]], device uint* c [[buffer(2)]], uint idx [[thread_position_in_grid]] ) { c[idx] = a[idx] + b[idx]; } in the main.rs, you can see a function called execute_kernel() , this function has all it needs to execute the kernel in MSL (such as commandEncoder, piplelineState, etc). use core::mem; use metal::{Buffer, MTLSize}; use objc::rc::autoreleasepool; use std::time::Instant; use two_array_addition::abstractions::state::MetalState; fn execute_kernel( name: &str, state: &MetalState, input_a: &Buffer, input_b: &Buffer, output_c: &Buffer, ) -> Vec<u32> { // assert!(input_a.len() == input_b.len() && input_a.len() == output_c.len()); // let len = input_a.len() as u64; let len = input_a.length() as u64 / mem::size_of::<u32>() as u64; // 1. Init the MetalState // - we inited it // 2. Set up Pipeline State let pipeline = state.setup_pipeline(name).unwrap(); // 3. Allocate the buffers for A, B, and C // - we allocated outside of this function let mut result: &[u32] = &[]; autoreleasepool(|| { // 4. Create the command buffer & command encoder let (command_buffer, command_encoder) = state.setup_command( &pipeline, Some(&[(0, input_a), (1, input_b), (2, output_c)]), ); // 5. command encoder dispatch the threadgroup size and num of threads per threadgroup let threadgroup_count = MTLSize::new((len + 256 - 1) / 256, 1, 1); let thread_per_threadgroup = MTLSize::new(256, 1, 1); // let grid_size = MTLSize::new(len, 1, 1); // let threadgroup_count = MTLSize::new(pipeline.max_total_threads_per_threadgroup(), 1, 1); command_encoder.dispatch_thread_groups(threadgroup_count, thread_per_threadgroup); command_encoder.end_encoding(); command_buffer.commit(); command_buffer.wait_until_completed(); // 6. Copy the result back to the host let start = Instant::now(); result = MetalState::retrieve_contents::<u32>(output_c); let duration = start.elapsed(); println!("Duration for copying result back to host: {:?}", duration); }); result.to_vec() } The performance of the result is kinda interesting to me. This is the result: $ cargo run -r This is expected to run for a while... please wait... Generating input arrays... Generating input arrays... Generating output array... Generating expected output... Duration for allocating buffers: 2.015258s Executing 1st kernel (1)... Duration for copying result back to host: 5.75µs Executing 1st kernel (2)... Duration for copying result back to host: 542ns Executing 2nd kernel (1)... Duration for copying result back to host: 1µs Executing 2nd kernel (2)... Duration for copying result back to host: 458ns Duration expected: 183.406167ms Duration for 1st kernel (1): 1.894994875s Duration for 1st kernel (2): 537.318208ms Duration for 2nd kernel (1): 501.33275ms Duration for 2nd kernel (2): 497.339916ms You have successfully run the kernels! The speed is slower when executing in the MSL kernel, while I reckon of the dataset is quite big ($2^{29}$) The first kernel execution takes more time to launch. Is there any way to optimize the MSL in this case? And in most case, when you design the algorithm into parallelism, what would be the concerns? The machine I am using is M1 Pro with 14-core GPU and 16 GB memory. Does anyone have idea / explanation for why these happen? Thank you
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Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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macOS Sequoia SwiftUI crash
I encountered a crash with my SwiftUI app for macOS. NSInvalidArgumentException: -[MTLIGAccelRenderCommandEncoder setVertexBuffer:offset:attributeStride:atIndex:]: unrecognized selector sent to instance struct ContentView: View { @State var text = "" var body: some View { TextEditor(text: $text) } } When I run macOS app, console print NSBundle file:///System/Library/PrivateFrameworks/MetalTools.framework/ principal class is nil because all fallbacks have failed and I found it crash with TextEditor. Can somebody help me?
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SwiftUI [[stichable]] metal shader & CIFilter written in metal extern"C" can't work at the same time
In my project, I used two metal shaders in two ways. One is link to SwiftUI's modifier .colorEffect(ShaderLibrary.myShader()), which metal shader marked as [[stichable]]. Another one is a custom CIFilter, which kernel been written in external "C" closure. Because custom CIFilter must add build rules so Xcode can compile it, so I added -fcikernel to Metal Compiler and -cikernel to Metal Linker from Build Settings, just like Apple's document told me that. But the result is weird, if I add rules, custom CIFilter works, [[stichable]] shader doesn't work. if I delete rules, and comment out code of CIFilter(for avoiding warning), [[stichable]] shader works, but now I can't use my custom CIFilter. Actually, once these two shaders works well in my project, but when I updated Xcode from 15 to 16, it became weird, the 2 shaders can't exist at same time. Even though I go back to Xcode 15, I can't save them. I have no idea, please help, thank you. XCode 16 / iOS 18 on iPhone 14 Pro
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Metal addCompletedHandler causes crash with Swift 6 (iOS)
The following code runs fine when compiled with Swift 5, but crashes when compiled with Swift 6 (stack trace below). In the draw method, commenting out the addCompletedHandler line fixes the problem. I'm testing on iOS 18.0 and see the same behavior in both the simulator and on a device. What's going on here? import Metal import MetalKit import UIKit class ViewController: UIViewController { @IBOutlet var metalView: MTKView! private var commandQueue: MTLCommandQueue? override func viewDidLoad() { super.viewDidLoad() guard let device = MTLCreateSystemDefaultDevice() else { fatalError("expected a Metal device") } self.commandQueue = device.makeCommandQueue() metalView.device = device metalView.enableSetNeedsDisplay = true metalView.isPaused = true metalView.delegate = self } } extension ViewController: MTKViewDelegate { func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {} func draw(in view: MTKView) { guard let commandQueue, let commandBuffer = commandQueue.makeCommandBuffer() else { return } commandBuffer.addCompletedHandler { _ in } // works with Swift 5, crashes with Swift 6 commandBuffer.commit() } } Here's the stack trace: Thread 10 Queue : connection Queue (serial) #0 0x000000010581c3f8 in _dispatch_assert_queue_fail () #1 0x000000010581c384 in dispatch_assert_queue () #2 0x00000002444c63e0 in swift_task_isCurrentExecutorImpl () #3 0x0000000104d71ec4 in closure #1 in ViewController.draw(in:) () #4 0x0000000104d71f58 in thunk for @escaping @callee_guaranteed (@guaranteed MTLCommandBuffer) -> () () #5 0x0000000105ef1950 in __47-[CaptureMTLCommandBuffer _preCommitWithIndex:]_block_invoke_2 () #6 0x00000001c50b35b0 in -[MTLToolsCommandBuffer invokeCompletedHandlers] () #7 0x000000019e94d444 in MTLDispatchListApply () #8 0x000000019e94f558 in -[_MTLCommandBuffer didCompleteWithStartTime:endTime:error:] () #9 0x000000019e95352c in -[_MTLCommandQueue commandBufferDidComplete:startTime:completionTime:error:] () #10 0x0000000226ef50b0 in handleMainConnectionReplies () #11 0x00000001800c9690 in _xpc_connection_call_event_handler () #12 0x00000001800cad90 in _xpc_connection_mach_event () #13 0x000000010581a86c in _dispatch_client_callout4 () #14 0x0000000105837950 in _dispatch_mach_msg_invoke () #15 0x0000000105822870 in _dispatch_lane_serial_drain () #16 0x0000000105838c10 in _dispatch_mach_invoke () #17 0x0000000105822870 in _dispatch_lane_serial_drain () #18 0x00000001058237b0 in _dispatch_lane_invoke () #19 0x00000001058301f0 in _dispatch_root_queue_drain_deferred_wlh () #20 0x000000010582f75c in _dispatch_workloop_worker_thread () #21 0x00000001050abb74 in _pthread_wqthread ()
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Determining SpriteKit Interaction using SKRenderer
Hey, Wondering how other developers have been able to determine the location of a mouse event or tap (ie NSEvent) when using MetalView (MKTView) with SKRenderer with a SpriteKit scene (.sks scene) for a 2D game. In the original scenario with SpriteKit, we could use SKViews convertPoint(fromView:) to determine where in the scene the user tapped. But with the SKRenderer we can no longer use convertPoint(fromView:) as its reliant on SKView being used and thus its making it difficult to determine. What I do have is: locationInWindow: NSPoint for showing me where in the MKTView which was touched Any ideas, would be great Many thanks
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Metal os_log not working
I wanted to try the new logging feature for Metal but could not get it to work. I modified the PerformingCalculationsOnAGPU example by adding os_log_default.log_debug("Hello thread: %d", index); to log the current thread id. But never saw any messages neither in the console nor in Xcode. I also added the -fmetal-enable-logging flag. I am running the Sequoia release candidate 15.0 (24A335) on M1 Max and Xcode 16.0 (16A242). What am I missing?
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how do you pass a texture to a metal shader in swiftui?
specifically using the newer colorEffect, layerEffect, etc routes. the below does not seem to work. do i have to use the old MTK stuff? import SwiftUI import MetalKit struct HoloPreview: View { let startDate = Date() @State private var noiseTexture: MTLTexture? var body: some View { TimelineView(.animation) { context in RoundedRectangle(cornerRadius: 20) .fill(Color.red) .layerEffect(ShaderLibrary.iridescentEffect( .float(startDate.timeIntervalSinceNow), .texture(noiseTexture) ), maxSampleOffset: .zero) } .onAppear { noiseTexture = loadTexture(named: "perlinNoiseMap") } } func loadTexture(named imageName: String) -> MTLTexture? { guard let device = MTLCreateSystemDefaultDevice(), let url = Bundle.main.url(forResource: imageName, withExtension: "png") else { return nil } let textureLoader = MTKTextureLoader(device: device) let texture = try? textureLoader.newTexture(URL: url, options: nil) return texture } } #Preview { HoloPreview() }
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Running 120Hz with low latency on M1 Max
I am trying to get a little game prototype up and running using Metal using the metal-cpp libraries where I run everything natively at 120Hz with a coupled renderer using Vsync turned on so that I have the absolute physically minimum input to photon latency possible. // Create the metal view SDL_MetalView metal_view = SDL_Metal_CreateView(window); CA::MetalLayer *swap_chain = (CA::MetalLayer *)SDL_Metal_GetLayer(metal_view); // Set up the Metal device MTL::Device *device = MTL::CreateSystemDefaultDevice(); swap_chain->setDevice(device); swap_chain->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm); swap_chain->setDisplaySyncEnabled(true); swap_chain->setMaximumDrawableCount(2); I am using SDL3 just for creating the window. Now when I go through my game / render loop - I stall for a long time on getting the next drawable which is understandable - my app runs in about 2-3ms. m_CurrentContext->m_Drawable = m_SwapChain->nextDrawable(); m_CurrentContext->m_CommandBuffer = m_CommandQueue->commandBuffer()->retain(); char frame_label[32]; snprintf(frame_label, sizeof(frame_label), "Frame %d", m_FrameIndex); m_CurrentContext->m_CommandBuffer->setLabel(NS::String::string(frame_label, NS::UTF8StringEncoding)); m_CurrentContext->m_RenderPassDescriptor[ERenderPassTypeNormal] = MTL::RenderPassDescriptor::alloc()->init(); MTL::RenderPassColorAttachmentDescriptor* cd = m_CurrentContext->m_RenderPassDescriptor[ERenderPassTypeNormal]->colorAttachments()->object(0); cd->setTexture(m_CurrentContext->m_Drawable->texture()); cd->setLoadAction(MTL::LoadActionClear); cd->setClearColor(MTL::ClearColor( 0.53f, 0.81f, 0.98f, 1.0f )); cd->setStoreAction(MTL::StoreActionStore); However my ProMotion display does not reliably run at 120Hz when fullscreen and using the direct to display system - it seems to run faster when windowed in composite which is the opposite of what I would expect. The Metal HUD says 120Hz, but the delay to getting the next drawable and looking at what Instruments is saying tells otherwise. When I profile it, the game loop has completed and is sitting there waiting for the next drawable, but the screen does not want to complete in 8.33ms, so the whole thing slows down for no discernible reason. Also as a game developer it is very strange for the command buffer to actually need the drawable texture free to be allowed to encode commands - usually the command buffers and swapping the front and back render buffers are not directly dependent on each other. Usually you only actually need the render buffer texture free when you want to draw to it. I could give myself another drawable, but because I am completing in less than 3ms, all it would do would be to add another frame of latency. I also looked at the FramePacing example and its behaviour is even worse at having high framerate with low latency - the direct to display is always rejected for some reason. Is this just a flaw in the Metal API? Or am I missing something important? I hope someone can help - the behaviour of the display is baffling.
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realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
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Video Background Removal
I am searching for a method to remove background from a video. it can be from camera Session fileOutput url or from photo library. I was able to accomplish live preview of removed background with the depth data and some metal framework code from the example Enhancing Live Video by Leveraging TrueDepth Camera Data. However I count figure out a way to save this as a video so that I can upload it. Also this method is using over 150% of cpu ( Xcode cpu usage ), which seems to be quite a lot and the device is getting heated up so fast and drops the frames when It hot. I also found something similar from GitHub using CoreML example by Dmitry Voitekh which only uses less than 40% cpu. Any information regarding this will be helpful. Objective : Remove Background from video and save it
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Can an SDF be rendered using RealityKit?
I'm trying to ray-march an SDF inside a RealityKit surface shader. For the SDF primitive to correctly render with other primitives, the depth of the fragment needs to be set according to the ray-surface intersection point. Is there a way to do that within a RealityKit surface shader? It seems the only values I can set are within surface::surface_properties. If not, can an SDF still be rendered in RealityKit using ray-marching?
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How is CAShapeLayer implemented
Hello, I want to create a painting app for iOS and I saw many examples use a CAShapeLayer to draw a UIBezierPath. As I understand CoreAnimation uses the GPU so I was wondering how is this implemented on the GPU? Or in other words, how would you do it with Metal or OpenGL? I can only think of continuously updating a texture in response to the user's drawing but that would be a very resource intensive operation... Thanks
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CIFilter chain failing to render parts of output
I’ve built a iOS camera app that applies many CIFilters to an image captured by the camera. Some of my users have reported that on occasion the images have large parts that are blank, see below: Frustratingly, I can’t reproduce this myself! Does anyone know what could he causing it, is it a memory issue? I haven’t posted the code as there’s a lot to look over and I’m not sure it would help diagnose it. Thanks for any pointers.
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Memory Leak using simple app with visionOS
Hello. When displaying a simple app like this: struct ContentView: View { var body: some View { EmptyView() } } And run the Leaks app from the developer tools in Xcode, I see a memory leak which I don't see when running the same application on iOS. You can simply run the app and it will show a memory leak. And this is what I see in the Leaks application. Any ideas on what is going on? Thanks!
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Sep ’24