The title is self-exploratory. I wasn't able to find the CAMetalDisplayLink on the most recent metal-cpp release (metal-cpp_macOS15_iOS18-beta). Are there any plans to include it in the next release?
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
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We have a production Metal app with a complex multithreaded Metal pipeline.
When everything is operating smoothly, it works great.
Even when extremely overloaded, it does not crash for days at a time.
This isn't good enough for our users.
Unfortunately, when I have zero visibility into id, I have no way of knowing when metal is "done" with an id.
When overloaded, stale metal render passes need to be 'aborted', which results in metal callbacks not being called.
for example, these callbacks may not be called after an aborted pass:
id<MTLCommandBuffer> m_cmdbuf;
[m_cmdbuf addScheduledHandler:^(id <MTLCommandBuffer> cb) {
cpr->scheduled = MachAbsoluteTime();
}];
[m_cmdbuf addCompletedHandler:^(id <MTLCommandBuffer> cb) {
cpr->completed = MachAbsoluteTime();
}];
For the moment, our workaround is a system which waits a few seconds after we "think" a rendering pass should be done with all its (aborted) resources before releasing buffers. This is not ideal, to say the least.
So, in summary, my question is, it would be nice to be able to 'query' an id to know when metal is done with it, so that we know that its safe to release it along with our own internal resources.
Is there any such (undocumented) mechanism? I have exhaustively read all existing Metal documentation many times.
An idea that I've been toying with... it would be nice to have something akin to Zombie detection running all the time for id only.
In OpenGL, it was OK to use a released texture... you may display a bad frame, but not CRASH!. Is there any similar option for id?
Topic:
Graphics & Games
SubTopic:
Metal
How many 32-bit variables can I use concurrently in a single thread of a Metal compute kernel without worrying about the variables getting spilled into the device memory? Alternatively: how many 32-bit registers does a single thread have available for itself?
Let's say that each thread of my compute kernel needs to store and work with its own array of N float variables, where N can be 128, 256, 512 or more. To achieve maximum possible performance, I do not want to the local thread variables to get spilled into the slow device memory. I want all N variables to be stored "on-chip", in the thread memory space.
To make my question more concrete, let's say there is an array thread float localArray[N]. Assuming an unrealistic hypothetical scenario where localArray is the only variable in the whole kernel, what is the maximum value of N for which no portion of localArray would get spilled into the device memory?
I searched in the Metal feature set tables, but I could not find any details.
When generating large arrays of random numbers, NaNs show up. They also show up at the same indices when using the same seed, leading me to believe that this is a bug with MPSMatrixRandom's normally distributed Float32 random number distribution.
Happens with both Philox and MTGP32.
Is this intentional and how do I work around this?
See the original post for a MWE in Swift and Julia: https://github.com/JuliaGPU/Metal.jl/issues/474
Project: I have some data wich could be transformed by shader, result may be kept in rgb channels of image. Great.
But now to mix dozens of those results? Not one by one, image after image, but all at once. Something like „complicated average” color of particular pixel from all delivered images.
Is it possible?
my app use mtkview to render video, but [MTKView initwithFrame:device] takes 2-3s in some some 2019 macbook pro, system macos 15.0.1.
how can I do?
Hello, I am using MTKView to display: camera preview & video playback. I am testing on iPhone 16. App crashes at a random moment whenever MTKView is rendering CIImage.
MetalView:
public enum MetalActionType {
case image(CIImage)
case buffer(CVPixelBuffer)
}
public struct MetalView: UIViewRepresentable {
let mtkView = MTKView()
public let actionPublisher: any Publisher<MetalActionType, Never>
public func makeCoordinator() -> Coordinator {
Coordinator(self)
}
public func makeUIView(context: UIViewRepresentableContext<MetalView>) -> MTKView {
guard let metalDevice = MTLCreateSystemDefaultDevice() else {
return mtkView
}
mtkView.device = metalDevice
mtkView.framebufferOnly = false
mtkView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
mtkView.drawableSize = mtkView.frame.size
mtkView.delegate = context.coordinator
mtkView.isPaused = true
mtkView.enableSetNeedsDisplay = true
mtkView.preferredFramesPerSecond = 60
context.coordinator.ciContext = CIContext(
mtlDevice: metalDevice, options: [.priorityRequestLow: true, .highQualityDownsample: false])
context.coordinator.metalCommandQueue = metalDevice.makeCommandQueue()
context.coordinator.actionSubscriber = actionPublisher.sink { type in
switch type {
case .buffer(let pixelBuffer):
context.coordinator.updateCIImage(pixelBuffer)
break
case .image(let image):
context.coordinator.updateCIImage(image)
break
}
}
return mtkView
}
public func updateUIView(_ nsView: MTKView, context: UIViewRepresentableContext<MetalView>) {
}
public class Coordinator: NSObject, MTKViewDelegate {
var parent: MetalView
var metalCommandQueue: MTLCommandQueue!
var ciContext: CIContext!
private var image: CIImage? {
didSet {
Task { @MainActor in
self.parent.mtkView.setNeedsDisplay() //<--- call Draw method
}
}
}
var actionSubscriber: (any Combine.Cancellable)?
private let operationQueue = OperationQueue()
init(_ parent: MetalView) {
self.parent = parent
operationQueue.qualityOfService = .background
super.init()
}
public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
public func draw(in view: MTKView) {
guard let drawable = view.currentDrawable, let ciImage = image,
let commandBuffer = metalCommandQueue.makeCommandBuffer(), let ci = ciContext
else {
return
}
//making sure nothing is nil, now we can add the current frame to the operationQueue for processing
operationQueue.addOperation(
MetalOperation(
drawable: drawable, drawableSize: view.drawableSize, ciImage: ciImage,
commandBuffer: commandBuffer, pixelFormat: view.colorPixelFormat, ciContext: ci))
}
//consumed by Subscriber
func updateCIImage(_ img: CIImage) {
image = img
}
//consumed by Subscriber
func updateCIImage(_ buffer: CVPixelBuffer) {
image = CIImage(cvPixelBuffer: buffer)
}
}
}
now the MetalOperation class:
private class MetalOperation: Operation, @unchecked Sendable {
let drawable: CAMetalDrawable
let drawableSize: CGSize
let ciImage: CIImage
let commandBuffer: MTLCommandBuffer
let pixelFormat: MTLPixelFormat
let ciContext: CIContext
init(
drawable: CAMetalDrawable, drawableSize: CGSize, ciImage: CIImage,
commandBuffer: MTLCommandBuffer, pixelFormat: MTLPixelFormat, ciContext: CIContext
) {
self.drawable = drawable
self.drawableSize = drawableSize
self.ciImage = ciImage
self.commandBuffer = commandBuffer
self.pixelFormat = pixelFormat
self.ciContext = ciContext
}
override func main() {
let width = Int(drawableSize.width)
let height = Int(drawableSize.height)
let ciWidth = Int(ciImage.extent.width) //<-- Thread 22: EXC_BAD_ACCESS (code=1, address=0x5e71f5490) A bad access to memory terminated the process.
let ciHeight = Int(ciImage.extent.height)
let destination = CIRenderDestination(
width: width, height: height, pixelFormat: pixelFormat, commandBuffer: commandBuffer,
mtlTextureProvider: { [self] () -> MTLTexture in
return drawable.texture
})
let transform = CGAffineTransform(
scaleX: CGFloat(width) / CGFloat(ciWidth), y: CGFloat(height) / CGFloat(ciHeight))
do {
try ciContext.startTask(toClear: destination)
try ciContext.startTask(toRender: ciImage.transformed(by: transform), to: destination)
} catch {
}
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
}
Now I am no Metal expert, but I believe it's a very simple execution that shouldn't cause memory leak especially after we have already checked for whether CIImage is nil or not. I have also tried running this code without OperationQueue and also tried with @autoreleasepool but none of them has solved this problem.
Am I missing something?
Currently looking for Metal developers to port Quake 2 RTX to Metal RT in order to give Apple Silicon Macs an amazing Pathtracing demo, This project falls under NightSightProductions who is also working on a Portal 2 with RTX Remaster. if you are interested and want to help further Mac gaming, message me here or on discord at king_vulpes
Hi! I just installed GPTK2 on my new Mac , but the Terminal gave “Error:OpenSSL1.1 has been disabled.”
How should I fix it?Or waiting for the GPTK2 beta4?
Thanks.
I’ve been trying to run Jurassic World Evolution 2 using the Game Porting Toolkit on macOS, but the game doesn’t launch and crashes immediately. Based on the error and research, it seems the issue is related to missing support for D3D12_TILED_RESOURCES_TIER_2 in the Metal API.
If this is the case, does anyone know if support for tiled resources is planned for future updates of the toolkit? Or are there any potential workarounds for bypassing this limitation?
Is there a working example of imageblock_slice with implicit layout somewhere?
I get a compilation error when i write this:
imageblock_slilce color_slice = img_blk.slice(frag->color);
Error:
No matching member function for call to 'slice'
candidate template ignored: couldn't infer template argument 'E'
candidate function template not viable: requires 2 arguments, but 1 was provided
Too few template arguments for class template 'imageblock_slice'
It seems the syntax has changed since the Imageblocks presentation https://developer.apple.com/videos/play/tech-talks/603/
I tried supplying the struct type of the image block between <> but it still does not work.
When inspecting the geometry in Xcode's metal debugger, I noticed that the shown "frustrum box" didn't make sense. Since Metal uses depth range 0,1 in NDC space, I would expect a vertex that is projected to z:0 to be on the front clipping plane of the frustrum shown in the geometry inspector. This is however not the case. A vertex with ndc z:0 is shown halfway inside the frustrum. Vertices with ndc z less than 0 are correctly culled during rendering, while the geometry inspector's frustrum shows that the vertex is stil inside the frustrum.
The image shows vertices that are visually in the middle of the frustrum on z axis, but at the same time the out position shows that they are projected to z:0. How is this possible, unless there's a bug in the geometry inspector?
I used xcode gpu capture to profile render pipeline's bandwidth of my game.Then i found depth buffer and stencil buffer use the same buffer whitch it's format is Depth32Float_Stencil8.
But why in a single pass of pipeline, this buffer was loaded twice, and the Load Attachment Size of Encoder Statistics was double.
Is there any bug with xcode gpu capture?Or the pass really loaded the buffer twice times?
Topic:
Graphics & Games
SubTopic:
Metal
Hi,
Apple’s documentation on Order-Independent Transparency (OIT) describes an approach using image blocks, where an array of size 4 is allocated per fragment to store depth and color in a tile shading compute pass.
However, when increasing the scene’s depth complexity by adding more overlapping quads, the OIT implementation fails due to the fixed array size.
Is there a way to dynamically allocate storage for fragments based on actual depth complexity encountered during rasterization, rather than using a fixed-size array? Specifically, can an adaptive array of fragments be maintained and sorted by depth, where the size grows as needed instead of being limited to 4 entries?
Any insights or alternative approaches would be greatly appreciated.
Thank you!
Hello ladies and gentlemen, I'm writing a simple renderer on the main actor using Metal and Swift 6. I am at the stage now where I want to create a render pipeline state using asynchronous API:
@MainActor
class Renderer {
let opaqueMeshRPS: MTLRenderPipelineState
init(/*...*/) async throws {
let descriptor = MTLRenderPipelineDescriptor()
// ...
opaqueMeshRPS = try await device.makeRenderPipelineState(descriptor: descriptor)
}
}
I get a compilation error if try to use the asynchronous version of the makeRenderPipelineState method:
Non-sendable type 'any MTLRenderPipelineState' returned by implicitly asynchronous call to nonisolated function cannot cross actor boundary
Which is understandable, since MTLRenderPipelineState is not Sendable. But it looks like no matter where or how I try to access this method, I just can't do it - you have this API, but you can't use it, you can only use the synchronous versions.
Am I missing something or is Metal just not usable with Swift 6 right now?
Hey all! I'm got my hands on a refurbished mac mini m1 and already diving into metal. At the moment, i'm currently studying graphics programming with opengl and got to a point where I can almost create a 3d cube. However, I noticed there aren't many tutorials for metal cpp but rather demos. One thing I love about graphic programming, is skinning/skeletal animation. At the moment, I can't find any sources or tutorials on how to load skeletal animations into metal-cpp. So, if I create my character in blender and had all types of animations all loaded into a .FBX or maybe .DAE and load this into metal api with metal-cpp, how can I go on about how this works?
The flushContextInternal function in glr_sync.mm:262 called abort internally. What caused this? Was it due to high device temperature or some other reason?
Date/Time: 2024-08-29 09:20:09.3102 +0800
Launch Time: 2024-08-29 08:53:11.3878 +0800
OS Version: iPhone OS 16.7.10 (20H350)
Release Type: User
Baseband Version: 8.50.04
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Triggered by Thread: 0
Thread 0 name:
Thread 0 Crashed:
0 libsystem_kernel.dylib 0x00000001ed053198 __pthread_kill + 8 (:-1)
1 libsystem_pthread.dylib 0x00000001fc5e25f8 pthread_kill + 208 (pthread.c:1670)
2 libsystem_c.dylib 0x00000001b869c4b8 abort + 124 (abort.c:118)
3 AppleMetalGLRenderer 0x00000002349f574c GLDContextRec::flushContextInternal() + 700 (glr_sync.mm:262)
4 DiSpecialDriver 0x000000010824b07c Di::RHI::onRenderFrameEnd() + 184 (RHIDevice.cpp:118)
5 DiSpecialDriver 0x00000001081b85f8 Di::Client::drawFrame() + 120 (Client.cpp:155)
2024-08-27_14-44-10.8104_+0800-07d9de9207ce4c73289507e608e5de4320d02ccf.crash
Topic:
Graphics & Games
SubTopic:
Metal
In this video, tile fragment shading is recommended for image processing. In this example, the unpack function takes two arguments, one of which is RasterizerData. As I understand it, this is the data passed to us from the previous stage (Vertex) of the graphics pipeline.
However, the properties of MTLTileRenderPipelineDescriptor do not include an option for specifying a Vertex function. Therefore, in this render pass, a mix of commands is used: first, a draw command is executed to obtain UV coordinates, and then threads are dispatched.
My question is: without using a draw command, only dispatch, how can I get pixel coordinates in the fragment tile function? For the kernel tile function, everything is clear.
typedef struct
{
float4 OPTexture [[ color(0) ]];
float4 IntermediateTex [[ color(1) ]];
} FragmentIO;
fragment FragmentIO Unpack(RasterizerData in [[ stage_in ]],
texture2d<float, access::sample> srcImageTexture [[texture(0)]])
{
FragmentIO out;
//...
// Run necessary per-pixel operations
out.OPTexture = // assign computed value;
out.IntermediateTex = // assign computed value;
return out;
}
I have this drawing app that I have been working on for the past few years when I have free time. I recently rebuilt the app in Metal to build out other brushes and improve performance, need to render 10000s of lines in realtime.
I’m running into this issue trying to create a uniform opacity per path. I have a solution but do not love it - as this is a realtime app and the solution could have some bottlenecks. If I just generate a triangle strip from touch points and do my best to smooth, resample, and handle miters I will always get some overlaps. See:
To create a uniform opacity I render to an offscreen texture with blending disabled. I then pre-multiply the color and draw that texture to a composite texture with blending on (I do this per path). This works but gets tricky when you introduce a textured brush, the edges of the texture in the frag shader cut out the line.
Pasted Graphic 1.png
Solution: I discard below a threshold
fragment float4 fragment_line(VertexOut in [[stage_in]],
texture2d<float> texture [[ texture(0) ]]) {
constexpr sampler s(coord::normalized, address::mirrored_repeat, filter::linear);
float2 texCoord = in.texCoord;
float4 texColor = texture.sample(s, texCoord);
if (texColor.a < 0.01) discard_fragment(); // may be slow (from what I read)
return in.color * texColor;
}
Better but still not perfect.
Question: I'm looking for better ways to create a uniform opacity per path. I tried .max blending but that will cause no blending of other paths. Any tips, ideas, much appreciated. If this is too detailed of a question just achieve.
Anyone else unable to download the "Rendering a Scene with Deferred Lighting in C++" (https://developer.apple.com/documentation/metal/rendering-a-scene-with-deferred-lighting-in-c++?language=objc)?
I just an error page:
Is there another place to download this sample?
Topic:
Graphics & Games
SubTopic:
Metal