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

Metal Documentation

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Debug symbols in metallib
Hello, I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way? Usually I’m compiling my shaders as follows (from Metal): xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib The -frecord-sources allow me to see the source when debugging and profiling a Metal frame. Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with: dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL. It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it. Right now debug symbols in my shaders is a must-have, so I’ll explore other routes to convert my HLSL shaders to Metal (I’ve been testing spir-v cross to do the conversion, I haven’t actually tested the debug symbols yet, I’ll report back later). Thank you for your time!
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Jun ’23
Question about statistics of shader per line profile in xcode
Hi, I am using xcode frame capture to profile my app's shader. And I got some question about the shader per line profile statistics. Please see the two screen shot first, it is my compute shader. Begin: End: The first image is the head of the shader. The profile show's that the shader entry function takes 72.44% of the time. And at the end of the shader, the profile shows that the right brace '}' takes 60.45%. Here is my question: How to properly understand the profile data? What's the real performance data of this shader? Why the shader entry function does not take 100% of the time? Can someone help me to answer the question? Thanks! Boson
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Dec ’23