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  • Target and optimize GPU binaries with Metal 3

    Discover how you can reduce in-app stutters, first launch times, and new level load times when you generate your GPU binaries entirely at project build time with offline compilation. We'll also show you how to improve total compile time and binary size for larger GPU programs using the "Optimize for size" compiler option.

    Ressources

    • MTLLibraryOptimizationLevel
    • Minimizing the binary size of a shader library
    • Metal
      • Vidéo HD
      • Vidéo SD

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  • Rechercher dans cette vidéo…
    • 4:47 - Using a JSON editor: render pipeline descriptor

      // An existing Obj-C render pipeline descriptor
      NSError *error = nil;
      id<MTLDevice> device = MTLCreateSystemDefaultDevice();
      
      id<MTLLibrary> library = [device newLibraryWithFile:@"default.metallib" error:&error];
      
      MTLRenderPipelineDescriptor *desc = [MTLRenderPipelineDescriptor new];
      desc.vertexFunction = [library newFunctionWithName:@"vert_main"];
      desc.fragmentFunction = [library newFunctionWithName:@"frag_main"];
      desc.rasterSampleCount = 2;
      desc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
      desc.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float;
    • 4:47 - Using a JSON editor: pipelines script

      {
        "//comment": "Its equivalent new JSON script",
        "libraries": {
          "paths": [
            {
              "path": "default.metallib"
            }
          ]
        },
        "pipelines": {
          "render_pipelines": [
            {
              "vertex_function": "vert_main",
              "fragment_function": "frag_main",
              "raster_sample_count": 2,
              "color_attachments": [
                {
                  "pixel_format": "BGRA8Unorm"
                },
              ],
              "depth_attachment_pixel_format": "Depth32Float"
            }
          ]
        }
      }
    • 5:33 - Harvesting sample

      // Create pipeline descriptor
      MTLRenderPipelineDescriptor *pipeline_desc = [MTLRenderPipelineDescriptor new];
      pipeline_desc.vertexFunction = [library newFunctionWithName:@"vert_main"];
      pipeline_desc.fragmentFunction = [library newFunctionWithName:@"frag_main"];
      pipeline_desc.rasterSampleCount = 2;
      pipeline_desc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
      pipeline_desc.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float;
      
      // Add pipeline descriptor to new archive
      MTLBinaryArchiveDescriptor* archive_desc = [MTLBinaryArchiveDescriptor new];
      id<MTLBinaryArchive> archive = [device newBinaryArchiveWithDescriptor:archive_desc error:&error];
      bool success = [archive addRenderPipelineFunctionsWithDescriptor:pipeline_desc error:&error];
      
      // Serialize archive to file system
      NSURL *url = [NSURL fileURLWithPath:@"harvested-binaryArchive.metallib"];
      success = [archive serializeToURL:url error:&error];
    • 6:01 - Extracting a JSON script

      metal-source -flatbuffers=json harvested-binaryArchive.metallib -o /tmp/descriptors.mtlp-json
    • 6:24 - Generate a GPU binary from source

      metal shaders.metal -N descriptors.mtlp-json -o archive.metallib
    • 6:48 - Generate a GPU binary from Metal library

      metal-tt shaders.metallib descriptors.mtlp-json -o archive.metallib
    • 7:07 - Load GPU binaries via the runtime API

      MTLBinaryArchiveDescriptor *desc = [MTLBinaryArchiveDescriptor new];
      desc.url = [NSURL fileURLWithPath:@"archive.metallib"];
      NSError *error = nil;
      id<MTLDevice> device = MTLCreateSystemDefaultDevice();
      id<MTLBinaryArchive> binaryArchive = [device newBinaryArchiveWithDescriptor:desc error:&error];
    • 12:11 - Enable optimize for size in command lines

      xcrun metal -Os large_shader.metal
      
      # or
      
      xcrun metal -c -Os large_shader.metal
      xcrun metal -c     more_shaders.metal
      xcrun metal large_shader.air more_shaders.air
    • 12:44 - Enable optimize for size with Metal framework

      MTLCompileOptions* options = [MTLCompileOptions new];
      options.optimizationLevel = MTLLibraryOptimizationLevelSize;
      
      NSString* source = @"...";
      NSError* error = nil;
      id<MTLLibrary> lib = [device newLibraryWithSource:source
                                                options:options
                                                  error:&error];

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