<!--
{
  "availability" : [
    "iOS: 14.0.0 -",
    "iPadOS: 14.0.0 -",
    "macCatalyst: 14.0.0 -",
    "macOS: 11.0.0 -",
    "tvOS: 14.0.0 -",
    "visionOS: 1.0.0 -"
  ],
  "documentType" : "symbol",
  "framework" : "Metal",
  "identifier" : "/documentation/Metal/MTLComputePipelineDescriptor/binaryArchives",
  "metadataVersion" : "0.1.0",
  "role" : "Instance Property",
  "symbol" : {
    "kind" : "Instance Property",
    "modules" : [
      "Metal"
    ],
    "preciseIdentifier" : "c:objc(cs)MTLComputePipelineDescriptor(py)binaryArchives"
  },
  "title" : "binaryArchives"
}
-->

# binaryArchives

The binary archives that contain any precompiled shader functions to link.

```
var binaryArchives: [any MTLBinaryArchive]? { get set }
```

## Discussion

The default value is `nil`.

When you create a Metal library, Metal compiles shader functions into an intermediate representation. When you create the pipeline state object, the GPU compiles this intermediate code.

By providing a set of binary archives, when Metal creates the pipeline state object, it first checks the archives to see if there’s already a compiled function. If so, Metal uses it instead.

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)