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metal-gpu

metal-gpu

github.com/ios-agentDevelopment12312 installsUpdated 34w ago
Repository

About metal-gpu

This skill offers patterns, API guidance, and performance notes for Metal GPU development. It is for developers using Metal and Swift for GPU rendering or computation, and covers command pipelines, MSL shaders, and Apple GPU optimization.

Key features

  1. 01Metal command pipeline patterns
  2. 02Write MSL vertex, fragment, and compute shaders
  3. 03Set up Swift render and compute pipelines
  4. 04Manage storage modes and buffers
  5. 05Review optimization practices and common errors
  6. 06Cover Metal 4 API changes

Use cases

  1. 01Set up a Metal rendering pipeline
  2. 02Write GPU compute kernels
  3. 03Reduce per-frame resource allocation
  4. 04Debug encoder, buffer index, and pixel format issues

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/ios-agent/iosagent.dev --skill metal-gpu

After installing, type/metal-gpuin Claude Code to confirm it loaded.

Bundled filesreferences/metal-api-guide.md

Details

From the project README

Metal GPU Code Skill

Write production-quality Metal code with correct patterns, optimal performance, and clear explanations.

When to Read References

For detailed API topology, Metal 4 specifics, and Apple Silicon optimization patterns, read:

/mnt/skills/user/metal-gpu/references/metal-api-guide.md

Core Principles

  1. Always start with the device: MTLCreateSystemDefaultDevice() — every Metal workflow begins here
  2. Command pattern: Device → Command Queue → Command Buffer → Command Encoder → Commit
  3. Shaders are MSL (Metal Shading Language): C++14-based, with Metal-specific types and attributes
  4. Resource management matters: Use appropriate storage modes, avoid unnecessary copies
  5. Triple buffering for render loops to keep CPU and GPU in parallel

Quick Reference: Metal Command Pipeline

MTLDevice
  └─ makeCommandQueue() → MTLCommandQueue
       └─ makeCommandBuffer() → MTLCommandBuffer
            ├─ makeRenderCommandEncoder(descriptor:) → MTLRenderCommandEncoder
            ├─ makeComputeCommandEncoder() → MTLComputeCommandEncoder
            └─ makeBlitCommandEncoder() → MTLBlitCommandEncoder

Writing Shaders (MSL)

Use Metal Shading Language. Always include:

  • #include <metal_stdlib> and using namespace metal;
  • Correct attribute qualifiers: [[vertex_id]], [[position]], [[stage_in]], [[buffer(n)]], [[texture(n)]]
  • Proper address space qualifiers: device, constant, threadgroup, thread
Vertex Shader Pattern
#include <metal_stdlib>
using namespace metal;

struct VertexIn {
    float3 position [[attribute(0)]];
    float3 normal   [[attribute(1)]];
    float2 texCoord [[attribute(2)]];
};

struct VertexOut {
    float4 position [[position]];
    float3 normal;
    float2 texCoord;
};

vertex VertexOut vertex_main(VertexIn in [[stage_in]],
                             constant float4x4 &mvp [[buffer(1)]]) {
    VertexOut out;
    out.position = mvp * float4(in.position, 1.0);
    out.normal = in.normal;
    out.texCoord = in.texCoord;
    return out;
}
Fragment Shader Pattern
fragment float4 fragment_main(VertexOut in [[stage_in]],
                              texture2d<float> albedo [[texture(0)]],
                              sampler texSampler [[sampler(0)]]) {
    float4 color = albedo.sample(texSampler, in.texCoord);
    return color;
}
Compute Kernel Pattern
kernel void compute_main(device float *input  [[buffer(0)]],
                         device float *output [[buffer(1)]],
                         uint id [[thread_position_in_grid]]) {
    output[id] = input[id] * 2.0;
}

Swift-Side Setup Patterns

Render Pipeline Setup
let device = MTLCreateSystemDefaultDevice()!
let commandQueue = device.makeCommandQueue()!

// Load shaders
let library = device.makeDefaultLibrary()!
let vertexFunction = library.makeFunction(name: "vertex_main")
let fragmentFunction = library.makeFunction(name: "fragment_main")

// Pipeline descriptor
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm

// Vertex descriptor
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float3  // position
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.layouts[0].stride = MemoryLayout<SIMD3<Float>>.stride
pipelineDescriptor.vertexDescriptor = vertexDescriptor

let pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineDescriptor)
Compute Pipeline Setup
let computeFunction = library.makeFunction(name: "compute_main")!
let computePipeline = try! device.makeComputePipelineState(function: computeFunction)

let commandBuffer = commandQueue.makeCommandBuffer()!
let encoder = commandBuffer.makeComputeCommandEncoder()!
encoder.setComputePipelineState(computePipeline)
encoder.setBuffer(inputBuffer, offset: 0, index: 0)
encoder.setBuffer(outputBuffer, offset: 0, index: 1)

let gridSize = MTLSize(width: elementCount, height: 1, depth: 1)
let threadGroupSize = MTLSize(
    width: min(computePipeline.maxTotalThreadsPerThreadgroup, elementCount),
    height: 1, depth: 1
)
encoder.dispatchThreads(gridSize, threadsPerThreadgroup: threadGroupSize)
encoder.endEncoding()
commandBuffer.commit()
MetalKit View Rendering
import MetalKit

class Renderer: NSObject, MTKViewDelegate {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    let pipelineState: MTLRenderPipelineState

    func draw(in view: MTKView) {
        guard let drawable = view.currentDrawable,
              let descriptor = view.currentRenderPassDescriptor else { return }

        let commandBuffer = commandQueue.makeCommandBuffer()!
        let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)!

        encoder.setRenderPipelineState(pipelineState)
        // Set buffers, draw primitives...
        encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)

        encoder.endEncoding()
        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}

Performance Best Practices

  1. Storage modes: Use .shared on Apple Silicon (unified memory), .private for GPU-only data, .managed on Intel Macs
  2. Triple buffering: Rotate 3 buffers with a semaphore to avoid CPU/GPU stalls
  3. Avoid per-frame allocations: Reuse buffers and command encoders
  4. Use dispatchThreads over dispatchThreadgroups when possible (Apple Silicon)
  5. Prefer tile-based deferred rendering patterns on Apple GPUs — use imageblocks and tile shaders
  6. Compile pipelines ahead of time: Pipeline creation is expensive, do it at load time
  7. Use Metal GPU frame capture in Xcode to profile and debug

Common Mistakes to Avoid

  • Forgetting encoder.endEncoding() before committing
  • Mismatched buffer indices between Swift and MSL
  • Using wrong pixel format for render targets
  • Not handling nil from optional Metal API calls
  • Blocking the main thread waiting for GPU completion — use addCompletedHandler instead
  • Forgetting to set the vertex descriptor when using [[stage_in]]

Metal 4 Notes

Metal 4 introduces a modernized core API. Key changes:

  • New compilation API for finer shader compilation control
  • Updated command encoding patterns
  • See references/metal-api-guide.md for the full Metal 4 API topology

Frameworks Ecosystem

FrameworkPurpose
MetalDirect GPU access, shaders, pipelines
MetalKitView management, texture loading, model I/O
MetalFXUpscaling (temporal/spatial) for performance
Metal Performance ShadersOptimized compute & image processing kernels
Compositor ServicesStereoscopic rendering for visionOS
RealityKitHigh-level 3D rendering (uses Metal underneath)

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