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Metal powers hardware-accelerated graphics on Apple platforms by providing a low-overhead API, rich shading language, tight integration between graphics and compute, and an unparalleled suite of GPU profiling and debugging tools.
The Metal framework gives your app direct access to a device’s graphics processing unit (GPU). With Metal, apps can leverage a GPU to quickly render complex scenes and run computational tasks in parallel. For example, apps in these categories use Metal to maximize their performance: Games that render sophisticated 2D or 3D environments
现在,当你使用 Metal 着色器转换器来转换着色器时,可以充分利用 Xcode 着色器调试工具,这些工具现在还支持调试原始源代码。还可以使用 GPU 二进制编译器来构建所有着色器阶段 (包括网格着色器),能让它与所有通过 Metal 着色器转换器转换的着色器兼容。
Metal-cpp is a low-overhead C++ interface for Metal that helps you add Metal functionality to graphics apps, games, and game engines that are written in C++. Highlights. Drop in C++ alternative interface to the Metal Objective-C headers. Direct mapping of all Metal Objective-C classes, constants, and enums to C++ in the MTL C++ namespace.
Metal defines most GPU-specific objects using protocols to abstract away the underlying implementation classes, which may vary for different GPUs. Metal defines GPU-independent objects using classes. The reference documentation for any given Metal protocol make it clear whether you can implement that protocol in your app. Create a Command Queue
Metal Performance Shaders for Accelerating Ray Tracing. Use the Metal Performance Shaders ray intersector to perform ray-traced rendering. This sample demonstrates how accelerate a path-traced renderer to cast primary, secondary, and shadow rays in a scene to simulate realistic lighting effects. macOS iOS. View sample code
PyTorch uses the new Metal Performance Shaders (MPS) backend for GPU training acceleration. This MPS backend extends the PyTorch framework, providing scripts and capabilities to set up and run operations on Mac. The MPS framework optimizes compute performance with kernels that are fine-tuned for the unique characteristics of each Metal GPU family.
The metal compiler tool converts each shader source file into an intermediate representation file. The metallib and metal-ar tools then compile intermediate representation files into a library and a binary archive, respectively.
Metal 3 also brings significant speedup to the ray tracing pipeline. Everything from acceleration structure builds, intersection and shading have been optimized. Metal also adds support for GPU-driven ray tracing pipelines to further optimize your app. Let's compare Metal 3's ray tracing to what was previously available.
The Metal Performance Shaders framework contains a collection of highly optimized compute and graphics shaders that are designed to integrate easily and efficiently into your Metal app. These data-parallel primitives are specially tuned to take advantage of the unique hardware characteristics of each GPU family to ensure optimal performance.