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  1. Metal is a modern, tightly integrated graphics and compute API coupled with a powerful shading language that is designed and optimized for Apple platforms. Its low-overhead model gives you direct control over each task the GPU performs, enabling you to maximize the efficiency of your graphics and compute software.

  2. Capturing Metal Commands Programmatically. Invoke Metal’s frame capture from your app, then save the resulting GPU trace to a file or view it in Xcode. This sample shows how to save a GPU trace to a file or view it in Xcode to explore the Metal commands produced by your app. macOS. View sample code.

  3. 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.

  4. Metal 着色语言增强功能. Metal 提供了一种强大的着色语言,可以充分利用 Apple GPU。. 今年,你将能利用新增的全局资源绑定功能,在全局范围内声明缓存、纹理和采样器,然后在着色器中的任意位置使用它们。. 你还可以进一步控制内存一致性,包括支持协作线程 ...

  5. 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.

  6. 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 ...

  7. Metal plug-in. JAX uses the new Metal plug-in to provide Metal acceleration on Mac platforms. The Metal plugin uses the OpenXLA compiler and PjRT runtime to accelerate JAX machine learning workloads on GPU. The OpenXLA compiler lowers the JAX primitives to a Stable HLO format, which is converted to MPSGraph executables and Metal runtime APIs to ...

  8. Metal shader converter stores each function in its own metallib. The Metal shader converter generates separate stage-in functions as Metal visible functions that you need to link to your pipeline state via its descriptor’s linkedFunctions property. At runtime, the converted shader code automatically invokes the visible stage-in function ...

  9. Metal-cpp is a low-overhead library that connects your C++ applications to Metal. First, I'll start with an overview of what metal-cpp is and how it works, and then I'll cover some details about the lifecycles for Objective-C objects. C++ and Objective-C handle lifecycles a bit differently, and I'll show you how to handle those differences.

  10. The Metal debugger consists of a suite of tools for debugging and profiling your Metal app. Unlike pausing at breakpoints during runtime, you can capture your Metal workload for multiple frames and then jump back and forth in time to explore the captured work. The Metal debugger enables you to explore the dependencies between passes, and offers ...

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