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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. 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 ...

  4. 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.

  5. 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.

  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-cpp uses C to call directly into the Objective-C runtime. This is the exact same mechanism that the Objective-C compiler uses to execute Objective-C methods. So this wrapper introduces little overhead. Since metal-cpp implements a one-to-one mapping of C++ to Objective-C calls, it follows the same Cocoa memory-management rules.

  9. Discover Metal 3. Harness the full potential of Apple silicon in your app with Metal 3. We'll introduce you to the latest features, improvements, and tooling. We'll also explore how you can use advanced features and compiler tools to load resources faster, compile shader binaries at build time, process complex geometry with mesh shaders, render ...

  10. 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

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