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Reply to Metal 4: Proper usage of requestResidency() with unique per-frame textures at 120fps
Call this method at any time before you commit the first command buffer that relies on the allocations in the residency set. This can be any noncritical moment when your app can afford the CPU time the framework needs to prepare the applicable allocations for residency. For example, you can call this method at launch or during an app state change.
Topic: Graphics & Games SubTopic: Metal Tags:
Jan ’26
Reply to How can I get pixel coordinates in the fragment tile function?
After some searching, I found the answer to my question. We can use the following arguments: pixel_position_in_tile – (x, y) position of the fragment in the tile. pixels_per_tile – (width, height) of the tile in pixels. tile_index – 1D tile index. fragment FragmentIO my_fragment(FragmentIO i, ushort index [[tile_index]], ushort2 pixelPositionInTile [[pixel_position_in_tile]], ushort2 pixelPerTile [[pixels_per_tile ]]) { FragmentIO fragOut; return fragOut; }
Topic: Graphics & Games SubTopic: Metal Tags:
Mar ’25
Reply to Metal runtime shader library compilation and linking issue
I was able to solve this problem in the Metal 4 API. Additionally, I would like to add that Metal Dynamic Library is one of the most useful new features. Thank you! ❤️
Topic: Graphics & Games SubTopic: Metal Tags:
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Feb ’26
Reply to Metal 4: Proper usage of requestResidency() with unique per-frame textures at 120fps
Call this method at any time before you commit the first command buffer that relies on the allocations in the residency set. This can be any noncritical moment when your app can afford the CPU time the framework needs to prepare the applicable allocations for residency. For example, you can call this method at launch or during an app state change.
Topic: Graphics & Games SubTopic: Metal Tags:
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Jan ’26
Reply to How can I get pixel coordinates in the fragment tile function?
After some searching, I found the answer to my question. We can use the following arguments: pixel_position_in_tile – (x, y) position of the fragment in the tile. pixels_per_tile – (width, height) of the tile in pixels. tile_index – 1D tile index. fragment FragmentIO my_fragment(FragmentIO i, ushort index [[tile_index]], ushort2 pixelPositionInTile [[pixel_position_in_tile]], ushort2 pixelPerTile [[pixels_per_tile ]]) { FragmentIO fragOut; return fragOut; }
Topic: Graphics & Games SubTopic: Metal Tags:
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Mar ’25
Reply to Metal runtime shader library compilation and linking issue
Thank you for your reply. I’m already familiar with the examples you provided. Unfortunately they do not solve my problem, because the(Creating a Metal Dynamic Library) sample only covers up to step one, and my code is actually based on the information shown in the video (Build GPU binaries with Metal).
Topic: Graphics & Games SubTopic: Metal Tags:
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Sep ’24