lopvet.blogg.se

Apple metal gpu
Apple metal gpu







  1. #APPLE METAL GPU ARCHIVE#
  2. #APPLE METAL GPU CODE#
  3. #APPLE METAL GPU OFFLINE#

And when that happens, you may experience frame drops caused by compilation temporarily interrupting your command encoding. With traditional runtime binary generation, you may have too many pipeline states to create at load time, so you might instead be creating some just-in-time.

#APPLE METAL GPU OFFLINE#

Offline compilation also helps to reduce stutters. But with offline compilation your runtime shader generation moves to app build time, PSO creation happens in a fraction of the time, and you are able to interact with your app sooner instead of idling away at a load screen.

apple metal gpu

In this example, your app spends roughly 2/3 of its time compiling GPU binaries behind a loading screen, before you can begin interacting with it. Here you have your traditional app runtime binary generation. I'll explore these benefits in more detail next.

apple metal gpu

Stutters or frame rate drops, due to runtime compilation can be removed at last, without the memory or CPU cost of pre-warming frames. First launch and new level load times can become dramatically faster, potentially resulting in greater engagement and interaction. Further, adoption can improve your app's experience in two noticeable ways. Offline compilation benefits your app by reducing runtime CPU overhead, which is at the core of what makes Metal a low level API.

#APPLE METAL GPU ARCHIVE#

Merely load your binary archive built offline to accelerate your PSO creation.

#APPLE METAL GPU CODE#

No further GPU code generation takes place at app runtime. The output of your compilation process is a binary archive. A pipelines script is your compiler toolchain equivalent to a collection of pipeline descriptors in the API. With offline binary generation, you specify a new artifact at project build time called Metal pipelines script, along with Metal source or a Metal library. In many cases, what you really want is to generate those archives at build time, and now you finally can. Binary archives enable more flexible caching, but they still have to be generated at runtime. Then your PSO creation becomes a lightweight operation. Simply use a PSO descriptor to cache a GPU binary in an archive, as many times as you need. Metal also lets you explicitly control when and where GPU binaries are cached using Binary Archives. So any previously generated binaries that are referenced will be loaded from the cache. And every time a new PSO is created, any newly generated functions are added. When you instantiate a PSO, Metal stores your GPU binaries in its file system cache. Since GPU binary generation at runtime can be a CPU intensive operation, Metal helps you speed up pipeline state object creation. Until you create your pipeline state object, which can be another CPU intensive operation, where just-in-time GPU binary generation takes place. Once your Metal library is in memory, creating a Pipeline State Descriptor containing state and functions is a lightweight operation. This can be a CPU intensive operation, which you can move to app build time by pre-compiling your source to a Metal library, and instantiating from a file instead. This generates at app runtime Apple's Intermediate Representation, also known as AIR.

apple metal gpu

For example, suppose you instantiate a metal library from source. In your Metal app, GPU binary generation happens both at build time and runtime. To fully understand the benefits adoption can bring to your Metal application, I'll start by reviewing the ways in which you can already generate a GPU binary. Offline compilation lets you move GPU binary generation to project build time. Then Eylon will explain how you can use the optimize for size compiler option, to tune code expanding transformations and improve your compile times. First, I'll describe how offline compilation can help you reduce in app stutters, first launch, and new level load times. In this session, Eylon and I are excited to share how you can improve your app's GPU binary generation with Metal 3. I'm Galo Avila, engineering manager in GPU Software.









Apple metal gpu