I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
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Hello everyone,
I must have missed something but why isn't there a depthAttachmentPixelFormat to the new Metal 4 MTL4RenderPipelineDescriptor, unlike the old MTLRenderPipelineDescriptor?
So how do you set the depth pixel format?
Thanks in advance!
I would love to use Background GPU Access to do some video processing in the background.
However the documentation of BGContinuedProcessingTaskRequest.Resources.gpu clearly states:
Not all devices support background GPU use. For more information, see Performing long-running tasks on iOS and iPadOS.
Is there a list available of currently released devices that do (or don't) support GPU background usage? That would help to understand what part of our user base can use this feature. (And what hardware we need to test this on as developers.)
For example it seems that it isn't supported on an iPad Pro M1 with the current iOS 26 beta. The simulators also seem to not support the background GPU resource. So would be great to understand what hardware is capable of using this feature!
Hello!
I'm developing a GPU (shader) language, where I aim to target multiple backends with a common frontend. I wanted to avoid having to round trip through Metal, and go straight to IR just like I have with SPIRV, in order to have a fast and efficient compilation process.
I've been looking for a reference page where I can read about Metals IR, and as far as I'm aware, it exists, but I can't seem to find it anywhere.
Furthermore, if such a reference is available, is there also a toolkit where I can run validation on the output IR, and perhaps even run optimizations, much like spv-tools for SPIRV?
Any help would be appreciated!
Thanks,
Gustav
Our APP has integrated 3D function, in order to reduce the memory occupation of the APP in the background, we will uninstall the 3D after the APP enters the background. However, the uninstall also causes problems. When the uninstall process is executed in the background, the app will briefly trigger the background GPU rendering error warning with the error warning code:
OGPUMetalError: Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU Work from background) (00000006: kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) excuse me this warning system will tighten APP permissions background? For example, limit or shorten the background survival time of the APP. In addition, will the background refresh function fail, resulting in the failure of Bluetooth Ibeacon activation?
Topic:
Graphics & Games
SubTopic:
Metal
Hi there,
Is it possible to customize the Metal Performance HUD on Apple TV, similar to how it can be done on iPhone & iPad?
Would like to see things like Compiled Shaders for my Apps on tvOS
.
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}."
This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method.
A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats.
Below is a minimal example which produces the error:
let device = MTLCreateSystemDefaultDevice()!
let library = device.makeDefaultLibrary()!
let computeFunction = library.makeFunction(name: "compute_test")!
do {
let pipeline = try device.makeComputePipelineState(function: computeFunction)
debugPrint(pipeline)
} catch {
debugPrint("Metal 3 failed with error:\n\(error)")
}
#import <metal_stdlib>
using namespace metal;
kernel void compute_test(uint2 gid [[thread_position_in_grid]],
texture2d<float, access::read> in [[texture(0)]],
texture2d<float, access::write> out [[texture(1)]]) {
out.write(in.read(gid), gid);
}
I filed feedback FB19530049.
Can't seem to get the Metal HUD to display value range's (pre 26 Tahoe). The documented environment variable MTL_HUD_SHOW_VALUE_RANGE doesn't seem to work.
https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance#Display-the-value-range-of-metrics
Anyone having any luck?
Topic:
Graphics & Games
SubTopic:
Metal
Hello,
Shaders in our application is written using HLSL and we rely on Metal Shader Converter to convert DXIL to Metal IR. We ran into an issue that causes metal pipeline state creation to fail when vertex stage-in function is used on AMD GPUs.
Here's the error reported by Metal in Xcode output:
Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
XPC_ERROR_CONNECTION_INTERRUPTED
MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 4 try. This error suggests an unexpected interruption in the connection. Possible reasons: a crash in the compiler service, termination by the OS due to resource constraints (e.g., jetsam), a timeout in the service, or an issue with IPC. Verify system stability and check the logs for more details.
Compiler failed with XPC_ERROR_CONNECTION_INVALID
XPC_ERROR_CONNECTION_INVALID
MTLCompiler: Compiler encountered XPC_ERROR_CONNECTION_INVALID: failed to check-in, peer may have been unloaded: mach_error=10000003 (is the OS shutting down or process jetsammed?)
Compilation failed due to an interrupted connection: XPC_ERROR_CONNECTION_INTERRUPTED. This error occurred after multiple retries.
which seems to indicate a internal compiler error.
I have a minimal repro here: https://github.com/kcloudy0717/metal_pso_fail/tree/main, simply follow the instructions in README.
I rewrote my graphics pipeline to use Load/Store better for clearing and don't care cases. All my tests pass, and in the Metal debugger, all the draw calls succeed.
But when I present drawables (before [commandBuffer commit]) I only get a pink screen. I've tried everything I can think of: making sure the pixel formats are the same for the back buffer as my render targets, etc. But it's still pink.
Could you point me in the right direction so I can fix this, or help describe why it's pink. That would be really helpful.
Thank you,
Brian Hapgood
Topic:
Graphics & Games
SubTopic:
Metal
Hi,
I’m using the latest iPad Pro (13-inch) and I can see that Metal offers an rgb10a2unorm texture for rendering, but when I render a grey ramp and measure the actual luminance, I get a pattern that I would expect from an 8-bit texture (see below). Before I start ripping apart all my code, is there anything else I need to do to convince iOS to render my texture in 10-bit?
I already tried setting the PixelFormat in my CMetalLayer to rgb10a2unorm, but that didn’t change anything.
Hello, I am quite new to using the metal API and was wondering if it was common (or even possible) if you knew that, when a pipeline was created, you never needed to make another one with the same shaders again, if it is safe to release the library the was used to reference the shaders? Only asking because this is possible in other apis, but apple never mentions (as far as I have found) if this is safe or not safe to do.
Topic:
Graphics & Games
SubTopic:
Metal
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR.
This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible.
Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
Hello, I have some confusion regarding ResidencySet. Specifically, about the requestResidency() function: how often should we call it?
I have a captureOutput(_:didOutput:from:) method that is triggered at 60 or 120 fps. Inside this method, I am calling the following code every frame:
computeResidencySet.removeAllAllocations()
сomputeResidencySet.addAllocation(TextureA)
computeResidencySet.addAllocation(TextureB)
computeResidencySet.addAllocation(TextureC)
computeResidencySet.commit()
computeResidencySet.requestResidency() // Should we call it every frame?
Please keep in mind that TextureA, TextureB, and TextureC are unique for each call (new instances are provided on every frame)."
Hello. In the iOS app i'm working on we are very tight on memory budget and I was looking at ways to reduce our texture memory usage. However I noticed that comparing ASTC8x8 to ASTC12x12, there is no actual difference in allocated memory for most of our textures despite ASTC12x12 having less than half the bpp of 8x8. The difference between the two only becomes apparent for textures 1024x1024 and larger, and even in that case the actual texture data is sometimes only 60% of the allocation size. I understand there must be some alignment and padding going on, but this seems extreme. For an example scene in my app with astc12x12 for most textures there is over a 100mb difference in astc size on disk versus when loaded, so I would love to be able to recover even a portion of that memory.
Here is some test code with some measurements i've taken using an iphone 11:
for(int i = 0; i < 11; i++) {
MTLTextureDescriptor *texDesc = [[MTLTextureDescriptor alloc] init];
texDesc.pixelFormat = MTLPixelFormatASTC_12x12_LDR;
int dim = 12;
int n = 2 << i;
int mips = i+1;
texDesc.width = n;
texDesc.height = n;
texDesc.mipmapLevelCount = mips;
texDesc.resourceOptions = MTLResourceStorageModeShared;
texDesc.usage = MTLTextureUsageShaderRead;
// Calculate the equivalent astc texture size
int blocks = 0;
if(mips == 1) {
blocks = n/dim + (n%dim>0? 1 : 0);
blocks *= blocks;
} else {
for(int j = 0; j < mips; j++) {
int a = 2 << j;
int cur = a/dim + (a%dim>0? 1 : 0);
blocks += cur*cur;
}
}
auto tex = [objCObj newTextureWithDescriptor:texDesc];
printf("%dx%d, mips %d, Astc: %d, Metal: %d\n", n, n, mips, blocks*16, (int)tex.allocatedSize);
}
MTLPixelFormatASTC_12x12_LDR
128x128, mips 7, Astc: 2768, Metal: 6016
256x256, mips 8, Astc: 10512, Metal: 32768
512x512, mips 9, Astc: 40096, Metal: 98304
1024x1024, mips 10, Astc: 158432, Metal: 262144
128x128, mips 1, Astc: 1936, Metal: 4096
256x256, mips 1, Astc: 7744, Metal: 16384
512x512, mips 1, Astc: 29584, Metal: 65536
1024x1024, mips 1, Astc: 118336, Metal: 147456
MTLPixelFormatASTC_8x8_LDR
128x128, mips 7, Astc: 5488, Metal: 6016
256x256, mips 8, Astc: 21872, Metal: 32768
512x512, mips 9, Astc: 87408, Metal: 98304
1024x1024, mips 10, Astc: 349552, Metal: 360448
128x128, mips 1, Astc: 4096, Metal: 4096
256x256, mips 1, Astc: 16384, Metal: 16384
512x512, mips 1, Astc: 65536, Metal: 65536
1024x1024, mips 1, Astc: 262144, Metal: 262144
I also tried using MTLHeaps (placement and automatic) hoping they might be better, but saw nearly the same numbers.
Is there any way to have metal allocate these textures in a more compact way to save on memory?
Hi,
Introducing Swift Concurrency to my Metal app has been a bit challenging as Swift Concurrency is limited by the cooperative thread pool.
GPU work is obviously not CPU bound and can block forward moving progress, especially when using waitUntilCompleted on the command buffer. For concurrent render work this has the potential of under utilizing the CPU and even creating dead locks.
My question is, what is the Metal's teams general recommendation when it comes to concurrency? It seems to me that Dispatch or OperationQueues are still the preferred way for Metal bound tasks in order to gain maximum performance?
To integrate with Swift Concurrency my idea is to use continuations that kick off render jobs via Dispatch or Queues? Would this be the best solution to bridge async tasks with Metal work?
Thanks!
I am trying to load some PNG data with MTKTextureLoader newTextureWithData,but the result shows wrong at the alpha area.
Here is the code. I have an image URL, after it downloads successfully, I try to use the data or UIImagePNGRepresentation (image), they all show wrong.
UIImage *tempImg = [UIImage imageWithData:data];
CGImageRef cgRef = tempImg.CGImage;
MTKTextureLoader *loader = [[MTKTextureLoader alloc] initWithDevice:device];
id<MTLTexture> temp1 = [loader newTextureWithData:data options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil];
NSData *tempData = UIImagePNGRepresentation(tempImg);
id<MTLTexture> temp2 = [loader newTextureWithData:tempData options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil];
id<MTLTexture> temp3 = [loader newTextureWithCGImage:cgRef options:@{MTKTextureLoaderOptionSRGB: @(NO), MTKTextureLoaderOptionTextureUsage: @(MTLTextureUsageShaderRead), MTKTextureLoaderOptionTextureCPUCacheMode: @(MTLCPUCacheModeWriteCombined)} error:nil];
}] resume];
I used xcode gpu capture to profile render pipeline's bandwidth of my game.Then i found depth buffer and stencil buffer use the same buffer whitch it's format is Depth32Float_Stencil8.
But why in a single pass of pipeline, this buffer was loaded twice, and the Load Attachment Size of Encoder Statistics was double.
Is there any bug with xcode gpu capture?Or the pass really loaded the buffer twice times?
Topic:
Graphics & Games
SubTopic:
Metal
Hi,
Apple’s documentation on Order-Independent Transparency (OIT) describes an approach using image blocks, where an array of size 4 is allocated per fragment to store depth and color in a tile shading compute pass.
However, when increasing the scene’s depth complexity by adding more overlapping quads, the OIT implementation fails due to the fixed array size.
Is there a way to dynamically allocate storage for fragments based on actual depth complexity encountered during rasterization, rather than using a fixed-size array? Specifically, can an adaptive array of fragments be maintained and sorted by depth, where the size grows as needed instead of being limited to 4 entries?
Any insights or alternative approaches would be greatly appreciated.
Thank you!
Hello! I'm currently porting a videogame console emulator to iOS and I'm trying to make the renderer (tested on MacOS) work on iOS as well.
The emulator core is written in C++ and uses metal-cpp for rendering, whereas the iOS frontend is written in Swift with SwiftUI. I have an Objective-C++ bridging header for bridging the Swift and C++ sides.
On the Swift side, I create an MTKView. Inside the MTKView delegate, I run the emulator for 1 video frame and pass it the view's backing layer for it to render the final output image with. The emulator runs and returns, but when it returns I get a crash in Swift land (callstack attached below), inside objc_release, which indicates I'm doing something wrong with memory management.
My bridging interface (ios_driver.h):
#pragma once
#include <Foundation/Foundation.h>
#include <QuartzCore/QuartzCore.h>
void iosCreateEmulator();
void iosRunFrame(CAMetalLayer* layer);
Bridge implementation (ios_driver.mm):
#import <Foundation/Foundation.h>
extern "C" {
#include "ios_driver.h"
}
<...>
#define IOS_EXPORT extern "C" __attribute__((visibility("default")))
std::unique_ptr<Emulator> emulator = nullptr;
IOS_EXPORT void iosCreateEmulator() { ... }
// Runs 1 video frame of the emulator and
IOS_EXPORT void iosRunFrame(CAMetalLayer* layer) {
void* layerBridged = (__bridge void*)layer;
// Pass the CAMetalLayer to the emulator
emulator->getRenderer()->setMTKLayer(layerBridged);
// Runs the emulator for 1 frame and renders the output image using our layer
emulator->runFrame();
}
My MTKView delegate:
class Renderer: NSObject, MTKViewDelegate {
var parent: ContentView
var device: MTLDevice!
init(_ parent: ContentView) {
self.parent = parent
if let device = MTLCreateSystemDefaultDevice() {
self.device = device
}
super.init()
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
func draw(in view: MTKView) {
var metalLayer = view.layer as! CAMetalLayer
// Run the emulator for 1 frame & display the output image
iosRunFrame(metalLayer)
}
}
Finally, the emulator's render function that interacts with the layer:
void RendererMTL::setMTKLayer(void* layer) {
metalLayer = (CA::MetalLayer*)layer;
}
void RendererMTL::display() {
CA::MetalDrawable* drawable = metalLayer->nextDrawable();
if (!drawable) {
return;
}
MTL::Texture* texture = drawable->texture();
<rest of rendering follows here using the drawable & its texture>
}
This is the Swift callstack at the time of the crash:
To my understanding, I shouldn't be violating ARC rules as my bridging header uses CAMetalLayer* instead of void* and Swift will automatically account for ARC when passing CoreFoundation objects to Objective-C. However I don't have any other idea as to what might be causing this. I've been trying to debug this code for a couple of days without much success.
If you need more info, the emulator code is also on Github
Metal renderer: https://github.com/wheremyfoodat/Panda3DS/blob/ios/src/core/renderer_mtl/renderer_mtl.cpp#L58-L68
Bridge implementation: https://github.com/wheremyfoodat/Panda3DS/blob/ios/src/ios_driver.mm
Bridging header: https://github.com/wheremyfoodat/Panda3DS/blob/ios/include/ios_driver.h
Any help is more than appreciated. Thank you for your time in advance.