Render advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.

Metal Documentation

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Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
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515
Jan ’26
BGContinuedProcessingTask GPU access — no iPhone support?
We are developing a video processing app that applies CIFilter chains to video frames. To not force the user to keep the app foregrounded, we were happy to see the introduction of BGContinuedProcessingTask to continue processing when backgrounded. With iOS 26, I was excited to see the com.apple.developer.background-tasks.continued-processing.gpu entitlement, which should allow GPU access in the background. Even the article in the documentation provides "exporting video in a film-editing app" or "applying visual filters (HDR, etc) or compressing images for social media posts" as use cases. However, when I check BGTaskScheduler.shared.supportedResources.contains(.gpu) at runtime, it returns false on every iPhone I've tested (including iPhone 15 Pro and iPhone 16 Pro). From forum responses I've seen, it sounds like background GPU access is currently limited to iPad only. If that's the case, I have a few questions: Is this an intentional, permanent limitation — or is iPhone support planned for a future iOS release? What is the recommended approach for GPU-dependent background work on iPhone? My custom CIKernels are written in Metal (as Apple recommends since CIKL is deprecated), but Metal CIKernels cannot fall back to CPU rendering. This creates a situation where Apple's own deprecation guidance (migrate to Metal) conflicts with background processing realities (no GPU on iPhone). Should developers maintain deprecated CIKL kernel versions alongside Metal kernels purely as a CPU fallback for background execution? That feels like it defeats the purpose of the migration. It seems like a gap in the platform: the API exists, the entitlement exists, but the hardware support isn't there for the most common device category. Any clarity on Apple's direction here would be very helpful.
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Feb ’26
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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4d
Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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1.1k
Feb ’26
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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May ’25
Why slower with larger threadgroup memory?
I'm implementing optimized matmul on metal: https://github.com/crynux-ai/metal-matmul/blob/main/metal/1_shared_mem.metal I notice that performance is significantly different with different threadgroup memory set in [computeEncoder setThreadgroupMemoryLength] All other lines are exactly same, the only difference is this parameter. Matmul performance is roughly 250 GFLops if I set 32768 (max bytes allowed on this M1 Max), but 400 GFLops if I set 8192. Why does this happen? How can I optimize it?
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Apr ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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467
Jul ’25
Xcode Vulkan is opening two windows instead of one.
I'm a newbee at Vulkan and Xcode. I have my project on github https://github.com/flocela/OrangeSpider/ Whenever I run, two windows open instead of only one. I added testing, which means I have an OrangeSpider.xctestplan in the OrangeSpider/TestsOrangeSpider/ folder. This is my first time adding testing to an XCode project, so I think this may be where the problem is. I also get this error message: ViewBridge to RemoteViewService Terminated: Error Domain=com.apple.ViewBridge Code=18 "(null)" UserInfo={com.apple.ViewBridge.error.hint=this process disconnected remote view controller -- benign unless unexpected, com.apple.ViewBridge.error.description=NSViewBridgeErrorCanceled}
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Jul ’25
MetalFX upscaler/denoiser and instant changes
Hi, What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler? Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense. I guess the problem should be the same when objects appear or disappear instantly. Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
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Jul ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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Jul ’25
CustomMetalView sample uses deprecated functions - update?
The sample code here, has code like: // Create a display link capable of being used with all active displays cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); But that function's doc says it's deprecated and to use NSView/NSWindow/NSScreen displayLink instead. That returns CADisplayLink, not CVDisplayLink. Also the documentation for that displayLink method is completely empty. I'm not sure if I'm supposed to add it to run loop, or what, after I get it. It would be nice to get an updated version of this sample project and/or have some documentation in NSView.displayLink
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Jul ’25
Combining render encoders
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage." In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable. Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states. My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders. Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state? Is there any way to suppress this specific warning in Xcode?
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Jul ’25
CAMetalLayer nextDrawable crash
Hi , My application meet below crash backtrace at very low repro rate from the public users, i do not see it relate to a specific iOS version or iPhone model. The last code line from my application is calling CAMetalLayer nextDrawable API. I did some basic studying, suppose it may relate to the wrong CAMetaLayer configuration, like frame property w or h <= 0.0 bounds property w or h <= 0.0 drawableSize w or h <= 0.0 or w or h > max value (like 16384) Not sure my above thinking is right or not? Will the UIView which my CAMetaLayer attached will cause such nextDrawable crash or not ? Thanks a lot Main Thread - Crashed libsystem_kernel.dylib __pthread_kill libsystem_c.dylib abort libsystem_c.dylib __assert_rtn Metal MTLReportFailure.cold.1 Metal MTLReportFailure Metal _MTLMessageContextEnd Metal -[MTLTextureDescriptorInternal validateWithDevice:] AGXMetalA13 0x245b1a000 + 4522096 QuartzCore allocate_drawable_texture(id<MTLDevice>, __IOSurface*, unsigned int, unsigned int, MTLPixelFormat, unsigned long long, CAMetalLayerRotation, bool, NSString*, unsigned long) QuartzCore get_unused_drawable(_CAMetalLayerPrivate*, CAMetalLayerRotation, bool, bool) QuartzCore CAMetalLayerPrivateNextDrawableLocked(CAMetalLayer*, CAMetalDrawable**, unsigned long*) QuartzCore -[CAMetalLayer nextDrawable] SpaceApp -[MetalRender renderFrame:] MetalRenderer.mm:167 SpaceApp -[FrameBuffer acceptFrame:] VideoRender.mm:173 QuartzCore CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCode)835322056>&) QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) QuartzCore CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) UIKitCore _UIUpdateSequenceRun UIKitCore schedulerStepScheduledMainSection UIKitCore runloopSourceCallback CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ CoreFoundation __CFRunLoopDoSource0 CoreFoundation __CFRunLoopDoSources0 CoreFoundation __CFRunLoopRun CoreFoundation CFRunLoopRunSpecific GraphicsServices GSEventRunModal UIKitCore -[UIApplication _run] UIKitCore UIApplicationMain
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Jul ’25
Problem running Unreal 5.6
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?"
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505
Jul ’25
Background GPU Access availability
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!
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1.1k
Jul ’25
Metal IR reference
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
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Jul ’25
Warning code: 00000006 will affect background survival
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?
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277
Aug ’25
Xcode Metal Trace
Code is download from apple official metal4 sample [https://developer.apple.com/documentation/metal/drawing-a-triangle-with-metal-4?language=objc] enable metal gpu trace in macOS schema and trace a frame in Xcode. Xcode may show segment fault on App from some 'GTTrace' function when click trace button. When replay a .gputrace file, Xcode may crash , throw an internal error or a XPC error. The example code using old metal-renderer can trace without any problem and everything works fine. Test Environment: Xcode Version 26.2 (17C52) macOS 26.2 (25C56) M1 Pro 16GB A2442
Replies
2
Boosts
0
Views
515
Activity
Jan ’26
BGContinuedProcessingTask GPU access — no iPhone support?
We are developing a video processing app that applies CIFilter chains to video frames. To not force the user to keep the app foregrounded, we were happy to see the introduction of BGContinuedProcessingTask to continue processing when backgrounded. With iOS 26, I was excited to see the com.apple.developer.background-tasks.continued-processing.gpu entitlement, which should allow GPU access in the background. Even the article in the documentation provides "exporting video in a film-editing app" or "applying visual filters (HDR, etc) or compressing images for social media posts" as use cases. However, when I check BGTaskScheduler.shared.supportedResources.contains(.gpu) at runtime, it returns false on every iPhone I've tested (including iPhone 15 Pro and iPhone 16 Pro). From forum responses I've seen, it sounds like background GPU access is currently limited to iPad only. If that's the case, I have a few questions: Is this an intentional, permanent limitation — or is iPhone support planned for a future iOS release? What is the recommended approach for GPU-dependent background work on iPhone? My custom CIKernels are written in Metal (as Apple recommends since CIKL is deprecated), but Metal CIKernels cannot fall back to CPU rendering. This creates a situation where Apple's own deprecation guidance (migrate to Metal) conflicts with background processing realities (no GPU on iPhone). Should developers maintain deprecated CIKL kernel versions alongside Metal kernels purely as a CPU fallback for background execution? That feels like it defeats the purpose of the migration. It seems like a gap in the platform: the API exists, the entitlement exists, but the hardware support isn't there for the most common device category. Any clarity on Apple's direction here would be very helpful.
Replies
2
Boosts
0
Views
207
Activity
Feb ’26
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
Replies
5
Boosts
3
Views
226
Activity
6d
How to load and draw texture with opacity in Metal
The background I'm finally working to convert my very old Mac kaleidoscope application, ScopeWorks, which was written in OpenGL and Objective-C, to a Multiplatform app in SwiftUI and Metal. I'm using the MetalKit MTKView class, wrapped for SwiftUI as an NSViewRepresentable or UIViewRepresentable. I then provide an MTKViewDelegate that provides a draw method. The draw method fetches the current render pass descriptor, creates a command buffer, sets up a render pipeline, and does its drawing. My renderer's makePipeline method looks like this: func makePipeline() { let library = device.makeDefaultLibrary() let pipelineDesc = MTLRenderPipelineDescriptor() pipelineDesc.vertexFunction = library?.makeFunction(name: "vertex_main") pipelineDesc.fragmentFunction = library?.makeFunction(name: "fragment_main") pipelineDesc.colorAttachments[0].pixelFormat = .bgra8Unorm pipeline = try! device.makeRenderPipelineState(descriptor: pipelineDesc) } And my shaders look like this: struct VertexOut { float4 position [[position]]; float2 texCoord; }; vertex VertexOut vertex_main(const device float2* position [[buffer(0)]], uint vid [[vertex_id]]) { VertexOut out; float2 pos = position[vid]; out.position = float4(pos, 0, 1); out.texCoord = pos * 0.5 + 0.5; // basic mapping return out; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], constant float4& color [[buffer(1)]]) { constexpr sampler s(address::repeat, filter::linear); // float4 texColor = tex.sample(s, in.texCoord); // return texColor * color; float4 textureColor = {1, 2, 3, 4}; if (all(color == textureColor)) { return tex.sample(s, in.texCoord); } else { return color; } // Sample the texture directly — no color tint applied return tex.sample(s, in.texCoord); } The first part of my MTKViewDelegate's draw method looks like this: func draw(in view: MTKView) { guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor, let pipeline = pipeline, let texture = texture else { return } let commandBuffer = commandQueue.makeCommandBuffer()! let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)! encoder.setRenderPipelineState(pipeline) encoder.setFragmentTexture(texture, index: 0) descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0, blue: 0, alpha: 1.0) // Draw six equilateral triangles forming the hexagon let radius: Float = 0.6 for i in 0..<6 { let angle = Float(i) * (.pi / 3) let cosA = cos(angle) let sinA = sin(angle) let nextA = Float(i+1) * (.pi / 3) let cosB = cos(nextA) let sinB = sin(nextA) let verts: [simd_float2] = [ simd_float2(0, 0), simd_float2(radius * cosA, radius * sinA), simd_float2(radius * cosB, radius * sinB) ] encoder.setVertexBytes(verts, length: MemoryLayout<simd_float2>.stride * 3, index: 0) // Tell the fragment shader to use the texture color. var textureColor: simd_float4 = simd_float4(1, 2, 3, 4) encoder.setFragmentBytes(&textureColor, length: MemoryLayout<SIMD4<Float>>.stride, index: 1) encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3) One of the things the existing app does is load PNG or TIFF images with an alpha channel, and then overlay parts of the image on top of themselves flipped, so you get interesting Moiré patterns in the lines in the resulting kaleidoscope. For now I'm working on a single sample image, loading it into a texture in Metal, and just rendering it as a hexagon and drawing lines for the triangles that make up the hexagon. (For now I'm using the vertex coordinates as the texture coordinates, so I get a hexagonal part of my texture rather than a single triangular part tessellated into a hexagon. I'll fix that later.) In both iOS and OS I set the clear color to black at the beginning of the draw function. The issue: The source image is mostly transparent, but with a lot of partly transparent pixels. Here's what it looks like in Photoshop, where you can see the transparent parts as a checkerboard pattern: (I tried to crop the original image to show the approximate part that I'm rendering in a hexagon, but it's not exact. Look for the same shapes in the different images to compare them.) When I render my hexagon in the Metal view in the iOS version of the app, it looks like it's forcing each pixel to fully opaque or fully transparent: And in the macOS version of the app, it seems to force ALL the pixels to opaque: I haven't shown all the setup code, because it's' a lot. Is there some rendering mode setup I'm missing in order to get it to draw the pixels into the output based on their opacity, including partial opacity?
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4d
Metal runtime shader library compilation and linking issue
In my project I need to do the following: In runtime create metal Dynamic library from source. In runtime create metal Executable library from source and Link it with my previous created Dynamic library. Create compute pipeline using those two libraries created above. But I get the following error at the third step: Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel " UserInfo={NSLocalizedDescription=Undefined symbols: _Z5noisev, referenced from: OnTheFlyKernel } import Foundation import Metal class MetalShaderCompiler { let device = MTLCreateSystemDefaultDevice()! var pipeline: MTLComputePipelineState! func compileDylib() -> MTLDynamicLibrary { let source = """ #include <metal_stdlib> using namespace metal; half3 noise() { return half3(1, 0, 1); } """ let option = MTLCompileOptions() option.libraryType = .dynamic option.installName = "@executable_path/libFoundation.metallib" let library = try! device.makeLibrary(source: source, options: option) let dylib = try! device.makeDynamicLibrary(library: library) return dylib } func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary { let source = """ #include <metal_stdlib> using namespace metal; extern half3 noise(); kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]], texture2d<half, access::write> dst [[texture(1)]], ushort2 gid [[thread_position_in_grid]]) { half4 rgba = src.read(gid); rgba.rgb += noise(); dst.write(rgba, gid); } """ let option = MTLCompileOptions() option.libraryType = .executable option.libraries = [dylib] let library = try! self.device.makeLibrary(source: source, options: option) return library } func runtime() { let dylib = self.compileDylib() let exlib = self.compileExlib(dylib: dylib) let pipelineDescriptor = MTLComputePipelineDescriptor() pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel") pipelineDescriptor.preloadedLibraries = [dylib] pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil) } }
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Feb ’26
OS choosing performance state poorly for GPU use case
I am building a MacOS desktop app (https://anukari.com) that is using Metal compute to do real-time audio/DSP processing, as I have a problem that is highly parallelizable and too computationally expensive for the CPU. However it seems that the way in which I am using the GPU, even when my app is fully compute-limited, the OS never increases the power/performance state. Because this is a real-time audio synthesis application, it's a huge problem to not be able to take advantage of the full clock speeds that the GPU is capable of, because the app can't keep up with real-time. I discovered this issue while profiling the app using Instrument's Metal tracing (and Game tracing) modes. In the profiling configuration under "Metal Application" there is a drop-down to select the "Performance State." If I run the application under Instruments with Performance State set to Maximum, it runs amazingly well, and all my problems go away. For comparison, when I run the app on its own, outside of Instruments, the expensive GPU computation it's doing takes around 2x as long to complete, meaning that the app performs half as well. I've done a ton of work to micro-optimize my Metal compute code, based on every scrap of information from the WWDC videos, etc. A problem I'm running into is that I think that the more efficient I make my code, the less it signals to the OS that I want high GPU clock speeds! I think part of why the OS is confused is that in most use cases, my computation can be done using only a small number of Metal threadgroups. I'm guessing that the OS heuristics see that only a small fraction of the GPU is saturated and fail to scale up the power/clock state. I'm not sure what to do here; I'm in a bit of a bind. One possibility is that I intentionally schedule busy work -- spin threadgroups just to waste energy and signal to the OS that I need higher clock speeds. This is obviously a really bad idea, but it might work. Is there any other (better) way for my app to signal to the OS that it is doing real-time latency-sensitive computation on the GPU and needs the clock speeds to be scaled up? Note that game mode is not really an option, as my app also runs as an AU plugin inside hosts like Garageband, so it can't be made fullscreen, etc.
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May ’25
Why slower with larger threadgroup memory?
I'm implementing optimized matmul on metal: https://github.com/crynux-ai/metal-matmul/blob/main/metal/1_shared_mem.metal I notice that performance is significantly different with different threadgroup memory set in [computeEncoder setThreadgroupMemoryLength] All other lines are exactly same, the only difference is this parameter. Matmul performance is roughly 250 GFLops if I set 32768 (max bytes allowed on this M1 Max), but 400 GFLops if I set 8192. Why does this happen? How can I optimize it?
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Apr ’25
WWDC25 Metal & game technologies group lab
Hello, Thank you for attending today’s Metal & game technologies group lab at WWDC25! We were delighted to answer many questions from developers and energized by the community engagement. We hope you enjoyed it and welcome your feedback. We invite you to carry on the conversation here, particularly if your question appeared in Slido and we were unable to answer it during the lab. If your question received feedback let us know if you need clarification. You may want to ask your question again in a different lab e.g. visionOS tomorrow. (We realize that this can be confusing when frameworks interoperate) We have a lot to learn from each other so let’s get to Q&A and make the best of WWDC25! 😃 Looking forward to your questions posted in new threads.
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Jul ’25
Xcode Vulkan is opening two windows instead of one.
I'm a newbee at Vulkan and Xcode. I have my project on github https://github.com/flocela/OrangeSpider/ Whenever I run, two windows open instead of only one. I added testing, which means I have an OrangeSpider.xctestplan in the OrangeSpider/TestsOrangeSpider/ folder. This is my first time adding testing to an XCode project, so I think this may be where the problem is. I also get this error message: ViewBridge to RemoteViewService Terminated: Error Domain=com.apple.ViewBridge Code=18 "(null)" UserInfo={com.apple.ViewBridge.error.hint=this process disconnected remote view controller -- benign unless unexpected, com.apple.ViewBridge.error.description=NSViewBridgeErrorCanceled}
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Jul ’25
MetalFX upscaler/denoiser and instant changes
Hi, What's the best way to handle drastic changes in scene charateristics with the new MTLFXTemporalDenoisedScaler? Let's say a visible object of the scene radically changes its material properties. I can modify the albedo and roughness textures consequently. But I suspect the history will be corrupted. Blending visual information between the new frame and the previous ones might be a nonsense. I guess the problem should be the same when objects appear or disappear instantly. Is the upsacler manage these events for us (by lowering blending), or should we use the reactive or the denoise strength mask or something like that to handle them?
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Jul ’25
Bug Report - Incorrect trackingAreaIdentifier in visionOS 26 Hover Effect Sample Code
Description: In the official visionOS 26 Hover Effect sample code project , I encountered an issue where the event.trackingAreaIdentifier returned by onSpatialEvent does not reset as expected. Steps to Reproduce: Select an object with trackingAreaID = 6 in the sample app. Look at a blank space (outside any tracking area) and perform a pinch gesture . Expected Behavior: The event.trackingAreaIdentifier should return 0 when interacting with a non-tracking area. Actual Behavior: The event.trackingAreaIdentifier still returns 6, even after restarting the app or killing the process. This persists regardless of where the pinch gesture is performed
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Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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Jul ’25
CustomMetalView sample uses deprecated functions - update?
The sample code here, has code like: // Create a display link capable of being used with all active displays cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); But that function's doc says it's deprecated and to use NSView/NSWindow/NSScreen displayLink instead. That returns CADisplayLink, not CVDisplayLink. Also the documentation for that displayLink method is completely empty. I'm not sure if I'm supposed to add it to run loop, or what, after I get it. It would be nice to get an updated version of this sample project and/or have some documentation in NSView.displayLink
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Jul ’25
Combining render encoders
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage." In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable. Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states. My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders. Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state? Is there any way to suppress this specific warning in Xcode?
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Jul ’25
CAMetalLayer nextDrawable crash
Hi , My application meet below crash backtrace at very low repro rate from the public users, i do not see it relate to a specific iOS version or iPhone model. The last code line from my application is calling CAMetalLayer nextDrawable API. I did some basic studying, suppose it may relate to the wrong CAMetaLayer configuration, like frame property w or h <= 0.0 bounds property w or h <= 0.0 drawableSize w or h <= 0.0 or w or h > max value (like 16384) Not sure my above thinking is right or not? Will the UIView which my CAMetaLayer attached will cause such nextDrawable crash or not ? Thanks a lot Main Thread - Crashed libsystem_kernel.dylib __pthread_kill libsystem_c.dylib abort libsystem_c.dylib __assert_rtn Metal MTLReportFailure.cold.1 Metal MTLReportFailure Metal _MTLMessageContextEnd Metal -[MTLTextureDescriptorInternal validateWithDevice:] AGXMetalA13 0x245b1a000 + 4522096 QuartzCore allocate_drawable_texture(id<MTLDevice>, __IOSurface*, unsigned int, unsigned int, MTLPixelFormat, unsigned long long, CAMetalLayerRotation, bool, NSString*, unsigned long) QuartzCore get_unused_drawable(_CAMetalLayerPrivate*, CAMetalLayerRotation, bool, bool) QuartzCore CAMetalLayerPrivateNextDrawableLocked(CAMetalLayer*, CAMetalDrawable**, unsigned long*) QuartzCore -[CAMetalLayer nextDrawable] SpaceApp -[MetalRender renderFrame:] MetalRenderer.mm:167 SpaceApp -[FrameBuffer acceptFrame:] VideoRender.mm:173 QuartzCore CA::Display::DisplayLinkItem::dispatch_(CA::SignPost::Interval<(CA::SignPost::CAEventCode)835322056>&) QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) QuartzCore CA::Display::DisplayLink::dispatch_deferred_display_links(unsigned int) UIKitCore _UIUpdateSequenceRun UIKitCore schedulerStepScheduledMainSection UIKitCore runloopSourceCallback CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ CoreFoundation __CFRunLoopDoSource0 CoreFoundation __CFRunLoopDoSources0 CoreFoundation __CFRunLoopRun CoreFoundation CFRunLoopRunSpecific GraphicsServices GSEventRunModal UIKitCore -[UIApplication _run] UIKitCore UIApplicationMain
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Jul ’25
Problem running Unreal 5.6
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?"
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Jul ’25
No depth attachment in the new MTL4RenderPipelineDescriptor ?
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!
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Jul ’25
Background GPU Access availability
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!
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Jul ’25
Metal IR reference
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
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Jul ’25
Warning code: 00000006 will affect background survival
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?
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Aug ’25