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ios-agent/iosagent.dev310 installs

metal-gpu

Write, explain, and debug Metal GPU code including shaders (vertex, fragment, compute), render pipelines, compute pipelines, buffer/texture management, and Metal 4 APIs. Use this skill whenever the user mentions Metal, GPU programming, shaders, MSL (Metal Shading Language), render passes, compute kernels, MTLDevice, MTLCommandBuffer, MTLRenderPipelineState, or any Apple GPU/graphics programming topic. Also trigger when the user wants to do parallel computation on Apple devices, write GPU-accelerated code, or work with Metal Performance Shaders, MetalFX, MetalKit, or Compositor Services. Covers iOS, macOS, iPadOS, tvOS, and visionOS.

How do I install this agent skill?

npx skills add https://github.com/ios-agent/iosagent.dev --skill metal-gpu
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The analyzed skill contains standard documentation, patterns, and code snippets for Metal GPU programming and Apple Silicon optimization with no security risks detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • Runlayerwarn

    2/2 files flagged

  • ZeroLeakspass

    Score: 93/100 · 2 sections analyzed

What does this agent skill do?

Metal GPU Code Skill

Write production-quality Metal code with correct patterns, optimal performance, and clear explanations.

When to Read References

For detailed API topology, Metal 4 specifics, and Apple Silicon optimization patterns, read:

/mnt/skills/user/metal-gpu/references/metal-api-guide.md

Core Principles

  1. Always start with the device: MTLCreateSystemDefaultDevice() — every Metal workflow begins here
  2. Command pattern: Device → Command Queue → Command Buffer → Command Encoder → Commit
  3. Shaders are MSL (Metal Shading Language): C++14-based, with Metal-specific types and attributes
  4. Resource management matters: Use appropriate storage modes, avoid unnecessary copies
  5. Triple buffering for render loops to keep CPU and GPU in parallel

Quick Reference: Metal Command Pipeline

MTLDevice
  └─ makeCommandQueue() → MTLCommandQueue
       └─ makeCommandBuffer() → MTLCommandBuffer
            ├─ makeRenderCommandEncoder(descriptor:) → MTLRenderCommandEncoder
            ├─ makeComputeCommandEncoder() → MTLComputeCommandEncoder
            └─ makeBlitCommandEncoder() → MTLBlitCommandEncoder

Writing Shaders (MSL)

Use Metal Shading Language. Always include:

  • #include <metal_stdlib> and using namespace metal;
  • Correct attribute qualifiers: [[vertex_id]], [[position]], [[stage_in]], [[buffer(n)]], [[texture(n)]]
  • Proper address space qualifiers: device, constant, threadgroup, thread

Vertex Shader Pattern

#include <metal_stdlib>
using namespace metal;

struct VertexIn {
    float3 position [[attribute(0)]];
    float3 normal   [[attribute(1)]];
    float2 texCoord [[attribute(2)]];
};

struct VertexOut {
    float4 position [[position]];
    float3 normal;
    float2 texCoord;
};

vertex VertexOut vertex_main(VertexIn in [[stage_in]],
                             constant float4x4 &mvp [[buffer(1)]]) {
    VertexOut out;
    out.position = mvp * float4(in.position, 1.0);
    out.normal = in.normal;
    out.texCoord = in.texCoord;
    return out;
}

Fragment Shader Pattern

fragment float4 fragment_main(VertexOut in [[stage_in]],
                              texture2d<float> albedo [[texture(0)]],
                              sampler texSampler [[sampler(0)]]) {
    float4 color = albedo.sample(texSampler, in.texCoord);
    return color;
}

Compute Kernel Pattern

kernel void compute_main(device float *input  [[buffer(0)]],
                         device float *output [[buffer(1)]],
                         uint id [[thread_position_in_grid]]) {
    output[id] = input[id] * 2.0;
}

Swift-Side Setup Patterns

Render Pipeline Setup

let device = MTLCreateSystemDefaultDevice()!
let commandQueue = device.makeCommandQueue()!

// Load shaders
let library = device.makeDefaultLibrary()!
let vertexFunction = library.makeFunction(name: "vertex_main")
let fragmentFunction = library.makeFunction(name: "fragment_main")

// Pipeline descriptor
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm

// Vertex descriptor
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float3  // position
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.layouts[0].stride = MemoryLayout<SIMD3<Float>>.stride
pipelineDescriptor.vertexDescriptor = vertexDescriptor

let pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineDescriptor)

Compute Pipeline Setup

let computeFunction = library.makeFunction(name: "compute_main")!
let computePipeline = try! device.makeComputePipelineState(function: computeFunction)

let commandBuffer = commandQueue.makeCommandBuffer()!
let encoder = commandBuffer.makeComputeCommandEncoder()!
encoder.setComputePipelineState(computePipeline)
encoder.setBuffer(inputBuffer, offset: 0, index: 0)
encoder.setBuffer(outputBuffer, offset: 0, index: 1)

let gridSize = MTLSize(width: elementCount, height: 1, depth: 1)
let threadGroupSize = MTLSize(
    width: min(computePipeline.maxTotalThreadsPerThreadgroup, elementCount),
    height: 1, depth: 1
)
encoder.dispatchThreads(gridSize, threadsPerThreadgroup: threadGroupSize)
encoder.endEncoding()
commandBuffer.commit()

MetalKit View Rendering

import MetalKit

class Renderer: NSObject, MTKViewDelegate {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    let pipelineState: MTLRenderPipelineState

    func draw(in view: MTKView) {
        guard let drawable = view.currentDrawable,
              let descriptor = view.currentRenderPassDescriptor else { return }

        let commandBuffer = commandQueue.makeCommandBuffer()!
        let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)!

        encoder.setRenderPipelineState(pipelineState)
        // Set buffers, draw primitives...
        encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)

        encoder.endEncoding()
        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}

Performance Best Practices

  1. Storage modes: Use .shared on Apple Silicon (unified memory), .private for GPU-only data, .managed on Intel Macs
  2. Triple buffering: Rotate 3 buffers with a semaphore to avoid CPU/GPU stalls
  3. Avoid per-frame allocations: Reuse buffers and command encoders
  4. Use dispatchThreads over dispatchThreadgroups when possible (Apple Silicon)
  5. Prefer tile-based deferred rendering patterns on Apple GPUs — use imageblocks and tile shaders
  6. Compile pipelines ahead of time: Pipeline creation is expensive, do it at load time
  7. Use Metal GPU frame capture in Xcode to profile and debug

Common Mistakes to Avoid

  • Forgetting encoder.endEncoding() before committing
  • Mismatched buffer indices between Swift and MSL
  • Using wrong pixel format for render targets
  • Not handling nil from optional Metal API calls
  • Blocking the main thread waiting for GPU completion — use addCompletedHandler instead
  • Forgetting to set the vertex descriptor when using [[stage_in]]

Metal 4 Notes

Metal 4 introduces a modernized core API. Key changes:

  • New compilation API for finer shader compilation control
  • Updated command encoding patterns
  • See references/metal-api-guide.md for the full Metal 4 API topology

Frameworks Ecosystem

FrameworkPurpose
MetalDirect GPU access, shaders, pipelines
MetalKitView management, texture loading, model I/O
MetalFXUpscaling (temporal/spatial) for performance
Metal Performance ShadersOptimized compute & image processing kernels
Compositor ServicesStereoscopic rendering for visionOS
RealityKitHigh-level 3D rendering (uses Metal underneath)

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/ios-agent/iosagent.dev/metal-gpu">View metal-gpu on skillZs</a>