Metal Shader Converter

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Automatically convert all of your existing HLSL GPU shaders to Metal.

Posts under Metal Shader Converter tag

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Using Metal compute for scientific simulation (lattice QCD gauge theory)
I've been using Metal compute shaders for lattice quantum chromodynamics simulations and wanted to share the experience in case others are doing scientific computing on Metal. The workload involves SU(2) matrix operations on 4D lattice grids — lots of 2x2 and 3x3 complex matrix multiplies, reductions over lattice sites, and nearest-neighbor stencil operations. The implementation bridges a C++ scientific framework (Grid) to Metal via Objective-C++ .mm files, with MSL kernels compiled into .metallib archives during the build. Things that work well: Shared memory on M-series eliminates the CPU↔GPU copy overhead that dominates in CUDA workflows The .metallib compilation integrates cleanly with autotools builds using xcrun Float4 packing for SU(2) matrices maps naturally to MSL vector types Things I'm still figuring out: Optimal threadgroup sizes for stencil operations on 4D grids Whether to use MTLHeap for gauge field storage or stick with individual buffers Best practices for double precision — some measurements need float64 but Metal's double support varies by hardware The application is measuring chromofield flux distributions between static quarks, ultimately targeting multi-quark systems. Production runs are on MacBook Pro M-series and Mac Studio. Code: https://github.com/ThinkOffApp/multiquark-lattice-qcd
0
0
353
Feb ’26
Metal fails to create PSO on AMD based GPUs
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.
1
0
293
Sep ’25
After updating CAMetalLayer.drawableSize, [CAMetalLayer nextDrawable:] frequently takes ~1s
I have a bare-bones Metal app setup where I attach a CAMetalLayer to a window that inherits from a NSWindow with a custom delegate. Everything else is vanilla. I'm also using metal-cpp and metal shader converter. I'm running into a issue where the application runs fine in the beginning, but once I resize the window, it starts hitching. It turns out that [CAMetalLayer nextDrawable:] frequently (but not always) takes around a full second (plus or minus a few milliseconds) to return once drawableSize has been updated. I've tried setting allowsNextDrawableTimeout to false which doesn't work; it returns a valid drawable after a second instead of nil. Setting displaySyncEnabled to false reduces the likelihood of this happening to around 50% from 90%+ but does not eliminate it. Setting maximumDrawableCount to 2 or 3 does not seem to make a difference. By dumping the resource IDs of the returned textures I've noticed something interesting: Before resizing, the layer seems to shuffle between 2 textures or at least 2 resource IDs, but after resizing it starts to create new textures for each returned drawable. Occasionally it seems to reuse a previous resource ID, but it does not seem to have anything to do with whether the method returns quickly or not. Why does this happen, and how can I fix it? Should I create a new CAMetalLayer when resizing the window instead of updating drawableSize?
3
0
886
Jan ’25
Use Metal to conver HDR Pixelbuffer to SDR Pixelbuffer
I see some demo show convert HDR video to SDR Pixelbuffer,such AVAssetReader、 AVVideoComposition 、AVComposition 、AVFoundation. But In some cases,I want to render HDR Pixelbuffer and record video. AVCaptureSession *session = [[AVCaptureSession alloc] init]; session.sessionPreset = AVCaptureSessionPresetHigh; AVCaptureDevice *videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; if ([videoDevice isVideoHDRSupported]) { NSError *error = nil; if ([videoDevice lockForConfiguration:&error]) { videoDevice.automaticallyAdjustsVideoHDREnabled = NO; videoDevice.videoHDREnabled = YES; // 开启 HDR [videoDevice unlockForConfiguration]; } else { NSLog(@"Error: %@", error.localizedDescription); } } Real-time processing of HDR data requires processing of video frame data (such as filters), ensuring that the processing chain supports 10-bit color depth and HDR metadata. And use imagesBuffer to object tracking, etc. How to solve this problem?
1
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509
Jan ’25
Unity IOS shader vector array bug
Unity 2022.3.33f1 For some reason modifying MeshRenderer material shader SetVectorArray doesn't work on IOS, but it works on android and windows builds!! I was working on Fog Of War, where I used SimpleFOW by Revision3 it's very simple FOW shader where it manipulates the alpha based on UVs vertices. This is the FogOfWarShaderControl.cs script using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SimpleFOW { [RequireComponent(typeof(MeshRenderer))] public class FogOfWarShaderControl : MonoBehaviour { public static FogOfWarShaderControl Instance { get; private set; } [Header("Maximum amount of revealing points")] [SerializeField] private uint maximumPoints = 512; [Header("Game Camera")] [SerializeField] private Camera mainCamera; private List<Vector4> points = new List<Vector4>(); private Vector2 meshSize, meshExtents; private Vector4[] sendBuffer; private MeshRenderer meshRenderer; private void Awake() { Instance = this; Init(); } // Initialize required variables public void Init() { meshRenderer = GetComponent<MeshRenderer>(); meshExtents = meshRenderer.bounds.extents; meshSize = meshRenderer.bounds.size; points = new List<Vector4>(); sendBuffer = new Vector4[maximumPoints]; } // Transform world point to UV coordinate of FOW mesh public Vector2 WorldPointToMeshUV(Vector2 wp) { Vector2 toRet = Vector2.zero; toRet.x = (transform.position.x - wp.x + meshExtents.x) / meshSize.x; toRet.y = (transform.position.y - wp.y + meshExtents.y) / meshSize.y; return toRet; } // Show or hide FOW public void SetEnabled(bool on) { meshRenderer.enabled = on; } // Add revealing point to FOW renderer if amount of points is lower than MAX_POINTS public void AddPoint(Vector2 worldPoint) { if (points.Count < maximumPoints) { points.Add(WorldPointToMeshUV(worldPoint)); } } // Remove FOW revealing point public void RemovePoint(Vector2 worldPoint) { if (worldPoint == new Vector2(0, 0)) { return; } if (points.Contains(WorldPointToMeshUV(worldPoint))) { points.Remove(WorldPointToMeshUV(worldPoint)); } } // Send any change to revealing point list to shader for rendering public void SendPoints() { points.ToArray().CopyTo(sendBuffer, 0); meshRenderer.material.SetVectorArray("_PointArray", sendBuffer); meshRenderer.material.SetInt("_PointCount", points.Count); } // Send new range value to shader public void SendRange(float range) { meshRenderer.material.SetFloat("_RadarRange", range); } // Send new scale value to shader public void SendScale(float scale) { meshRenderer.material.SetFloat("_Scale", scale); } } } And this is the FogOfWar.shader Shader "Revision3/FogOfWar" { Properties { _MainTex ("Texture", 2D) = "black" {} _PointCount("Point count", Range(0,512)) = 0 _Scale("Scale", Float) = 1.0 _RadarRange("Range", Float) = .5 _MaxAlpha("Maximum Alpha", Float) = 1.0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _RadarRange; uint _PointCount; float _Scale; float _MaxAlpha; float2 _PointArray[512]; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float getDistance(float2 pa[512], float2 uv) { float cdist = 99999.0; for (uint i = 0; i < _PointCount; i++) { cdist = min(cdist, distance(pa[i]*_Scale, uv)); } return cdist; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); i.uv *= _Scale; if (_PointCount > 0) col.w = min(_MaxAlpha, max(0.0f, getDistance(_PointArray, i.uv) - _RadarRange)); else col.w = _MaxAlpha; return col; } ENDCG } } } Now I create a gameobject called FogOfWar as follows And then in Unit.cs script and Building.cs script I add the following logic private Vector3 lastPos; private void Update() { if (lastPos != transform.position) { FogOfWarShaderControl.Instance.RemovePoint(lastPos); FogOfWarShaderControl.Instance.AddPoint(transform.position); lastPos = transform.position; FogOfWarShaderControl.Instance.SendPoints(); } } Now this gives me the effect of FOW as follows on IOS where the result should be as follows on other devices I don't know what causes this to happen only on IOS devices. The logic works fine on android/windows/Linux/editor but not IOS devices. So why metal API doesn't support shader set vector array?!
0
0
989
Jul ’24
Debug symbols in metallib
Hello, I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way? Usually I’m compiling my shaders as follows (from Metal): xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib The -frecord-sources allow me to see the source when debugging and profiling a Metal frame. Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with: dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL. It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it. Right now debug symbols in my shaders is a must-have, so I’ll explore other routes to convert my HLSL shaders to Metal (I’ve been testing spir-v cross to do the conversion, I haven’t actually tested the debug symbols yet, I’ll report back later). Thank you for your time!
4
0
1.8k
Jan ’24
Metal Shader Converter shader debug symbols
Hello, I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way? Usually I’m compiling my shaders as follows (from Metal): xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib The -frecord-sources allow me to see the source when debugging and profiling a Metal frame. Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with: dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL. It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it. Right now debug symbols in my shaders is a must-have both for profiling and debugging. For reference an alternative pipeline would be to use spir-v cross instead. For reference here's what a typical pipeline with dxc and spir-v cross look like: HLSL -> SPIRV -> AIR -> METALLIB dxc -T ps_6_0 -E PSMain -spirv shaders/triangle.hlsl -Zi -Qembed_debug -O0 -Fo shaders/triangle.frag.spirv spirv-cross --msl shaders/triangle.frag.spirv --output shaders/triangle.frag.metal xcrun -sdk macosx metal -c -frecord-sources shaders/triangle.frag.metal -o shaders/triangle.frag.air xcrun -sdk macosx metallib shaders/triangle.frag.air -o shaders/triangle.frag.metallib As you can see, it's a lot more steps than metal shader converter, but after all those steps you can get some sort of shader symbols in xcode when debugging a metal frame, which is better than nothing: Please let me know if I can provide files, projects or anything that can help supporting shader symbols directly with metal shader converter. Thank you for your time!
0
0
1.1k
Aug ’23
Metal Shader Converter Help
So I have been working on using the new Metal Shader Converter to create a graphics abstraction between D3D12 and Metal. One thing I cannot wrap my head around is how someone would do bindless buffers in Metal. Take this for example... the metal shader converter easily converts this code into Metal `ByteAdressBuffer bindless_buffers[] : register(space1); v2f vertMain(vertIn in){ Mesh m = bindless_buffers[1].Load(0); v2f out; out.pos = in.pos * m.pos; return out;` And using the new Shader Converter one can easily create a DescriptorTable from a root signature that holds this unbounded array of ByteAdressBuffers. But when you try to fill an argument buffer using the DescriptorTableEntry struct, it looks like you can only place one resource at a time and cannot even access the array in the descriptor. For textures this is okay because you can supply a MTLTexture that holds other textures. But you can't have a MTLBuffer hold different kinds of buffers. Is it possible to do this ByteAdressBuffer style of full bindless in Metal? The shader converter allows it but I don't know how to get the API to supply the shaders with the correct data... Any Help would be GREATLY appreciated and all the work I do will be posted online for others to learn about using Metal :)
1
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1.2k
Jul ’23
metal shader converter library distribution
The documentation is unclear. I need a clarification on metal shader converter library distribution. Am I allowed to distribute the library as a part of my macos app bundle?
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1
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147
Activity
3w
Using Metal compute for scientific simulation (lattice QCD gauge theory)
I've been using Metal compute shaders for lattice quantum chromodynamics simulations and wanted to share the experience in case others are doing scientific computing on Metal. The workload involves SU(2) matrix operations on 4D lattice grids — lots of 2x2 and 3x3 complex matrix multiplies, reductions over lattice sites, and nearest-neighbor stencil operations. The implementation bridges a C++ scientific framework (Grid) to Metal via Objective-C++ .mm files, with MSL kernels compiled into .metallib archives during the build. Things that work well: Shared memory on M-series eliminates the CPU↔GPU copy overhead that dominates in CUDA workflows The .metallib compilation integrates cleanly with autotools builds using xcrun Float4 packing for SU(2) matrices maps naturally to MSL vector types Things I'm still figuring out: Optimal threadgroup sizes for stencil operations on 4D grids Whether to use MTLHeap for gauge field storage or stick with individual buffers Best practices for double precision — some measurements need float64 but Metal's double support varies by hardware The application is measuring chromofield flux distributions between static quarks, ultimately targeting multi-quark systems. Production runs are on MacBook Pro M-series and Mac Studio. Code: https://github.com/ThinkOffApp/multiquark-lattice-qcd
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0
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0
Views
353
Activity
Feb ’26
Metal fails to create PSO on AMD based GPUs
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.
Replies
1
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0
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293
Activity
Sep ’25
After updating CAMetalLayer.drawableSize, [CAMetalLayer nextDrawable:] frequently takes ~1s
I have a bare-bones Metal app setup where I attach a CAMetalLayer to a window that inherits from a NSWindow with a custom delegate. Everything else is vanilla. I'm also using metal-cpp and metal shader converter. I'm running into a issue where the application runs fine in the beginning, but once I resize the window, it starts hitching. It turns out that [CAMetalLayer nextDrawable:] frequently (but not always) takes around a full second (plus or minus a few milliseconds) to return once drawableSize has been updated. I've tried setting allowsNextDrawableTimeout to false which doesn't work; it returns a valid drawable after a second instead of nil. Setting displaySyncEnabled to false reduces the likelihood of this happening to around 50% from 90%+ but does not eliminate it. Setting maximumDrawableCount to 2 or 3 does not seem to make a difference. By dumping the resource IDs of the returned textures I've noticed something interesting: Before resizing, the layer seems to shuffle between 2 textures or at least 2 resource IDs, but after resizing it starts to create new textures for each returned drawable. Occasionally it seems to reuse a previous resource ID, but it does not seem to have anything to do with whether the method returns quickly or not. Why does this happen, and how can I fix it? Should I create a new CAMetalLayer when resizing the window instead of updating drawableSize?
Replies
3
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0
Views
886
Activity
Jan ’25
Use Metal to conver HDR Pixelbuffer to SDR Pixelbuffer
I see some demo show convert HDR video to SDR Pixelbuffer,such AVAssetReader、 AVVideoComposition 、AVComposition 、AVFoundation. But In some cases,I want to render HDR Pixelbuffer and record video. AVCaptureSession *session = [[AVCaptureSession alloc] init]; session.sessionPreset = AVCaptureSessionPresetHigh; AVCaptureDevice *videoDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]; if ([videoDevice isVideoHDRSupported]) { NSError *error = nil; if ([videoDevice lockForConfiguration:&error]) { videoDevice.automaticallyAdjustsVideoHDREnabled = NO; videoDevice.videoHDREnabled = YES; // 开启 HDR [videoDevice unlockForConfiguration]; } else { NSLog(@"Error: %@", error.localizedDescription); } } Real-time processing of HDR data requires processing of video frame data (such as filters), ensuring that the processing chain supports 10-bit color depth and HDR metadata. And use imagesBuffer to object tracking, etc. How to solve this problem?
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1
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0
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509
Activity
Jan ’25
Metal Shader Converter Indirect Command Encoding
Is there new API for generating Indirect Commands for the Metal Shader Converter? Is there any example project? I currently use a shader to copy indirect commands. Is there a way to do that with the new Shader Converter pipeline?
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1
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0
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839
Activity
Aug ’24
Unity IOS shader vector array bug
Unity 2022.3.33f1 For some reason modifying MeshRenderer material shader SetVectorArray doesn't work on IOS, but it works on android and windows builds!! I was working on Fog Of War, where I used SimpleFOW by Revision3 it's very simple FOW shader where it manipulates the alpha based on UVs vertices. This is the FogOfWarShaderControl.cs script using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SimpleFOW { [RequireComponent(typeof(MeshRenderer))] public class FogOfWarShaderControl : MonoBehaviour { public static FogOfWarShaderControl Instance { get; private set; } [Header("Maximum amount of revealing points")] [SerializeField] private uint maximumPoints = 512; [Header("Game Camera")] [SerializeField] private Camera mainCamera; private List<Vector4> points = new List<Vector4>(); private Vector2 meshSize, meshExtents; private Vector4[] sendBuffer; private MeshRenderer meshRenderer; private void Awake() { Instance = this; Init(); } // Initialize required variables public void Init() { meshRenderer = GetComponent<MeshRenderer>(); meshExtents = meshRenderer.bounds.extents; meshSize = meshRenderer.bounds.size; points = new List<Vector4>(); sendBuffer = new Vector4[maximumPoints]; } // Transform world point to UV coordinate of FOW mesh public Vector2 WorldPointToMeshUV(Vector2 wp) { Vector2 toRet = Vector2.zero; toRet.x = (transform.position.x - wp.x + meshExtents.x) / meshSize.x; toRet.y = (transform.position.y - wp.y + meshExtents.y) / meshSize.y; return toRet; } // Show or hide FOW public void SetEnabled(bool on) { meshRenderer.enabled = on; } // Add revealing point to FOW renderer if amount of points is lower than MAX_POINTS public void AddPoint(Vector2 worldPoint) { if (points.Count < maximumPoints) { points.Add(WorldPointToMeshUV(worldPoint)); } } // Remove FOW revealing point public void RemovePoint(Vector2 worldPoint) { if (worldPoint == new Vector2(0, 0)) { return; } if (points.Contains(WorldPointToMeshUV(worldPoint))) { points.Remove(WorldPointToMeshUV(worldPoint)); } } // Send any change to revealing point list to shader for rendering public void SendPoints() { points.ToArray().CopyTo(sendBuffer, 0); meshRenderer.material.SetVectorArray("_PointArray", sendBuffer); meshRenderer.material.SetInt("_PointCount", points.Count); } // Send new range value to shader public void SendRange(float range) { meshRenderer.material.SetFloat("_RadarRange", range); } // Send new scale value to shader public void SendScale(float scale) { meshRenderer.material.SetFloat("_Scale", scale); } } } And this is the FogOfWar.shader Shader "Revision3/FogOfWar" { Properties { _MainTex ("Texture", 2D) = "black" {} _PointCount("Point count", Range(0,512)) = 0 _Scale("Scale", Float) = 1.0 _RadarRange("Range", Float) = .5 _MaxAlpha("Maximum Alpha", Float) = 1.0 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float _RadarRange; uint _PointCount; float _Scale; float _MaxAlpha; float2 _PointArray[512]; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } float getDistance(float2 pa[512], float2 uv) { float cdist = 99999.0; for (uint i = 0; i < _PointCount; i++) { cdist = min(cdist, distance(pa[i]*_Scale, uv)); } return cdist; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); i.uv *= _Scale; if (_PointCount > 0) col.w = min(_MaxAlpha, max(0.0f, getDistance(_PointArray, i.uv) - _RadarRange)); else col.w = _MaxAlpha; return col; } ENDCG } } } Now I create a gameobject called FogOfWar as follows And then in Unit.cs script and Building.cs script I add the following logic private Vector3 lastPos; private void Update() { if (lastPos != transform.position) { FogOfWarShaderControl.Instance.RemovePoint(lastPos); FogOfWarShaderControl.Instance.AddPoint(transform.position); lastPos = transform.position; FogOfWarShaderControl.Instance.SendPoints(); } } Now this gives me the effect of FOW as follows on IOS where the result should be as follows on other devices I don't know what causes this to happen only on IOS devices. The logic works fine on android/windows/Linux/editor but not IOS devices. So why metal API doesn't support shader set vector array?!
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0
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989
Activity
Jul ’24
metal-shaderconverter needs to output air files
Seems that metal-shaderconverter can build a metallib, but I need .air files. Then I link the .air files into a single metallib and metallibdsym file. HLSL -> dxc -> DXIL -> metal-shaderconverter -> .metallib But there's no way to link together multiple metallib into a single metallib is there?
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1
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0
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948
Activity
Feb ’24
Debug symbols in metallib
Hello, I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way? Usually I’m compiling my shaders as follows (from Metal): xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib The -frecord-sources allow me to see the source when debugging and profiling a Metal frame. Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with: dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL. It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it. Right now debug symbols in my shaders is a must-have, so I’ll explore other routes to convert my HLSL shaders to Metal (I’ve been testing spir-v cross to do the conversion, I haven’t actually tested the debug symbols yet, I’ll report back later). Thank you for your time!
Replies
4
Boosts
0
Views
1.8k
Activity
Jan ’24
Metal Shader Converter shader debug symbols
Hello, I’ve started testing the Metal Shader Converter to convert my HLSL shaders to metallib directly, and I was wondering if the option ’-frecord-sources’ was supported in any way? Usually I’m compiling my shaders as follows (from Metal): xcrun -sdk macosx metal -c -frecord-sources shaders/shaders.metal -o shaders/shaders.air xcrun -sdk macosx metallib shaders/shaders.air -o shaders/shaders.metallib The -frecord-sources allow me to see the source when debugging and profiling a Metal frame. Now with DXC we have a similar option, I can compile a typical HLSL shader with embedded debug symbols with: dxc -T vs_6_0 -E VSMain shaders/triangle.hlsl -Fo shaders/triangle.dxil -Zi -O0 -Qembed_debug The important options here are ’-Zi` and ’-Qembed_debug’, as they make sure debug symbols are embedded in the DXIL. It seems that right now Metal Shader Converter doesn’t pass through the DXIL debug information, and I was wondering if it was possible. I’ve looked at all the options in the utility and haven’t seen anything that looked like it. Right now debug symbols in my shaders is a must-have both for profiling and debugging. For reference an alternative pipeline would be to use spir-v cross instead. For reference here's what a typical pipeline with dxc and spir-v cross look like: HLSL -> SPIRV -> AIR -> METALLIB dxc -T ps_6_0 -E PSMain -spirv shaders/triangle.hlsl -Zi -Qembed_debug -O0 -Fo shaders/triangle.frag.spirv spirv-cross --msl shaders/triangle.frag.spirv --output shaders/triangle.frag.metal xcrun -sdk macosx metal -c -frecord-sources shaders/triangle.frag.metal -o shaders/triangle.frag.air xcrun -sdk macosx metallib shaders/triangle.frag.air -o shaders/triangle.frag.metallib As you can see, it's a lot more steps than metal shader converter, but after all those steps you can get some sort of shader symbols in xcode when debugging a metal frame, which is better than nothing: Please let me know if I can provide files, projects or anything that can help supporting shader symbols directly with metal shader converter. Thank you for your time!
Replies
0
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0
Views
1.1k
Activity
Aug ’23
Metal Shader Converter Help
So I have been working on using the new Metal Shader Converter to create a graphics abstraction between D3D12 and Metal. One thing I cannot wrap my head around is how someone would do bindless buffers in Metal. Take this for example... the metal shader converter easily converts this code into Metal `ByteAdressBuffer bindless_buffers[] : register(space1); v2f vertMain(vertIn in){ Mesh m = bindless_buffers[1].Load(0); v2f out; out.pos = in.pos * m.pos; return out;` And using the new Shader Converter one can easily create a DescriptorTable from a root signature that holds this unbounded array of ByteAdressBuffers. But when you try to fill an argument buffer using the DescriptorTableEntry struct, it looks like you can only place one resource at a time and cannot even access the array in the descriptor. For textures this is okay because you can supply a MTLTexture that holds other textures. But you can't have a MTLBuffer hold different kinds of buffers. Is it possible to do this ByteAdressBuffer style of full bindless in Metal? The shader converter allows it but I don't know how to get the API to supply the shaders with the correct data... Any Help would be GREATLY appreciated and all the work I do will be posted online for others to learn about using Metal :)
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Jul ’23