GPU Programming with The Metal Shading Language

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 75

  • @CyrusPellet
    @CyrusPellet 4 ปีที่แล้ว +23

    Awesome! Please don't stop making these, your videos are so underrated!

  • @pitmanra
    @pitmanra 4 ปีที่แล้ว +3

    I'd be lying if I said I understood very much of this. But I'm interested and I'll keep watching your videos. I would find it useful if you would frequently refer your code to a chart to show what you are doing. Like a chart that shows Command Queues, Command Buffers, drawables, Render Pass Descriptors, etc. "This code is our buffer; this is how it relates to the chart." Lotta work, I know. Your enthusiasm is infectious.

    • @2etime
      @2etime  4 ปีที่แล้ว +2

      Ah ok will do!

    • @2etime
      @2etime  4 ปีที่แล้ว +2

      This is for you guys and if a chart helps I can do that!

  • @swift_goose
    @swift_goose 2 ปีที่แล้ว +3

    Bro this is an awesome video, thank you so much for taking the time. What a great introduction to Metal! Would love to see you back with more new tutorials now that Metal3 is around

  • @djryanashton
    @djryanashton 11 หลายเดือนก่อน

    This is absolutely the best Metal introductory tutorial ever! I was looking for tuts to start getting my head around Metal and all of them went over my head.
    This didn't.
    Thanks. :)

  • @spartanrasul2260
    @spartanrasul2260 4 ปีที่แล้ว +2

    the quality of your content become so much better. And i know that, because i was watching your videos right from the first one
    (and i've seen your backflip)

  • @HareshKainth
    @HareshKainth 4 ปีที่แล้ว +2

    You, sir, are a gentleman and a scholar. Thank you.

  • @dimiutube
    @dimiutube 9 หลายเดือนก่อน

    Hey!! Very good explanation of the MTL basics! I like the hurry-through-the-code way of presenting. If I don’t understand something, I can stop the video at any point 😊 looking forward to the next episodes 😀

  • @alexnovikov1609
    @alexnovikov1609 11 หลายเดือนก่อน

    Thank you very much! This is a really clear and good explanation about how we use GPU in Metal. Keep going! You're the best!

  • @elgs1980
    @elgs1980 2 ปีที่แล้ว

    Thank you so much! The last time I saw such a precious video like this was about 10 years ago.

    • @2etime
      @2etime  2 ปีที่แล้ว

      What was that video about? Lol

  • @AshishJain-sd2yk
    @AshishJain-sd2yk หลายเดือนก่อน

    You are awesome. Thank you for creating such a wonderful intro.

  • @TheZazatv
    @TheZazatv หลายเดือนก่อน

    Thank u so much! Metal is suqch lowkey framework and u explained the compute functions very well!

  • @caporazor1
    @caporazor1 4 ปีที่แล้ว +3

    this is just a brilliant tutorial. thanks man!

  • @JeremyChone
    @JeremyChone 3 ปีที่แล้ว

    Very nice. Love the by example approach.

  • @Ha-ue9kg
    @Ha-ue9kg 3 ปีที่แล้ว +1

    you fucking god. this is the best metal channel on YT.

    • @2etime
      @2etime  3 ปีที่แล้ว

      Top 5 favorite comments

  • @crearg8259
    @crearg8259 2 ปีที่แล้ว +2

    Hi, I’m new to this area. I only had experience in cuda. Does M1 Pro/Max work the same way as Radeon does on MBP 2019-? I’m confused with the merged vRAM of silicon platform and does the 10 GPU cores of M-processors accelerate parallel computing like cuda does with its thousands of cuda cores?

  • @Shane-rh3wu
    @Shane-rh3wu 4 ปีที่แล้ว +3

    This is fantastic! Thanks for sharing

  • @Peterrayism
    @Peterrayism 4 ปีที่แล้ว +2

    Watching you teach is making my wave function collapse.

    • @2etime
      @2etime  4 ปีที่แล้ว +1

      Is that a good thing?

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 ปีที่แล้ว

    Wow, thanks for the tutorial! That seems to be a pretty precise way to control a gpu. Was feeling more nerdy than I prefer to while watching though. Haha.

  • @tojuju
    @tojuju 3 ปีที่แล้ว

    i went over your videos months ago, but this time, i'm not going to give up to confusion.
    to those not in a graphics rendering or game dev background, this stuff seems so damned foreign..but stay strong, everyone!

    • @2etime
      @2etime  3 ปีที่แล้ว

      Feel free to reach out if you need some help :)

  • @rty65tt40
    @rty65tt40 11 หลายเดือนก่อน

    Hi. How do I set up metal to draw over the previous frame? For example, 1000 fixed triangles of different colors are drawn. And in each new frame, need to change the color of only 10 random triangle. I want to draw 10 triangle with the desired color and draw it on top of the previous frame.

  • @Txgdfgvz367ur
    @Txgdfgvz367ur 2 ปีที่แล้ว

    Hi, thanks for these awesome videos, hopefully you're still active! I plan on using the shader to update an array using two other arrays similar to what you've described. I can't quite figure out how to get the full updated array back from the buffer after processing, to use on the CPU. trying to print the array after binding to memory just brings up the following. Hope that makes sense I'm fairly new to this!

  • @eldarsadykov
    @eldarsadykov ปีที่แล้ว

    Brilliant video!

  • @theupsiloninitiative8894
    @theupsiloninitiative8894 ปีที่แล้ว +1

    Hi, I love the videos. However, I specialize in cpp. Can you release a video of this but as a cpp (or I guess objective cpp) rather than a swift file?

    • @theupsiloninitiative8894
      @theupsiloninitiative8894 ปีที่แล้ว

      Could you also point me in the direction of resources that would help?

  • @abil.sudarman
    @abil.sudarman 3 ปีที่แล้ว

    well produced video!

  • @fsteaglech
    @fsteaglech ปีที่แล้ว

    Thank you! Very very nice video! I strongly believe that this is the only video / tutorial that explains loud and clear how to use GPU and metal to performs calulations instead of rendering! I have some issues - however - undestanding how to bind back complex data structures as results in Swift; in C with pointer is quite easy but in Swift is a bit tricky; can you point me to some examples? Thanks!

    • @2etime
      @2etime  ปีที่แล้ว

      do you mean how to access the data into a Type on the swift side?

  • @LeoJoseph-el8dt
    @LeoJoseph-el8dt 6 หลายเดือนก่อน

    MTLValidateFeatureSupport:6508: failed assertion `Dispatch Threads with Non-Uniform Threadgroup Size is not supported on this device'
    When I am trying to run it on the simulator iPhone 15. What could be wrong?

  • @geekoutnerd7882
    @geekoutnerd7882 2 ปีที่แล้ว

    Thank you so much.

  • @essamal-mansouri2689
    @essamal-mansouri2689 2 ปีที่แล้ว +1

    Did you try using the new m1 pro/max/ultra with Metal? I would really like to know how the unified memory architecture comes into play when it comes to sending data back and forth between cpu and gpu.

    • @2etime
      @2etime  2 ปีที่แล้ว

      I’m getting one in a week and plan on checking that out asap :)

    • @2etime
      @2etime  2 ปีที่แล้ว

      Ok… It works really well! My computer runs metal so much faster. However it could just be the upgrade! What specs do you want? :)

    • @essamal-mansouri2689
      @essamal-mansouri2689 2 ปีที่แล้ว +1

      @@2etime Supposedly Apple uses a new unified architecture so that GPU and CPU both share memory. Does that affect how you would program for Metal? Especially when it comes to copying data / results. How does the performance compare to your previous machine? Do you feel the benchmarks are representative of how slow it is compared to NVIDIA?

  • @StuartDesign
    @StuartDesign 4 ปีที่แล้ว

    Am I right in thinking that for processing a 2d texture, you would want the largest number of threads that will fit 'square' inside of each max thread group. Is this done to ensure that the uint2 thread coords align with texture's x,y coords? Or is it just as convenient/efficient to create thread groups that might be 'retangular'?

  • @AmitSingh-nr8jz
    @AmitSingh-nr8jz 3 ปีที่แล้ว

    Simply Awesome !!!!!!!!!!!

  • @harshpatel105
    @harshpatel105 3 ปีที่แล้ว +1

    Awesome :D

  • @LaurentLaborde
    @LaurentLaborde 3 ปีที่แล้ว +1

    Copy/paste from apple documentation : "Always use a multiple of a type’s stride instead of its size when allocating memory or accounting for the distance between instances in memory."

    • @2etime
      @2etime  3 ปีที่แล้ว

      What did I say?

    • @LaurentLaborde
      @LaurentLaborde 3 ปีที่แล้ว

      @@2etime when you allocate MTLBuffer your code use size instead of stride

    • @LaurentLaborde
      @LaurentLaborde 3 ปีที่แล้ว

      with simple type, size and stride are probably the same anyway. But still :)

    • @2etime
      @2etime  3 ปีที่แล้ว +1

      Ah! Yes I know this now. I hate the permanence of TH-cam :(

    • @LaurentLaborde
      @LaurentLaborde 3 ปีที่แล้ว

      @@2etime hehehe :D

  • @brandonwinston
    @brandonwinston 3 ปีที่แล้ว

    This is gold

  • @MrHirenP
    @MrHirenP 3 ปีที่แล้ว

    Your metal shading language playlist has only video :(

  • @heltena
    @heltena 3 ปีที่แล้ว +1

    Hey! Just a comment: the bindMemory(to:capacity:) expects capacity as the number of T elements, not bytes. (at 20:10, line 81)

    • @2etime
      @2etime  3 ปีที่แล้ว +1

      Oh nice! Thank you!

  • @platin2148
    @platin2148 4 ปีที่แล้ว +1

    So ideally we would also add a simd way just for good measure (by directly using the instrinsics).

    • @2etime
      @2etime  4 ปีที่แล้ว +1

      I’m not sure how to do that. Can you elaborate a little bit for me?

    • @thecentury8803
      @thecentury8803 4 ปีที่แล้ว +2

      @@2etime I think @platin21 is talking about the SIMD matrix computation from the Accelerate framework - developer.apple.com/documentation/accelerate/simd

  • @natgenesis5038
    @natgenesis5038 11 หลายเดือนก่อน

    Can I use it to render image frames into video ? I never use metal before

  • @lijieyang2433
    @lijieyang2433 9 หลายเดือนก่อน

    When I am trying to run main.swift, it turns out to show "main/main.swift:31: Fatal error: Unexpectedly found nil while unwrapping an Optional value", do you have any idea why this happens?

  • @chuhanfeng6552
    @chuhanfeng6552 ปีที่แล้ว

    How should I make a buffer for 2-D array? Do I have to concatenate it into 1D array?

    • @2etime
      @2etime  ปีที่แล้ว +1

      i would make it a 1D array for sure. The information will be better if it is contiguous. If you want to access a value in the buffer / array you can use this formula where width is the column count of the 2d version.

    • @chuhanfeng6552
      @chuhanfeng6552 ปีที่แล้ว

      @@2etime Thank you.

  • @ritikagupta5600
    @ritikagupta5600 ปีที่แล้ว

    I am new to MSL ios, I have a windows laptop, but I need to work on MSL , can anyone help me know which IDE should i be using now to start coding in metal?

    • @2etime
      @2etime  ปีที่แล้ว +1

      You could prob use visual studio and use c++!

    • @ritikagupta5600
      @ritikagupta5600 ปีที่แล้ว

      @@2etime gr8 i found the plugin for msl for vsc. But , may be it is a dumb question but i don't know how do i run my project, any specific cli for vsc ?

    • @2etime
      @2etime  ปีที่แล้ว

      I do not think you can run a project with a Windows machine. Hopefully somebody who knows more about that will post.

    • @ritikagupta5600
      @ritikagupta5600 ปีที่แล้ว +1

      @@2etime oh ok .. I thought so. Thank you so much for the reply

    • @2etime
      @2etime  ปีที่แล้ว +1

      I would suggest learning OpenGL on windows! My videos will give you a high level understanding of graphics as a whole. OpenGL and metal are very similar regarding the pipeline of the gpu

  • @Enter_channel_name
    @Enter_channel_name 3 ปีที่แล้ว

    GPU is executing multiple tasks all at once
    CPU is executing multiple tasks one at a time

  • @monfera
    @monfera 2 ปีที่แล้ว

    The 3+ seconds for the CPU based componentwise addition of two arrays of 3 million numbers is some orders of magnitude too long, why is that? I get 0.02 seconds in JavaScript (not even a statically typed language, and time includes some interpreted execution and warmed up JIT compilation phases too):
    a = [...new Array(3e6)].map(Math.random);
    b = [...new Array(3e6)].map(Math.random);
    (t0 = performance.now(), result=new Array(3e6).fill(0), (() => {for(let i = 0; i < 3e6; i++) result[i]=a[i]+b[i]})(), console.log((performance.now() - t0)/1000), result);

    • @2etime
      @2etime  2 ปีที่แล้ว

      interesting... My discord would love this question lol. I tested it out as well and seem to be getting pretty quick numbers in js too. computers are awesome! I think my main point in the video is running multiple functions at the same time, as opposed to linearly or single instruction multiple data (simd). www.heavy.ai/technical-glossary/cpu-vs-gpu

  • @LaurentLaborde
    @LaurentLaborde 3 ปีที่แล้ว +2

    I'm pretty sure you don't need to explain that we can do general purpose computation on GPU in 2020+ ;)

    • @LaurentLaborde
      @LaurentLaborde 3 ปีที่แล้ว +1

      it's still a good tutorial of course. Thank you