GPU Programming with The Metal Shading Language

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  • Опубліковано 14 жов 2024

КОМЕНТАРІ • 75

  • @CyrusPellet
    @CyrusPellet 4 роки тому +23

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

  • @TheZazatv
    @TheZazatv Місяць тому

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

  • @pitmanra
    @pitmanra 4 роки тому +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 роки тому +2

      Ah ok will do!

    • @2etime
      @2etime  4 роки тому +2

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

  • @AshishJain-sd2yk
    @AshishJain-sd2yk Місяць тому

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

  • @djryanashton
    @djryanashton 10 місяців тому

    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. :)

  • @HareshKainth
    @HareshKainth 4 роки тому +2

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

  • @swift_goose
    @swift_goose 2 роки тому +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

  • @spartanrasul2260
    @spartanrasul2260 4 роки тому +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)

  • @dimiutube
    @dimiutube 9 місяців тому

    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 місяців тому

    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 роки тому

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

    • @2etime
      @2etime  2 роки тому

      What was that video about? Lol

  • @caporazor1
    @caporazor1 4 роки тому +3

    this is just a brilliant tutorial. thanks man!

  • @Ha-ue9kg
    @Ha-ue9kg 3 роки тому +1

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

    • @2etime
      @2etime  3 роки тому

      Top 5 favorite comments

  • @Shane-rh3wu
    @Shane-rh3wu 4 роки тому +3

    This is fantastic! Thanks for sharing

  • @JeremyChone
    @JeremyChone 3 роки тому

    Very nice. Love the by example approach.

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 роки тому

    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.

  • @fsteaglech
    @fsteaglech Рік тому

    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  Рік тому

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

  • @Txgdfgvz367ur
    @Txgdfgvz367ur 2 роки тому

    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!

  • @tojuju
    @tojuju 3 роки тому

    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 роки тому

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

  • @Peterrayism
    @Peterrayism 4 роки тому +2

    Watching you teach is making my wave function collapse.

    • @2etime
      @2etime  4 роки тому +1

      Is that a good thing?

  • @crearg8259
    @crearg8259 2 роки тому +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?

  • @geekoutnerd7882
    @geekoutnerd7882 2 роки тому

    Thank you so much.

  • @eldarsadykov
    @eldarsadykov Рік тому

    Brilliant video!

  • @abil.sudarman
    @abil.sudarman 3 роки тому

    well produced video!

  • @theupsiloninitiative8894
    @theupsiloninitiative8894 Рік тому +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?

  • @AmitSingh-nr8jz
    @AmitSingh-nr8jz 3 роки тому

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

  • @harshpatel105
    @harshpatel105 3 роки тому +1

    Awesome :D

  • @LaurentLaborde
    @LaurentLaborde 2 роки тому +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  2 роки тому

      What did I say?

    • @LaurentLaborde
      @LaurentLaborde 2 роки тому

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

    • @LaurentLaborde
      @LaurentLaborde 2 роки тому

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

    • @2etime
      @2etime  2 роки тому +1

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

    • @LaurentLaborde
      @LaurentLaborde 2 роки тому

      @@2etime hehehe :D

  • @brandonwinston
    @brandonwinston 3 роки тому

    This is gold

  • @essamal-mansouri2689
    @essamal-mansouri2689 2 роки тому +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 роки тому

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

    • @2etime
      @2etime  2 роки тому

      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 роки тому +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?

  • @platin2148
    @platin2148 4 роки тому +1

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

    • @2etime
      @2etime  4 роки тому +1

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

    • @thecentury8803
      @thecentury8803 4 роки тому +2

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

  • @heltena
    @heltena 3 роки тому +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 роки тому +1

      Oh nice! Thank you!

  • @rty65tt40
    @rty65tt40 11 місяців тому

    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.

  • @natgenesis5038
    @natgenesis5038 11 місяців тому

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

  • @MrHirenP
    @MrHirenP 3 роки тому

    Your metal shading language playlist has only video :(

  • @StuartDesign
    @StuartDesign 3 роки тому

    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'?

  • @LeoJoseph-el8dt
    @LeoJoseph-el8dt 5 місяців тому

    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?

  • @chuhanfeng6552
    @chuhanfeng6552 Рік тому

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

    • @2etime
      @2etime  Рік тому +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 Рік тому

      @@2etime Thank you.

  • @monfera
    @monfera 2 роки тому

    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 роки тому

      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

  • @Enter_channel_name
    @Enter_channel_name 3 роки тому

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

  • @ritikagupta5600
    @ritikagupta5600 Рік тому

    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  Рік тому +1

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

    • @ritikagupta5600
      @ritikagupta5600 Рік тому

      @@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  Рік тому

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

    • @ritikagupta5600
      @ritikagupta5600 Рік тому +1

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

    • @2etime
      @2etime  Рік тому +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

  • @LaurentLaborde
    @LaurentLaborde 3 роки тому +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 роки тому +1

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

  • @lijieyang2433
    @lijieyang2433 9 місяців тому

    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?