(MTL S01E13) Metal Stitchable FunctionsThe Metal stitchable functions enables the implementation of a flexible computational graph, with its details defined through custom shader…Jan 16Jan 16
(MTL S01E12) MPSGraphYou might need to perform tensor operations on your data or integrate them into your image processing pipeline. Metal provides Metal…Dec 29, 2024Dec 29, 2024
(MTL S01E11) Metal Performance ShadersIn this episode, we’ll explore Metal’s library for image processing, matrix and vector operations, and neural network layers: Metal…Nov 24, 2024Nov 24, 2024
(MTL S01E10) ComputingOne of Metal’s most important capabilities is compute kernels. When discussing alternatives, we can reference OpenCL, CUDA, OpenGL, or…Nov 16, 2024Nov 16, 2024
(MTL S01E09) Rendering pt.3: ShadersToday, we’ll dive into vertex and fragment shaders. Previously, we explored the Metal Shading Language, the rendering pipeline and its…Nov 2, 2024Nov 2, 2024
(MTL S01E08) Rendering pt.2: Render PipelineWe discussed the full rendering pipeline in Metal in the last episode, so by now, you should have understanding of its stages and…Oct 27, 2024Oct 27, 2024
(MTL S01E07) Rendering pt.1: What’s under hoodAs Metal is closely tied to the GPU, one of its obvious purposes is rendering. But what exactly is rendering? Let’s explore this concept…Oct 20, 2024Oct 20, 2024
(MTL S01E06) Blit OperationsMetal offers a broad range of blit operations, which are essential for efficient data transfer between memory locations. A blit operation…Oct 13, 2024Oct 13, 2024
(MTL S01E05) Primitives pt.2: TexturesIn the last episode, we covered MTLBuffer-s. Since Metal revolves around the GPU, and GPUs are fundamentally tied to graphics, the next…Oct 6, 2024Oct 6, 2024
(MTL S01E04) Primitives pt.1: BuffersMetal is a powerful framework for GPU-based computing and rendering, necessitating the storage of various data such as images, parameters…Sep 27, 2024Sep 27, 2024