This snapshot establishes the camera-to-result recognition flow and related tests while checking in the project skill/docs assets required for the configured local tooling.
474 lines
14 KiB
Markdown
474 lines
14 KiB
Markdown
---
|
|
name: axiom-metal-migration-diag
|
|
description: Use when ANY Metal porting issue occurs - black screen, rendering artifacts, shader errors, wrong colors, performance regressions, GPU crashes
|
|
license: MIT
|
|
compatibility: [iOS 12+, macOS 10.14+, tvOS 12+]
|
|
metadata:
|
|
version: "1.0.0"
|
|
---
|
|
|
|
# Metal Migration Diagnostics
|
|
|
|
Systematic diagnosis for common Metal porting issues.
|
|
|
|
## When to Use This Diagnostic Skill
|
|
|
|
Use this skill when:
|
|
- Screen is black after porting to Metal
|
|
- Shaders fail to compile in Metal
|
|
- Colors or coordinates are wrong
|
|
- Performance is worse than the original
|
|
- Rendering artifacts appear
|
|
- App crashes during GPU work
|
|
|
|
## Mandatory First Step: Enable Metal Validation
|
|
|
|
**Time cost**: 30 seconds setup vs hours of blind debugging
|
|
|
|
Before ANY debugging, enable Metal validation:
|
|
|
|
```
|
|
Xcode → Edit Scheme → Run → Diagnostics
|
|
✓ Metal API Validation
|
|
✓ Metal Shader Validation
|
|
✓ GPU Frame Capture (Metal)
|
|
```
|
|
|
|
Most Metal bugs produce clear validation errors. If you're debugging without validation enabled, **stop and enable it first**.
|
|
|
|
## Symptom 1: Black Screen
|
|
|
|
### Decision Tree
|
|
|
|
```
|
|
Black screen after porting
|
|
│
|
|
├─ Are there Metal validation errors in console?
|
|
│ └─ YES → Fix validation errors first (see below)
|
|
│
|
|
├─ Is the render pass descriptor valid?
|
|
│ ├─ Check: view.currentRenderPassDescriptor != nil
|
|
│ ├─ Check: drawable = view.currentDrawable != nil
|
|
│ └─ FIX: Ensure MTKView.device is set, view is on screen
|
|
│
|
|
├─ Is the pipeline state created?
|
|
│ ├─ Check: makeRenderPipelineState doesn't throw
|
|
│ └─ FIX: Check shader function names match library
|
|
│
|
|
├─ Are draw calls being issued?
|
|
│ ├─ Add: encoder.label = "Main Pass" for frame capture
|
|
│ └─ DEBUG: GPU Frame Capture → verify draw calls appear
|
|
│
|
|
├─ Are resources bound?
|
|
│ ├─ Check: setVertexBuffer, setFragmentTexture called
|
|
│ └─ FIX: Metal requires explicit binding every frame
|
|
│
|
|
├─ Is the vertex data correct?
|
|
│ ├─ DEBUG: GPU Frame Capture → inspect vertex buffer
|
|
│ └─ FIX: Check buffer offsets, vertex count
|
|
│
|
|
├─ Are coordinates in Metal's range?
|
|
│ ├─ Metal NDC: X [-1,1], Y [-1,1], Z [0,1]
|
|
│ ├─ OpenGL NDC: X [-1,1], Y [-1,1], Z [-1,1]
|
|
│ └─ FIX: Adjust projection matrix or vertex shader
|
|
│
|
|
└─ Is clear color set?
|
|
├─ Default clear color is (0,0,0,0) — transparent black
|
|
└─ FIX: Set view.clearColor or renderPassDescriptor.colorAttachments[0].clearColor
|
|
```
|
|
|
|
### Common Fixes
|
|
|
|
**Missing Drawable**:
|
|
```swift
|
|
// BAD: Drawing before view is ready
|
|
override func viewDidLoad() {
|
|
draw() // metalView.currentDrawable is nil
|
|
}
|
|
|
|
// GOOD: Wait for delegate callback
|
|
func draw(in view: MTKView) {
|
|
guard let drawable = view.currentDrawable else { return }
|
|
// Safe to draw
|
|
}
|
|
```
|
|
|
|
**Wrong Function Names**:
|
|
```swift
|
|
// BAD: Function name doesn't match .metal file
|
|
descriptor.vertexFunction = library.makeFunction(name: "vertexMain")
|
|
// .metal file has: vertex VertexOut vertexShader(...)
|
|
|
|
// GOOD: Names must match exactly
|
|
descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
|
|
```
|
|
|
|
**Missing Resource Binding**:
|
|
```swift
|
|
// BAD: Assumed state persists like OpenGL
|
|
encoder.setRenderPipelineState(pso)
|
|
encoder.drawPrimitives(...) // No buffers bound!
|
|
|
|
// GOOD: Bind everything explicitly
|
|
encoder.setRenderPipelineState(pso)
|
|
encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
|
|
encoder.setVertexBytes(&uniforms, length: uniformsSize, index: 1)
|
|
encoder.setFragmentTexture(texture, index: 0)
|
|
encoder.drawPrimitives(...)
|
|
```
|
|
|
|
**Time cost**: GPU Frame Capture diagnosis: 5-10 min. Guessing without tools: 1-4 hours.
|
|
|
|
## Symptom 2: Shader Compilation Errors
|
|
|
|
### Decision Tree
|
|
|
|
```
|
|
Shader fails to compile
|
|
│
|
|
├─ "Use of undeclared identifier"
|
|
│ ├─ Check: #include <metal_stdlib>
|
|
│ ├─ Check: using namespace metal;
|
|
│ └─ FIX: Standard functions need metal_stdlib
|
|
│
|
|
├─ "No matching function for call to 'texture'"
|
|
│ └─ GLSL texture() → MSL tex.sample(sampler, uv)
|
|
│ FIX: Texture sampling is a method, needs sampler
|
|
│
|
|
├─ "Invalid type 'vec4'"
|
|
│ └─ GLSL vec4 → MSL float4
|
|
│ FIX: See type mapping table in metal-migration-ref
|
|
│
|
|
├─ "No matching constructor"
|
|
│ ├─ GLSL: vec4(vec3, float) works
|
|
│ ├─ MSL: float4(float3, float) works
|
|
│ └─ Check: Argument types match exactly
|
|
│
|
|
├─ "Attribute index out of range"
|
|
│ ├─ Check: [[attribute(N)]] matches vertex descriptor
|
|
│ └─ FIX: vertexDescriptor.attributes[N] must be configured
|
|
│
|
|
├─ "Buffer binding index out of range"
|
|
│ ├─ Check: [[buffer(N)]] where N < 31
|
|
│ └─ FIX: Metal has max 31 buffer bindings per stage
|
|
│
|
|
└─ "Cannot convert value of type"
|
|
├─ MSL is stricter than GLSL about implicit conversions
|
|
└─ FIX: Add explicit casts: float(intValue), int(floatValue)
|
|
```
|
|
|
|
### Common Conversions
|
|
|
|
```metal
|
|
// GLSL
|
|
vec4 color = texture(sampler2D, uv);
|
|
|
|
// MSL — texture and sampler are separate
|
|
float4 color = tex.sample(samp, uv);
|
|
|
|
// GLSL — mod() for floats
|
|
float x = mod(y, z);
|
|
|
|
// MSL — fmod() for floats
|
|
float x = fmod(y, z);
|
|
|
|
// GLSL — atan(y, x)
|
|
float angle = atan(y, x);
|
|
|
|
// MSL — atan2(y, x)
|
|
float angle = atan2(y, x);
|
|
|
|
// GLSL — inversesqrt
|
|
float invSqrt = inversesqrt(x);
|
|
|
|
// MSL — rsqrt
|
|
float invSqrt = rsqrt(x);
|
|
```
|
|
|
|
**Time cost**: With conversion table: 2-5 min per shader. Without: 15-30 min per shader.
|
|
|
|
## Symptom 3: Wrong Colors or Coordinates
|
|
|
|
### Decision Tree
|
|
|
|
```
|
|
Rendering looks wrong
|
|
│
|
|
├─ Image is upside down
|
|
│ ├─ Cause: Metal Y-axis is opposite OpenGL
|
|
│ ├─ FIX (vertex shader): pos.y = -pos.y
|
|
│ ├─ FIX (texture load): MTKTextureLoader .origin: .bottomLeft
|
|
│ └─ FIX (UV): uv.y = 1.0 - uv.y in fragment shader
|
|
│
|
|
├─ Image is mirrored
|
|
│ ├─ Cause: Winding order or cull mode wrong
|
|
│ ├─ FIX: encoder.setFrontFacing(.counterClockwise)
|
|
│ └─ FIX: encoder.setCullMode(.back) or .none to test
|
|
│
|
|
├─ Colors are swapped (red/blue)
|
|
│ ├─ Cause: Pixel format mismatch
|
|
│ ├─ Check: .bgra8Unorm vs .rgba8Unorm
|
|
│ └─ FIX: Match texture pixel format to data format
|
|
│
|
|
├─ Colors are washed out / too bright
|
|
│ ├─ Cause: sRGB vs linear color space
|
|
│ ├─ Check: Using .bgra8Unorm_srgb for sRGB textures?
|
|
│ └─ FIX: Use _srgb format variants for gamma-correct rendering
|
|
│
|
|
├─ Depth fighting / z-fighting
|
|
│ ├─ Cause: NDC Z range difference
|
|
│ ├─ OpenGL: Z in [-1, 1]
|
|
│ ├─ Metal: Z in [0, 1]
|
|
│ └─ FIX: Adjust projection matrix for Metal's Z range
|
|
│
|
|
├─ Objects clipped incorrectly
|
|
│ ├─ Cause: Near/far plane or viewport
|
|
│ ├─ Check: Viewport size matches drawable size
|
|
│ └─ FIX: encoder.setViewport(MTLViewport(...))
|
|
│
|
|
└─ Transparency wrong
|
|
├─ Cause: Blend state not configured
|
|
├─ FIX: pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
|
|
└─ FIX: Set sourceRGBBlendFactor, destinationRGBBlendFactor
|
|
```
|
|
|
|
### Coordinate System Fix
|
|
|
|
```swift
|
|
// Fix projection matrix for Metal's Z range [0, 1]
|
|
func metalPerspectiveProjection(fovY: Float, aspect: Float, near: Float, far: Float) -> simd_float4x4 {
|
|
let yScale = 1.0 / tan(fovY * 0.5)
|
|
let xScale = yScale / aspect
|
|
let zRange = far - near
|
|
|
|
return simd_float4x4(rows: [
|
|
SIMD4<Float>(xScale, 0, 0, 0),
|
|
SIMD4<Float>(0, yScale, 0, 0),
|
|
SIMD4<Float>(0, 0, far / zRange, 1), // Metal: [0, 1]
|
|
SIMD4<Float>(0, 0, -near * far / zRange, 0)
|
|
])
|
|
}
|
|
```
|
|
|
|
**Time cost**: With GPU Frame Capture texture inspection: 5-10 min. Without: 1-2 hours.
|
|
|
|
## Symptom 4: Performance Regression
|
|
|
|
### Decision Tree
|
|
|
|
```
|
|
Performance worse than OpenGL
|
|
│
|
|
├─ Enabling validation?
|
|
│ └─ Validation adds ~30% overhead
|
|
│ FIX: Disable for release builds, keep for debug
|
|
│
|
|
├─ Creating resources every frame?
|
|
│ ├─ BAD: device.makeBuffer() in draw()
|
|
│ └─ FIX: Create buffers once, reuse with triple buffering
|
|
│
|
|
├─ Creating pipeline state every frame?
|
|
│ ├─ BAD: makeRenderPipelineState() in draw()
|
|
│ └─ FIX: Create PSO once at init, store as property
|
|
│
|
|
├─ Too many draw calls?
|
|
│ ├─ DEBUG: GPU Frame Capture → count draw calls
|
|
│ └─ FIX: Batch geometry, use instancing, indirect draws
|
|
│
|
|
├─ GPU-CPU sync stalls?
|
|
│ ├─ DEBUG: Metal System Trace → look for stalls
|
|
│ ├─ Cause: waitUntilCompleted() blocks CPU
|
|
│ └─ FIX: Triple buffering with semaphore
|
|
│
|
|
├─ Inefficient buffer updates?
|
|
│ ├─ BAD: Recreating buffer to update
|
|
│ └─ FIX: buffer.contents().copyMemory() for dynamic data
|
|
│
|
|
├─ Wrong storage mode?
|
|
│ ├─ .shared: Good for small dynamic data
|
|
│ ├─ .private: Good for static GPU-only data
|
|
│ └─ FIX: Use .private for geometry that doesn't change
|
|
│
|
|
└─ Missing Metal-specific optimizations?
|
|
├─ Argument buffers reduce binding overhead
|
|
├─ Indirect draws reduce CPU work
|
|
└─ See WWDC sessions on Metal optimization
|
|
```
|
|
|
|
### Triple Buffering Pattern
|
|
|
|
```swift
|
|
class TripleBufferedRenderer {
|
|
static let maxInflightFrames = 3
|
|
|
|
let inflightSemaphore = DispatchSemaphore(value: maxInflightFrames)
|
|
var uniformBuffers: [MTLBuffer] = []
|
|
var currentBufferIndex = 0
|
|
|
|
init(device: MTLDevice) {
|
|
for _ in 0..<Self.maxInflightFrames {
|
|
let buffer = device.makeBuffer(length: uniformsSize, options: .storageModeShared)!
|
|
uniformBuffers.append(buffer)
|
|
}
|
|
}
|
|
|
|
func draw(in view: MTKView) {
|
|
// Wait for a buffer to be available
|
|
inflightSemaphore.wait()
|
|
|
|
let buffer = uniformBuffers[currentBufferIndex]
|
|
// Safe to write — GPU is done with this buffer
|
|
memcpy(buffer.contents(), &uniforms, uniformsSize)
|
|
|
|
let commandBuffer = commandQueue.makeCommandBuffer()!
|
|
|
|
// Signal when GPU is done
|
|
commandBuffer.addCompletedHandler { [weak self] _ in
|
|
self?.inflightSemaphore.signal()
|
|
}
|
|
|
|
// ... encode and commit
|
|
|
|
currentBufferIndex = (currentBufferIndex + 1) % Self.maxInflightFrames
|
|
}
|
|
}
|
|
```
|
|
|
|
**Time cost**: Metal System Trace diagnosis: 15-30 min. Guessing: hours.
|
|
|
|
## Symptom 5: Crashes During GPU Work
|
|
|
|
### Decision Tree
|
|
|
|
```
|
|
App crashes during rendering
|
|
│
|
|
├─ EXC_BAD_ACCESS in Metal framework
|
|
│ ├─ Cause: Accessing released resource
|
|
│ ├─ Check: Buffer/texture retained during GPU use
|
|
│ └─ FIX: Keep strong references until command buffer completes
|
|
│
|
|
├─ "Execution of the command buffer was aborted"
|
|
│ ├─ Cause: GPU timeout (>10 sec on iOS)
|
|
│ ├─ Check: Infinite loop in shader?
|
|
│ └─ FIX: Add early exit conditions, reduce work
|
|
│
|
|
├─ "-[MTLDebugRenderCommandEncoder validateDrawCallWithArray:...]"
|
|
│ ├─ Cause: Validation caught misuse
|
|
│ └─ FIX: Read the validation message — it tells you exactly what's wrong
|
|
│
|
|
├─ "Fragment shader writes to non-existent render target"
|
|
│ ├─ Cause: Shader returns color but no color attachment
|
|
│ └─ FIX: Configure colorAttachments[0].pixelFormat
|
|
│
|
|
├─ Crash in shader (SIGABRT)
|
|
│ ├─ Cause: Out-of-bounds buffer access
|
|
│ ├─ DEBUG: Enable shader validation
|
|
│ └─ FIX: Check array bounds, buffer sizes
|
|
│
|
|
└─ Device disconnected / GPU restart
|
|
├─ Cause: Severe GPU hang
|
|
├─ Check: Infinite loop or massive overdraw
|
|
└─ FIX: Simplify shader, reduce draw complexity
|
|
```
|
|
|
|
### Resource Lifetime Fix
|
|
|
|
```swift
|
|
// BAD: Buffer released before GPU finishes
|
|
func draw(in view: MTKView) {
|
|
let buffer = device.makeBuffer(...) // Created here
|
|
encoder.setVertexBuffer(buffer, ...)
|
|
commandBuffer.commit()
|
|
// buffer released at end of scope — GPU still using it!
|
|
}
|
|
|
|
// GOOD: Keep reference until completion
|
|
class Renderer {
|
|
var currentBuffer: MTLBuffer? // Strong reference
|
|
|
|
func draw(in view: MTKView) {
|
|
currentBuffer = device.makeBuffer(...)
|
|
encoder.setVertexBuffer(currentBuffer!, ...)
|
|
commandBuffer.addCompletedHandler { [weak self] _ in
|
|
// Safe to release now
|
|
self?.currentBuffer = nil
|
|
}
|
|
commandBuffer.commit()
|
|
}
|
|
}
|
|
```
|
|
|
|
## Debugging Tools Quick Reference
|
|
|
|
### GPU Frame Capture
|
|
|
|
```
|
|
Xcode → Debug → Capture GPU Frame (Cmd+Opt+Shift+G)
|
|
```
|
|
|
|
**Use for**:
|
|
- Inspecting buffer contents
|
|
- Viewing intermediate textures
|
|
- Checking draw call sequence
|
|
- Debugging shader variable values
|
|
- Understanding why something isn't rendering
|
|
|
|
### Metal System Trace (Instruments)
|
|
|
|
```
|
|
Instruments → Metal System Trace template
|
|
```
|
|
|
|
**Use for**:
|
|
- GPU/CPU timeline analysis
|
|
- Finding synchronization stalls
|
|
- Measuring encoder/buffer overhead
|
|
- Identifying bottlenecks
|
|
|
|
### Shader Debugger
|
|
|
|
```
|
|
GPU Frame Capture → Select draw call → Debug button
|
|
```
|
|
|
|
**Use for**:
|
|
- Step through shader execution
|
|
- Inspect variable values per pixel/vertex
|
|
- Find logic errors in shaders
|
|
|
|
### Validation Messages
|
|
|
|
Most validation messages include:
|
|
- What went wrong
|
|
- Which resource/state
|
|
- What the expected value was
|
|
|
|
**Always read the full message** — it usually tells you exactly how to fix the problem.
|
|
|
|
## Diagnostic Checklist
|
|
|
|
When something doesn't work:
|
|
|
|
- [ ] **Metal validation enabled?** (Most bugs produce validation errors)
|
|
- [ ] **GPU Frame Capture available?** (Visual debugging is fastest)
|
|
- [ ] **Console error messages?** (Read them fully)
|
|
- [ ] **Resources bound?** (Metal requires explicit binding)
|
|
- [ ] **Coordinates correct?** (Y-flip, NDC Z range)
|
|
- [ ] **Pipeline state created successfully?** (Check for throw)
|
|
- [ ] **Drawable available?** (View must be on screen)
|
|
|
|
## Resources
|
|
|
|
**WWDC**: 2019-00611, 2020-10602, 2020-10603
|
|
|
|
**Docs**: /metal/debugging-metal-applications, /metal/gpu-capture
|
|
|
|
**Skills**: axiom-metal-migration, axiom-metal-migration-ref
|
|
|
|
---
|
|
|
|
**Last Updated**: 2025-12-29
|
|
**Platforms**: iOS 12+, macOS 10.14+, tvOS 12+
|
|
**Status**: Comprehensive Metal porting diagnostics
|