Modern Rendering with Metal
Render a complex scene with the latest rendering techniques and effects. This sample uses advanced Metal features, such as indirect command buffers, sparse textures, and variable rate rasterization, to implement rendering algorithms that use GPU based mesh culling, tile based deferred lighting, ambient occlusion, volumetric fog, and cascaded shadow maps.macOS iOSView sample codeAnimating and Denoising a Raytraced Scene
Render and denoise a dynamic scenes in your ray tracer with Metal Performance Shaders.macOS iOSView sample codeCreating a Custom Metal View
Create a custom Metal view by interacting directly with CoreAnimation to obtain drawable textures. Control rendering on the main thread or secondary thread. Execute rendering in a loop in-sync with the display or render only in response to a system event.macOS iOS tvOSView sample codeCalculating Primitive Visibility Using Depth Testing
Understand how to use depth testing, a fundamental operation for rendering 3D scenes. This sample draws geometry with varying depth values allowing Metal to remove pixels in triangles obscured by other triangles.macOS iOSView sample codeCustomizing Render Pass Setup
Create a custom render command encoder using a render pass descriptor. This sample renders to an offscreen texture by setting up its own render pass descriptor rather than depending on one provided by a MTKView.macOS iOStVOSView sample code
Free download Metal Amp Room Metal Amp Room for Mac OS X. Metal Amp Room was designed to bring you the most brutal, evil and aggressive sound that is possible to squeeze out of your DAW. Our website provides a free download of AmpliTube Metal 3.14 for Mac. The software lies within Audio & Video Tools, more precisely Music Production. The bundle id for this app is com.ikmultimedia.host.AmpliTubeMetal.
Performing Calculations on a GPU
Use Metal to issue data parallel calculations to the GPU. This sample shows how to obtain a Metal device, create simple buffer resources, and execute a basic compute kernel.macOSView sample codeUsing Metal to Draw a View’s Contents
See how to use Metal for setup and rendering. This sample shows how to configure a MetalKit view, setup Metal for rendering, and display rendered content.macOS iOS tvOSView sample codeUsing a Render Pipeline to Render Primitives
Render simple geometry in Metal. This sample shows how to work with vertex data and SIMD types, configure a graphics rendering pipeline, write GPU functions, and issue draw calls.macOS iOS tvOSView sample codeCreating and Sampling Textures
Use simple texturing with Metal. This sample shows how to configure texture properties, interpret texture coordinates, and access a texture in a fragment function to display a 2D image.macOS iOS tvOSView sample codeCalculating Primitive Visibility Using Depth Testing
Understand how to use depth testing, a fundamental operation for rendering 3D scenes. This sample draws geometry with varying depth values allowing Metal to remove pixels in triangles obscured by other triangles.macOS iOSView sample codeSynchronizing CPU and GPU Work
Efficiently update and render animated resources while sharing them between the CPU and the GPU. This sample shows how to modify data each frame, avoid data access issues, and execute CPU and GPU work in parallel.macOS iOS tvOSView sample codeCustomizing Render Pass Setup
Create a custom render command encoder using a render pass descriptor. This sample renders to an offscreen texture by setting up its own render pass descriptor rather than depending on one provided by a MTKView.macOS iOStVOSView sample codeBasic Argument Buffers
Use a simple argument buffer to store references to Metal resources. This sample shows how to encode textures, buffers, samplers and constant values into a Metal buffer and access these in a shader for rendering.macOS iOS tvOSView sample codeArgument Buffers with Arrays and Resource Heaps
Reduce CPU overhead and improve performance by using a heap to store resources set in an argument buffer. This sample shows how to define an argument buffer structure that contains arrays and how to allocate and use resources from a heap.macOS iOS tvOSView sample codeArgument Buffers with GPU Encoding
Use the GPU to encode a rendering pass for even better performance using an argument buffer. This sample shows how to write data into the argument buffer from a compute kernel and accessing it in a subsequent render pass.macOSView sample codeEncoding Indirect Command Buffers on the CPU
Create an indirect command buffer and encode commands using the CPU. This sample shows how to efficiently render many varying objects repeatedly using an indirect command buffer.macOS iOSView sample codeEncoding Indirect Command Buffers on the GPU
Dynamically encode rendering commands using the GPU. This sample uses a simple culling algorithm to select objects in a compute kernel and increase rendering efficiency by drawing only those that are visible.macOS iOSView sample codeBasic Tesselation
Tessellate a triangle or quad patch with adjustable per-patch tessellation factors. This sample allows the user to control the number of triangles that make up a patch and visualize the geometry produced. All in one video downloader for mac.macOSView sample code
How To Download Metal For Mac
Creating a Custom Metal View
Create a custom Metal view by interacting directly with CoreAnimation to obtain drawable textures. Control rendering on the main thread or secondary thread. Execute rendering in a loop in-sync with the display or render only in response to a system event.macOS iOS tvOSView sample codeDevice Selection and Fallback for Graphics Rendering
Choose the best GPU for rendering or display and respond to the addition and removal of an eGPU or external display. This sample sets up rendering on multiple GPUs and enables seamless switching between them.macOSView sample codeDevice Selection and Fallback for Compute Processing
Utilize the additional computational power of a second GPU and transfer data it produces to your application. This sample executes a computation intensive N-body simulation on one GPU while continually transferring data to the primary GPU for rendering.macOSView sample codeMigrating OpenGL Code to Metal
See how to replace your app’s OpenGL code with Metal. This sample shows how shaders, renderable textures, and buffers work with Metal by comparing them with common OpenGL and OpenGL ES rendering constructs.macOS iOSView sample codeMixing Metal and OpenGL Rendering in a View
To assist in porting your application to Metal, learn how to incrementally transition your application's rendering from OpenGL. This application passes rendered content between textures managed by Metal and OpenGL.macOS iOSView sample codeCapturing Metal Commands Programmatically
Debug your rendering by invoking Metal’s frame capture from within your app. Save the resulting GPU trace to a file or view it in Xcode to explore the Metal commands produced by your app.macOSView sample codeSupporting Simulator in a Metal App
Learn how to run your Metal app on the iOS simulator while continuing to use Metal features only available on iOS devices.macOS iOSView sample code
How To Download Mac Software
Modern Rendering with Metal
Render a complex scene with the latest rendering techniques and effects. This sample uses advanced Metal features, such as indirect command buffers, sparse textures, and variable rate rasterization, to implement rendering algorithms that use GPU based mesh culling, tile based deferred lighting, ambient occlusion, volumetric fog, and cascaded shadow maps.macOS iOSView sample codeLOD with Function Specialization
Use Metal function constants to reduce the amount of shader code by creating multiple executable versions from a single source function. This sample demonstrates dynamic level of detail (LOD) selection for a model without needing separate shaders for each level of detail.macOS iOS tvOSView sample codeReflections with Layer Section
Render to a cubemap by selecting faces in a vertex shader. This sample demonstrates dynamic reflections on a chrome sphere, using layer selection to render the frame in two passes.macOS iOSView sample codeDeferred Lighting
See how to implement efficient deferred lighting renderer with Metal. This sample makes use of the unique features available to the A-Series GPUs including programmable blending and memoryless textures. It also implements a more standard deferred lighting renderer for macOS.macOS iOS tvOSView sample codeDynamic Terrain with Argument Buffers
Use argument buffers to implement a dynamic environment. This sample generates on an outdoor landscape, using argument buffers to select terrain materials, vegetation geometry, and particle effects within a GPU-driven pipelinemacOS iOS tvOSView sample codeForward Plus Lighting with Tile Shading
Use a tile shader to accelerate a key parts of a forward plus renderer. This sample executes a tile shader to sort light volumes and direct fragment lighting calculations only to lights affecting each tile.iOSView sample codeImage Filter Graph with Heaps and Fences
Reduce the memory usage of your application by allocating resources from a heap and perform explicit hazard tracking. This sample implements a multistage image filter which efficiently reuses memory from the heap for different tasks during processing.macOS iOS tvOSView sample codeImage Filter Graph with Heaps and Events
Use events to synchronize GPU operations and reduce memory usage. This sample demonstrates an alternative to using fences in implementing a multistage image filter.macOS iOS tvOSView sample codeMetal for Accelerating Ray Tracing
Use the ray-intersector functionality available in the Metal Performance Shaders framework to accelerate a path-traced renderer. This sample demonstrates how to cast primary, secondary, and shadow rays in a scene to simulate realistic lighting effects.macOS iOSView sample codeAnimating and Denoising a Raytraced Scene
Render and denoise a dynamic scenes in your ray tracer with Metal Performance Shaders.macOS iOSView sample code