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Metal Migration Reference

Metal迁移参考文档

Complete reference for converting OpenGL/DirectX code to Metal.
这是一份将OpenGL/DirectX代码转换为Metal的完整参考文档。

When to Use This Reference

何时使用本参考文档

Use this reference when:
  • Converting GLSL shaders to Metal Shading Language (MSL)
  • Converting HLSL shaders to MSL
  • Looking up GL/D3D API equivalents in Metal
  • Setting up MTKView or CAMetalLayer
  • Building render pipelines
  • Using Metal Shader Converter for DirectX
在以下场景中使用本参考文档:
  • 将GLSL着色器转换为Metal着色语言(MSL)
  • 将HLSL着色器转换为MSL
  • 查询GL/D3D API在Metal中的等效实现
  • 配置MTKView或CAMetalLayer
  • 构建渲染管线
  • 使用Metal Shader Converter处理DirectX

Part 1: GLSL to MSL Conversion

第一部分:GLSL转MSL转换

Type Mappings

类型映射

GLSLMSLNotes
void
void
bool
bool
int
int
32-bit signed
uint
uint
32-bit unsigned
float
float
32-bit
double
N/AUse
float
(no 64-bit float in MSL)
vec2
float2
vec3
float3
vec4
float4
ivec2
int2
ivec3
int3
ivec4
int4
uvec2
uint2
uvec3
uint3
uvec4
uint4
bvec2
bool2
bvec3
bool3
bvec4
bool4
mat2
float2x2
mat3
float3x3
mat4
float4x4
mat2x3
float2x3
Columns x Rows
mat3x4
float3x4
sampler2D
texture2d<float>
+
sampler
Separate in MSL
sampler3D
texture3d<float>
+
sampler
samplerCube
texturecube<float>
+
sampler
sampler2DArray
texture2d_array<float>
+
sampler
sampler2DShadow
depth2d<float>
+
sampler
GLSLMSL说明
void
void
bool
bool
int
int
32位有符号
uint
uint
32位无符号
float
float
32位
double
N/A使用
float
(MSL不支持64位浮点数)
vec2
float2
vec3
float3
vec4
float4
ivec2
int2
ivec3
int3
ivec4
int4
uvec2
uint2
uvec3
uint3
uvec4
uint4
bvec2
bool2
bvec3
bool3
bvec4
bool4
mat2
float2x2
mat3
float3x3
mat4
float4x4
mat2x3
float2x3
列数 x 行数
mat3x4
float3x4
sampler2D
texture2d<float>
+
sampler
在MSL中是分离的
sampler3D
texture3d<float>
+
sampler
samplerCube
texturecube<float>
+
sampler
sampler2DArray
texture2d_array<float>
+
sampler
sampler2DShadow
depth2d<float>
+
sampler

Built-in Variable Mappings

内置变量映射

GLSLMSLStage
gl_Position
Return
[[position]]
Vertex
gl_PointSize
Return
[[point_size]]
Vertex
gl_VertexID
[[vertex_id]]
parameter
Vertex
gl_InstanceID
[[instance_id]]
parameter
Vertex
gl_FragCoord
[[position]]
parameter
Fragment
gl_FrontFacing
[[front_facing]]
parameter
Fragment
gl_PointCoord
[[point_coord]]
parameter
Fragment
gl_FragDepth
Return
[[depth(any)]]
Fragment
gl_SampleID
[[sample_id]]
parameter
Fragment
gl_SamplePosition
[[sample_position]]
parameter
Fragment
GLSLMSL阶段
gl_Position
返回
[[position]]
顶点着色器
gl_PointSize
返回
[[point_size]]
顶点着色器
gl_VertexID
[[vertex_id]]
参数
顶点着色器
gl_InstanceID
[[instance_id]]
参数
顶点着色器
gl_FragCoord
[[position]]
参数
片元着色器
gl_FrontFacing
[[front_facing]]
参数
片元着色器
gl_PointCoord
[[point_coord]]
参数
片元着色器
gl_FragDepth
返回
[[depth(any)]]
片元着色器
gl_SampleID
[[sample_id]]
参数
片元着色器
gl_SamplePosition
[[sample_position]]
参数
片元着色器

Function Mappings

函数映射

GLSLMSLNotes
texture(sampler, uv)
tex.sample(sampler, uv)
Method on texture
textureLod(sampler, uv, lod)
tex.sample(sampler, uv, level(lod))
textureGrad(sampler, uv, ddx, ddy)
tex.sample(sampler, uv, gradient2d(ddx, ddy))
texelFetch(sampler, coord, lod)
tex.read(coord, lod)
Integer coords
textureSize(sampler, lod)
tex.get_width(lod)
,
tex.get_height(lod)
Separate calls
dFdx(v)
dfdx(v)
dFdy(v)
dfdy(v)
fwidth(v)
fwidth(v)
Same
mix(a, b, t)
mix(a, b, t)
Same
clamp(v, lo, hi)
clamp(v, lo, hi)
Same
smoothstep(e0, e1, x)
smoothstep(e0, e1, x)
Same
step(edge, x)
step(edge, x)
Same
mod(x, y)
fmod(x, y)
Different name
fract(x)
fract(x)
Same
inversesqrt(x)
rsqrt(x)
Different name
atan(y, x)
atan2(y, x)
Different name
GLSLMSL说明
texture(sampler, uv)
tex.sample(sampler, uv)
MSL中为纹理对象的方法
textureLod(sampler, uv, lod)
tex.sample(sampler, uv, level(lod))
textureGrad(sampler, uv, ddx, ddy)
tex.sample(sampler, uv, gradient2d(ddx, ddy))
texelFetch(sampler, coord, lod)
tex.read(coord, lod)
整数坐标
textureSize(sampler, lod)
tex.get_width(lod)
,
tex.get_height(lod)
需分开调用
dFdx(v)
dfdx(v)
dFdy(v)
dfdy(v)
fwidth(v)
fwidth(v)
名称相同
mix(a, b, t)
mix(a, b, t)
名称相同
clamp(v, lo, hi)
clamp(v, lo, hi)
名称相同
smoothstep(e0, e1, x)
smoothstep(e0, e1, x)
名称相同
step(edge, x)
step(edge, x)
名称相同
mod(x, y)
fmod(x, y)
名称不同
fract(x)
fract(x)
名称相同
inversesqrt(x)
rsqrt(x)
名称不同
atan(y, x)
atan2(y, x)
名称不同

Shader Structure Conversion

着色器结构转换

GLSL Vertex Shader:
glsl
#version 300 es
precision highp float;

layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec2 aTexCoord;

uniform mat4 uModelViewProjection;

out vec2 vTexCoord;

void main() {
    gl_Position = uModelViewProjection * vec4(aPosition, 1.0);
    vTexCoord = aTexCoord;
}
MSL Vertex Shader:
metal
#include <metal_stdlib>
using namespace metal;

struct VertexIn {
    float3 position [[attribute(0)]];
    float2 texCoord [[attribute(1)]];
};

struct VertexOut {
    float4 position [[position]];
    float2 texCoord;
};

struct Uniforms {
    float4x4 modelViewProjection;
};

vertex VertexOut vertexShader(
    VertexIn in [[stage_in]],
    constant Uniforms& uniforms [[buffer(1)]]
) {
    VertexOut out;
    out.position = uniforms.modelViewProjection * float4(in.position, 1.0);
    out.texCoord = in.texCoord;
    return out;
}
GLSL Fragment Shader:
glsl
#version 300 es
precision highp float;

in vec2 vTexCoord;
uniform sampler2D uTexture;

out vec4 fragColor;

void main() {
    fragColor = texture(uTexture, vTexCoord);
}
MSL Fragment Shader:
metal
fragment float4 fragmentShader(
    VertexOut in [[stage_in]],
    texture2d<float> tex [[texture(0)]],
    sampler samp [[sampler(0)]]
) {
    return tex.sample(samp, in.texCoord);
}
GLSL顶点着色器
glsl
#version 300 es
precision highp float;

layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec2 aTexCoord;

uniform mat4 uModelViewProjection;

out vec2 vTexCoord;

void main() {
    gl_Position = uModelViewProjection * vec4(aPosition, 1.0);
    vTexCoord = aTexCoord;
}
MSL顶点着色器
metal
#include <metal_stdlib>
using namespace metal;

struct VertexIn {
    float3 position [[attribute(0)]];
    float2 texCoord [[attribute(1)]];
};

struct VertexOut {
    float4 position [[position]];
    float2 texCoord;
};

struct Uniforms {
    float4x4 modelViewProjection;
};

vertex VertexOut vertexShader(
    VertexIn in [[stage_in]],
    constant Uniforms& uniforms [[buffer(1)]]
) {
    VertexOut out;
    out.position = uniforms.modelViewProjection * float4(in.position, 1.0);
    out.texCoord = in.texCoord;
    return out;
}
GLSL片元着色器
glsl
#version 300 es
precision highp float;

in vec2 vTexCoord;
uniform sampler2D uTexture;

out vec4 fragColor;

void main() {
    fragColor = texture(uTexture, vTexCoord);
}
MSL片元着色器
metal
fragment float4 fragmentShader(
    VertexOut in [[stage_in]],
    texture2d<float> tex [[texture(0)]],
    sampler samp [[sampler(0)]]
) {
    return tex.sample(samp, in.texCoord);
}

Precision Qualifiers

精度限定符

GLSL precision qualifiers have no direct MSL equivalent — MSL uses explicit types:
GLSLMSL Equivalent
lowp float
half
(16-bit)
mediump float
half
(16-bit)
highp float
float
(32-bit)
lowp int
short
(16-bit)
mediump int
short
(16-bit)
highp int
int
(32-bit)
GLSL的精度限定符在MSL中没有直接等效项——MSL使用显式类型:
GLSLMSL等效项
lowp float
half
(16位)
mediump float
half
(16位)
highp float
float
(32位)
lowp int
short
(16位)
mediump int
short
(16位)
highp int
int
(32位)

Buffer Alignment (Critical)

缓冲区对齐(关键)

GLSL/C assumes:
  • vec3
    : 12 bytes, any alignment
  • vec4
    : 16 bytes
MSL requires:
  • float3
    : 12 bytes storage, 16-byte aligned
  • float4
    : 16 bytes storage, 16-byte aligned
Solution: Use
simd
types in Swift for CPU-GPU shared structs:
swift
import simd

struct Uniforms {
    var modelViewProjection: simd_float4x4  // Correct alignment
    var cameraPosition: simd_float3         // 16-byte aligned
    var padding: Float = 0                   // Explicit padding if needed
}
Or use packed types in MSL (slower):
metal
struct VertexPacked {
    packed_float3 position;  // 12 bytes, no padding
    packed_float2 texCoord;  // 8 bytes
};
GLSL/C的默认假设
  • vec3
    :12字节,任意对齐方式
  • vec4
    :16字节
MSL的要求
  • float3
    :12字节存储,16字节对齐
  • float4
    :16字节存储,16字节对齐
解决方案:在Swift中使用
simd
类型作为CPU-GPU共享结构体:
swift
import simd

struct Uniforms {
    var modelViewProjection: simd_float4x4  // 正确对齐
    var cameraPosition: simd_float3         // 16字节对齐
    var padding: Float = 0                   // 必要时显式填充
}
或者在MSL中使用打包类型(性能较低):
metal
struct VertexPacked {
    packed_float3 position;  // 12字节,无填充
    packed_float2 texCoord;  // 8字节
};

Part 2: HLSL to MSL Conversion

第二部分:HLSL转MSL转换

Type Mappings

类型映射

HLSLMSLNotes
float
float
float2
float2
float3
float3
float4
float4
half
half
int
int
uint
uint
bool
bool
float2x2
float2x2
float3x3
float3x3
float4x4
float4x4
Texture2D
texture2d<float>
Texture3D
texture3d<float>
TextureCube
texturecube<float>
SamplerState
sampler
RWTexture2D
texture2d<float, access::read_write>
RWBuffer
device float* [[buffer(n)]]
StructuredBuffer
constant T* [[buffer(n)]]
RWStructuredBuffer
device T* [[buffer(n)]]
HLSLMSL说明
float
float
float2
float2
float3
float3
float4
float4
half
half
int
int
uint
uint
bool
bool
float2x2
float2x2
float3x3
float3x3
float4x4
float4x4
Texture2D
texture2d<float>
Texture3D
texture3d<float>
TextureCube
texturecube<float>
SamplerState
sampler
RWTexture2D
texture2d<float, access::read_write>
RWBuffer
device float* [[buffer(n)]]
StructuredBuffer
constant T* [[buffer(n)]]
RWStructuredBuffer
device T* [[buffer(n)]]

Semantic Mappings

语义映射

HLSL SemanticMSL Attribute
SV_Position
[[position]]
SV_Target0
Return value /
[[color(0)]]
SV_Target1
[[color(1)]]
SV_Depth
[[depth(any)]]
SV_VertexID
[[vertex_id]]
SV_InstanceID
[[instance_id]]
SV_IsFrontFace
[[front_facing]]
SV_SampleIndex
[[sample_id]]
SV_PrimitiveID
[[primitive_id]]
SV_DispatchThreadID
[[thread_position_in_grid]]
SV_GroupThreadID
[[thread_position_in_threadgroup]]
SV_GroupID
[[threadgroup_position_in_grid]]
SV_GroupIndex
[[thread_index_in_threadgroup]]
HLSL语义MSL属性
SV_Position
[[position]]
SV_Target0
返回值 /
[[color(0)]]
SV_Target1
[[color(1)]]
SV_Depth
[[depth(any)]]
SV_VertexID
[[vertex_id]]
SV_InstanceID
[[instance_id]]
SV_IsFrontFace
[[front_facing]]
SV_SampleIndex
[[sample_id]]
SV_PrimitiveID
[[primitive_id]]
SV_DispatchThreadID
[[thread_position_in_grid]]
SV_GroupThreadID
[[thread_position_in_threadgroup]]
SV_GroupID
[[threadgroup_position_in_grid]]
SV_GroupIndex
[[thread_index_in_threadgroup]]

Function Mappings

函数映射

HLSLMSLNotes
tex.Sample(samp, uv)
tex.sample(samp, uv)
Lowercase
tex.SampleLevel(samp, uv, lod)
tex.sample(samp, uv, level(lod))
tex.SampleGrad(samp, uv, ddx, ddy)
tex.sample(samp, uv, gradient2d(ddx, ddy))
tex.Load(coord)
tex.read(coord.xy, coord.z)
Split coord
mul(a, b)
a * b
Operator
saturate(x)
saturate(x)
Same
lerp(a, b, t)
mix(a, b, t)
Different name
frac(x)
fract(x)
Different name
ddx(v)
dfdx(v)
Different name
ddy(v)
dfdy(v)
Different name
clip(x)
if (x < 0) discard_fragment()
Manual
discard
discard_fragment()
Function call
HLSLMSL说明
tex.Sample(samp, uv)
tex.sample(samp, uv)
小写形式
tex.SampleLevel(samp, uv, lod)
tex.sample(samp, uv, level(lod))
tex.SampleGrad(samp, uv, ddx, ddy)
tex.sample(samp, uv, gradient2d(ddx, ddy))
tex.Load(coord)
tex.read(coord.xy, coord.z)
拆分坐标
mul(a, b)
a * b
运算符形式
saturate(x)
saturate(x)
名称相同
lerp(a, b, t)
mix(a, b, t)
名称不同
frac(x)
fract(x)
名称不同
ddx(v)
dfdx(v)
名称不同
ddy(v)
dfdy(v)
名称不同
clip(x)
if (x < 0) discard_fragment()
手动实现
discard
discard_fragment()
函数调用形式

Metal Shader Converter (DirectX → Metal)

Metal Shader Converter(DirectX → Metal)

Apple's official tool for converting DXIL (compiled HLSL) to Metal libraries.
Requirements:
  • macOS 13+ with Xcode 15+
  • OR Windows 10+ with VS 2019+
  • Target devices: Argument Buffers Tier 2 (macOS 14+, iOS 17+)
Workflow:
bash
undefined
这是苹果官方提供的将DXIL(编译后的HLSL)转换为Metal库的工具。
要求
  • macOS 13+ 搭配 Xcode 15+
  • 或 Windows 10+ 搭配 VS 2019+
  • 目标设备:Argument Buffers Tier 2(macOS 14+、iOS 17+)
工作流程
bash
undefined

Step 1: Compile HLSL to DXIL using DXC

Step 1: Compile HLSL to DXIL using DXC

dxc -T vs_6_0 -E MainVS -Fo vertex.dxil shader.hlsl dxc -T ps_6_0 -E MainPS -Fo fragment.dxil shader.hlsl
dxc -T vs_6_0 -E MainVS -Fo vertex.dxil shader.hlsl dxc -T ps_6_0 -E MainPS -Fo fragment.dxil shader.hlsl

Step 2: Convert DXIL to Metal library

Step 2: Convert DXIL to Metal library

metal-shaderconverter vertex.dxil -o vertex.metallib metal-shaderconverter fragment.dxil -o fragment.metallib
metal-shaderconverter vertex.dxil -o vertex.metallib metal-shaderconverter fragment.dxil -o fragment.metallib

Step 3: Load in Swift

Step 3: Load in Swift

let vertexLib = try device.makeLibrary(URL: vertexURL) let fragmentLib = try device.makeLibrary(URL: fragmentURL)

**Key Options**:

| Option | Purpose |
|--------|---------|
| `-o <file>` | Output metallib path |
| `--minimum-gpu-family` | Target GPU family |
| `--minimum-os-build-version` | Minimum OS version |
| `--vertex-stage-in` | Separate vertex fetch function |
| `-dualSourceBlending` | Enable dual-source blending |

**Supported Shader Models**: SM 6.0 - 6.6 (with limitations on 6.6 features)
let vertexLib = try device.makeLibrary(URL: vertexURL) let fragmentLib = try device.makeLibrary(URL: fragmentURL)

**Key Options**:

| Option | Purpose |
|--------|---------|
| `-o <file>` | 指定输出metallib的路径 |
| `--minimum-gpu-family` | 指定目标GPU系列 |
| `--minimum-os-build-version` | 指定最低OS版本 |
| `--vertex-stage-in` | 分离顶点获取函数 |
| `-dualSourceBlending` | 启用双源混合 |

**Supported Shader Models**: SM 6.0 - 6.6 (with limitations on 6.6 features)

Part 3: OpenGL API to Metal API

第三部分:OpenGL API到Metal API

View/Context Setup

视图/上下文配置

OpenGLMetal
NSOpenGLView
MTKView
GLKView
MTKView
EAGLContext
MTLDevice
+
MTLCommandQueue
CGLContextObj
MTLDevice
OpenGLMetal
NSOpenGLView
MTKView
GLKView
MTKView
EAGLContext
MTLDevice
+
MTLCommandQueue
CGLContextObj
MTLDevice

Resource Creation

资源创建

OpenGLMetal
glGenBuffers
+
glBufferData
device.makeBuffer(bytes:length:options:)
glGenTextures
+
glTexImage2D
device.makeTexture(descriptor:)
+
texture.replace(region:...)
glGenFramebuffers
MTLRenderPassDescriptor
glGenVertexArrays
MTLVertexDescriptor
glCreateShader
+
glCompileShader
Build-time compilation →
MTLLibrary
glCreateProgram
+
glLinkProgram
MTLRenderPipelineDescriptor
MTLRenderPipelineState
OpenGLMetal
glGenBuffers
+
glBufferData
device.makeBuffer(bytes:length:options:)
glGenTextures
+
glTexImage2D
device.makeTexture(descriptor:)
+
texture.replace(region:...)
glGenFramebuffers
MTLRenderPassDescriptor
glGenVertexArrays
MTLVertexDescriptor
glCreateShader
+
glCompileShader
编译期编译 →
MTLLibrary
glCreateProgram
+
glLinkProgram
MTLRenderPipelineDescriptor
MTLRenderPipelineState

State Management

状态管理

OpenGLMetal
glEnable(GL_DEPTH_TEST)
MTLDepthStencilDescriptor
MTLDepthStencilState
glDepthFunc(GL_LESS)
descriptor.depthCompareFunction = .less
glEnable(GL_BLEND)
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
glBlendFunc
sourceRGBBlendFactor
,
destinationRGBBlendFactor
glCullFace
encoder.setCullMode(.back)
glFrontFace
encoder.setFrontFacing(.counterClockwise)
glViewport
encoder.setViewport(MTLViewport(...))
glScissor
encoder.setScissorRect(MTLScissorRect(...))
OpenGLMetal
glEnable(GL_DEPTH_TEST)
MTLDepthStencilDescriptor
MTLDepthStencilState
glDepthFunc(GL_LESS)
descriptor.depthCompareFunction = .less
glEnable(GL_BLEND)
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
glBlendFunc
sourceRGBBlendFactor
,
destinationRGBBlendFactor
glCullFace
encoder.setCullMode(.back)
glFrontFace
encoder.setFrontFacing(.counterClockwise)
glViewport
encoder.setViewport(MTLViewport(...))
glScissor
encoder.setScissorRect(MTLScissorRect(...))

Draw Commands

绘制命令

OpenGLMetal
glDrawArrays(mode, first, count)
encoder.drawPrimitives(type:vertexStart:vertexCount:)
glDrawElements(mode, count, type, indices)
encoder.drawIndexedPrimitives(type:indexCount:indexType:indexBuffer:indexBufferOffset:)
glDrawArraysInstanced
encoder.drawPrimitives(type:vertexStart:vertexCount:instanceCount:)
glDrawElementsInstanced
encoder.drawIndexedPrimitives(...instanceCount:)
OpenGLMetal
glDrawArrays(mode, first, count)
encoder.drawPrimitives(type:vertexStart:vertexCount:)
glDrawElements(mode, count, type, indices)
encoder.drawIndexedPrimitives(type:indexCount:indexType:indexBuffer:indexBufferOffset:)
glDrawArraysInstanced
encoder.drawPrimitives(type:vertexStart:vertexCount:instanceCount:)
glDrawElementsInstanced
encoder.drawIndexedPrimitives(...instanceCount:)

Primitive Types

图元类型

OpenGLMetal
GL_POINTS
.point
GL_LINES
.line
GL_LINE_STRIP
.lineStrip
GL_TRIANGLES
.triangle
GL_TRIANGLE_STRIP
.triangleStrip
GL_TRIANGLE_FAN
N/A (decompose to triangles)
OpenGLMetal
GL_POINTS
.point
GL_LINES
.line
GL_LINE_STRIP
.lineStrip
GL_TRIANGLES
.triangle
GL_TRIANGLE_STRIP
.triangleStrip
GL_TRIANGLE_FAN
无等效项(需分解为三角形)

Part 4: Complete Setup Examples

第四部分:完整配置示例

MTKView Setup (Recommended)

MTKView配置(推荐)

swift
import MetalKit

class GameViewController: UIViewController {
    var metalView: MTKView!
    var renderer: Renderer!

    override func viewDidLoad() {
        super.viewDidLoad()

        // Create Metal view
        guard let device = MTLCreateSystemDefaultDevice() else {
            fatalError("Metal not supported")
        }

        metalView = MTKView(frame: view.bounds, device: device)
        metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
        metalView.colorPixelFormat = .bgra8Unorm
        metalView.depthStencilPixelFormat = .depth32Float
        metalView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
        metalView.preferredFramesPerSecond = 60
        view.addSubview(metalView)

        // Create renderer
        renderer = Renderer(metalView: metalView)
        metalView.delegate = renderer
    }
}

class Renderer: NSObject, MTKViewDelegate {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    var pipelineState: MTLRenderPipelineState!
    var depthState: MTLDepthStencilState!
    var vertexBuffer: MTLBuffer!

    init(metalView: MTKView) {
        device = metalView.device!
        commandQueue = device.makeCommandQueue()!
        super.init()

        buildPipeline(metalView: metalView)
        buildDepthStencil()
        buildBuffers()
    }

    private func buildPipeline(metalView: MTKView) {
        let library = device.makeDefaultLibrary()!

        let descriptor = MTLRenderPipelineDescriptor()
        descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
        descriptor.fragmentFunction = library.makeFunction(name: "fragmentShader")
        descriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
        descriptor.depthAttachmentPixelFormat = metalView.depthStencilPixelFormat

        // Vertex descriptor (matches shader's VertexIn struct)
        let vertexDescriptor = MTLVertexDescriptor()
        vertexDescriptor.attributes[0].format = .float3
        vertexDescriptor.attributes[0].offset = 0
        vertexDescriptor.attributes[0].bufferIndex = 0
        vertexDescriptor.attributes[1].format = .float2
        vertexDescriptor.attributes[1].offset = MemoryLayout<SIMD3<Float>>.stride
        vertexDescriptor.attributes[1].bufferIndex = 0
        vertexDescriptor.layouts[0].stride = MemoryLayout<Vertex>.stride
        descriptor.vertexDescriptor = vertexDescriptor

        pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)
    }

    private func buildDepthStencil() {
        let descriptor = MTLDepthStencilDescriptor()
        descriptor.depthCompareFunction = .less
        descriptor.isDepthWriteEnabled = true
        depthState = device.makeDepthStencilState(descriptor: descriptor)
    }

    func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
        // Handle resize
    }

    func draw(in view: MTKView) {
        guard let drawable = view.currentDrawable,
              let descriptor = view.currentRenderPassDescriptor,
              let commandBuffer = commandQueue.makeCommandBuffer(),
              let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
            return
        }

        encoder.setRenderPipelineState(pipelineState)
        encoder.setDepthStencilState(depthState)
        encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
        encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount)
        encoder.endEncoding()

        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}
swift
import MetalKit

class GameViewController: UIViewController {
    var metalView: MTKView!
    var renderer: Renderer!

    override func viewDidLoad() {
        super.viewDidLoad()

        // 创建Metal视图
        guard let device = MTLCreateSystemDefaultDevice() else {
            fatalError("Metal不被支持")
        }

        metalView = MTKView(frame: view.bounds, device: device)
        metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
        metalView.colorPixelFormat = .bgra8Unorm
        metalView.depthStencilPixelFormat = .depth32Float
        metalView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
        metalView.preferredFramesPerSecond = 60
        view.addSubview(metalView)

        // 创建渲染器
        renderer = Renderer(metalView: metalView)
        metalView.delegate = renderer
    }
}

class Renderer: NSObject, MTKViewDelegate {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    var pipelineState: MTLRenderPipelineState!
    var depthState: MTLDepthStencilState!
    var vertexBuffer: MTLBuffer!

    init(metalView: MTKView) {
        device = metalView.device!
        commandQueue = device.makeCommandQueue()!
        super.init()

        buildPipeline(metalView: metalView)
        buildDepthStencil()
        buildBuffers()
    }

    private func buildPipeline(metalView: MTKView) {
        let library = device.makeDefaultLibrary()!

        let descriptor = MTLRenderPipelineDescriptor()
        descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
        descriptor.fragmentFunction = library.makeFunction(name: "fragmentShader")
        descriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
        descriptor.depthAttachmentPixelFormat = metalView.depthStencilPixelFormat

        // 顶点描述符(与着色器的VertexIn结构体匹配)
        let vertexDescriptor = MTLVertexDescriptor()
        vertexDescriptor.attributes[0].format = .float3
        vertexDescriptor.attributes[0].offset = 0
        vertexDescriptor.attributes[0].bufferIndex = 0
        vertexDescriptor.attributes[1].format = .float2
        vertexDescriptor.attributes[1].offset = MemoryLayout<SIMD3<Float>>.stride
        vertexDescriptor.attributes[1].bufferIndex = 0
        vertexDescriptor.layouts[0].stride = MemoryLayout<Vertex>.stride
        descriptor.vertexDescriptor = vertexDescriptor

        pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)
    }

    private func buildDepthStencil() {
        let descriptor = MTLDepthStencilDescriptor()
        descriptor.depthCompareFunction = .less
        descriptor.isDepthWriteEnabled = true
        depthState = device.makeDepthStencilState(descriptor: descriptor)
    }

    func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
        // 处理视图大小变化
    }

    func draw(in view: MTKView) {
        guard let drawable = view.currentDrawable,
              let descriptor = view.currentRenderPassDescriptor,
              let commandBuffer = commandQueue.makeCommandBuffer(),
              let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
            return
        }

        encoder.setRenderPipelineState(pipelineState)
        encoder.setDepthStencilState(depthState)
        encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
        encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount)
        encoder.endEncoding()

        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}

CAMetalLayer Setup (Custom Control)

CAMetalLayer配置(自定义控件)

swift
import Metal
import QuartzCore

class MetalLayerView: UIView {
    var metalLayer: CAMetalLayer!
    var device: MTLDevice!
    var commandQueue: MTLCommandQueue!
    var displayLink: CADisplayLink?

    override class var layerClass: AnyClass { CAMetalLayer.self }

    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }

    private func setup() {
        device = MTLCreateSystemDefaultDevice()!
        commandQueue = device.makeCommandQueue()!

        metalLayer = layer as? CAMetalLayer
        metalLayer.device = device
        metalLayer.pixelFormat = .bgra8Unorm
        metalLayer.framebufferOnly = true

        displayLink = CADisplayLink(target: self, selector: #selector(render))
        displayLink?.add(to: .main, forMode: .common)
    }

    override func layoutSubviews() {
        super.layoutSubviews()
        metalLayer.drawableSize = CGSize(
            width: bounds.width * contentScaleFactor,
            height: bounds.height * contentScaleFactor
        )
    }

    @objc func render() {
        guard let drawable = metalLayer.nextDrawable(),
              let commandBuffer = commandQueue.makeCommandBuffer() else {
            return
        }

        let descriptor = MTLRenderPassDescriptor()
        descriptor.colorAttachments[0].texture = drawable.texture
        descriptor.colorAttachments[0].loadAction = .clear
        descriptor.colorAttachments[0].storeAction = .store
        descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)

        guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
            return
        }

        // Draw commands here
        encoder.endEncoding()

        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}
swift
import Metal
import QuartzCore

class MetalLayerView: UIView {
    var metalLayer: CAMetalLayer!
    var device: MTLDevice!
    var commandQueue: MTLCommandQueue!
    var displayLink: CADisplayLink?

    override class var layerClass: AnyClass { CAMetalLayer.self }

    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }

    private func setup() {
        device = MTLCreateSystemDefaultDevice()!
        commandQueue = device.makeCommandQueue()!

        metalLayer = layer as? CAMetalLayer
        metalLayer.device = device
        metalLayer.pixelFormat = .bgra8Unorm
        metalLayer.framebufferOnly = true

        displayLink = CADisplayLink(target: self, selector: #selector(render))
        displayLink?.add(to: .main, forMode: .common)
    }

    override func layoutSubviews() {
        super.layoutSubviews()
        metalLayer.drawableSize = CGSize(
            width: bounds.width * contentScaleFactor,
            height: bounds.height * contentScaleFactor
        )
    }

    @objc func render() {
        guard let drawable = metalLayer.nextDrawable(),
              let commandBuffer = commandQueue.makeCommandBuffer() else {
            return
        }

        let descriptor = MTLRenderPassDescriptor()
        descriptor.colorAttachments[0].texture = drawable.texture
        descriptor.colorAttachments[0].loadAction = .clear
        descriptor.colorAttachments[0].storeAction = .store
        descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)

        guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
            return
        }

        // 此处添加绘制命令
        encoder.endEncoding()

        commandBuffer.present(drawable)
        commandBuffer.commit()
    }
}

Compute Shader Setup

计算着色器配置

swift
class ComputeProcessor {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    var computePipeline: MTLComputePipelineState!

    init() {
        device = MTLCreateSystemDefaultDevice()!
        commandQueue = device.makeCommandQueue()!

        let library = device.makeDefaultLibrary()!
        let function = library.makeFunction(name: "computeKernel")!
        computePipeline = try! device.makeComputePipelineState(function: function)
    }

    func process(input: MTLBuffer, output: MTLBuffer, count: Int) {
        let commandBuffer = commandQueue.makeCommandBuffer()!
        let encoder = commandBuffer.makeComputeCommandEncoder()!

        encoder.setComputePipelineState(computePipeline)
        encoder.setBuffer(input, offset: 0, index: 0)
        encoder.setBuffer(output, offset: 0, index: 1)

        let threadGroupSize = MTLSize(width: 256, height: 1, depth: 1)
        let threadGroups = MTLSize(
            width: (count + 255) / 256,
            height: 1,
            depth: 1
        )

        encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupSize)
        encoder.endEncoding()

        commandBuffer.commit()
        commandBuffer.waitUntilCompleted()
    }
}
metal
// Compute shader
kernel void computeKernel(
    device float* input [[buffer(0)]],
    device float* output [[buffer(1)]],
    uint id [[thread_position_in_grid]]
) {
    output[id] = input[id] * 2.0;
}
swift
class ComputeProcessor {
    let device: MTLDevice
    let commandQueue: MTLCommandQueue
    var computePipeline: MTLComputePipelineState!

    init() {
        device = MTLCreateSystemDefaultDevice()!
        commandQueue = device.makeCommandQueue()!

        let library = device.makeDefaultLibrary()!
        let function = library.makeFunction(name: "computeKernel")!
        computePipeline = try! device.makeComputePipelineState(function: function)
    }

    func process(input: MTLBuffer, output: MTLBuffer, count: Int) {
        let commandBuffer = commandQueue.makeCommandBuffer()!
        let encoder = commandBuffer.makeComputeCommandEncoder()!

        encoder.setComputePipelineState(computePipeline)
        encoder.setBuffer(input, offset: 0, index: 0)
        encoder.setBuffer(output, offset: 0, index: 1)

        let threadGroupSize = MTLSize(width: 256, height: 1, depth: 1)
        let threadGroups = MTLSize(
            width: (count + 255) / 256,
            height: 1,
            depth: 1
        )

        encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupSize)
        encoder.endEncoding()

        commandBuffer.commit()
        commandBuffer.waitUntilCompleted()
    }
}
metal
// 计算着色器
kernel void computeKernel(
    device float* input [[buffer(0)]],
    device float* output [[buffer(1)]],
    uint id [[thread_position_in_grid]]
) {
    output[id] = input[id] * 2.0;
}

Part 5: Storage Modes & Synchronization

第五部分:存储模式与同步

Buffer Storage Modes

缓冲区存储模式

ModeCPU AccessGPU AccessUse Case
.shared
Read/WriteRead/WriteSmall dynamic data, uniforms
.private
NoneRead/WriteStatic assets, render targets
.managed
(macOS)
Read/WriteRead/WriteLarge buffers with partial updates
swift
// Shared: CPU and GPU both access (iOS typical)
let uniformBuffer = device.makeBuffer(length: size, options: .storageModeShared)

// Private: GPU only (best for static geometry)
let vertexBuffer = device.makeBuffer(bytes: vertices, length: size, options: .storageModePrivate)

// Managed: Explicit sync (macOS)
#if os(macOS)
let buffer = device.makeBuffer(length: size, options: .storageModeManaged)
// After CPU write:
buffer.didModifyRange(0..<size)
#endif
模式CPU访问权限GPU访问权限使用场景
.shared
可读可写可读可写小型动态数据、 uniforms
.private
可读可写静态资源、渲染目标
.managed
(macOS)
可读可写可读可写大型缓冲区的部分更新
swift
// Shared:CPU和GPU均可访问(iOS常用)
let uniformBuffer = device.makeBuffer(length: size, options: .storageModeShared)

// Private:仅GPU访问(静态几何体的最佳选择)
let vertexBuffer = device.makeBuffer(bytes: vertices, length: size, options: .storageModePrivate)

// Managed:显式同步(macOS)
#if os(macOS)
let buffer = device.makeBuffer(length: size, options: .storageModeManaged)
// CPU写入后:
buffer.didModifyRange(0..<size)
#endif

Texture Storage Modes

纹理存储模式

swift
let descriptor = MTLTextureDescriptor.texture2DDescriptor(
    pixelFormat: .rgba8Unorm,
    width: 1024,
    height: 1024,
    mipmapped: true
)

// For static textures (loaded once)
descriptor.storageMode = .private
descriptor.usage = [.shaderRead]

// For render targets
descriptor.storageMode = .private
descriptor.usage = [.renderTarget, .shaderRead]

// For CPU-readable (screenshots, readback)
descriptor.storageMode = .shared  // iOS
descriptor.storageMode = .managed  // macOS
descriptor.usage = [.shaderRead, .shaderWrite]
swift
let descriptor = MTLTextureDescriptor.texture2DDescriptor(
    pixelFormat: .rgba8Unorm,
    width: 1024,
    height: 1024,
    mipmapped: true
)

// 静态纹理(仅加载一次)
descriptor.storageMode = .private
descriptor.usage = [.shaderRead]

// 渲染目标
descriptor.storageMode = .private
descriptor.usage = [.renderTarget, .shaderRead]

// CPU可读(截图、回读)
descriptor.storageMode = .shared  // iOS
descriptor.storageMode = .managed  // macOS
descriptor.usage = [.shaderRead, .shaderWrite]

Resources

资源

WWDC: 2016-00602, 2018-00604, 2019-00611
Docs: /metal/migrating-opengl-code-to-metal, /metal/shader-converter, /metalkit/mtkview
Skills: axiom-metal-migration, axiom-metal-migration-diag

Last Updated: 2025-12-29 Platforms: iOS 12+, macOS 10.14+, tvOS 12+ Status: Complete shader conversion and API mapping reference
WWDC: 2016-00602, 2018-00604, 2019-00611
文档: /metal/migrating-opengl-code-to-metal, /metal/shader-converter, /metalkit/mtkview
Skills: axiom-metal-migration, axiom-metal-migration-diag

最后更新: 2025-12-29 支持平台: iOS 12+, macOS 10.14+, tvOS 12+ 状态: 完整的着色器转换与API映射参考文档