hi everyone,
我们发现了一个和Metal相关崩溃。应用中使用了Metal相关的接口,在进行性能测试时,打开了设置-开发者-显示HUD图形。运行应用后,正常展示HUD,但应用很快发生了崩溃,日志主要信息如下:
Incident Identifier: 1F093635-2DB8-4B29-9DA5-488A6609277B
CrashReporter Key: 233e54398e2a0266d95265cfb96c5a89eb3403fd
Hardware Model: iPhone14,3
Process: waimai [16584]
Path: /private/var/containers/Bundle/Application/CCCFC0AE-EFB8-4BD8-B674-ED089B776221/waimai.app/waimai
Identifier:
Version: 61488 (8.53.0)
Code Type: ARM-64
Parent Process: ? [1]
Date/Time: 2025-06-12 14:41:45.296 +0800
OS Version: iOS 18.0 (22A3354)
Report Version: 104
Monitor Type: Mach Exception
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000014fffae00
Crashed Thread: 57
Thread 57 Crashed:
0 libMTLHud.dylib esfm_GenerateTriangesForString + 408
1 libMTLHud.dylib esfm_GenerateTriangesForString + 92
2 libMTLHud.dylib Renderer::DrawText(char const*, int, unsigned int) + 204
3 libMTLHud.dylib Overlay::onPresent(id<CAMetalDrawable>) + 1656
4 libMTLHud.dylib CAMetalDrawable_present(void (*)(), objc_object*, objc_selector*) + 72
5 libMTLHud.dylib invocation function for block in void replaceMethod<void>(objc_class*, objc_selector*, void (*)(void (*)(), objc_object*, objc_selector*)) + 56
6 Metal __45-[_MTLCommandBuffer presentDrawable:options:]_block_invoke + 104
7 Metal MTLDispatchListApply + 52
8 Metal -[_MTLCommandBuffer didScheduleWithStartTime:endTime:error:] + 312
9 IOGPU IOGPUNotificationQueueDispatchAvailableCompletionNotifications + 136
10 IOGPU __IOGPUNotificationQueueSetDispatchQueue_block_invoke + 64
11 libdispatch.dylib _dispatch_client_callout4 + 20
12 libdispatch.dylib _dispatch_mach_msg_invoke + 464
13 libdispatch.dylib _dispatch_lane_serial_drain + 368
14 libdispatch.dylib _dispatch_mach_invoke + 456
15 libdispatch.dylib _dispatch_lane_serial_drain + 368
16 libdispatch.dylib _dispatch_lane_invoke + 432
17 libdispatch.dylib _dispatch_lane_serial_drain + 368
18 libdispatch.dylib _dispatch_lane_invoke + 380
19 libdispatch.dylib _dispatch_root_queue_drain_deferred_wlh + 288
20 libdispatch.dylib _dispatch_workloop_worker_thread + 540
21 libsystem_pthread.dylib _pthread_wqthread + 288
我们测试了几个不同的机型,只有iPhone 13 Pro Max会发生崩溃。
Q1:为什么会发生这个崩溃?
Q2:相同的逻辑,为什么仅在iPhone 13 Pro Max机型上出现崩溃?
期待您的解答。
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Hi there,
I'm wondering if it's possible under iOS 28 developer beta to enable MetalFX scaling info with '{"MTL_HUD_ENABLED": "1" for my App.
This information has been added to Mac, but looks to be absent on iPhone / iPad
When I take a frame capture of my application in Xcode, it shows a warning that reads "Your application created separate command encoders which can be combined into a single encoder. By combining these encoders you may reduce your application's load/store bandwidth usage."
In the minimal reproduction case I've identified for this warning, I have two render pipeline states: The first writes to the current drawable, the depth buffer, and a secondary color buffer. The second writes only to the current drawable.
Because these are writing to a different set of outputs, I was initially creating two separate render command encoders to handle the draws under each of these states.
My understanding is that Xcode is telling me I could only create one, however when I try to do that, I get runtime asserts when attempting to apply the second render pipeline state since it doesn't have a matching attachment configured for the second color buffer or for the depth buffer, so I can't just combine the encoders.
Is the only solution here to detect and propagate forward the color/depth attachments from the first state into the creation of the second state?
Is there any way to suppress this specific warning in Xcode?
Topic:
Graphics & Games
SubTopic:
Metal
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}."
This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method.
A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats.
Below is a minimal example which produces the error:
let device = MTLCreateSystemDefaultDevice()!
let library = device.makeDefaultLibrary()!
let computeFunction = library.makeFunction(name: "compute_test")!
do {
let pipeline = try device.makeComputePipelineState(function: computeFunction)
debugPrint(pipeline)
} catch {
debugPrint("Metal 3 failed with error:\n\(error)")
}
#import <metal_stdlib>
using namespace metal;
kernel void compute_test(uint2 gid [[thread_position_in_grid]],
texture2d<float, access::read> in [[texture(0)]],
texture2d<float, access::write> out [[texture(1)]]) {
out.write(in.read(gid), gid);
}
I filed feedback FB19530049.
Hello,
I am experiencing an issue with programmatically capturing a GPU trace using MTLCaptureManager. The .gputrace file that is generated appears to be corrupted, and I'm looking for guidance or a solution.
Description of the Problem:
I am using MTLCaptureManager.sharedCaptureManager to capture a Metal frame and save it to disk.
The generated .gputrace file is consistently reported as 0 bytes in size by the file system.
Crucially, when I compress this 0-byte .gputrace file into a .zip archive, the resulting archive contains the full, expected data. After unzipping, the file can be opened and viewed correctly in Xcode.
However,When inspecting the file's contents using NSFileManager in Objective-C (treating it as a directory), the internal structure is different from a .gputrace file captured directly from Xcode's Metal Debugger.
capture in xcode
capture in file
Finally,When capturing multiple frames programmatically, the first captured frame contains valid buffer data. However, for subsequent frames (starting from the second frame), the corresponding buffer contents are all zero-filled.
Frame 1: All MTLBuffer data is correctly captured and populated.
Frame 2 and onward: The same MTLBuffer objects are present in the trace, but their contents are entirely 0 (i.e., the data is not captured or is corrupted).
In this case, the on-screen display is normal, but the captured frame is incorrect. The frame captured directly in Xcode is also correct. Only the frame captured to a file is abnormal.
Topic:
Graphics & Games
SubTopic:
Metal
Hello,
Shaders in our application is written using HLSL and we rely on Metal Shader Converter to convert DXIL to Metal IR. We ran into an issue that causes metal pipeline state creation to fail when vertex stage-in function is used on AMD GPUs.
Here's the error reported by Metal in Xcode output:
Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
XPC_ERROR_CONNECTION_INTERRUPTED
MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 4 try. This error suggests an unexpected interruption in the connection. Possible reasons: a crash in the compiler service, termination by the OS due to resource constraints (e.g., jetsam), a timeout in the service, or an issue with IPC. Verify system stability and check the logs for more details.
Compiler failed with XPC_ERROR_CONNECTION_INVALID
XPC_ERROR_CONNECTION_INVALID
MTLCompiler: Compiler encountered XPC_ERROR_CONNECTION_INVALID: failed to check-in, peer may have been unloaded: mach_error=10000003 (is the OS shutting down or process jetsammed?)
Compilation failed due to an interrupted connection: XPC_ERROR_CONNECTION_INTERRUPTED. This error occurred after multiple retries.
which seems to indicate a internal compiler error.
I have a minimal repro here: https://github.com/kcloudy0717/metal_pso_fail/tree/main, simply follow the instructions in README.
Hi,
I’m using the latest iPad Pro (13-inch) and I can see that Metal offers an rgb10a2unorm texture for rendering, but when I render a grey ramp and measure the actual luminance, I get a pattern that I would expect from an 8-bit texture (see below). Before I start ripping apart all my code, is there anything else I need to do to convince iOS to render my texture in 10-bit?
I already tried setting the PixelFormat in my CMetalLayer to rgb10a2unorm, but that didn’t change anything.
Hello, I am quite new to using the metal API and was wondering if it was common (or even possible) if you knew that, when a pipeline was created, you never needed to make another one with the same shaders again, if it is safe to release the library the was used to reference the shaders? Only asking because this is possible in other apis, but apple never mentions (as far as I have found) if this is safe or not safe to do.
Topic:
Graphics & Games
SubTopic:
Metal
subj
And how in this case are beautiful system dials made with smoke effects and other particles?
Topic:
Graphics & Games
SubTopic:
Metal
Hi, I'm Beginner with Metal 4 and Model I/O 🥺.
I can render simple models with just one mesh, but when I try to render models with SubMeshes, nothing shows up on screen.
Can anyone help me figure out how to properly render models with multiple submeshes? I think I'm not iterating through them correctly or maybe missing some buffers setup.
Here's what I have so far:
https://www.icloud.com.cn/iclouddrive/0a6x_NLwlWy-herPocExZ8g3Q#LoadModel
Hi all,
I'm encountering an issue with Metal raytracing on my M5 MacBook Pro regarding Instance Acceleration Structure (IAS).
Intersection tests suddenly stop working after a certain point in the sampling loop.
Situation
I implemented an offline GPU path tracer that runs the same kernel multiple times per pixel (sampleCount) using metal::raytracing.
Intersection tests are performed using an IAS.
Since this is an offline path tracer, geometries inside the IAS never changes across samples (no transforms or updates).
As sampleCount increases, there comes a point where the number of intersections drops to zero, and remains zero for all subsequent samples.
Here's a code sketch:
let sampleCount: UInt16 = 1024
for sampleIndex: UInt16 in 0..<sampleCount {
// ...
do {
let commandBuffer = commandQueue.makeCommandBuffer()
// Dispatch the intersection kernel.
await commandBuffer.completed()
}
do {
let commandBuffer = commandQueue.makeCommandBuffer()
// Use the intersection test results from the previous command buffer.
await commandBuffer.completed()
}
// ...
}
kernel void intersectAlongRay(
const metal::uint32_t threadIndex [[thread_position_in_grid]],
// ...
const metal::raytracing::instance_acceleration_structure accelerationStructure [[buffer(2)]],
// ...
)
{
// ...
const auto result = intersector.intersect(ray, accelerationStructure);
switch (result.type) {
case metal::raytracing::intersection_type::triangle: {
// Write intersection result to device buffers.
break;
}
default:
break;
}
Observations
Encoding both the intersection kernel and the subsequent result usage in the same command buffer does not resolve the problem.
Switching from IAS to Primitive Acceleration Structure (PAS) fixes the problem.
Rebuilding the IAS for each sample also resolves the issue.
Intersections produce inconsistent results even though the IAS and rays are identical — Image 1 shows a hit, while Image 2 shows a miss.
Questions
Am I misusing IAS in some way ?
Could this be a Metal bug ?
Any guidance or confirmation would be greatly appreciated.
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://developer.apple.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue';
I have hit a deadline. Any recommendations are very welcome.
I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version
I get the following response -
Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData
Build Version: 17A321
Status: installed
Toolchain Identifier: com.apple.dt.toolchain.Metal.32023
Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded
/Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal
Apple metal version 32023.830 (metalfe-32023.830.2)
Target: air64-apple-darwin24.6.0
Thread model: posix
InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
The maximumExtendedDynamicRangeColorComponentValue should provide some value between 1.0 and maximumPotentialExtendedDynamicRangeColorComponentValue depending on the available EDR headroom if there is any content on-screen that uses EDR.
This works fine in most scenarios but in macOS 26 Tahoe (including in 26.2) this seemingly breaks down when a third party external display is in HDR mode and the Mac goes to sleep and wakes up. After wake only a value of 1.0 is provided by the third party external display's NSScreen object, no matter what (although when the SDR peak brightness is being changed using the brightness slider, didChangeScreenParametersNotification is firing and the system should provide a proper updated headroom value). This makes dynamic tone-mapping that adapts to actual screen brightness impossible.
Everything works fine in Sequoia. In Tahoe the user needs to turn off HDR, then go through a sleep/wake cycle and turn HDR back on to have this fixed, which is obviously not a sustainable workaround.
Now the examples of metal-cpp are target on desktop and using AppKit which is not supported on iOS. Is there any tips for developing with metal-cpp on mobile device?
There is a sample project from Apple here. It has a scene of a city at night and you can move in it.
It basically has 2 parts:
application code written in what looks like Objective-C (I am more familiar with C++), which inherits from things like NSObject, MTKView, NSViewController and so on - it processes input and all app-related and window-related stuff.
rendering code that also looks like Objective-C. Btw both parts are mostly in .mm files (Obj-C++ AFAIK). The application part directly uses only one class from the rendering part - AAPLRenderer.
I want to move the rendering part to C++ using metal-cpp. For that I need to link metal-cpp to the project. I did it successfully with blank projects several times before using this tutorial. But with this sample project Xcode can't find Foundation/Foundation.hpp (and other metal-cpp headers). The error says this:
Did not find header 'Foundation.hpp' in framework 'Foundation' (loaded from '/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.0.sdk/System/Library/Frameworks')
Pls help
I am making a framework in C++ using metal-cpp, basically a small game engine. I am also consequently using metal-cpp-extensions provided in LearnMetalCPP to make applications work.
For one of my classes, I needed to add AppKit.hpp inside a public header file, so I moved it and its associate headers(NSApplication.hpp, NSMenu.hpp, etc.) from Project headers to Public in Build Phases' Headers, however, it started giving me the error "cast of C pointer type 'void *' to Objective-C pointer type 'Class' requires a bridged cast" at several points in the AppKit headers. They don't appear when AppKit and its associates are in the Project headers, or when they are in the Private headers and no headers import it.
I imagined that disabling Objective-C ARC and Using __bridge casts outside of ARC in Build Settings would solve it, but it didn't budge.
I imagined it wouldn't involve actively changing the headers would be the answer, but even if I try to put __bridge before the problematic casts, it didn't recognize __bridge.
How do I solve this? And why is it only happening in Public and not Project headers?
I have an M1 Pro with a 16-core GPU. When I run a shader with 8193 threads, atomic_thread_fence is violated across the boundary between thread 8191 (the last thread in the 7th threadgroup) and 8192 (the first thread in the 9th threadgroup).
I've attached the Metal and Swift files, but I'll repost the relevant kernel here. It's a function that launches N threads to iterate through a binary tree from the leaves, where the first thread to reach the parent terminates and the second one populates it with the sum of the nodes two children.
// clang-format off
void sum(device const int& size,
device const int* __restrict__ in,
device int* __restrict__ out,
device atomic_int* visited,
uint i [[thread_position_in_grid]]) {
// clang-format on
int val = in[i];
uint cur = (size + i - 1);
out[cur] = val;
atomic_thread_fence(mem_flags::mem_device, memory_order_seq_cst);
cur = (cur - 1) / 2;
int proceed = atomic_fetch_add_explicit(&visited[cur], 1, memory_order_relaxed);
while (proceed == 1) {
uint left = 2 * cur + 1;
uint right = 2 * cur + 2;
uint val_left = out[left];
uint val_right = out[right];
uint val_cur = val_left + val_right;
out[cur] = val_cur;
if (cur == 0) {
break;
}
cur = (cur - 1) / 2;
atomic_thread_fence(mem_flags::mem_device, memory_order_seq_cst);
proceed = atomic_fetch_add_explicit(&visited[cur], 1, memory_order_relaxed);
}
}
What I'm observing is that thread 8192 hits the atomic_fetch_add first and terminates, while thread 8191 hits it second (observes that thread 8192 had incremented it by 1) and proceeds into the loop. Thread 8191 reads out[16383] (which it populated with 8191) and out[16384] (which thread 8192 populated with 8192 prior to the atomic_thread_fence). Instead of reading 8192 from out[16384] though, it reads 0.
Maybe I'm missing something but this seems like a pretty clear violation of the atomic_thread_fence which (I thought) was supposed to guarantee that the write from thread 8192 to out[16384] would be visible to any thread observing the effects of the following atomic_fetch_add. Is atomic_fetch_add not a store operation? Modifying it to an atomic_store or atomic_exchange still results in the bug. Adding another atomic_thread_fence between the atomic_fetch_add and reading of out also doesn't change anything.
I only begin to observe this on grid sizes of 8193 and upwards. That's 9 threadgroups per grid, which I assume could be related to my M1 Pro GPU having 16 cores.
Running the same example on an A17 Pro GPU doesn't show any of this behavior up through a tested grid size of 4194303 (2^22-1), at which point testing larger grid sizes starts to run into other issues so I can't test anything larger.
Removing the atomic_thread_fences on both the M1 and A17 cause the test to fail at much smaller grid sizes, as expected.
sum.metal
main.swift
I'm trying to pass a buffer of float2 items from CPU to GPU.
In the kernel, I can provide a parameter for the buffer:
device const float2* values
for example.
How do I specify float2 as the type for the MTL::Buffer?
I managed to get the code to work by "cheating" by defining a simple class that has the same data members as a float2, but there is probably a better way.
class Coord_f { public: float x{0.0f}; float y{0.0f}; };
then using code to allocate like this:
NS::TransferPtr(device->newBuffer(n_elements * sizeof(Coord_f), MTL::ResourceStorageModeManaged))
The headers for metal-cpp do not appear to define vector objects like float2, but I'm doubtless missing something.
Thanks.
Hello, Apple!
This post is a bug report for Metal driver in MacOS Sequoia.
I'm working on opensource game engine and one of my users reported a bug, on "MacOS Sequoia" + "AMD Radeon RX 6900 XT". Engine crashes, when liking a compute pipeline, with following NSError:
"Compiler encountered an internal error: I"
Offended shader (depth aware blur): https://shader-playground.timjones.io/27565de40391f62f078c891077ba758c
On my end, compiling same shader on M1 (Sonoma) or with offline compiler doesn't reproduce the issue.
Post with bug-report on github: https://github.com/Try/OpenGothic/issues/712
Looking forward for your help and driver fix ;)
Topic:
Graphics & Games
SubTopic:
Metal
I am interested in learning the Metal framework for rendering development. However, most of Apple’s official documentation uses Objective-C code. Therefore, I am seeking guidance on whether it is more advantageous for me to focus solely on learning Swift to gain proficiency in Metal.