Context
I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization.
Environment
Device: iPhone Air (12 GB RAM)
iOS: 26
Xcode: 26.0.1
Build: Metal backend enabled llama.cpp
App runs on device (not Simulator)
What I’m seeing
MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB
Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance.
Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed).
Questions
Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone?
What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM)
Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior?
Can a process practically exceed this for long-lived buffers without immediate Jetsam risk?
Any guidance for LLM scenarios near the limit?
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
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The following minimal snippet SEGFAULTS with SDK 26.0 and 26.1. Won't crash if I remove async from the enclosing function signature - but it's impractical in a real project.
import Metal
import MetalPerformanceShaders
let SEED = UInt64(0x0)
typealias T = Float16
/* Why ran in async context? Because global GPU object,
and async makeMTLFunction,
and async makeMTLComputePipelineState.
Nevertheless, can trigger the bug without using global
@MainActor
let myGPU = MyGPU()
*/
@main
struct CMDLine {
static func main() async {
let ptr = UnsafeMutablePointer<T>.allocate(capacity: 0)
async let future: Void = randomFillOnGPU(ptr, count: 0)
print("Main thread is playing around")
await future
print("Successfully reached the end.")
}
static func randomFillOnGPU(_ buf: UnsafeMutablePointer<T>, count destbufcount: Int) async {
// let (device, queue) = await (myGPU.device, myGPU.commandqueue)
let myGPU = MyGPU()
let (device, queue) = (myGPU.device, myGPU.commandqueue)
// Init MTLBuffer, async let makeFunction, makeComputePipelineState, etc.
let tempDataType = MPSDataType.uInt32
let randfiller = MPSMatrixRandomMTGP32(device: device, destinationDataType: tempDataType, seed: Int(bitPattern:UInt(SEED)))
print("randomFillOnGPU: successfully created MPSMatrixRandom.")
// try await computePipelineState
// ^ Crashes before this could return
// Or in this minimal case, after randomFillOnGPU() returns
// make encoder, set pso, dispatch, commit...
}
}
actor MyGPU {
let device : MTLDevice
let commandqueue : MTLCommandQueue
init() {
guard let dev: MTLDevice = MPSGetPreferredDevice(.skipRemovable),
let cq = dev.makeCommandQueue(),
dev.supportsFamily(.apple6) || dev.supportsFamily(.mac2)
else { print("Unable to get Metal Device! Exiting"); exit(EX_UNAVAILABLE) }
print("Selected device: \(String(format: "%llX", dev.registryID))")
self.device = dev
self.commandqueue = cq
print("myGPU: initialization complete.")
}
}
See FB20916929. Apparently objc autorelease pool is releasing the wrong address during context switch (across suspension points). I wonder why such obvious case has not been caught before.
After watching WWDC 2025 session "Combine Metal 4 machine learning and graphics", I have decided to give it a shot to integrate the latest MTL4MachineLearningCommandEncoder to my existing render pipeline. After a lot of trial and errors, I managed to set up the pipeline and have the app compiled.
However, I am now stuck on creating a MTLLibrary with .mtlpackage.
Here is the code I have to create a MTLLibrary according the WWDC session https://developer.apple.com/videos/play/wwdc2025/262/?time=550:
let coreMLFilePath = bundle.path(forResource: "my_model", ofType: "mtlpackage")!
let coreMLURL = URL(string: coreMLFilePath)!
do {
metalDevice.makeLibrary(URL: coreMLURL)
} catch {
print("error: \(error)")
}
With the above code, I am getting error:
Error Domain=MTLLibraryErrorDomain Code=1 "Invalid metal package" UserInfo={NSLocalizedDescription=Invalid metal package}
What is the correct way to create a MTLLibrary with .mtlpackage? Do I see this error because the .mtlpackage I am using is incorrect? How should I go with debugging this?
I'd really appreciate if I could get some help on this as I have been stuck with it for some time now. Thanks in advance!
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,
I’m testing Unity’s Spaceship HDRP demo on iPhone 17 Pro Max and iPad Pro M4 (iOS 26.1).
Everything renders correctly, and my custom MetalFX Spatial plugin initializes successfully — it briefly reports active scaling (e.g. 1434×660 → 2868×1320 at 50% scaling), then reverts to native rendering a few frames later.
Setup:
Xcode 16.1 (targeting iOS 18)
Unity 2022.3.62f3 (HDRP)
Metal backend
Dynamic Resolution enabled in HDRP assets and cameras
Relevant Xcode console excerpt:
[MetalFXPlugin] MetalFX_Enable(True) called.
[SpaceshipOptions] MetalFX enabled with HDRP dynamic resolution integration.
[SpaceshipOptions] Disabled TAA for MetalFX Spatial.
[SpaceshipOptions] Created runtime RenderTexture: 1434x660
[MetalFX] Spatial scaler created (1434x660 → 2868x1320).
[MetalFX] Processed frame with scaler.
[MetalFXPlugin] Sent RenderTexture (1434x660) to MetalFX. Output target 2868x1320.
[SpaceshipOptions] MetalFX target set: 1434x660
[SpaceshipOptions] Camera targetTexture cleared after MetalFX handoff.
It looks like HDRP clears the camera’s target texture right after MetalFX submits the frame, which causes it to revert to native rendering.
Is there a recommended way to persist or rebind the MetalFX output texture when using HDRP on iOS?
Unity doesn’t appear to support MetalFX in the Editor either:
Thanks!
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.
My app has a number of heterogeneous GPU workloads that all run concurrently. Some of these should be executed with the highest priority because the app’s responsiveness depends on them, while others are triggered by file imports and the like which should have a low priority. If this was running on the CPU I’d assign the former User Interactive QoS and the latter Utility QoS. Is there an equivalent to this for GPU work?
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello,
I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01).
To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology).
During these evaluations, I observed something interesting on Apple Silicon (Mac M1):
• bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU,
• full BigCrush pass on both CPU and Metal backends,
• excellent p-values,
• stable behaviour across multiple seeds and runs.
This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal.
My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically:
• Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads?
• Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)?
• Are there known Metal features that can introduce non-determinism?
I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful.
Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon.
Pascal ENINCA Consulting
Topic:
Graphics & Games
SubTopic:
Metal
Tags:
ML Compute
Metal
Metal Performance Shaders
Apple Silicon
Deterministic RNG behaviour across Mac M1 CPU and Metal GPU – BigCrush pass & structural diagnostics
Hello,
I am currently working on a research project under ENINCA Consulting, focused on advanced diagnostic tools for pseudorandom number generators (structural metrics, multi-seed stability, cross-architecture reproducibility, and complementary indicators to TestU01).
To validate this diagnostic framework, I prototyped a small non-linear 64-bit PRNG (not as a goal in itself, but simply as a vehicle to test the methodology).
During these evaluations, I observed something interesting on Apple Silicon (Mac M1): • bit-exact reproducibility between M1 ARM CPU and M1 Metal GPU, • full BigCrush pass on both CPU and Metal backends, • excellent p-values, • stable behaviour across multiple seeds and runs.
This was not the intended objective, the goal was mainly to validate the diagnostic concepts, but these results raised some questions about deterministic compute behaviour in Metal.
My question: Is there any official guidance on achieving (or expecting) deterministic RNG or compute behaviour across CPU ↔ Metal GPU on Apple Silicon? More specifically:
• Are deterministic compute kernels expected or guaranteed on Metal for scientific workloads?
• Are there recommended patterns or best practices to ensure reproducibility across GPU generations (M1 → M2 → M3 → M4)? • Are there known Metal features that can introduce non-determinism?
I am not sharing the internal recurrence (this work is proprietary), but I can discuss the high-level diagnostic observations if helpful.
Thank you for any insight, very interested in how the Metal engineering team views deterministic compute patterns on Apple Silicon.
Pascal ENINCA Consulting
Topic:
Graphics & Games
SubTopic:
Metal
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
I am puzzled by the setAddress(_:attributeStride:index:) of MTL4ArgumentTable. Can anyone please explain what the attributeStride parameter is for? The doc says that it is "The stride between attributes in the buffer." but why?
Who uses this for what? On the C++ side in the shaders the stride is determined by the C++ type, as far as I know. What am I missing here?
Thanks!
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users.
I was able to reproduce this and grabbed the following error messages when the freeze happens:
IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault)
IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource)
Environment:
Qt 6.5.4 (Qt for iOS)
Esri Maps SDK for Qt 200.3
iPadOS 26.1
Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api):
QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL)
Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple.
I've seen posts that Apple deprecated OpenGL ES. But it seems to still be available with iPadOS 26.1. If so, will this fix (above) just cause problems with a future iPadOS update?
Any other suggestions to address this issue? Upgrading our version of Qt + Esri SDK to the latest version is not an option for us. We are in the process to upgrade the full application, but it is a year or two out. So, we just need a fix to buy us some time for now.
Appreciate any thoughts/insights....
I have something like this drawing in an MTKView (see at bottom).
I am finding it difficult to figure out when can the Swift-land resources used in making the MTLBuffer(s) be released? Below, for example, is it ok if args goes out of scope (or is otherwise deallocated) at point 1, 2, or 3? Or perhaps even earlier, as soon as argsBuffer has been created?
I have been reading through various articles such as
Setting resource storage modes
Choosing a resource storage mode for Apple GPUs
Copying data to a private resource
but it's a lot to absorb and I haven't been really able to find an authoritative description of the required lifetime of the resources in CPU land.
I should mention that this is Metal 4 code. In previous versions of Metal, the MTLCommandBuffer had the ability to add a completion handler to be called by the GPU after it has finished running the commands in the buffer but in Metal 4 there is no such thing (it it were even needed for the purpose I am interested in).
Any advice and/or pointers to the definitive literature will be appreciated.
guard let argsBuffer = device.makeBuffer(bytes: &args,...
argumentTable.setAddress(argsBuffer.gpuAddress, ...
encoder.setArgumentTable(argumentTable, stages: .vertex)
// encode drawing
renderEncoder.draw...
...
encoder.endEncoding() // 1
commandBuffer.endCommandBuffer() // 2
commandQueue.waitForDrawable(drawable)
commandQueue.commit([commandBuffer]) // 3
commandQueue.signalDrawable(drawable)
drawable.present()
Topic:
Graphics & Games
SubTopic:
Metal
Is the pseudocode below thread-safe? Imagine that the Main thread sets the CAMetalLayer's drawableSize to a new size meanwhile the rendering thread is in the middle of rendering into an existing MTLDrawable which does still have the old size.
Is the change of metalLayer.drawableSize thread-safe in the sense that I can present an old MTLDrawable which has a different resolution than the current value of metalLayer.drawableSize? I assume that setting the drawableSize property informs Metal that the next MTLDrawable offered by the CAMetalLayer should have the new size, right?
Is it valid to assume that "metalLayer.drawableSize = newSize" and "metalLayer.nextDrawable()" are internally synchronized, so it cannot happen that metalLayer.nextDrawable() would produce e.g. a MTLDrawable with the old width but with the new height (or a completely invalid resolution due to potential race conditions)?
func onWindowResized(newSize: CGSize) {
// Called on the Main thread
metalLayer.drawableSize = newSize
}
func onVsync(drawable: MTLDrawable) {
// Called on a background rendering thread
renderer.renderInto(drawable: drawable)
}
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.
Hey I'm using the CIDepthBlurEffect Core Image Filter in my app. It seems to work ok but I get these errors in the console when calling the class.
CoreImage Metal library does not contain function for name: sparserendering_xhlrb_scan
CoreImage Metal library does not contain function for name: sparserendering_xhlrb_diffuse
CoreImage Metal library does not contain function for name: sparserendering_xhlrb_copy_back
CoreImage Metal library does not contain function for name: plain_or_sRGB_copy
Am I missing some sort of import to gain these Metal functions? I am using my own custom shaders but I assume you'd be able to use them along side the built in ones.
Hi,
I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers.
In your sample application, I was not able to confirm that this was working. Only pinch clicking with my hands worked. Pulling the trigger on the controller whilst looking at a 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though)
This is inconsistent with hover effect behavior with psvr2 controllers on swift ui views, where the trigger press does count as a button click.
The sample I used was this one:
https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
I noticed that MTLPixelFormat has this cases:
case r32Float = 55
case rg32Float = 105
case rgba32Float = 125
But no case rgb32Float. What's the reason for such a discrimination?
My goal is to print a debug message from a shader. I follow the guide that orders to set -fmetal-enable-logging metal compiler flag and following environment variables:
MTL_LOG_LEVEL=MTLLogLevelDebug
MTL_LOG_BUFFER_SIZE=2048
MTL_LOG_TO_STDERR=1
However there's an issue with the guide, it's only covers Xcode project setup, however I'm working on a Swift Package. It has a Metal-only target that's included into main target like this:
targets: [
// A separate target for shaders.
.target(
name: "MetalShaders",
resources: [
.process("Metal")
],
plugins: [
// https://github.com/schwa/MetalCompilerPlugin
.plugin(name: "MetalCompilerPlugin", package: "MetalCompilerPlugin")
]
),
// Main target
.target(
name: "MegApp",
dependencies: ["MetalShaders"]
),
.testTarget(
name: "MegAppTests",
dependencies: [
"MegApp",
"MetalShaders",
]
]
So to apply compiler flag I use MetalCompilerPlugin which emits debug.metallib, it also allows to define DEBUG macro for shaders. This code compiles:
#ifdef DEBUG
logger.log_error("Hello There!");
os_log_default.log_debug("Hello thread: %d", gid);
// this proves that code exectutes
result.flag = true;
#endif
Environment is set via .xctestplan and valideted to work with ProcessInfo. However, nothing is printed to Xcode console nor to Console app.
In attempt to fix it I'm trying to setup a MTLLogState, however the makeLogState(descriptor:) fails with error:
if #available(iOS 18.0, *) {
let logDescriptor = MTLLogStateDescriptor()
logDescriptor.level = .debug
logDescriptor.bufferSize = 2048
// Error Domain=MTLLogStateErrorDomain Code=2 "Cannot create residency set for MTLLogState: (null)" UserInfo={NSLocalizedDescription=Cannot create residency set for MTLLogState: (null)}
let logState = try! device.makeLogState(descriptor: logDescriptor)
commandBufferDescriptor.logState = logState
}
Some LLMs suggested that this is connected with Simulator, and truly, I run the tests on simulator. However tests don't want to run on iPhone... I found solution running them on My Mac (Mac Catalyst). Surprisingly descriptor log works there, even without MTLLogState. But the Simulator behaviour seems like a bug...
On MacBook Pro M3 14" I can profile the Metal App performance by running it, then clicking on the M icon and choosing profile after replay.
On Mac Studio M2 Ultra I cannot: the profiler starts and crashes. I have tried everything including reinstalling the OS, Xcode, the Metal SDK, you name it.
The app uses the Metal 4 API. The content of the replayer errorinfo report is shown at the end.
Any ideas what is going on here and/or what else I can do do root cause this and fix it?
FWIW, it was worse on 26.1 (Xcode just reported Metal 4 profiling not available). In 26.2 Xcode attempts to profile and invariably crashes.
=== Error summary: ===
1x DYErrorDomain (512) - guest app crashed (512)
1x com.apple.gputools.MTLReplayer (100) - Abort trap: 6
=== First Error ===
Domain: DYErrorDomain
Error code: 512
Description: guest app crashed (512)
GTErrorKeyPID: 26913
GTErrorKeyProcessName: GPUToolsReplayService
GTErrorKeyCrashDate: 2026-01-09 19:22:52 +0000
=== Underlying Error #1 ===
Domain: com.apple.gputools.MTLReplayer
Error code: 100
Description: Abort trap: 6
Call stack:
0 GPUToolsReplay 0x0000000249c25850 MakeNSError + 284
1 GPUToolsReplay 0x0000000249c26428 HandleCrashSignal + 252
2 libsystem_platform.dylib 0x00000001856c7744 _sigtramp + 56
3 libsystem_pthread.dylib 0x00000001856bd888 pthread_kill + 296
4 libsystem_c.dylib 0x00000001855c2850 abort + 124
5 libsystem_c.dylib 0x00000001855c1a84 err + 0
6 IOGPU 0x00000001a9ea60a8 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:].cold.1 + 0
7 IOGPU 0x00000001a9ea0df8 __77-[IOGPUMetal4CommandQueue commitFillArgs:count:args:argsSize:commitFeedback:]_block_invoke + 0
8 IOGPU 0x00000001a9ea1004 -[IOGPUMetal4CommandQueue _commit:count:commitFeedback:] + 148
9 AGXMetalG14X 0x00000001158a2c98 -[AGXG14XFamilyCommandQueue_mtlnext noMergeCommit:count:options:commitFeedback:error:] + 116
10 AGXMetalG14X 0x0000000115a45c14 +[AGXG14XFamilyRenderContext_mtlnext mergeRenderEncoders:count:options:commitFeedback:queue:error:] + 4740
11 AGXMetalG14X 0x00000001158a2b34 -[AGXG14XFamilyCommandQueue_mtlnext commit:count:options:] + 96
12 GPUToolsReplay 0x0000000249bf0644 GTMTLReplayController_defaultDispatchFunction_noPinning + 2744
13 GPUToolsReplay 0x0000000249befb10 GTMTLReplayController_defaultDispatchFunction + 1368
14 GPUToolsReplay 0x0000000249b7a61c _ZL16DispatchFunctionP21GTMTLReplayControllerPK11GTTraceFuncRb + 476
15 GPUToolsReplay 0x0000000249b8603c ___ZN35GTUSCSamplingStreamingManagerHelper19StreamFrameTimeDataEv_block_invoke + 456
16 Foundation 0x0000000186f6c878 __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK__ + 24
17 Foundation 0x0000000186f6c740 -[NSBlockOperation main] + 96
18 Foundation 0x0000000186f6c6d8 __NSOPERATION_IS_INVOKING_MAIN__ + 16
19 Foundation 0x0000000186f6c308 -[NSOperation start] + 640
20 Foundation 0x0000000186f6c080 __NSOPERATIONQUEUE_IS_STARTING_AN_OPERATION__ + 16
21 Foundation 0x0000000186f6bf70 __NSOQSchedule_f + 164
22 libdispatch.dylib 0x00000001855104d0 _dispatch_block_async_invoke2 + 148
23 libdispatch.dylib 0x000000018551aad4 _dispatch_client_callout + 16
24 libdispatch.dylib 0x00000001855056e4 _dispatch_continuation_pop + 596
25 libdispatch.dylib 0x0000000185504d58 _dispatch_async_redirect_invoke + 580
26 libdispatch.dylib 0x0000000185512fc8 _dispatch_root_queue_drain + 364
27 libdispatch.dylib 0x0000000185513784 _dispatch_worker_thread2 + 180
28 libsystem_pthread.dylib 0x00000001856b9e10 _pthread_wqthread + 232
29 libsystem_pthread.dylib 0x00000001856b8b9c start_wqthread + 8
Replayer breadcrumbs:
[
]
GTErrorKeyProcessSignal: SIGABRT
=== Setup ===
Capture device: star.localdomain (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1
Metal version: 370.64.2
Supported graphics APIs:
Metal device: Apple M2 Ultra
Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4
Replay device: star (Mac14,14) - macOS 26.2 (25C56) - 0BA10D1D-D340-5F2E-934B-536675AF9BA1
Metal version: 370.64.2
Supported graphics APIs:
Metal device: Apple M2 Ultra
Supported GPU families: Apple1 Apple2 Apple3 Apple4 Apple5 Apple6 Apple7 Apple8 Mac1 Mac2 Common1 Common2 Common3 Metal3 Metal4
Host: Mac14,14 - macOS 26.2 (25C56)
Tool: Xcode (17C52)
Known SDKs:
Topic:
Graphics & Games
SubTopic:
Metal