Xavier Verguin Gonzalez

2.7K posts

Xavier Verguin Gonzalez

Xavier Verguin Gonzalez

@Xavyiy

I manage the GPU Developer Tools team at Apple. Opinions are my own, not Apple’s.

San José, CA Katılım Şubat 2011
142 Takip Edilen1.1K Takipçiler
Xavier Verguin Gonzalez retweetledi
Gokhan Avkarogullari
Gokhan Avkarogullari@gavkar·
We brought significant architectural advancements and feature set improvements to A19/M5 GPUs. Scalable GPU Neural Accelerators 2nd Gen Dynamic Caching Shader Architecture 3rd Gen Ray Tracing The best GPU Driven Pipeline New graphics features, rate and perf increases.
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ErikWDev
ErikWDev@ErikWDev·
It is a single indirect draw call of quads, and to my limited understanding it appears in #Xcode as if most of the time is spent inside a single dot product? Or being limited to do so. How can I get to the bottom of this? #gamedev #indiedev
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ErikWDev
ErikWDev@ErikWDev·
Can someone help me get to the bottom of this render pass that leaves me a bit baffled? We have one draw call for our particles that has a lot of overdraw, but it is taking an insane 25ms on my M4. I am happy to provide more info #Metal #Graphics #GPU #performance #indiedev
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Sasha Krassovsky
Sasha Krassovsky@bztree·
I guess the profiler is somehow replaying my kernel on the GPU, and if it does it wrong it hangs the window server, which then causes a kernel panic because the window server doesn't check in?! I guess that's my theory for now.. What a Rube Goldberg machine
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Sasha Krassovsky
Sasha Krassovsky@bztree·
Oh dear I’ve done it again. Obviously Apple didn’t expect their products to be used by a REAL DEVELOPER like me. The fact that is crashing so much must mean I’m pushing limits here (actually I’m 2x slower than MLX right now :( I just want this profiler to work)
Sasha Krassovsky@bztree

I am now reliably causing kernel panics in macOS by… profiling my metal matmul kernel. I really want to write Apple GPU kernels because I like the hardware, but this is unworkable.

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Xavier Verguin Gonzalez
Learn to unlock the full potential of game development for Apple Platforms with an all-day online event tomorrow, November 6. You'll learn how to leverage Metal, optimize for Apple silicon, design great handheld experiences, and navigate the App Store. youtube.com/watch?v=H4Dm97…
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Xavier Verguin Gonzalez
Documentation for the new Metal Performance HUD in macOS/iOS/iPadOS/tvOS 26 is now available – covering in great detail HUD customization, available metrics, performance insights, and performance reports: developer.apple.com/documentation/… (5 articles in total)
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Warren Moore
Warren Moore@warrenm·
@Luckyballa I’ve experienced crashes or unusable results on 80% of my captures so far with Metal 4, but that’s mostly because I’ve been abusing the daylights out of the API. Once I get acclimated I’m sure it’ll be more stable
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Xavier Verguin Gonzalez
In Xcode 26, the Dependency Viewer in Metal Debugger has been updated to visualize fine-grain per-stage dependencies.
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Xavier Verguin Gonzalez
Metal Debugger in Xcode 26 comes with brand new debugging support for Machine Learning in Metal 4. Use the new Machine Learning network debugger to inspect and debug your ML network, including inspecting intermediate tensor data. Learn more at developer.apple.com/videos/play/ww…
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Xavier Verguin Gonzalez
Metal 4 comes with a streamlined API for optimal performance. Compilation is explicit and faster. And comes with first-class support for ML. Execute full models in your command buffers or inline inference operations alongside your shader code. developer.apple.com/metal/whats-ne…
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Xavier Verguin Gonzalez
Are you interested in joining the team that builds Apple's GPU Developer Tools? We're looking for a dedicated engineer to work on our core GPU tools technologies stack. Reach out, or apply here: jobs.apple.com/en-us/details/…
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Xavier Verguin Gonzalez retweetledi
Kacper Harasim
Kacper Harasim@KacperHarasim·
📣Instruments in Xcode 16.3 Beta 2 contains a brand new tool for analyzing CPU workloads: Processor Trace. It uses hardware execution tracing to accurately reconstruct program execution and is available on M4 and all iPhone 16 devices. Learn more on developer.apple.com/documentation/…
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Alec Miller
Alec Miller@Alecazam123·
@s1ddok One good reason not to use MoltenVK. Having Metal capture is critical.
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Andrey Volodin
Andrey Volodin@s1ddok·
Metal + Swift + Metal GPU Debugger is such a good productivity combo that I now routinely implement stuff first in it and only once debugged, port to C++/Vulkan world. It is way faster for me to implement algorithm twice then debug it on Vulkan.
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Keijiro Takahashi
Keijiro Takahashi@_kzr·
Measuring the performance of the Unity 6 URP deferred renderer with frame buffer fetch.
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Xavier Verguin Gonzalez
@timd_ca If you don't pass -fmetal-enable-logging to the Metal compiler then you won't pay any runtime cost, even if you keep the log calls in your shader. This is assuming that you don't define the runtime EVs that enable logging (MTL_LOG_LEVEL/MTL_LOG_BUFFER_SIZE).
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Tim Davison ᯅ
Tim Davison ᯅ@timd_ca·
@Xavyiy This has been a very welcome feature. Is there any runtime cost when logging is disabled? (does everything nop away with dead code stripping, etc?)
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