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About
metal-cpp is a low overhead and header only C++ interface for Metal that helps developers add Metal functionality to graphics applications that are written in C++ (such as game engines). metal-cpp removes the need to create a shim and allows developers to call Metal functions directly from anywhere in their existing C++ code.
Highlights
- Drop in C++ alternative interface to the Metal Objective-C headers.
- Direct mapping of all Metal Objective-C classes, constants and enums to C++ in the MTL C++ namespace.
- No measurable overhead compared to calling Metal Objective-C headers, due to inlining of C++ function calls.
- No usage of wrapper containers that require additional allocations.
- Requires C++17 due to the usage of
constexprinNS::Object. - Identical header files and function/constant/enum availability for iOS, macOS and tvOS.
- Backwards compatibility: All
bool MTL::Device::supports...()functions check if their required selectors exist and automatically returnfalseif not. - String (
ErrorDomain) constants are weak linked and automatically set tonullptrif not available.
Memory Allocation Policy
metal-cpp follows the object allocation policies of Cocoa and Cocoa Touch. Understanding those rules is especially important when using metal-cpp, as C++ objects are not eligible for automatic reference counting (ARC).
metal-cpp objects are reference counted. To help convey and manage object lifecycles, the following conventions are observed:
- You own any object returned by methods whose name begins with
alloc,new,copy, ormutableCopy. The method returns these objects withretainCountequals to1. - You can take ownership of an object by calling its
retain()method. A received object is normally guaranteed to remain valid within the method it was received in. You useretainin two situations: (1) In the implementation of an accessor method (a setter) or to take ownership of an object; and (2) To prevent an object from being deallocated as a side-effect of some other operation. - When you no longer need it, you must relinquish ownership of an object you own. You relinquish ownership by calling its
release()orautorelease()method. - You must not relinquish ownership of an object you do not own.
When an object's retainCount reaches 0, the object is immediately deallocated. It is illegal to call methods on a deallocated object and it may lead to an application crash.
AutoreleasePools and Objects
Several methods that create temporary objects in metal-cpp add them to an AutoreleasePool to help manage their lifetimes. In these situations, after metal-cpp creates the object, it adds it to an AutoreleasePool, which will release its objects when you release (or drain) it.
By adding temporary objects to an AutoreleasePool, you do not need to explicitly call release() to deallocate them. Instead, you can rely on the AutoreleasePool to implicitly manage those lifetimes.
If you create an object with a method that does not begin with alloc, new, copy, or mutableCopy, the creating method adds the object to an autorelease pool.
The typical scope of an AutoreleasePool is one frame of rendering for the main thread of the program. When the thread returns control to the RunLoop (an object responsible for receiving input and events from the windowing system), the pool is drained, releasing its objects.
You can create and manage additional AutoreleasePools at smaller scopes to reduce your program's working set, and you are required to do so for any additional threads your program creates.
If an object's lifecycle needs to be extended beyond the AutoreleasePool's scope, you can claim ownership of it (avoiding its release beyond the pool's scope) by calling its retain() method before its pool is drained. In these cases, you will be responsible for making the appropriate release() call on the object after you no longer need it.
You can find a more-detailed introduction to the memory management rules here: https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/MemoryMgmt/Articles/mmRules.html.
For more details about the application's RunLoop, please find its documentation here: https://developer.apple.com/documentation/foundation/nsrunloop
Use and debug AutoreleasePools
When you create an autoreleased object and there is no enclosing AutoreleasePool, the object is leaked.
To prevent this, you normally create an AutoreleasePool in your program's main function, and in the entry function for every thread you create. You may also create additional AutoreleasePools to avoid growing your program's high memory watermark when you create several autoreleased objects, such as when rendering.
Use the Environment Variable OBJC_DEBUG_MISSING_POOLS=YES to print a runtime warning when an autoreleased object is leaked because no enclosing AutoreleasePool is available for its thread.
You can also run leaks --autoreleasePools on a memgraph file or a process ID (macOS only) to view a listing of your program's AutoreleasePools and all objects they contain.
nullptr
Similar to Objective-C, it is legal to call any method, including retain() and release(), on nullptr "objects". While calling methods on nullptr still does incur in function call overhead, the effective result is equivalent of a NOP.
Conversely, do not assume that because calling a method on a pointer did not result in a crash, that the pointed-to object is valid.
Adding metal-cpp to a Project
Simply include Metal/Metal.hpp. To ensure that the selector and class symbols are linked, add to one of your cpp files:
#define NS_PRIVATE_IMPLEMENTATION #define MTL_PRIVATE_IMPLEMENTATION #include "Metal/Metal.hpp"
If you want to use the QuartzCore wrapper, add:
#define CA_PRIVATE_IMPLEMENTATION #include "QuartzCore/QuartzCore.hpp"
Generating a Single Header File
Purely optional: You can generate a single header file that contains all metal-cpp headers via:
./SingleHeader/MakeSingleHeader.py Foundation/Foundation.hpp QuartzCore/QuartzCore.hpp Metal/Metal.hpp
By default the generated header file will be written to ./SingleHeader/Metal.hpp
Examples
Creating the device
Objective-C (with automatic reference counting)
id < MTLDevice > device = MTLCreateSystemDefaultDevice ();// ...
Objective-C
id < MTLDevice > device = MTLCreateSystemDefaultDevice ();// ... [device release ];
C++
MTL ::Device * pDevice = MTL ::CreateSystemDefaultDevice ();// ... pDevice -> release ();
Metal function calls map directly to C++
Objective-C (with automatic reference counting)
MTLSamplerDescriptor * samplerDescriptor = [[MTLSamplerDescriptor alloc ]init ]; [samplerDescriptor setSAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setTAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setRAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setMagFilter :MTLSamplerMinMagFilterLinear ]; [samplerDescriptor setMinFilter :MTLSamplerMinMagFilterLinear ]; [samplerDescriptor setMipFilter :MTLSamplerMipFilterLinear ]; [samplerDescriptor setSupportArgumentBuffers :YES ];id < MTLSamplerState > samplerState = [device newSamplerStateWithDescriptor :samplerDescriptor ];
Objective-C
MTLSamplerDescriptor * samplerDescriptor = [[MTLSamplerDescriptor alloc ]init ]; [samplerDescriptor setSAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setTAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setRAddressMode :MTLSamplerAddressModeRepeat ]; [samplerDescriptor setMagFilter :MTLSamplerMinMagFilterLinear ]; [samplerDescriptor setMinFilter :MTLSamplerMinMagFilterLinear ]; [samplerDescriptor setMipFilter :MTLSamplerMipFilterLinear ]; [samplerDescriptor setSupportArgumentBuffers :YES ];id < MTLSamplerState > samplerState = [device newSamplerStateWithDescriptor :samplerDescriptor ]; [samplerDescriptor release ];// ... [samplerState release ];
C++
MTL ::SamplerDescriptor * pSamplerDescriptor = MTL ::SamplerDescriptor ::alloc ()-> init ();pSamplerDescriptor -> setSAddressMode (MTL ::SamplerAddressModeRepeat );pSamplerDescriptor -> setTAddressMode (MTL ::SamplerAddressModeRepeat );pSamplerDescriptor -> setRAddressMode (MTL ::SamplerAddressModeRepeat );pSamplerDescriptor -> setMagFilter (MTL ::SamplerMinMagFilterLinear );pSamplerDescriptor -> setMinFilter (MTL ::SamplerMinMagFilterLinear );pSamplerDescriptor -> setMipFilter (MTL ::SamplerMipFilterLinear );pSamplerDescriptor -> setSupportArgumentBuffers ( true );MTL ::SamplerState * pSamplerState = pDevice -> newSamplerState (pSamplerDescriptor );pSamplerDescriptor -> release ();// ... pSamplerState -> release ();
A subset of bindings for Foundation classes is provided for seamless integration
Objective-C (with automatic reference counting)
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc ]init ];NSString * string = [NSString stringWithCString :"Hello World" encoding :NSASCIIStringEncoding ];printf ("string = \"%s\"\n" , [string cStringUsingEncoding :NSASCIIStringEncoding ] );
Objective-C
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc ]init ];NSString * string = [NSString stringWithCString :"Hello World" encoding :NSASCIIStringEncoding ];printf ("string = \"%s\"\n" , [string cStringUsingEncoding :NSASCIIStringEncoding ] ); [pool release ];
C++
NS ::AutoreleasePool * pPool = NS ::AutoreleasePool ::alloc ()-> init ();NS ::String * pString = NS ::String ::string ("Hello World" ,NS ::ASCIIStringEncoding );printf ("pString = \"%s\"\n" ,pString -> cString (NS ::ASCIIStringEncoding ) );pPool -> release ();
Interoperability with CoreFoundation
MTL ::AccelerationStructureTriangleGeometryDescriptor * pGeoDescriptor = MTL ::AccelerationStructureTriangleGeometryDescriptor ::alloc ()-> init ();CFTypeRef descriptors []= { (CFTypeRef )(pGeoDescriptor ) };NS ::Array * pGeoDescriptors = (NS ::Array * )(CFArrayCreate (kCFAllocatorDefault ,descriptors ,SIZEOF_ARRAY (descriptors ),& kCFTypeArrayCallBacks ) );// ... pGeoDescriptors -> release ();
Accessing a CAMetalDrawable
#import <QuartzCore/CAMetalLayer.h> #import <QuartzCore/QuartzCore.hpp> // ... CAMetalLayer * metalLayer = /* get your layer from your view */ ;id < CAMetalDrawable > metalDrawable = [metalLayer nextDrawable ];CA ::MetalDrawable * pMetalCppDrawable = (__bridge CA ::MetalDrawable * )metalDrawable ;// ...
1## About 2 3**metal-cpp** is a low overhead and header only C++ interface for Metal that helps developers add Metal functionality to graphics applications that are written in C++ (such as game engines). **metal-cpp** removes the need to create a shim and allows developers to call Metal functions directly from anywhere in their existing C++ code. 4 5 6## Highlights 7 8- Drop in C++ alternative interface to the Metal Objective-C headers. 9- Direct mapping of all Metal Objective-C classes, constants and enums to C++ in the MTL C++ namespace. 10- No measurable overhead compared to calling Metal Objective-C headers, due to inlining of C++ function calls. 11- No usage of wrapper containers that require additional allocations. 12- Requires C++17 due to the usage of `constexpr` in `NS::Object`. 13- Identical header files and function/constant/enum availability for iOS, macOS and tvOS. 14- Backwards compatibility: All `bool MTL::Device::supports...()` functions check if their required selectors exist and automatically return `false` if not. 15- String (`ErrorDomain`) constants are weak linked and automatically set to `nullptr` if not available. 16 17## Memory Allocation Policy 18 19**metal-cpp** follows the object allocation policies of Cocoa and Cocoa Touch. Understanding those rules is especially important when using metal-cpp, as C++ objects are not eligible for automatic reference counting (ARC). 20 21**metal-cpp** objects are reference counted. To help convey and manage object lifecycles, the following conventions are observed: 22 231. *You own any object returned by methods whose name begins with* `alloc` *,* `new` *,* `copy` *, or* `mutableCopy`. The method returns these objects with `retainCount` equals to `1`. 242. *You can take ownership of an object by calling its* ```retain()``` *method*. A received object is normally guaranteed to remain valid within the method it was received in. You use `retain` in two situations: (1) In the implementation of an accessor method (a setter) or to take ownership of an object; and (2) To prevent an object from being deallocated as a side-effect of some other operation. 253. *When you no longer need it, you must relinquish ownership of an object you own*. You relinquish ownership by calling its `release()` or `autorelease()` method. 264. *You must not relinquish ownership of an object you do not own*. 27 28When an object's `retainCount` reaches `0`, the object is immediately deallocated. It is illegal to call methods on a deallocated object and it may lead to an application crash. 29 30### AutoreleasePools and Objects 31 32Several methods that create temporary objects in **metal-cpp** add them to an `AutoreleasePool` to help manage their lifetimes. In these situations, after **metal-cpp** creates the object, it adds it to an `AutoreleasePool`, which will release its objects when you release (or drain) it. 33 34By adding temporary objects to an AutoreleasePool, you do not need to explicitly call `release()` to deallocate them. Instead, you can rely on the `AutoreleasePool` to implicitly manage those lifetimes. 35 36If you create an object with a method that does not begin with `alloc`, `new`, `copy`, or `mutableCopy`, the creating method adds the object to an autorelease pool. 37 38The typical scope of an `AutoreleasePool` is one frame of rendering for the main thread of the program. When the thread returns control to the RunLoop (an object responsible for receiving input and events from the windowing system), the pool is *drained*, releasing its objects. 39 40You can create and manage additional `AutoreleasePool`s at smaller scopes to reduce your program's working set, and you are required to do so for any additional threads your program creates. 41 42If an object's lifecycle needs to be extended beyond the `AutoreleasePool`'s scope, you can claim ownership of it (avoiding its release beyond the pool's scope) by calling its `retain()` method before its pool is drained. In these cases, you will be responsible for making the appropriate `release()` call on the object after you no longer need it. 43 44You can find a more-detailed introduction to the memory management rules here: https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/MemoryMgmt/Articles/mmRules.html. 45 46For more details about the application's RunLoop, please find its documentation here: https://developer.apple.com/documentation/foundation/nsrunloop 47 48### Use and debug AutoreleasePools 49 50When you create an autoreleased object and there is no enclosing `AutoreleasePool`, the object is leaked. 51 52To prevent this, you normally create an `AutoreleasePool` in your program's `main` function, and in the entry function for every thread you create. You may also create additional `AutoreleasePool`s to avoid growing your program's high memory watermark when you create several autoreleased objects, such as when rendering. 53 54Use the Environment Variable `OBJC_DEBUG_MISSING_POOLS=YES` to print a runtime warning when an autoreleased object is leaked because no enclosing `AutoreleasePool` is available for its thread. 55 56You can also run `leaks --autoreleasePools` on a memgraph file or a process ID (macOS only) to view a listing of your program's `AutoreleasePool`s and all objects they contain. 57 58### nullptr 59 60Similar to Objective-C, it is legal to call any method, including `retain()` and `release()`, on `nullptr` "objects". While calling methods on `nullptr` still does incur in function call overhead, the effective result is equivalent of a NOP. 61 62Conversely, do not assume that because calling a method on a pointer did not result in a crash, that the pointed-to object is valid. 63 64## Adding metal-cpp to a Project 65 66Simply include `Metal/Metal.hpp`. To ensure that the selector and class symbols are linked, add to one of your cpp files: 67 68``` cpp 69#define NS_PRIVATE_IMPLEMENTATION 70#define MTL_PRIVATE_IMPLEMENTATION 71 72#include "Metal/Metal.hpp" 73``` 74 75If you want to use the QuartzCore wrapper, add: 76 77``` cpp 78#define CA_PRIVATE_IMPLEMENTATION 79 80#include "QuartzCore/QuartzCore.hpp" 81``` 82 83## Generating a Single Header File 84 85Purely optional: You can generate a single header file that contains all **metal-cpp** headers via: 86 87``` shell 88./SingleHeader/MakeSingleHeader.py Foundation/Foundation.hpp QuartzCore/QuartzCore.hpp Metal/Metal.hpp 89``` 90 91By default the generated header file will be written to `./SingleHeader/Metal.hpp` 92 93## Examples 94 95#### Creating the device 96 97###### Objective-C (with automatic reference counting) 98 99``` objc 100id< MTLDevice > device = MTLCreateSystemDefaultDevice (); 101 102// ... 103``` 104 105###### Objective-C 106 107``` objc 108id< MTLDevice > device = MTLCreateSystemDefaultDevice (); 109 110// ... 111 112[ device release ]; 113``` 114 115###### C++ 116 117``` cpp 118MTL:: Device * pDevice = MTL :: CreateSystemDefaultDevice (); 119 120// ... 121 122pDevice -> release (); 123``` 124 125#### Metal function calls map directly to C++ 126 127###### Objective-C (with automatic reference counting) 128 129``` objc 130MTLSamplerDescriptor * samplerDescriptor = [[ MTLSamplerDescriptor alloc ] init ]; 131 132[ samplerDescriptor setSAddressMode : MTLSamplerAddressModeRepeat ]; 133[ samplerDescriptor setTAddressMode : MTLSamplerAddressModeRepeat ]; 134[ samplerDescriptor setRAddressMode : MTLSamplerAddressModeRepeat ]; 135[ samplerDescriptor setMagFilter : MTLSamplerMinMagFilterLinear ]; 136[ samplerDescriptor setMinFilter : MTLSamplerMinMagFilterLinear ]; 137[ samplerDescriptor setMipFilter : MTLSamplerMipFilterLinear ]; 138[ samplerDescriptor setSupportArgumentBuffers : YES ]; 139 140id< MTLSamplerState > samplerState = [ device newSamplerStateWithDescriptor : samplerDescriptor ]; 141``` 142 143###### Objective-C 144 145``` objc 146MTLSamplerDescriptor * samplerDescriptor = [[ MTLSamplerDescriptor alloc ] init ]; 147 148[ samplerDescriptor setSAddressMode : MTLSamplerAddressModeRepeat ]; 149[ samplerDescriptor setTAddressMode : MTLSamplerAddressModeRepeat ]; 150[ samplerDescriptor setRAddressMode : MTLSamplerAddressModeRepeat ]; 151[ samplerDescriptor setMagFilter : MTLSamplerMinMagFilterLinear ]; 152[ samplerDescriptor setMinFilter : MTLSamplerMinMagFilterLinear ]; 153[ samplerDescriptor setMipFilter : MTLSamplerMipFilterLinear ]; 154[ samplerDescriptor setSupportArgumentBuffers : YES ]; 155 156id< MTLSamplerState > samplerState = [ device newSamplerStateWithDescriptor : samplerDescriptor ]; 157 158[ samplerDescriptor release ]; 159 160// ... 161 162[ samplerState release ]; 163``` 164 165###### C++ 166 167``` cpp 168MTL:: SamplerDescriptor * pSamplerDescriptor = MTL :: SamplerDescriptor :: alloc () -> init (); 169 170pSamplerDescriptor -> setSAddressMode ( MTL :: SamplerAddressModeRepeat ); 171pSamplerDescriptor -> setTAddressMode ( MTL :: SamplerAddressModeRepeat ); 172pSamplerDescriptor -> setRAddressMode ( MTL :: SamplerAddressModeRepeat ); 173pSamplerDescriptor -> setMagFilter ( MTL :: SamplerMinMagFilterLinear ); 174pSamplerDescriptor -> setMinFilter ( MTL :: SamplerMinMagFilterLinear ); 175pSamplerDescriptor -> setMipFilter ( MTL :: SamplerMipFilterLinear ); 176pSamplerDescriptor -> setSupportArgumentBuffers ( true ); 177 178MTL:: SamplerState * pSamplerState = pDevice -> newSamplerState ( pSamplerDescriptor ); 179 180pSamplerDescriptor -> release (); 181 182// ... 183 184pSamplerState -> release (); 185``` 186 187#### A subset of bindings for Foundation classes is provided for seamless integration 188 189###### Objective-C (with automatic reference counting) 190 191``` objc 192NSAutoreleasePool * pool = [[ NSAutoreleasePool alloc ] init ]; 193NSString * string = [ NSString stringWithCString : "Hello World" encoding : NSASCIIStringEncoding ]; 194 195printf( "string = \"%s\"\n" , [ string cStringUsingEncoding : NSASCIIStringEncoding ] ); 196``` 197 198###### Objective-C 199 200``` objc 201NSAutoreleasePool * pool = [[ NSAutoreleasePool alloc ] init ]; 202NSString * string = [ NSString stringWithCString : "Hello World" encoding : NSASCIIStringEncoding ]; 203204 printf( "string = \"%s\"\n" , [ string cStringUsingEncoding : NSASCIIStringEncoding ] ); 205 206[ pool release ]; 207``` 208 209###### C++ 210 211``` cpp 212NS:: AutoreleasePool * pPool = NS :: AutoreleasePool :: alloc () -> init (); 213NS:: String * pString = NS :: String :: string ( "Hello World" , NS :: ASCIIStringEncoding ); 214 215printf( "pString = \"%s\"\n" , pString -> cString ( NS :: ASCIIStringEncoding ) ); 216 217pPool -> release (); 218``` 219 220#### Interoperability with CoreFoundation 221 222``` cpp 223MTL:: AccelerationStructureTriangleGeometryDescriptor * pGeoDescriptor = MTL :: AccelerationStructureTriangleGeometryDescriptor :: alloc () -> init (); 224CFTypeRef descriptors [] = { ( CFTypeRef )( pGeoDescriptor ) }; 225NS:: Array * pGeoDescriptors = ( NS :: Array * )( CFArrayCreate ( kCFAllocatorDefault , descriptors , SIZEOF_ARRAY ( descriptors ), & kCFTypeArrayCallBacks ) ); 226 227// ... 228 229pGeoDescriptors -> release (); 230``` 231 232#### Accessing a CAMetalDrawable 233 234``` objc 235#import <QuartzCore/CAMetalLayer.h> 236#import <QuartzCore/QuartzCore.hpp> 237 238// ... 239 240CAMetalLayer * metalLayer = /* get your layer from your view */ ; 241id< CAMetalDrawable > metalDrawable = [ metalLayer nextDrawable ]; 242CA:: MetalDrawable * pMetalCppDrawable = ( __bridge CA :: MetalDrawable * ) metalDrawable ; 243 244// ... 245```