Комментарии:
Awesome! Please don't stop making these, your videos are so underrated!
ОтветитьSo ideally we would also add a simd way just for good measure (by directly using the instrinsics).
Ответитьthis is just a brilliant tutorial. thanks man!
Ответитьthe quality of your content become so much better. And i know that, because i was watching your videos right from the first one
(and i've seen your backflip)
I'd be lying if I said I understood very much of this. But I'm interested and I'll keep watching your videos. I would find it useful if you would frequently refer your code to a chart to show what you are doing. Like a chart that shows Command Queues, Command Buffers, drawables, Render Pass Descriptors, etc. "This code is our buffer; this is how it relates to the chart." Lotta work, I know. Your enthusiasm is infectious.
ОтветитьThis is fantastic! Thanks for sharing <3
ОтветитьYou, sir, are a gentleman and a scholar. Thank you.
ОтветитьWatching you teach is making my wave function collapse.
ОтветитьAm I right in thinking that for processing a 2d texture, you would want the largest number of threads that will fit 'square' inside of each max thread group. Is this done to ensure that the uint2 thread coords align with texture's x,y coords? Or is it just as convenient/efficient to create thread groups that might be 'retangular'?
ОтветитьGPU is executing multiple tasks all at once
CPU is executing multiple tasks one at a time
This is gold
ОтветитьGreat video, thanks!
The GitHub link point to an empty branch.
Very nice. Love the by example approach.
ОтветитьI'm pretty sure you don't need to explain that we can do general purpose computation on GPU in 2020+ ;)
ОтветитьSimply Awesome !!!!!!!!!!!
Ответитьyou fucking god. this is the best metal channel on YT.
Ответитьi went over your videos months ago, but this time, i'm not going to give up to confusion.
to those not in a graphics rendering or game dev background, this stuff seems so damned foreign..but stay strong, everyone!
well produced video!
ОтветитьYour metal shading language playlist has only video :(
ОтветитьAwesome :D
ОтветитьCopy/paste from apple documentation : "Always use a multiple of a type’s stride instead of its size when allocating memory or accounting for the distance between instances in memory."
ОтветитьThank you so much! The last time I saw such a precious video like this was about 10 years ago.
ОтветитьHi, I’m new to this area. I only had experience in cuda. Does M1 Pro/Max work the same way as Radeon does on MBP 2019-? I’m confused with the merged vRAM of silicon platform and does the 10 GPU cores of M-processors accelerate parallel computing like cuda does with its thousands of cuda cores?
ОтветитьThank you so much.
ОтветитьDid you try using the new m1 pro/max/ultra with Metal? I would really like to know how the unified memory architecture comes into play when it comes to sending data back and forth between cpu and gpu.
ОтветитьHi, thanks for these awesome videos, hopefully you're still active! I plan on using the shader to update an array using two other arrays similar to what you've described. I can't quite figure out how to get the full updated array back from the buffer after processing, to use on the CPU. trying to print the array after binding to memory just brings up the following. Hope that makes sense I'm fairly new to this!
ОтветитьBro this is an awesome video, thank you so much for taking the time. What a great introduction to Metal! Would love to see you back with more new tutorials now that Metal3 is around
ОтветитьWow, thanks for the tutorial! That seems to be a pretty precise way to control a gpu. Was feeling more nerdy than I prefer to while watching though. Haha.
ОтветитьThe 3+ seconds for the CPU based componentwise addition of two arrays of 3 million numbers is some orders of magnitude too long, why is that? I get 0.02 seconds in JavaScript (not even a statically typed language, and time includes some interpreted execution and warmed up JIT compilation phases too):
a = [...new Array(3e6)].map(Math.random);
b = [...new Array(3e6)].map(Math.random);
(t0 = performance.now(), result=new Array(3e6).fill(0), (() => {for(let i = 0; i < 3e6; i++) result[i]=a[i]+b[i]})(), console.log((performance.now() - t0)/1000), result);
I am new to MSL ios, I have a windows laptop, but I need to work on MSL , can anyone help me know which IDE should i be using now to start coding in metal?
ОтветитьHow should I make a buffer for 2-D array? Do I have to concatenate it into 1D array?
ОтветитьThank you! Very very nice video! I strongly believe that this is the only video / tutorial that explains loud and clear how to use GPU and metal to performs calulations instead of rendering! I have some issues - however - undestanding how to bind back complex data structures as results in Swift; in C with pointer is quite easy but in Swift is a bit tricky; can you point me to some examples? Thanks!
ОтветитьHi, I love the videos. However, I specialize in cpp. Can you release a video of this but as a cpp (or I guess objective cpp) rather than a swift file?
ОтветитьBrilliant video!
ОтветитьThank you very much! This is a really clear and good explanation about how we use GPU in Metal. Keep going! You're the best!
ОтветитьCan I use it to render image frames into video ? I never use metal before
ОтветитьHi. How do I set up metal to draw over the previous frame? For example, 1000 fixed triangles of different colors are drawn. And in each new frame, need to change the color of only 10 random triangle. I want to draw 10 triangle with the desired color and draw it on top of the previous frame.
ОтветитьThis is absolutely the best Metal introductory tutorial ever! I was looking for tuts to start getting my head around Metal and all of them went over my head.
This didn't.
Thanks. :)
Hey!! Very good explanation of the MTL basics! I like the hurry-through-the-code way of presenting. If I don’t understand something, I can stop the video at any point 😊 looking forward to the next episodes 😀
ОтветитьWhen I am trying to run main.swift, it turns out to show "main/main.swift:31: Fatal error: Unexpectedly found nil while unwrapping an Optional value", do you have any idea why this happens?
Ответитьtried with Kodeko (RW) first, I think this is great as an introduction and then jump back there. Thanks a lot, time is well invested on watching your channel, please keep doing them!
ОтветитьMTLValidateFeatureSupport:6508: failed assertion `Dispatch Threads with Non-Uniform Threadgroup Size is not supported on this device'
When I am trying to run it on the simulator iPhone 15. What could be wrong?
Thank u so much! Metal is suqch lowkey framework and u explained the compute functions very well!
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