Re: Cocoa framework for GPU utilization

2022-09-21 Thread Gabriel Jacoby-Cooper via Cocoa-dev
You can try writing a GPU program in the Metal Shading Language 
 
and then dispatch that program to the GPU using the Metal 
 framework in your Cocoa app.

Thanks,
Gabriel Jacoby-Cooper
Rensselaer Polytechnic Institute

> On Sep 21, 2022, at 4:42 PM, Carl Hoefs via Cocoa-dev 
>  wrote:
> 
> I just got a new M1 Max Mac Studio (10-core CPU / 32-core GPU / 16-core 
> neural engine). How can I take advantage of the GPUs and "neural" engine from 
> Cocoa? Is there a Cocoa framework or other API to access these?
> 
> In my case, I have a highly parallelizable Cocoa task that uses 
> dispatch_apply() to run on all CPUs simultaneously. It averages about 0.2s 
> per process thread, but doesn't utilize the GPUs, only the CPUs. I'm sure 
> that offloading this task to the GPUs would speed this up tremendously, but I 
> don't know where to start.
> 
> Thx,
> -Carl
> 
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Re: Cocoa framework for GPU utilization

2022-09-24 Thread Gabriel Jacoby-Cooper via Cocoa-dev
I’m pretty sure that it’s by design for performance reasons.

Thanks,
Gabriel Jacoby-Cooper
Rensselaer Polytechnic Institute

> On Sep 24, 2022, at 4:10 PM, Carl Hoefs via Cocoa-dev 
>  wrote:
> 
> Whoa.. That could be a show-stopper, since we're doing real-time scientific 
> modelling not gaming (where the highest possible accuracy / lowest possible 
> error isn't required).
> 
> Is that by design, or just the current implementation of Metal? Metal 4 
> perhaps...?
> -Carl
> 
> 
>> On Sep 24, 2022, at 7:54 AM, Richard Charles  wrote:
>> 
>> Just a heads up. Metal does not support the double data type.
>> 
>> Richard
>> 
>> 
 On Sep 22, 2022, at 2:37 PM, Carl Hoefs via Cocoa-dev 
  wrote:
>>> 
>>> Yes, Metal seems to be the way to go with this... and it looks like there's 
>>> a wee learning curve to it!
>>> Thanks for the links. This gets me started.
>>> 
>>> -Carl


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