Metal Migration Diagnostics
Systematic diagnosis for common Metal porting issues.
When to Use This Diagnostic Skill
Use this skill when:
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Screen is black after porting to Metal
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Shaders fail to compile in Metal
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Colors or coordinates are wrong
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Performance is worse than the original
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Rendering artifacts appear
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App crashes during GPU work
Mandatory First Step: Enable Metal Validation
Time cost: 30 seconds setup vs hours of blind debugging
Before ANY debugging, enable Metal validation:
Xcode → Edit Scheme → Run → Diagnostics ✓ Metal API Validation ✓ Metal Shader Validation ✓ GPU Frame Capture (Metal)
Most Metal bugs produce clear validation errors. If you're debugging without validation enabled, stop and enable it first.
Symptom 1: Black Screen
Decision Tree
Black screen after porting │ ├─ Are there Metal validation errors in console? │ └─ YES → Fix validation errors first (see below) │ ├─ Is the render pass descriptor valid? │ ├─ Check: view.currentRenderPassDescriptor != nil │ ├─ Check: drawable = view.currentDrawable != nil │ └─ FIX: Ensure MTKView.device is set, view is on screen │ ├─ Is the pipeline state created? │ ├─ Check: makeRenderPipelineState doesn't throw │ └─ FIX: Check shader function names match library │ ├─ Are draw calls being issued? │ ├─ Add: encoder.label = "Main Pass" for frame capture │ └─ DEBUG: GPU Frame Capture → verify draw calls appear │ ├─ Are resources bound? │ ├─ Check: setVertexBuffer, setFragmentTexture called │ └─ FIX: Metal requires explicit binding every frame │ ├─ Is the vertex data correct? │ ├─ DEBUG: GPU Frame Capture → inspect vertex buffer │ └─ FIX: Check buffer offsets, vertex count │ ├─ Are coordinates in Metal's range? │ ├─ Metal NDC: X [-1,1], Y [-1,1], Z [0,1] │ ├─ OpenGL NDC: X [-1,1], Y [-1,1], Z [-1,1] │ └─ FIX: Adjust projection matrix or vertex shader │ └─ Is clear color set? ├─ Default clear color is (0,0,0,0) — transparent black └─ FIX: Set view.clearColor or renderPassDescriptor.colorAttachments[0].clearColor
Common Fixes
Missing Drawable:
// BAD: Drawing before view is ready override func viewDidLoad() { draw() // metalView.currentDrawable is nil }
// GOOD: Wait for delegate callback func draw(in view: MTKView) { guard let drawable = view.currentDrawable else { return } // Safe to draw }
Wrong Function Names:
// BAD: Function name doesn't match .metal file descriptor.vertexFunction = library.makeFunction(name: "vertexMain") // .metal file has: vertex VertexOut vertexShader(...)
// GOOD: Names must match exactly descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
Missing Resource Binding:
// BAD: Assumed state persists like OpenGL encoder.setRenderPipelineState(pso) encoder.drawPrimitives(...) // No buffers bound!
// GOOD: Bind everything explicitly encoder.setRenderPipelineState(pso) encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0) encoder.setVertexBytes(&uniforms, length: uniformsSize, index: 1) encoder.setFragmentTexture(texture, index: 0) encoder.drawPrimitives(...)
Time cost: GPU Frame Capture diagnosis: 5-10 min. Guessing without tools: 1-4 hours.
Symptom 2: Shader Compilation Errors
Decision Tree
Shader fails to compile │ ├─ "Use of undeclared identifier" │ ├─ Check: #include <metal_stdlib> │ ├─ Check: using namespace metal; │ └─ FIX: Standard functions need metal_stdlib │ ├─ "No matching function for call to 'texture'" │ └─ GLSL texture() → MSL tex.sample(sampler, uv) │ FIX: Texture sampling is a method, needs sampler │ ├─ "Invalid type 'vec4'" │ └─ GLSL vec4 → MSL float4 │ FIX: See type mapping table in metal-migration-ref │ ├─ "No matching constructor" │ ├─ GLSL: vec4(vec3, float) works │ ├─ MSL: float4(float3, float) works │ └─ Check: Argument types match exactly │ ├─ "Attribute index out of range" │ ├─ Check: [[attribute(N)]] matches vertex descriptor │ └─ FIX: vertexDescriptor.attributes[N] must be configured │ ├─ "Buffer binding index out of range" │ ├─ Check: [[buffer(N)]] where N < 31 │ └─ FIX: Metal has max 31 buffer bindings per stage │ └─ "Cannot convert value of type" ├─ MSL is stricter than GLSL about implicit conversions └─ FIX: Add explicit casts: float(intValue), int(floatValue)
Common Conversions
// GLSL vec4 color = texture(sampler2D, uv);
// MSL — texture and sampler are separate float4 color = tex.sample(samp, uv);
// GLSL — mod() for floats float x = mod(y, z);
// MSL — fmod() for floats float x = fmod(y, z);
// GLSL — atan(y, x) float angle = atan(y, x);
// MSL — atan2(y, x) float angle = atan2(y, x);
// GLSL — inversesqrt float invSqrt = inversesqrt(x);
// MSL — rsqrt float invSqrt = rsqrt(x);
Time cost: With conversion table: 2-5 min per shader. Without: 15-30 min per shader.
Symptom 3: Wrong Colors or Coordinates
Decision Tree
Rendering looks wrong │ ├─ Image is upside down │ ├─ Cause: Metal Y-axis is opposite OpenGL │ ├─ FIX (vertex shader): pos.y = -pos.y │ ├─ FIX (texture load): MTKTextureLoader .origin: .bottomLeft │ └─ FIX (UV): uv.y = 1.0 - uv.y in fragment shader │ ├─ Image is mirrored │ ├─ Cause: Winding order or cull mode wrong │ ├─ FIX: encoder.setFrontFacing(.counterClockwise) │ └─ FIX: encoder.setCullMode(.back) or .none to test │ ├─ Colors are swapped (red/blue) │ ├─ Cause: Pixel format mismatch │ ├─ Check: .bgra8Unorm vs .rgba8Unorm │ └─ FIX: Match texture pixel format to data format │ ├─ Colors are washed out / too bright │ ├─ Cause: sRGB vs linear color space │ ├─ Check: Using .bgra8Unorm_srgb for sRGB textures? │ └─ FIX: Use _srgb format variants for gamma-correct rendering │ ├─ Depth fighting / z-fighting │ ├─ Cause: NDC Z range difference │ ├─ OpenGL: Z in [-1, 1] │ ├─ Metal: Z in [0, 1] │ └─ FIX: Adjust projection matrix for Metal's Z range │ ├─ Objects clipped incorrectly │ ├─ Cause: Near/far plane or viewport │ ├─ Check: Viewport size matches drawable size │ └─ FIX: encoder.setViewport(MTLViewport(...)) │ └─ Transparency wrong ├─ Cause: Blend state not configured ├─ FIX: pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true └─ FIX: Set sourceRGBBlendFactor, destinationRGBBlendFactor
Coordinate System Fix
// Fix projection matrix for Metal's Z range [0, 1] func metalPerspectiveProjection(fovY: Float, aspect: Float, near: Float, far: Float) -> simd_float4x4 { let yScale = 1.0 / tan(fovY * 0.5) let xScale = yScale / aspect let zRange = far - near
return simd_float4x4(rows: [
SIMD4<Float>(xScale, 0, 0, 0),
SIMD4<Float>(0, yScale, 0, 0),
SIMD4<Float>(0, 0, far / zRange, 1), // Metal: [0, 1]
SIMD4<Float>(0, 0, -near * far / zRange, 0)
])
}
Time cost: With GPU Frame Capture texture inspection: 5-10 min. Without: 1-2 hours.
Symptom 4: Performance Regression
Decision Tree
Performance worse than OpenGL │ ├─ Enabling validation? │ └─ Validation adds ~30% overhead │ FIX: Disable for release builds, keep for debug │ ├─ Creating resources every frame? │ ├─ BAD: device.makeBuffer() in draw() │ └─ FIX: Create buffers once, reuse with triple buffering │ ├─ Creating pipeline state every frame? │ ├─ BAD: makeRenderPipelineState() in draw() │ └─ FIX: Create PSO once at init, store as property │ ├─ Too many draw calls? │ ├─ DEBUG: GPU Frame Capture → count draw calls │ └─ FIX: Batch geometry, use instancing, indirect draws │ ├─ GPU-CPU sync stalls? │ ├─ DEBUG: Metal System Trace → look for stalls │ ├─ Cause: waitUntilCompleted() blocks CPU │ └─ FIX: Triple buffering with semaphore │ ├─ Inefficient buffer updates? │ ├─ BAD: Recreating buffer to update │ └─ FIX: buffer.contents().copyMemory() for dynamic data │ ├─ Wrong storage mode? │ ├─ .shared: Good for small dynamic data │ ├─ .private: Good for static GPU-only data │ └─ FIX: Use .private for geometry that doesn't change │ └─ Missing Metal-specific optimizations? ├─ Argument buffers reduce binding overhead ├─ Indirect draws reduce CPU work └─ See WWDC sessions on Metal optimization
Triple Buffering Pattern
class TripleBufferedRenderer { static let maxInflightFrames = 3
let inflightSemaphore = DispatchSemaphore(value: maxInflightFrames)
var uniformBuffers: [MTLBuffer] = []
var currentBufferIndex = 0
init(device: MTLDevice) {
for _ in 0..<Self.maxInflightFrames {
let buffer = device.makeBuffer(length: uniformsSize, options: .storageModeShared)!
uniformBuffers.append(buffer)
}
}
func draw(in view: MTKView) {
// Wait for a buffer to be available
inflightSemaphore.wait()
let buffer = uniformBuffers[currentBufferIndex]
// Safe to write — GPU is done with this buffer
memcpy(buffer.contents(), &uniforms, uniformsSize)
let commandBuffer = commandQueue.makeCommandBuffer()!
// Signal when GPU is done
commandBuffer.addCompletedHandler { [weak self] _ in
self?.inflightSemaphore.signal()
}
// ... encode and commit
currentBufferIndex = (currentBufferIndex + 1) % Self.maxInflightFrames
}
}
Time cost: Metal System Trace diagnosis: 15-30 min. Guessing: hours.
Symptom 5: Crashes During GPU Work
Decision Tree
App crashes during rendering │ ├─ EXC_BAD_ACCESS in Metal framework │ ├─ Cause: Accessing released resource │ ├─ Check: Buffer/texture retained during GPU use │ └─ FIX: Keep strong references until command buffer completes │ ├─ "Execution of the command buffer was aborted" │ ├─ Cause: GPU timeout (>10 sec on iOS) │ ├─ Check: Infinite loop in shader? │ └─ FIX: Add early exit conditions, reduce work │ ├─ "-[MTLDebugRenderCommandEncoder validateDrawCallWithArray:...]" │ ├─ Cause: Validation caught misuse │ └─ FIX: Read the validation message — it tells you exactly what's wrong │ ├─ "Fragment shader writes to non-existent render target" │ ├─ Cause: Shader returns color but no color attachment │ └─ FIX: Configure colorAttachments[0].pixelFormat │ ├─ Crash in shader (SIGABRT) │ ├─ Cause: Out-of-bounds buffer access │ ├─ DEBUG: Enable shader validation │ └─ FIX: Check array bounds, buffer sizes │ └─ Device disconnected / GPU restart ├─ Cause: Severe GPU hang ├─ Check: Infinite loop or massive overdraw └─ FIX: Simplify shader, reduce draw complexity
Resource Lifetime Fix
// BAD: Buffer released before GPU finishes func draw(in view: MTKView) { let buffer = device.makeBuffer(...) // Created here encoder.setVertexBuffer(buffer, ...) commandBuffer.commit() // buffer released at end of scope — GPU still using it! }
// GOOD: Keep reference until completion class Renderer { var currentBuffer: MTLBuffer? // Strong reference
func draw(in view: MTKView) {
currentBuffer = device.makeBuffer(...)
encoder.setVertexBuffer(currentBuffer!, ...)
commandBuffer.addCompletedHandler { [weak self] _ in
// Safe to release now
self?.currentBuffer = nil
}
commandBuffer.commit()
}
}
Debugging Tools Quick Reference
GPU Frame Capture
Xcode → Debug → Capture GPU Frame (Cmd+Opt+Shift+G)
Use for:
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Inspecting buffer contents
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Viewing intermediate textures
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Checking draw call sequence
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Debugging shader variable values
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Understanding why something isn't rendering
Metal System Trace (Instruments)
Instruments → Metal System Trace template
Use for:
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GPU/CPU timeline analysis
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Finding synchronization stalls
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Measuring encoder/buffer overhead
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Identifying bottlenecks
Shader Debugger
GPU Frame Capture → Select draw call → Debug button
Use for:
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Step through shader execution
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Inspect variable values per pixel/vertex
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Find logic errors in shaders
Validation Messages
Most validation messages include:
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What went wrong
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Which resource/state
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What the expected value was
Always read the full message — it usually tells you exactly how to fix the problem.
Diagnostic Checklist
When something doesn't work:
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Metal validation enabled? (Most bugs produce validation errors)
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GPU Frame Capture available? (Visual debugging is fastest)
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Console error messages? (Read them fully)
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Resources bound? (Metal requires explicit binding)
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Coordinates correct? (Y-flip, NDC Z range)
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Pipeline state created successfully? (Check for throw)
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Drawable available? (View must be on screen)
Resources
WWDC: 2019-00611, 2020-10602, 2020-10603
Docs: /metal/debugging-metal-applications, /metal/gpu-capture
Skills: axiom-metal-migration, axiom-metal-migration-ref
Last Updated: 2025-12-29 Platforms: iOS 12+, macOS 10.14+, tvOS 12+ Status: Comprehensive Metal porting diagnostics