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Re: Cocoa framework for GPU utilization
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Re: Cocoa framework for GPU utilization


  • Subject: Re: Cocoa framework for GPU utilization
  • From: Carl Hoefs via Cocoa-dev <email@hidden>
  • Date: Thu, 22 Sep 2022 13:37:32 -0700

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


> On Sep 21, 2022, at 4:47 PM, Gabriel Jacoby-Cooper <email@hidden>
> wrote:
>
> You can try writing a GPU program in the Metal Shading Language
> <https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf>
> and then dispatch that program to the GPU using the Metal
> <https://developer.apple.com/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
>> <email@hidden <mailto:email@hidden>> 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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References: 
 >Cocoa framework for GPU utilization (From: Carl Hoefs via Cocoa-dev <email@hidden>)
 >Re: Cocoa framework for GPU utilization (From: Gabriel Jacoby-Cooper via Cocoa-dev <email@hidden>)

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