Re: Cocoa framework for GPU utilization
site_archiver@lists.apple.com Delivered-To: cocoa-dev@lists.apple.com 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 <gjacobycooper@icloud.com> 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 <cocoa-dev@lists.apple.com <mailto:cocoa-dev@lists.apple.com>> 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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Carl Hoefs via Cocoa-dev