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

Re: Cocoa framework for GPU utilization

2022-09-24 Thread Carl Hoefs via Cocoa-dev
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

Re: Cocoa framework for GPU utilization

2022-09-22 Thread Carl Hoefs via Cocoa-dev
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 > wrote: > > You can try writing a GPU program in the Metal Shading Language >

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

Cocoa framework for GPU utilization

2022-09-21 Thread Carl Hoefs via Cocoa-dev
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()