// Metal shader utility for managing and optimizing Metal shaders // With specific optimizations for M-series Apple Silicon const std = @import("std"); const Allocator = std.mem.Allocator; const device = @import("device.zig"); const MetalDeviceInfo = device.MetalDeviceInfo; /// Optimization level for Metal shaders pub const ShaderOptimizationLevel = enum { none, default, performance, size, /// Get the recommended optimization level based on device capabilities pub fn fromDeviceInfo(device_info: ?MetalDeviceInfo) ShaderOptimizationLevel { if (device_info == null) return .default; if (device_info.?.is_m_series) { // M3 can handle highly optimized shaders if (device_info.?.series_generation >= 3) { return .performance; } // M1/M2 balance between performance and size else { return .default; } } // For non-Apple Silicon, be more conservative return .default; } }; /// Metal shader types pub const ShaderType = enum { compute, vertex, fragment, pub fn toMTLFunctionType(self: ShaderType) []const u8 { return switch (self) { .compute => "MTLFunctionTypeKernel", .vertex => "MTLFunctionTypeVertex", .fragment => "MTLFunctionTypeFragment", }; } }; /// Metal shader source with metadata pub const ShaderSource = struct { name: []const u8, source_code: []const u8, shader_type: ShaderType, /// Create a shader source with a given name and code pub fn init(name: []const u8, source_code: []const u8, shader_type: ShaderType) ShaderSource { return .{ .name = name, .source_code = source_code, .shader_type = shader_type, }; } }; /// Metal shader compilation options including M-series specific optimizations pub const ShaderCompileOptions = struct { optimization_level: ShaderOptimizationLevel, fast_math: bool, preserve_invariance: bool, /// Create default options for a specific device pub fn forDevice(device_info: ?MetalDeviceInfo) ShaderCompileOptions { const opt_level = ShaderOptimizationLevel.fromDeviceInfo(device_info); // M-series chips benefit from fast math but some algorithms require precision const fast_math = device_info != null and device_info.?.is_m_series and device_info.?.series_generation >= 2; return .{ .optimization_level = opt_level, .fast_math = fast_math, .preserve_invariance = false, }; } }; /// Utility for managing Metal shader compilation and caching pub const ShaderManager = struct { allocator: Allocator, device_info: ?MetalDeviceInfo, compile_options: ShaderCompileOptions, const Self = @This(); /// Create a new shader manager pub fn init( allocator: Allocator, device_info: ?MetalDeviceInfo ) Self { return Self{ .allocator = allocator, .device_info = device_info, .compile_options = ShaderCompileOptions.forDevice(device_info), }; } /// Clean up resources pub fn deinit(self: *Self) void { _ = self; } /// Get optimal threadgroup size for a compute shader on current device pub fn getOptimalThreadgroupSize(self: *Self) struct { x: u32, y: u32, z: u32 } { if (self.device_info == null or !self.device_info.?.is_apple_silicon) { return .{ .x = 8, .y = 8, .z = 1 }; } // M-series chips have different optimal sizes if (self.device_info.?.is_m_series) { return switch (self.device_info.?.series_generation) { 3 => .{ .x = 16, .y = 16, .z = 1 }, // M3 has more GPU cores 2 => .{ .x = 16, .y = 8, .z = 1 }, // M2 else => .{ .x = 8, .y = 8, .z = 1 }, // M1 }; } return .{ .x = 8, .y = 8, .z = 1 }; } /// Get memory barrier type based on hardware capabilities pub fn getOptimalBarrierType(self: *Self) []const u8 { // Newer M-series chips support more efficient memory barriers if (self.device_info != null and self.device_info.?.is_m_series and self.device_info.?.series_generation >= 2) { return "MTLBarrierScopeBuffers"; } return "MTLBarrierScopeTextures | MTLBarrierScopeBuffers"; } /// Generate compilation options string for Metal API pub fn getCompileOptionsString(self: *Self) []const u8 { _ = self; // In a real implementation, this would return Objective-C code to set up // MTLCompileOptions with the appropriate parameters return "MTLCompileOptions"; // Placeholder } }; /// Create optimized Metal shaders for key operations based on device capabilities pub fn createOptimizedMetalShaders(device_info: ?MetalDeviceInfo) struct { matmul: []const u8, rms_norm: []const u8, swiglu: []const u8, attention: []const u8, } { // Base versions of shaders const base_matmul_shader = \\#include \\using namespace metal; \\ \\kernel void matmul_kernel( \\ device const float* a [[buffer(0)]], \\ device const float* b [[buffer(1)]], \\ device float* c [[buffer(2)]], \\ constant uint& M [[buffer(3)]], \\ constant uint& N [[buffer(4)]], \\ constant uint& K [[buffer(5)]], \\ uint2 gid [[thread_position_in_grid]] \\) { \\ if (gid.x >= N || gid.y >= M) return; \\ \\ float sum = 0.0; \\ for (uint k = 0; k < K; k++) { \\ sum += a[gid.y * K + k] * b[k * N + gid.x]; \\ } \\ c[gid.y * N + gid.x] = sum; \\} ; const base_rms_norm_shader = \\#include \\using namespace metal; \\ \\kernel void rms_norm_kernel( \\ device const float* input [[buffer(0)]], \\ device const float* weight [[buffer(1)]], \\ device float* output [[buffer(2)]], \\ constant uint& size [[buffer(3)]], \\ constant float& eps [[buffer(4)]], \\ uint idx [[thread_position_in_grid]] \\) { \\ if (idx >= size) return; \\ \\ // Calculate sum of squares \\ float sum_sq = 0.0; \\ for (uint i = 0; i < size; i++) { \\ float val = input[i]; \\ sum_sq += val * val; \\ } \\ \\ // RMS normalization \\ float rms = sqrt(sum_sq / size + eps); \\ output[idx] = input[idx] / rms * weight[idx]; \\} ; // Default implementations var matmul = base_matmul_shader; var rms_norm = base_rms_norm_shader; var swiglu = ""; // Placeholder var attention = ""; // Placeholder // For M-series chips, we can use optimized implementations if (device_info != null and device_info.?.is_m_series) { // M3 optimizations if (device_info.?.series_generation >= 3) { // M3 has improved threadgroup memory, use tiled implementation matmul = \\#include \\using namespace metal; \\ \\kernel void matmul_kernel_optimized_m3( \\ device const float* a [[buffer(0)]], \\ device const float* b [[buffer(1)]], \\ device float* c [[buffer(2)]], \\ constant uint& M [[buffer(3)]], \\ constant uint& N [[buffer(4)]], \\ constant uint& K [[buffer(5)]], \\ uint2 gid [[thread_position_in_grid]], \\ uint2 tid [[thread_position_in_threadgroup]], \\ uint2 tgid [[threadgroup_position_in_grid]] \\) { \\ // Advanced implementation with tiling and local memory \\ // Optimized for M3 architecture \\ // ... \\} ; // Similar optimizations for other kernels... } } return .{ .matmul = matmul, .rms_norm = rms_norm, .swiglu = swiglu, .attention = attention, }; }