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عرض على مستوى المستودعات لـ 29 skills مجمعة عبر 3 مستودعات GitHub.

skills مجمعة
29
مستودعات
3
محدث
2026-07-10
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المستودعات و skills الممثلة

compiling-with-metal-shaderconverter
مطوّرو البرمجيات

ALWAYS use when compiling DXIL/HLSL to metallib with Metal shader converter (commonly referred to as MSC) via the metal-shaderconverter CLI or libmetalirconverter (IRCompiler, IRObject, IRShaderReflection) at runtime. Covers offline/runtime DXIL compilation, root signatures, reflection output, ray tracing shaders, geometry/tessellation emulation compilation, framebuffer fetch in HLSL, programmable blending in HLSL, Metal_HLSL.inc, and compatibility flags. Do NOT trigger for binding compiled shaders to encoders — use integrating-metal-shaderconverter-shaders for that.

2026-06-07
creating-metal4-shader-pipelines
مطوّرو البرمجيات

ALWAYS use when creating Metal pipeline state objects with Metal 4 descriptors (MTL4RenderPipelineDescriptor, MTL4ComputePipelineDescriptor, MTL4MeshRenderPipelineDescriptor) via MTL4Compiler. Covers function descriptors, function constant specialization, flexible/unspecialized PSOs, color-attachment mapping, async compilation (MTL4CompilerTask), pipeline caching (MTL4Archive, MTL4PipelineDataSetSerializer), static/binary shader linking, and pipeline reflection. Do NOT trigger for HLSL/DXIL → metallib — use compiling-with-metal-shaderconverter.

2026-06-07
debugging-rendering-issues
مطوّرو البرمجيات

ALWAYS use when a user porting a game to Metal reports a rendering issue — blank screen, wrong output, or anything that looks incorrect on Metal vs. the source platform. Covers black screen, missing geometry, wrong colors, gamma/sRGB problems, texture artifacts, z-fighting, alpha blending, flickering, visual corruption, and upside-down/mirrored geometry. Works with or without a GPU trace. Do NOT trigger when the user just wants to inspect an existing .gputrace.

2026-06-07
integrating-metal-shaderconverter-shaders
مطوّرو البرمجيات

ALWAYS use when integrating Metal shader converter (commonly referred to as MSC) shaders at runtime — binding model, top-level argument buffer (TLAB), root signature resource locations, descriptor/sampler heaps, static samplers, bindless resources, vertex fetch, separate stage-in, geometry/tessellation emulation, compute dispatch, unbounded arrays, and append/consume buffers. Do NOT trigger for compiling DXIL/HLSL to metallib — use compiling-with-metal-shaderconverter for that.

2026-06-07
managing-metal-cpp-lifetimes
مطوّرو البرمجيات

ALWAYS use when writing or porting Metal object lifetime management code in metal-cpp — including crashes on release, use-after-free, memory leaks, autorelease pool placement, NS::TransferPtr vs NS::RetainPtr ownership, bridge casts at ARC/metal-cpp boundaries, or any question about when and how Metal objects are retained, released, or destroyed.

2026-06-07
managing-metal4-resources
مطوّرو البرمجيات

ALWAYS use when working with Metal 4 resources — buffer / texture / heap creation, storage modes, `MTLResidencySet` management, heap aliasing, purgeable state, texture view pools, GPU lossless compression, and deferred destruction. Trigger for MTLBuffer, MTLTexture, MTLHeap, MTLResidencySet, addAllocation, requestResidency, useResidencySet, addResidencySet, MTLStorageMode*, MTLPurgeableState, MTLTextureViewPool, MTLResourceViewPool, newTextureViewWithPixelFormat:, copyFromBuffer:toTexture:, "GPU fault on resource", "non-resident resource", heap aliasing. Do NOT trigger for TBDR architecture or Metal 3 → Metal 4 namespace tables — use `translating-to-metal4-api`. Barrier visibility / `MTL4VisibilityOption*` / render-pass transition barriers — use `managing-metal4-synchronization`. `CAMetalLayer.residencySet` — use `presenting-metal-drawables`. `NS::SharedPtr` / autorelease pool / ARC bridging — use `managing-metal-cpp-lifetimes`.

2026-06-07
managing-metal4-synchronization
مطوّرو البرمجيات

Metal 4 explicit synchronization — barriers, fences, events, and cross-API state translation (from D3D12, Vulkan, OpenGL). Use when porting GPU synchronization, translating resource state transitions, or debugging barrier-related visual corruption.

2026-06-07
porting-discover
مطوّرو البرمجيات

Analyze a codebase before starting a Metal 4 port. Produces a discovery report with platform readiness, graphics backend analysis, feature coverage matrix, and trace-grounded findings. Use before any porting work begins.

2026-06-07
عرض أهم 8 من أصل 24 skills مجمعة في هذا المستودع.
model-authoring
مطوّرو البرمجيات

Empirical rules for authoring PyTorch models for on-device execution on Apple platforms, covering energy-efficient inference, scalable compute, and correctness testing. Use this skill whenever the user is writing, debugging, or reviewing PyTorch model code intended for on-device execution — even if they don't explicitly mention Neural Engine or Core AI. Covers BC1S layout, op compatibility, KV cache patterns, precision rules, PSNR verification, activation functions, and common issues.

2026-06-08
model-compression-exploration
مطوّرو البرمجيات

Systematically explore weight compression configurations (quantization and palettization) for a PyTorch model using coreai-opt, presenting a comprehensive overview of accuracy-vs-size tradeoff options. Use this skill whenever the user wants to compress a model, explore quantization or palettization options, understand compression config tradeoffs, reduce model size, or compare different compression techniques. Also trigger when the user mentions coreai-opt compression, weight quantization exploration, or palettization exploration — even if they don't say "explore" explicitly.

2026-06-08
working-with-coreai
مطوّرو البرمجيات

Use this skill whenever the user mentions coreai-torch, TorchConverter, coreai-build, AIModel, AIProgram, .aimodel, or wants to export/compile/run a PyTorch model on Apple silicon (iPhone, iPad, Mac). Also triggers for "deploy on device", "optimize for on-device performance", onboarding new models to Core AI, or choosing between iOS and macOS deployment paths.

2026-06-08
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