| name | metal |
| description | Metal and Apple GPU engineering: shaders, compute kernels, ray tracing, tile-based deferred rendering architecture, Metal Performance Shaders, BRDF/sampling math, and GPU profiling with Instruments. Use when writing or reviewing Metal shader code, optimizing GPU workloads, or debugging rendering on Apple platforms. For cross-platform graphics theory and non-Metal shading languages (GLSL, HLSL, WGSL, WebGPU) use the graphics skill.
|
| allowed-tools | ["Read","Glob","Grep"] |
Metal / GPU
Apple GPU engineering with Metal. Load references/_guide.md first.
References
Load: references/_guide.md
| Topic | Reference |
|---|
| GPU analysis methodology | references/guidelines.md |
| Advanced Metal patterns | references/metal-patterns.md |
| BRDF models, sampling | references/rendering-math.md |
| GPU profiling methodology | references/profiling-guide.md |
Workflow
- Read
references/guidelines.md before writing or reviewing shader code.
- Produce the analysis block it specifies (units, coordinate systems,
complexity, bandwidth) before code.
- Validate physical plausibility of lighting math (energy conservation,
reciprocity) against
references/rendering-math.md.
- Recommend profiling (Metal System Trace, GPU counters) before optimizing.
Related Skills
| Need | Skill |
|---|
| Cross-platform graphics theory, GLSL/HLSL/WGSL | graphics |
| Swift-side integration, concurrency | swift |
| SwiftUI interop (drawables, CADisplayLink) | swiftui |