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metal-macos-replatform
// Use this skill when planning, auditing, or implementing Metal-backed macOS desktop surfaces, especially hybrid SwiftUI/AppKit plus MetalKit apps, shader packaging, MTKView integration, and Metal toolchain setup.
// Use this skill when planning, auditing, or implementing Metal-backed macOS desktop surfaces, especially hybrid SwiftUI/AppKit plus MetalKit apps, shader packaging, MTKView integration, and Metal toolchain setup.
Show native macOS UI from scripts and agents — dialogs, forms, visualizations, floating widgets, cursor companions. Use when you need to display HTML to the user, collect input, show a chart, render markdown, or create any visual interaction without a browser.
Send branded macOS notifications with custom app icon using terminal-notifier. Use when implementing native Notification Center integration with custom branding.
Best practices and example-driven guidance for building SwiftUI views and components. Use when creating or refactoring SwiftUI UI, designing tab architecture with TabView, composing screens, or needing component-specific patterns and examples.
Use this skill when planning, auditing, or refining the assistant UX in the native macOS client, especially setup, settings, chat trust surfaces, prompt wrappers, and command transparency.
| name | metal-macos-replatform |
| description | Use this skill when planning, auditing, or implementing Metal-backed macOS desktop surfaces, especially hybrid SwiftUI/AppKit plus MetalKit apps, shader packaging, MTKView integration, and Metal toolchain setup. |
Use this skill for native macOS work that needs real Metal acceleration without turning a desktop productivity app into a game engine. The default architecture is hybrid: keep shell controls in SwiftUI/AppKit, and move dense or frequently invalidated visual surfaces onto MTKView.
scripts/check-metal-toolchain.sh. If the compiler is missing, install it with xcodebuild -downloadComponent metalToolchain.references/best-practices.md for rendering rules and references/toolchain-and-packaging.md for shader packaging and build-path guidance..metallib for the runnable app.
Runtime source compilation is acceptable as a local fallback, not the primary shipping path.MTKView before considering lower-level CAMetalLayer plumbing.framebufferOnly = true unless the drawable must be sampled or written by compute work.references/best-practices.md when choosing architecture, pacing, or renderer structure.references/toolchain-and-packaging.md when wiring .metal sources, .metallib output, Swift package layout, or app bundle assembly.