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Metal Migration Diagnostics

Systematic diagnosis for common Metal porting issues with decision trees and time-cost annotations. Covers the 5 most common symptoms when migrating from OpenGL or DirectX to Metal.

Symptoms This Diagnoses

Use when you're experiencing:

  • Black screen after porting to Metal
  • Shader compilation errors (GLSL to MSL conversion)
  • Wrong colors, upside-down images, or mirrored rendering
  • Performance worse than the original OpenGL/DirectX version
  • Crashes during GPU work (EXC_BAD_ACCESS, command buffer aborts, GPU timeouts)

Example Prompts

  • "My Metal view is showing a black screen after porting from OpenGL"
  • "I'm getting shader compilation errors converting GLSL to MSL"
  • "The rendering is upside down after porting to Metal"
  • "Colors are swapped red and blue in my Metal renderer"
  • "My Metal port is slower than the OpenGL version"
  • "App crashes with 'command buffer was aborted'"

Diagnostic Workflow

Mandatory first step: Enable Metal validation (Metal API Validation, Metal Shader Validation, GPU Frame Capture) in Xcode scheme diagnostics. Most Metal bugs produce clear validation errors. Time cost: 30 seconds setup vs hours of blind debugging.

Decision Trees

SymptomBranchesTime Saved
Black screen8 branches (drawable, pipeline, draw calls, resources, coordinates, clear color)1-4 hrs to 5-10 min
Shader compilation errors7 branches (undeclared identifiers, texture sampling, type mismatches, attribute ranges)15-30 min/shader to 2-5 min
Wrong colors/coordinates7 branches (Y-flip, mirroring, color swap, sRGB, depth fighting, clipping, transparency)1-2 hrs to 5-10 min
Performance regression8 branches (validation overhead, resource creation, PSO per frame, draw calls, sync stalls, buffer updates, storage modes)hours to 15-30 min
GPU crashes6 branches (released resources, GPU timeout, validation errors, missing render targets, out-of-bounds, GPU hang)hours to 15-30 min

Debugging Tools Quick Reference

  • GPU Frame Capture (Cmd+Opt+Shift+G) -- inspect buffers, textures, draw call sequence, shader variables
  • Metal System Trace (Instruments) -- GPU/CPU timeline analysis, synchronization stalls
  • Shader Debugger -- step through shader execution, inspect per-pixel/vertex values

Released under the MIT License