Metal Tutorial: Getting Started

In this Metal tutorial, you will learn how to get started with Apple’s 3D graphics API by rendering a simple triangle to the screen. By Andrew Kharchyshyn.

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Update note: Andrew Kharchyshyn updated this tutorial for iOS 12, Xcode 10 and Swift 4.2. He also wrote the original.

In iOS 8, Apple released its own API for GPU-accelerated 3D graphics: Metal.

Metal is similar to OpenGL ES in that it’s a low-level API for interacting with 3D graphics hardware.

The difference is that Metal is not cross-platform. Instead, it’s designed to be extremely efficient with Apple hardware, offering improved speed and low overhead compared to using OpenGL ES.

In this tutorial, you’ll get hands-on experience using the Metal API to create a bare-bones app: drawing a simple triangle. In doing so, you’ll learn some of the most important classes in Metal, such as devices, command queues and more.

This tutorial is designed so that anyone can go through it, regardless of your 3D graphics background — however, things will move along fairly quickly. If you do have some prior 3D-programming or OpenGL experience, you’ll find things much easier, as many of the same concepts apply to Metal.

Note: Metal apps do not run on the iOS simulator; they require a device with an Apple A7 chip or later. To complete this tutorial, you’ll need an A7 device or newer.

Metal vs. SpriteKit, SceneKit or Unity

Before you get started, it’ll be helpful to understand how Metal compares to higher-level frameworks like SpriteKit, SceneKit or Unity.

Metal is a low-level 3D graphics API, similar to OpenGL ES, but with lower overhead meaning better performance. It’s a very thin layer above the GPU, which means that, in doing just about anything, such as rendering a sprite or a 3D model to the screen, it requires you to write all of the code to do this. The trade-off is that you have full power and control.

Conversely, higher-level game frameworks like SpriteKit, SceneKit and Unity are built on top of a lower-level 3D graphics APIs like Metal or OpenGL ES. They provide much of the boilerplate code you normally need to write in a game, such as rendering a sprite or 3D model to the screen.

2_Boxes metal

If all you’re trying to do is make a game, you’ll probably use a higher-level game framework like SpriteKit, SceneKit or Unity most of the time because doing so will make your life much easier. If this sounds like you, we have tons of tutorials to help you get started with Apple Game Frameworks or Unity.

However, there are still two really good reasons to learn Metal:

  1. Push the hardware to its limits: Since Metal is at such a low level, it allows you to really push the hardware to its limits and have full control over how your game works.
  2. It’s a great learning experience: Learning Metal teaches you a lot about 3D graphics, writing your own game engine, and how higher-level game frameworks work.

If either of these sound like good reasons to you, keep reading!

Metal vs. OpenGL ES

3 Metal vs opengles

OpenGL ES is designed to be cross platform. That means you can write C++ OpenGL ES code, and, most of the time, with some small modifications, you can run it on other platforms, such as Android.

Apple realized that, although the cross-platform support of OpenGL ES was nice, it was missing something fundamental to how Apple designs its products: the famous Apple integration of the operating system, hardware and software as a complete package.

So Apple took a clean-room approach to see what it would look like if it were to design a graphics API specifically for Apple hardware with the goal of being extremely low overhead and performant, while supporting the latest and greatest features.

The result is Metal, which can provide up to 10✕ the number of draw calls for your app compared to OpenGL ES. This can result in some amazing effects — you may remember from the Zen Garden example in the WWDC 2014 keynote, as an example.

Time to dig right in and see some Metal code!

Getting Started

Xcode’s iOS game template comes with a Metal option, but you won’t choose that here. This is because you’re going to put together a Metal app almost from scratch, so you can understand every step of the process.

Download the files that you need for this tutorial using the Download Materials button at the top or bottom of this tutorial. Once you have the files, open HelloMetal.xcodeproj in the HelloMetal_starter folder. You’ll see an empty project with a single ViewController.

There are seven steps required to set up Metal so that you can begin rendering. You need to create a:

  1. MTLDevice
  2. CAMetalLayer
  3. Vertex Buffer
  4. Vertex Shader
  5. Fragment Shader
  6. Render Pipeline
  7. Command Queue

Going through them one at a time.

1) Creating an MTLDevice

You’ll first need to get a reference to an MTLDevice.

Think of MTLDevice as your direct connection to the GPU. You’ll create all the other Metal objects you need (like command queues, buffers and textures) using this MTLDevice.

To do this, open ViewController.swift and add this import to the top of the file:

import Metal

This imports the Metal framework so that you can use Metal classes such as MTLDevice inside this file.

Next, add this property to the ViewController:

var device: MTLDevice!

You’re going to initialize this property in viewDidLoad() rather than in an initializer, so it has to be an optional. Since you know you’re definitely going to initialize it before you use it, you mark it as an implicitly unwrapped optional, for convenience purposes.

Finally, add viewDidLoad() and initialize the device property, like this:

override func viewDidLoad() {
  super.viewDidLoad()
    
  device = MTLCreateSystemDefaultDevice()
}

MTLCreateSystemDefaultDevice returns a references to the default MTLDevice your code should use.

2) Creating a CAMetalLayer

In iOS, everything you see on screen is backed by a CALayer. There are subclasses of CALayers for different effects, such as gradient layers, shape layers, replicator layers and more.

If you want to draw something on the screen with Metal, you need to use a special subclass of CALayer called CAMetalLayer. You’ll add one of these to your view controller.

First, add this new property to the class:

var metalLayer: CAMetalLayer!
Note: If you get a compiler error at this point, make sure that you set the app to target your Metal-compatible iOS device. As mentioned earlier, Metal is not supported on iOS Simulator at this time.

This will store a handy reference to your new layer.

Next, add this code to the end of viewDidLoad():

metalLayer = CAMetalLayer()          // 1
metalLayer.device = device           // 2
metalLayer.pixelFormat = .bgra8Unorm // 3
metalLayer.framebufferOnly = true    // 4
metalLayer.frame = view.layer.frame  // 5
view.layer.addSublayer(metalLayer)   // 6

Going over this line by line:

  1. Create a new CAMetalLayer.
  2. You must specify the MTLDevice the layer should use. You simply set this to the device you obtained earlier.
  3. Set the pixel format to bgra8Unorm, which is a fancy way of saying “8 bytes for Blue, Green, Red and Alpha, in that order — with normalized values between 0 and 1.” This is one of only two possible formats to use for a CAMetalLayer, so normally you’d just leave this as-is.
  4. Apple encourages you to set framebufferOnly to true for performance reasons unless you need to sample from the textures generated for this layer, or if you need to enable compute kernels on the layer drawable texture. Most of the time, you don’t need to do this.
  5. You set the frame of the layer to match the frame of the view.
  6. Finally, you add the layer as a sublayer of the view’s main layer.