Metal Performance Shaders provide MPSMatrix
and MPSMatrixMultiplication
objects to perform matrix multiplication on the GPU. The code below demonstrates multiplication of two matrices.
import MetalPerformanceShaders
// Arrays that represent 2D matrices, rows and columns are defined for each array
// Note that if matrix A is m x n then matrix B must be n x p thus matrix C is m x p
let a: [Float] = [5, 2, 3,
4, 5, 6,
7, 8, 9]
let b: [Float] = [1, 2, 3, 4,
4, 5, 6, 7,
1, 3, 2, 1]
let rowsA = 3
let columnsA = 3
let rowsB = columnsA
let columnsB = 4
let rowsC = rowsA
let columnsC = columnsB
// Setup the Metal matrices
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("Failed to get GPU (Metal device)")
}
let rowBytesA = columnsA * MemoryLayout<Float>.stride
let rowBytesB = columnsB * MemoryLayout<Float>.stride
let rowBytesC = columnsC * MemoryLayout<Float>.stride
let bufferA = device.makeBuffer(bytes: a, length: rowsA * rowBytesA, options: .storageModeShared)!
let bufferB = device.makeBuffer(bytes: b, length: rowsB * rowBytesB, options: .storageModeShared)!
let bufferC = device.makeBuffer(length: rowsC * rowBytesC, options: .storageModeShared)!
let descA = MPSMatrixDescriptor(dimensions: rowsA, columns: columnsA, rowBytes: rowBytesA, dataType: .float32)
let descB = MPSMatrixDescriptor(dimensions: rowsB, columns: columnsB, rowBytes: rowBytesB, dataType: .float32)
let descC = MPSMatrixDescriptor(dimensions: rowsC, columns: columnsC, rowBytes: rowBytesC, dataType: .float32)
let matrixA = MPSMatrix(buffer: bufferA, descriptor: descA)
let matrixB = MPSMatrix(buffer: bufferB, descriptor: descB)
let matrixC = MPSMatrix(buffer: bufferC, descriptor: descC)
// Perform matrix multiplication using Metal
let commandBuffer = device.makeCommandQueue()!.makeCommandBuffer()!
let mul = MPSMatrixMultiplication(device: device, resultRows: rowsC, resultColumns: columnsC, interiorColumns: columnsA)
mul.encode(commandBuffer: commandBuffer, leftMatrix: matrixA, rightMatrix: matrixB, resultMatrix: matrixC)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
// Print result
let rawPointer = matrixC.data.contents()
let floatPointer = rawPointer.bindMemory(to: Float.self, capacity: rowsC * columnsC)
let bufferPointer = UnsafeBufferPointer(start: floatPointer, count: rowsC * columnsC)
let arrayC = Array(bufferPointer)
for i in 0..<matrixC.rows {
for j in 0..<matrixC.columns {
print(arrayC[i * matrixC.columns + j], terminator: " ")
}
print("")
}
Compile and run the code using the commands shown below. In macOS, you must link to the Core Graphics framework to get a Metal device object. This is required for apps that don't use graphics such as command line tools or scripts.
swiftc -framework CoreGraphics -Ounchecked matmul-metal.swift
./matmul-metal
The output is:
16.0 29.0 33.0 37.0
30.0 51.0 54.0 57.0
48.0 81.0 87.0 93.0
Gavin Wiggins © 2024.
Made on a Mac with Genja. Hosted on GitHub Pages.