Implementing a multistage image filter using heaps and fences
At a glance
| Item |
Summary |
| Purpose |
Use fences to synchronize access to resources allocated on a heap. |
| App architecture |
Objective-C host code with Metal shaders; AAPLViewController hands work to AAPLRenderer, which owns heap-backed intermediate image stages before fence-ordered compute filters. |
| Main patterns |
Filter pipeline, Fence-based synchronization, Heap resource reuse |
| Scope |
High-level review of 14 scanned source files and 14 detected declarations; build assets are omitted. |
Project structure
Source bundle/
├── Renderer/
│ ├── AAPLRenderer.m
│ ├── AAPLShaders.metal
│ └── AAPLShaderTypes.h
└── Application/
├── AAPLViewController.m
├── main.m
├── WindowSceneDelegate.m
├── AAPLAppDelegate.h
├── AAPLViewController.h
└── AAPLAppDelegate.m
Structure observations
- The entry/composition boundary and renderer or operation boundary are separate in the source;
AAPLRenderer is the principal feature coordinator.
- GPU-specific logic stays in Metal shader files; shared headers bridge host/shader layouts where present.
- The tree above is intentionally pruned to composition, resource, and shader files.
Overall architecture
flowchart LR
N1["AAPLViewController"]
N2["AAPLRenderer"]
N3["heap-backed intermediate image stages"]
N4["fence-ordered compute filters"]
N1 --> N2
N2 --> N3
N3 --> N4
Reference code
Renderer/AAPLRenderer.m:402 — explicit render/compute ordering with a fence
[renderEncoder waitForFence:_fence
beforeStages:MTLRenderStageFragment];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:6];
[renderEncoder updateFence:_fence
afterStages:MTLRenderStageFragment];
Interpretation
This is the dominant control/data path: platform code composes AAPLRenderer; that object controls heap-backed intermediate image stages; GPU-visible work ends in fence-ordered compute filters. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.
Ownership and state
classDiagram
AAPLViewController *-- AAPLRenderer : _renderer
Ownership evidence
Application/AAPLViewController.m:29 — AAPLViewController creates and stores _renderer
@implementation AAPLViewController
// ...
_renderer = [[AAPLRenderer alloc] initWithMetalKitView:_view];
// ...
@end
| Owner |
Object or state |
Relationship |
Mutation authority |
AAPLViewController |
_renderer / AAPLRenderer |
Creates and stores; the diagram uses composition because construction is source-visible. |
The declaring scope performs setup and replacement. |
AAPLRenderer |
Feature-specific framework and Metal resources |
Operation-local calls or stored state; exclusive lifetime is not assumed beyond cited evidence. |
Feature setup/encoding code controls mutation and command submission. |
Class and protocol design
| Type |
Responsibility |
Depends on or conforms to |
Source |
AAPLViewController |
selects/configures the view and composes the feature objects. |
UIViewController, NSViewController |
Application/AAPLViewController.h:15 |
AAPLRenderer |
owns pipeline/resource setup and per-frame command encoding. |
NSObject, MTKViewDelegate |
Renderer/AAPLRenderer.h:11 |
AAPLAppDelegate |
handles application/window lifecycle callbacks. |
UIResponder, UIApplicationDelegate |
Application/AAPLAppDelegate.h:10 |
WindowSceneDelegate |
handles application/window lifecycle callbacks. |
UIResponder, UIWindowSceneDelegate |
Application/WindowSceneDelegate.h:11 |
AAPLFilter |
defines heap sizing and fence-synchronized texture-filter execution. |
concrete Metal/framework collaborators |
Renderer/AAPLFilter.h:14 |
AAPLDownsampleFilter |
allocates a heap texture, blits the input, generates mipmaps, and updates the fence. |
NSObject, AAPLFilter |
Renderer/AAPLFilter.m:14 |
A local protocol/conformance boundary is present, so protocol-oriented collaboration is claimed only for that seam.
Access control
| Symbol |
Access |
Verified effect |
Design reason |
AAPLAppDelegate |
header-visible |
available to translation units that import the header; this is not Swift public. |
Keep the usable surface no wider than the collaboration requires. (Application/AAPLAppDelegate.h:10) |
AAPLRenderer implementation details |
implementation-only |
native helpers, stored state, or registration code stays out of the imported header contract. |
Hide native implementation details from importing translation units. (Renderer/AAPLRenderer.m:1) |
AAPLShaders entry points |
Metal library boundary |
host code resolves named shader entry points; Swift access modifiers do not apply. |
Expose only named shader entry points needed by pipeline creation. (Renderer/AAPLShaders.metal:20) |
This sample does not use Swift private, fileprivate, or public for its native boundary. Objective-C/Objective-C++ use header versus implementation placement, C++ uses access specifiers/linkage, Python uses module conventions, and Metal entry points cross a compiled-library boundary; these are not Swift access levels.
Logic ownership and placement
| Logic |
Owning type or file |
Why it lives there |
| Selects/configures the view and composes the feature objects |
AAPLViewController — Application/AAPLViewController.h:15 |
The type’s callbacks and stored state align with this responsibility. |
| Owns pipeline/resource setup and per-frame command encoding |
AAPLRenderer — Renderer/AAPLRenderer.h:11 |
The type’s callbacks and stored state align with this responsibility. |
| Handles application/window lifecycle callbacks |
AAPLAppDelegate — Application/AAPLAppDelegate.h:10 |
The type’s callbacks and stored state align with this responsibility. |
| Handles application/window lifecycle callbacks |
WindowSceneDelegate — Application/WindowSceneDelegate.h:11 |
The type’s callbacks and stored state align with this responsibility. |
| Heap-backed intermediate image stages |
AAPLRenderer / Renderer/AAPLRenderer.m:402 |
Keeps transient-resource use and cross-stage ordering in one command-encoding owner. |
| Fence-ordered compute filters |
Renderer/AAPLShaders.metal:20 |
GPU-parallel code remains in the Metal compilation boundary. |
Shader boundary reference
Renderer/AAPLShaders.metal:20 — representative GPU entry/helper
vertex RasterizerData texturedQuadVertex( uint vertexID [[ vertex_id ]],
const device AAPLVertex * vertices [[ buffer(AAPLVertexBufferIndexVertices) ]],
constant float2 & quadScale [[ buffer(AAPLVertexBufferIndexScale) ]])
{
// ...
}
Design patterns
| Pattern |
Source evidence |
Purpose or tradeoff |
| Filter pipeline |
Renderer/AAPLRenderer.m:402 |
Makes the filter stages’ wait/draw/update dependency explicit. |
| Fence-based synchronization |
Application/AAPLViewController.m:29 |
Makes the sample’s heap-backed intermediate image stages an explicit, reviewable boundary. |
| Heap resource reuse |
Renderer/AAPLShaders.metal:20 |
Makes the sample’s heap-backed intermediate image stages an explicit, reviewable boundary. |
Naming conventions
- Role suffixes make ownership visible:
AAPLViewController, AAPLRenderer, AAPLAppDelegate, WindowSceneDelegate.
- Method names describe setup or encoding actions:
application, viewDidLoad, prefersHomeIndicatorAutoHidden, scene, sceneDidDisconnect, initWithMetalKitView, loadImages.
- Shader entry points use stage/operation names:
texturedQuadVertex, texturedQuadFragment, gaussianblurHorizontal, gaussianblurVertical.
AAPL is a sample namespace prefix, not a recommendation for production module naming; retain semantic suffixes such as Renderer, Manager, Scene, or Adapter.
Architecture takeaways
- Keep
AAPLViewController focused on composition; AAPLRenderer is the owner of heap-backed intermediate image stages.
- Treat fence-ordered compute filters as a separate execution/compilation boundary with explicit resource and data-layout contracts.
- The verified ownership edge is
AAPLViewController → _renderer; broader exclusive ownership is not inferred.
- Access-control rationale follows concrete language boundaries rather than translating every header or shader symbol into Swift terms.
Source map
| Source file |
Architectural role |
Renderer/AAPLRenderer.m |
AAPLRenderer |
Application/AAPLViewController.m |
AAPLViewController |
Renderer/AAPLShaders.metal |
entry point or feature implementation |
Application/main.m |
entry point or feature implementation |
Application/WindowSceneDelegate.m |
WindowSceneDelegate |
Renderer/AAPLShaderTypes.h |
entry point or feature implementation |
Application/AAPLAppDelegate.h |
AAPLAppDelegate |
Application/AAPLViewController.h |
AAPLViewController, AAPLViewController |
Application/AAPLAppDelegate.m |
AAPLAppDelegate |