Sample CodeiOS, iPadOS, Mac Catalyst, macOSReviewed 2026-07-21View on Apple Developer

Implementing order-independent transparency with image blocks

At a glance

Item Summary
Purpose Draw overlapping, transparent surfaces in any order by using tile shaders and image blocks.
App architecture Objective-C host code with Metal shaders; AAPLViewController hands work to AAPLRenderer, which owns image-block render-pass setup before tile-local transparency resolve.
Main patterns Renderer boundary, Tile-local accumulation, Host-shader data contract
Scope High-level review of 15 scanned source files and 14 detected declarations; build assets are omitted.

Project structure

Source bundle/
├── Renderer/
│   ├── AAPLRenderer.m
│   └── Shaders/
│       ├── AAPLShaders.metal
│       └── AAPLShaderTypes.h
└── Application/
    ├── AAPLViewController.m
    ├── main.m
    ├── WindowSceneDelegate.m
    ├── AAPLAppDelegate.h
    ├── AAPLAppDelegate.m
    └── AAPLViewController.h

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

Reference code

Renderer/AAPLRenderer.m:480 — tile initialization, transparent draws, and final blend

    id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:_forwardRenderPassDescriptor];
    renderEncoder.label = @"Forward Pass";

    // Initialize the image block's memory before rendering.
    [renderEncoder pushDebugGroup:@"Init Image Block"];
    [renderEncoder setRenderPipelineState:_initImageBlockPipeline];
    [renderEncoder dispatchThreadsPerTile:_optimalTileSize];
    [renderEncoder popDebugGroup];

    id<MTLBuffer> _actorParamsBuffers   [MaxBuffersInFlight];
    id<MTLBuffer> _cameraParamsBuffers  [MaxBuffersInFlight];

Interpretation

This is the dominant control/data path: platform code composes AAPLRenderer; that object controls image-block render-pass setup; GPU-visible work ends in tile-local transparency resolve. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.

Ownership and state

Ownership evidence

Application/AAPLViewController.m:36AAPLViewController creates and stores _renderer

    _renderer = [[AAPLRenderer alloc] initWithMetalKitView:_mtkView];

    NSAssert(_renderer, @"Renderer failed to initialize");

    [_renderer mtkView:_mtkView drawableSizeWillChange:_mtkView.drawableSize];

    _mtkView.delegate = _renderer;
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. PlatformViewController Application/AAPLViewController.h:21
AAPLRenderer owns pipeline/resource setup and per-frame command encoding. NSObject, MTKViewDelegate Renderer/AAPLRenderer.h:12
AAPLAppDelegate handles application/window lifecycle callbacks. UIResponder, UIApplicationDelegate, NSObject Application/AAPLAppDelegate.h:14
WindowSceneDelegate handles application/window lifecycle callbacks. UIResponder, UIWindowSceneDelegate Application/WindowSceneDelegate.h:16
AAPLActor stores color and transform state for a quad-mesh instance. NSObject Renderer/AAPLActor.m:10

Framework delegate conformance is a callback seam; the source does not justify calling the whole app protocol-oriented.

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:14)
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/Shaders/AAPLShaders.metal:100)

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 AAPLViewControllerApplication/AAPLViewController.h:21 The type’s callbacks and stored state align with this responsibility.
Owns pipeline/resource setup and per-frame command encoding AAPLRendererRenderer/AAPLRenderer.h:12 The type’s callbacks and stored state align with this responsibility.
Handles application/window lifecycle callbacks AAPLAppDelegateApplication/AAPLAppDelegate.h:14 The type’s callbacks and stored state align with this responsibility.
Handles application/window lifecycle callbacks WindowSceneDelegateApplication/WindowSceneDelegate.h:16 The type’s callbacks and stored state align with this responsibility.
Image-block render-pass setup AAPLRenderer / Renderer/AAPLRenderer.m:480 Keeps tile initialization, transparent draws, and blending in one render-encoding owner.
Tile-local transparency resolve Renderer/Shaders/AAPLShaders.metal:100 Per-pixel-layer insertion remains in the Metal compilation boundary.

Shader boundary reference

Renderer/Shaders/AAPLShaders.metal:100 — image-block transparent-fragment insertion

fragment TransparentFragmentStore processTransparentFragment

Design patterns

Pattern Source evidence Purpose or tradeoff
Renderer boundary Renderer/AAPLRenderer.m:480 UI/lifecycle code composes a renderer while image-block encoding stays together.
Tile-local accumulation Application/AAPLViewController.m:36 Makes the sample’s image-block render-pass setup an explicit, reviewable boundary.
Host-shader data contract Renderer/AAPLRenderer.m:9 Shared indices/structs and matching bindings couple host encoding to shader signatures deliberately.

Naming conventions

  • Role suffixes make ownership visible: AAPLViewController, AAPLRenderer, AAPLAppDelegate, WindowSceneDelegate.
  • Method names describe setup or encoding actions: application, applicationShouldTerminateAfterLastWindowClosed, viewDidLoad, acceptsFirstResponder, updateTransparencyMethod, toggleRotation, viewDidAppear.
  • Shader entry points use stage/operation names: quadPassVertex.
  • 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 image-block render-pass setup.
  • Treat tile-local transparency resolve 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/Shaders/AAPLShaders.metal TransparentFragmentValues, TransparentFragmentStore
Application/main.m entry point or feature implementation
Application/WindowSceneDelegate.m WindowSceneDelegate
Renderer/Shaders/AAPLShaderTypes.h entry point or feature implementation
Application/AAPLAppDelegate.h AAPLAppDelegate, AAPLAppDelegate
Application/AAPLAppDelegate.m AAPLAppDelegate, AAPLAppDelegate
Application/AAPLViewController.h AAPLViewController