At a glance
| Item |
Summary |
| Purpose |
Use Metal to find GPUs and perform calculations on them. |
| App architecture |
Objective-C host code with Metal shaders; Command-line main hands work to MetalAdder, which owns command-line MetalAdder orchestration before parallel add compute kernel. |
| Main patterns |
Command object, Compute pipeline, Host-shader data contract |
| Scope |
High-level review of 4 scanned source files and 2 detected declarations; build assets are omitted. |
Project structure
Source bundle/
└── MetalComputeBasic/
├── main.m
├── add.metal
├── MetalAdder.m
└── MetalAdder.h
Structure observations
- The entry/composition boundary and renderer or operation boundary are separate in the source;
MetalAdder 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["Command-line main"]
N2["MetalAdder"]
N3["command-line MetalAdder orchestration"]
N4["parallel add compute kernel"]
N1 --> N2
N2 --> N3
N3 --> N4
Reference code
MetalComputeBasic/main.m:32 — feature handoff or setup anchor
MetalAdder* adder = [[MetalAdder alloc] initWithDevice:device];
// Create buffers to hold data
[adder prepareData];
// Send a command to the GPU to perform the calculation.
[adder sendComputeCommand];
Interpretation
This is the dominant control/data path: platform code composes MetalAdder; that object controls command-line MetalAdder orchestration; GPU-visible work ends in parallel add compute kernel. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.
Ownership and state
classDiagram
main *-- MetalAdder : adder
Ownership evidence
MetalComputeBasic/main.m:32 — main creates for a local scope adder
MetalAdder* adder = [[MetalAdder alloc] initWithDevice:device];
// Create buffers to hold data
[adder prepareData];
// Send a command to the GPU to perform the calculation.
[adder sendComputeCommand];
| Owner |
Object or state |
Relationship |
Mutation authority |
main |
adder / MetalAdder |
Creates for a local scope; the diagram uses composition because construction is source-visible. |
The declaring scope performs setup and replacement. |
MetalAdder |
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 |
MetalAdder |
encapsulates the feature operation and its framework/GPU resources. |
NSObject |
MetalComputeBasic/MetalAdder.h:13 |
No local protocol abstraction is present; the sample uses concrete framework, operation, or model types at this boundary.
Access control
| Symbol |
Access |
Verified effect |
Design reason |
MetalAdder |
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. (MetalComputeBasic/MetalAdder.h:13) |
MetalAdder 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. (MetalComputeBasic/MetalAdder.m:1) |
add 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. (MetalComputeBasic/add.metal:11) |
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 |
| Encapsulates the feature operation and its framework/GPU resources |
MetalAdder — MetalComputeBasic/MetalAdder.h:13 |
The type’s callbacks and stored state align with this responsibility. |
| Command-line MetalAdder orchestration |
MetalAdder / MetalComputeBasic/main.m:32 |
Keeps Metal/framework setup and encoding out of entry or lifecycle code. |
| Parallel add compute kernel |
MetalComputeBasic/add.metal:11 |
GPU-parallel code remains in the Metal compilation boundary. |
Shader boundary reference
MetalComputeBasic/add.metal:11 — representative GPU entry/helper
kernel void add_arrays(device const float* inA,
device const float* inB,
device float* result,
uint index [[thread_position_in_grid]])
{
// the for-loop is replaced with a collection of threads, each of which
// calls this function.
result[index] = inA[index] + inB[index];
}
Design patterns
| Pattern |
Source evidence |
Purpose or tradeoff |
| Command object |
MetalComputeBasic/main.m:32 |
Makes the sample’s command-line MetalAdder orchestration an explicit, reviewable boundary. |
| Compute pipeline |
MetalComputeBasic/main.m:32 |
Makes the sample’s command-line MetalAdder orchestration an explicit, reviewable boundary. |
| Host-shader data contract |
MetalComputeBasic/main.m:1 |
Shared indices/structs and matching bindings couple host encoding to shader signatures deliberately. |
Naming conventions
- Role suffixes make ownership visible:
MetalAdder.
- Method names describe setup or encoding actions:
initWithDevice, prepareData, sendComputeCommand, encodeAddCommand, generateRandomFloatData, verifyResults.
- Shader entry points use stage/operation names:
add_arrays.
- Names favor concrete domain roles and target-local types; no broad
public library namespace is introduced.
Architecture takeaways
- Keep
Command-line main focused on composition; MetalAdder is the owner of command-line MetalAdder orchestration.
- Treat parallel add compute kernel as a separate execution/compilation boundary with explicit resource and data-layout contracts.
- The verified ownership edge is
main → adder; 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 |
MetalComputeBasic/main.m |
entry point or feature implementation |
MetalComputeBasic/add.metal |
entry point or feature implementation |
MetalComputeBasic/MetalAdder.m |
MetalAdder |
MetalComputeBasic/MetalAdder.h |
MetalAdder |