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

Streaming large images with Metal sparse textures

At a glance

Item Summary
Purpose Limit texture memory usage for large textures by loading or unloading image detail on the basis of MIP and tile region.
App architecture Objective-C, Objective-C++ host code with Metal shaders; AAPLViewController hands work to AAPLRenderer, which owns sparse-texture residency manager before tile mapping and sampled rendering.
Main patterns Resource manager, Explicit residency state, Renderer boundary
Scope High-level review of 19 scanned source files and 19 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:310 — asynchronous sparse-residency update

    dispatch_async(_dispatch_queue, ^{
        // Process the sparse texture access counters, and map and blit tiles.
        [self->_sparseTexture update:self->_currentBufferIndex];
    });

Interpretation

This is the dominant control/data path: platform code composes AAPLRenderer; that object controls sparse-texture residency manager; GPU-visible work ends in tile mapping and sampled rendering. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.

Ownership and state

Ownership evidence

Application/AAPLViewController.m:41AAPLViewController creates and stores _renderer

@implementation AAPLViewController
// ...
    _renderer = [[AAPLRenderer alloc] initWithMetalKitView:_mtkView];
// ...
@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. PlatformViewController Application/AAPLViewController.h:20
AAPLRenderer owns pipeline/resource setup and per-frame command encoding. NSObject Renderer/AAPLRenderer.h:12
AAPLAppDelegate handles application/window lifecycle callbacks. UIResponder, UIApplicationDelegate, NSObject Application/AAPLAppDelegate.h:13
WindowSceneDelegate handles application/window lifecycle callbacks. UIResponder, UIWindowSceneDelegate Application/WindowSceneDelegate.h:16
AAPLPointerLRUCache tracks least-recently used tile pointers and promotes cache hits before sparse-tile eviction. std::list, std::unordered_map Renderer/Sparse Texture/AAPLPointerLRUCache.h:14
TextureTile records a sparse tile’s coordinate, mip level, mapping state, and in-flight frame-retention count. MTLOrigin, TileState Renderer/Sparse Texture/AAPLSparseTexture.mm:83

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:13)
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:60)

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:20 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:13 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.
Sparse-texture residency manager AAPLRenderer / Renderer/AAPLRenderer.m:31 Keeps Metal/framework setup and encoding out of entry or lifecycle code.
Tile mapping and sampled rendering Renderer/Shaders/AAPLShaders.metal:60 GPU-parallel code remains in the Metal compilation boundary.

Shader boundary reference

Renderer/Shaders/AAPLShaders.metal:60 — representative GPU entry/helper

fragment half4 forwardFragment(FragmentIn in [[stage_in]],
                               texture2d<half, access::sample> baseColorTexture [[texture(AAPLTextureIndexBaseColor)]],
                               constant SampleParams& sample                    [[buffer(AAPLBufferIndexSampleParams)]])
{
    // ...
}

Design patterns

Pattern Source evidence Purpose or tradeoff
Resource manager Renderer/AAPLRenderer.m:31 Makes the sample’s sparse-texture residency manager an explicit, reviewable boundary.
Explicit residency state Application/AAPLViewController.m:41 Makes the sample’s sparse-texture residency manager an explicit, reviewable boundary.
Renderer boundary Renderer/Shaders/AAPLShaders.metal:60 UI/lifecycle code composes a renderer while GPU state and encoding stay together.

Naming conventions

  • Role suffixes make ownership visible: AAPLViewController, AAPLRenderer, AAPLAppDelegate, WindowSceneDelegate.
  • Method names describe setup or encoding actions: application, applicationDidFinishLaunching, applicationWillTerminate, applicationShouldTerminateAfterLastWindowClosed, viewDidLoad, optionsChanged, mtkView.
  • Shader entry points use stage/operation names: forwardFragment, forwardPlaneVertex, forwardWithSparseTextureFragment, debugSparseTextureQuadVertex, debugSparseTextureQuadFragment.
  • 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 sparse-texture residency manager.
  • Treat tile mapping and sampled rendering 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 FragmentIn
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, AAPLAppDelegate
Application/AAPLViewController.h AAPLViewController