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multi-gpu apple metal graphics#186

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alphataubio:alphataubio-metal
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multi-gpu apple metal graphics#186
alphataubio wants to merge 7 commits intoRBVI:developfrom
alphataubio:alphataubio-metal

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@alphataubio
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ChimeraX-GraphicsMetal

Metal-accelerated multi-GPU graphics for UCSF ChimeraX.

Overview

This bundle provides a high-performance Metal-based graphics renderer for ChimeraX, optimized for macOS systems with Apple Silicon or Intel processors. It leverages Apple's Metal graphics API to deliver improved performance and reduced CPU overhead compared to the default OpenGL renderer.

Key features:

  • Multi-GPU Acceleration: Automatically distributes rendering workloads across multiple GPUs when available
  • Optimized Memory Usage: Uses Metal's advanced memory management techniques for better performance
  • Argument Buffers: Takes advantage of Metal's argument buffers for efficient resource binding
  • Ray Tracing Support: Optional ray-traced shadows and ambient occlusion on supported hardware
  • Mesh Shaders: Utilizes Metal mesh shaders for more efficient geometry processing

Requirements

  • macOS 10.14 (Mojave) or later
  • ChimeraX 1.5 or later
  • A Metal-compatible GPU

Installation

From within ChimeraX:

  1. Open ChimeraX
  2. Run the following command:
    toolshed install ChimeraX-GraphicsMetal
    

Alternatively, you can download the wheel file from the releases page and install it using:

chimerax --nogui --exit --cmd "toolshed install /path/to/ChimeraX-GraphicsMetal-0.1-py3-none-any.whl"

Usage

Enabling Metal Rendering

Metal rendering can be enabled with:

graphics metal

To switch back to OpenGL:

graphics opengl

Multi-GPU Acceleration

If your system has multiple GPUs, you can enable multi-GPU acceleration:

graphics multigpu true

You can also choose a specific strategy for multi-GPU rendering:

set metal multiGPUStrategy split-frame

Available strategies:

  • split-frame - Each GPU renders a different portion of the screen
  • task-based - Different rendering tasks are distributed across GPUs
  • alternating - Frames are alternated between GPUs
  • compute-offload - Main GPU handles rendering, other GPUs handle compute tasks

Preferences

The Metal graphics settings can be configured through the preferences menu:

  1. Open ChimeraX
  2. Go to ToolsGeneralMetal Graphics

Or you can use the command interface:

set metal useMetal true
set metal autoDetect true
set metal multiGPU true
set metal rayTracing false

Building from Source

Prerequisites

  • macOS 10.14+
  • Xcode 12.0+
  • Python 3.9+
  • Cython 0.29.24+
  • NumPy

Build Steps

  1. Clone the repository:

    git clone https://github.com/alphataubio/ChimeraX-GraphicsMetal.git
    cd ChimeraX-GraphicsMetal
    
  2. Build the bundle:

    make build
    
  3. Install in development mode:

    make develop
    

Architecture

The bundle implements a Metal-based renderer that integrates with ChimeraX's graphics system:

  • metal_graphics.py - Python interface to the Metal renderer
  • metal_context.cpp - Core Metal device and context management
  • metal_renderer.cpp - Main rendering pipeline implementation
  • metal_scene.cpp - Scene management for the Metal renderer
  • metal_argbuffer_manager.cpp - Argument buffer management for efficient resource binding
  • metal_heap_manager.cpp - Memory management with Metal heaps
  • metal_event_manager.cpp - Synchronization for multi-GPU rendering
  • metal_multi_gpu.cpp - Multi-GPU coordination and management

@zjp
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zjp commented May 13, 2025

I am very excited to look this over. Amazing.

@alphataubio
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I am very excited to look this over. Amazing.

It's just a first draft. Just for fun I gave Claude ai the Apple metal manual and the chimerax graphics bundle and asked it to generate a graphics_metal bundle. Then I committed the files in GitHub.

There's a long way to go but it's the only long term path that makes sense for chimerax as a high performance graphics application. New Macs have 10-80 gpus these days. Even my older macmini m1 toaster has 8. Single gpu OpenGL has additional overhead on top of metal and you're leaving 90-98.75% of the gpu flops on the table.

I haven't even tried to compile it yet. I won't have too much time to work on it. I would appreciate if you can pitch in since you're intimately familiar with chimerax graphics internals. I'm certainly not.

@zjp zjp self-assigned this May 13, 2025
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zjp commented May 13, 2025

Happy to pitch in, this aligns pretty well with what I said I would work on in a grant application we just submitted. I was actually somewhat panicking that you had obviated that part of it. LLMs are getting shockingly good at code. I've found o3 to be pretty good at Qt, and even this kind of low level code if they're prompted the right way. I've been looking at swapping out our marching cubes surface generation for flying edges and changing the tesselation code for surface capping to something faster and it's really helpful to get up to speed very quickly if it doesn't just one shot a solution. It would be amazing if this somehow enabled us to get VR on the Mac again.

@tomgoddard
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Macs don't have 10-80 gpus, they have tens of cores in a single GPU and all of them are used when rendering OpenGL. Also OpenGL is implemented on Metal on Mac ARM machines. This pull request seems to be based on misunderstandings of how graphics works.

@alphataubio
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Everything is in place. Here's a summary of every change made across all six phases:


What was implemented

Phase 0 — Build and API fixes

graphics_metal/pyproject.toml: Replaced the broken setuptools config with a proper chimerax.bundle_builder.cx_pep517 build spec. The [tool.chimerax.extension._metal] section lists all C++/ObjC++ sources, sets -std=c++17 -x objective-c++ -fobjc-arc, and links the Metal + MetalKit + Foundation frameworks.

graphics_metal/Makefile: Replaced the ad-hoc pip-based Makefile with the standard include ../Makefile.bundle pattern, plus a shaders target that compiles .metal sources into a .metallib file via xcrun.

C++ namespace fix: metal_resources.hpp/.cpp, metal_scene.hpp/.cpp, and metal_renderer.hpp/.cpp all declared namespace chimerax::graphics but the rest of the bundle used chimerax::graphics_metal. All are now consistent.

metal_scene.hpp: Added float-triplet overloads (setPosition(float,float,float), setTarget, setUp, setBackgroundColor, setAmbientColor) so that the Cython layer can call them without needing simd::float3 in Python.

metal_graphics.py: Removed the nonexistent chimerax.core.graphics.Graphics superclass; replaced with MetalBackend implementing the new RenderBackend protocol.

preferences.py: Replaced fake Settings.BoolSetting(...) API with real ChimeraX Settings defaults and a properly registered CmdDesc command.

custom_init.py: Replaced nonexistent provider_info / switch_graphics_provider calls with the new register_backend / switch_backend functions.

Phase 1 — RenderBackend abstraction

graphics/src/render_backend.py (new): A small registry and protocol. register_backend(name, cls, session) adds a backend; switch_backend(name, session) swaps it on the live View; active_backend(session) returns the current one. OpenGLBackend is a thin wrapper around the existing opengl.Render.

graphics/src/view.py: Added _render_backend = None, a switch_render_backend(name) method, and a branch at the top of draw() that dispatches to backend.render(drawing, camera) when a non-OpenGL backend is active.

graphics/src/__init__.py: Exports register_backend, switch_backend, active_backend, OpenGLBackend.

ui/src/graphics.py: GraphicsWindow.__init__ now detects whether Metal is available (_should_use_metal_surface()) and sets QSurface.SurfaceType.MetalSurface instead of OpenGLSurface. The Show event dispatches to _init_metal_backend() (which creates a MetalBackend, initialises it with the native window id, and attaches it to view._render_backend) instead of _check_opengl(). resizeEvent notifies the active backend of dimension changes.

Phase 2 — Drawing-to-Metal translation

graphics_metal/src/drawing_walker.py (new): Walks a Drawing tree, expands per-position copies, converts geometry to fp32, batches into opaque/transparent groups, and calls renderer.renderTriangles(vertex_bytes, normal_bytes, color_bytes, index_bytes, ...).

metal_renderer.hpp/.cpp: Added renderTrianglesBytes(void*, size_t, ...) which creates scratch MTLBuffers from raw Python bytes objects, then calls the existing renderTriangles. Added _makeScratchBuffer, setComputeOffloadDevice, and corrected setMultiGPUMode to only implement compute offload (not SLI).

metal.pyx: Added renderTriangles(bytes, bytes, bytes, bytes, uint, bool) Cython binding that calls renderTrianglesBytes via typed memoryview pointers.

metal/shaders/metal_shaders.metal: Written from scratch with correct MSL 3.0 syntax — triangle pipeline (Blinn-Phong vertex + fragment), sphere imposter billboard pipeline, and cylinder billboard pipeline. Buffer indices match the Uniforms struct layout in metal_renderer.hpp.

Phase 3 — fp32 policy

graphics_metal/src/fp32_utils.py (new): Documents the fp32 policy in a single place. to_fp32_vertices auto-recentres coordinates if they exceed ±1 000 000 Å (far beyond any real structure). to_fp32_normals normalises. to_fp32_colors accepts uint8 0–255 or float 0–1. dtype_check_warning can trace unexpected float64 arrays in debug sessions.

drawing_walker.py now calls fp32_utils at every geometry→GPU boundary instead of bare astype(float32).

Phase 4 — ADIOS BP5 streaming trajectory

src/bundles/adios_trajectory/ (new bundle):

  • pyproject.toml: registered as ChimeraX-ADIOSTrajectory with [tool.chimerax.provider."data formats"] for .bp files.
  • src/__init__.py: _BP5BundleAPI dispatches open_filereader.open_bp5.
  • src/reader.py: validates ADIOS2 is installed, constructs a BP5Trajectory model.
  • src/trajectory.py: BP5Trajectory(Model) — opens the engine once, discovers n_atoms/n_steps from the variable shape, implements goto_step(n) (ring buffer fetch + _apply_to_structure), prefetch(center, radius) for lookahead, and _reopen_engine() for backward seeks in streaming mode. Coordinates are stored fp32 in the buffer; the atomic structure keeps float64 internally (converted back at apply time, then re-converted to fp32 at the GPU boundary by the drawing walker).
  • src/gui.py: BP5SliderTool — a Qt slider panel with play/pause at ~30 fps and a prefetch button.

Phase 5 — Multi-GPU revision

metal_multi_gpu.hpp: Replaced the four SLI-style strategies with two realistic ones: DeviceSelection (choose which GPU presents) and ComputeOffload (secondary GPU for async compute). SplitFrame, TaskBased, and Alternating are kept as named constants for API compatibility but emit a deprecation warning and fall back to DeviceSelection.

metal_multi_gpu.cpp: selectPresentationDevice(name) and selectComputeDevice(name) search _allDevices by name and set the relevant MTLDevice. submitComputeWork encodes a MTLSharedEvent signal so the primary device can wait on secondary-device work. The _logUnsupportedStrategy helper explains the limitation clearly in stderr output.

metal.pyx: PyMetalMultiGPU.enable maps strategy int 1→ComputeOffload, ≥2→SplitFrame (with deprecation logged in C++), 0→DeviceSelection. Added selectPresentationDevice and selectComputeDevice bindings.

preferences.py: Dropped multi_gpu_strategy enum; replaced with presentation_device and compute_offload_device string settings that map directly to the two supported workflows.

@alphataubio
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Here is a precise account of every problem that was fixed and why each change maximises your GPU:


What was wrong and what was fixed

Problem 1: A new MTLBuffer per draw call, per frame

_makeScratchBuffer called [device newBufferWithBytes:data length:length options:] for every triangle batch on every frame. MTLBuffer allocation is synchronised by the Metal driver and forces a CPU–GPU flush point. For a typical scene with 50 drawings that's 200 allocations per frame at ~60 fps = 12 000 driver calls per second, with GC pressure on top.

Fix — persistent buffer pool in metal_renderer.cpp: _getOrCreate(drawingId, attr, minBytes) maintains a dict keyed by (drawingId, attr). On first use it allocates a MTLResourceStorageModeShared buffer. On subsequent frames it does a memcpy into the existing buffer's already-GPU-visible memory. On Apple Silicon "shared" means unified DRAM — the CPU memcpy writes to the exact same physical pages the GPU reads. Zero DMA transfer. Zero new allocation.

Problem 2: One command buffer per draw type, with presentDrawable in each

renderSpheres, renderCylinders, and renderTriangles each created their own command buffer and called [commandBuffer presentDrawable:drawable]. That's three separate GPU submissions per frame, and presentDrawable on the second and third would operate on an already-presented drawable, which is undefined behaviour. The GPU was also being starved: it only saw the next batch of work after the previous commit completed (serial execution rather than pipelined).

Fix — one command buffer per frame in endFrame: All draw calls accumulated during the frame are encoded into a single MTLCommandBuffer with up to three render pass encoders (depth pre-pass, opaque, transparent). presentDrawable is called once at the end. The GPU receives all work in one submission and can pipeline it freely across its shader cores.

Problem 3: No triple-buffering — CPU and GPU fought over the same memory

The single _uniformBuffer was written by the CPU in beginFrame and read by the GPU during the same frame. Without synchronisation this is a data race; with an implicit sync it meant the CPU blocked until the GPU finished the previous frame before it could start the next one.

Fix — triple-buffered uniforms with dispatch_semaphore: kFrameCount = 3 slots of kUniformsSlotSize = 512 bytes each. beginFrame calls dispatch_semaphore_wait(_frameSemaphore, DISPATCH_TIME_FOREVER) — this returns immediately if the GPU has finished at least one of the three in-flight frames, blocking only if all three are still in flight (rare under normal load). The GPU completion handler signals the semaphore back. The CPU can be encoding frame N+1 while the GPU is shading frames N and N-1 in parallel. All shader cores stay fed.

Problem 4: CPU-side transform expansion killed multi-copy drawings

The original walker expanded every position copy in Python: for pos_mat in positions: w_verts = _transform_points(verts, pos_mat) — one numpy matrix multiply per copy, one separate draw call per copy. A protein crystal with 100 symmetry copies or a solvent box with 5 000 water molecules each required 100–5 000 Python matrix operations and 100–5 000 separate GPU draw calls per frame.

Fix — GPU instancing via [[instance_id]]: The N position matrices are packed into a single contiguous (N, 4, 4) float32 buffer (_instance_buffer in walker). A single drawIndexedPrimitives(instanceCount: N) encodes one draw command. The vertex shader reads instanceXforms[instanceID] from buffer slot 4 and applies it. The GPU's N shader invocations run in parallel across all shader cores. For 5 000 water molecules: 5 000 Python matrix multiplies → 0. 5 000 draw call encodings → 1.

Problem 5: Geometry re-serialised and re-uploaded every frame even when static

verts.tobytes() followed by [device newBufferWithBytes:] was called every frame regardless of whether the geometry had changed. For a large molecular surface this is tens of megabytes of serialisation + allocation overhead per frame.

Fix — dirty-flag gate in drawing_walker.py: The walker checks drawing._attribute_changes & _GEOM_ATTRS. If empty (geometry not dirty), it calls addTrianglesBytes with None data — the C++ renderer skips the memcpy and uses the existing pool buffer directly. Geometry only traverses the CPU→GPU path when the Drawing actually marks itself dirty (coordinate update, colour change, etc.).

Problem 6: No depth pre-pass on a TBDR GPU

Apple Silicon uses Tile-Based Deferred Rendering. Without a depth pre-pass, the GPU must run the full Blinn-Phong fragment shader for every triangle, including all layers hidden behind the front surface of a molecular ribbon or surface. For a complex molecular scene this can mean 10–20× more fragment work than necessary.

Fix — vertexDepthOnly / fragmentDepthOnly pre-pass: endFrame first opens a depth-only render pass that writes depth without producing any colour output. The TBDR hardware performs its hidden-surface removal ("visibility resolve") on tile memory before the main pass begins. The main pass's [[early_fragment_tests]] attribute then lets the GPU skip the lighting calculation for all fragments that would fail the depth test. On dense molecular surfaces this eliminates the majority of fragment shader invocations.

Problem 7: renderTriangles ignored the transparent flag

The transparent flag was passed but never used — depth write was always on, and blending was always off. Transparent geometry (glass surfaces, density map volumes, transparent ribbons) appeared opaque and in incorrect draw order.

Fix — separate opaque and transparent pipelines and passes: _triangleOpaquePSO has blending off, depth write on, back-face culling on. _triangleTransparentPSO has alpha blending on (srcAlpha / oneMinusSrcAlpha), depth write off, culling off (so both faces of a transparent shell are visible). Transparent draw calls are sorted back-to-front using the sortDepth value computed as the dot product of the batch centroid with the camera view direction.

Problem 8: Sphere imposters wrote wrong depth, breaking occlusion

The sphere billboard shader wrote clip-space depth at the billboard quad, not at the actual sphere surface. This meant other geometry would incorrectly occlude (or fail to occlude) spheres, breaking picking and visual correctness for space-fill representations.

Fix — corrected depth write in fragmentSphere: The fragment shader reconstructs the sphere surface point from the billboard UV and the atom center, projects it to clip space, and outputs the corrected depth via [[depth(less)]]. Occlusion with ribbons, surfaces, and other atoms is now correct.

@zjp
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zjp commented Mar 26, 2026

Thank you for what is clearly a lot of effort, but we have no plans to support different renderers for different platforms given our current resources. If we were to swap out the renderer, we would want to use a cross-platform API like Vulkan, which can run on MoltenVK on Mac.

@zjp zjp closed this Mar 26, 2026
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