Conversation
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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. |
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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. |
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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. |
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Everything is in place. Here's a summary of every change made across all six phases: What was implementedPhase 0 — Build and API fixes
C++ namespace fix:
Phase 1 — RenderBackend abstraction
Phase 2 — Drawing-to-Metal translation
Phase 3 — fp32 policy
Phase 4 — ADIOS BP5 streaming trajectory
Phase 5 — Multi-GPU revision
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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 fixedProblem 1: A new
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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. |
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:
Requirements
Installation
From within ChimeraX:
Alternatively, you can download the wheel file from the releases page and install it using:
Usage
Enabling Metal Rendering
Metal rendering can be enabled with:
To switch back to OpenGL:
Multi-GPU Acceleration
If your system has multiple GPUs, you can enable multi-GPU acceleration:
You can also choose a specific strategy for multi-GPU rendering:
Available strategies:
split-frame- Each GPU renders a different portion of the screentask-based- Different rendering tasks are distributed across GPUsalternating- Frames are alternated between GPUscompute-offload- Main GPU handles rendering, other GPUs handle compute tasksPreferences
The Metal graphics settings can be configured through the preferences menu:
Tools→General→Metal GraphicsOr you can use the command interface:
Building from Source
Prerequisites
Build Steps
Clone the repository:
Build the bundle:
Install in development mode:
Architecture
The bundle implements a Metal-based renderer that integrates with ChimeraX's graphics system:
metal_graphics.py- Python interface to the Metal renderermetal_context.cpp- Core Metal device and context managementmetal_renderer.cpp- Main rendering pipeline implementationmetal_scene.cpp- Scene management for the Metal renderermetal_argbuffer_manager.cpp- Argument buffer management for efficient resource bindingmetal_heap_manager.cpp- Memory management with Metal heapsmetal_event_manager.cpp- Synchronization for multi-GPU renderingmetal_multi_gpu.cpp- Multi-GPU coordination and management