AgentSkillsCN

axiom-ios-graphics

在进行任何 GPU 渲染、Metal、OpenGL 迁移、着色器、帧率,或显示性能相关的操作时使用——涵盖 Metal 迁移、着色器转换、可变刷新率、ProMotion、渲染循环等技术。

SKILL.md
--- frontmatter
name: axiom-ios-graphics
description: Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, frame rate, or display performance. Covers Metal migration, shader conversion, variable refresh rate, ProMotion, render loops.
license: MIT

iOS Graphics Router

You MUST use this skill for ANY GPU rendering, graphics programming, or display performance work.

When to Use

Use this router when:

  • Porting OpenGL/OpenGL ES code to Metal
  • Porting DirectX code to Metal
  • Converting GLSL/HLSL shaders to Metal Shading Language
  • Setting up MTKView or CAMetalLayer
  • Debugging GPU rendering issues (black screen, wrong colors, crashes)
  • Evaluating translation layers (MetalANGLE, MoltenVK)
  • Optimizing GPU performance or fixing thermal throttling
  • App stuck at 60fps on ProMotion device
  • Configuring CADisplayLink or render loops
  • Variable refresh rate display issues

Routing Logic

Metal Migration

Strategy decisions/skill axiom-metal-migration

  • Translation layer vs native rewrite decision
  • Project assessment and migration planning
  • Anti-patterns and common mistakes
  • Pressure scenarios for deadline resistance

API reference & conversion/skill axiom-metal-migration-ref

  • GLSL → MSL shader conversion tables
  • HLSL → MSL shader conversion tables
  • GL/D3D API → Metal API equivalents
  • MTKView setup, render pipelines, compute shaders
  • Complete WWDC code examples

Diagnostics/skill axiom-metal-migration-diag

  • Black screen after porting
  • Shader compilation errors
  • Wrong colors or coordinate systems
  • Performance regressions
  • Time-cost analysis per diagnostic path

Display Performance

Frame rate & render loops/skill axiom-display-performance

  • App stuck at 60fps on ProMotion (120Hz) device
  • MTKView or CADisplayLink configuration
  • Variable refresh rate optimization
  • System caps (Low Power Mode, Limit Frame Rate, Adaptive Power)
  • Frame budget math (8.33ms for 120Hz)
  • Measuring actual vs reported frame rate

Decision Tree

  1. Translation layer vs native rewrite? → metal-migration
  2. Porting / converting code to Metal? → metal-migration
  3. API reference / shader conversion tables? → metal-migration-ref
  4. MTKView / render pipeline setup? → metal-migration-ref
  5. Something broken after porting (black screen, wrong colors)? → metal-migration-diag
  6. Stuck at 60fps on ProMotion device? → display-performance
  7. CADisplayLink / variable refresh rate? → display-performance
  8. Frame rate not as expected? → display-performance

Anti-Rationalization

ThoughtReality
"I'll just translate the shaders line by line"GLSL→MSL has type, coordinate, and precision differences. metal-migration-ref has conversion tables.
"MetalANGLE will handle everything"Translation layers have significant limitations for production. metal-migration evaluates the trade-offs.
"It's just a black screen, probably a simple bug"Black screen has 6 distinct causes. metal-migration-diag diagnoses in 5 min vs 30+ min.
"My app runs at 60fps, that's fine"ProMotion devices support 120Hz. display-performance configures the correct frame rate.

Critical Patterns

metal-migration:

  • Translation layer (MetalANGLE) for quick demos
  • Native Metal rewrite for production
  • State management differences (GL stateful → Metal explicit)
  • Coordinate system gotchas (Y-flip, NDC differences)

metal-migration-ref:

  • Complete shader type mappings
  • API equivalent tables
  • MTKView vs CAMetalLayer decision
  • Render pipeline setup patterns

metal-migration-diag:

  • GPU Frame Capture workflow (2-5 min vs 30+ min guessing)
  • Shader debugger for variable inspection
  • Metal validation layer for API misuse
  • Performance regression diagnosis

display-performance:

  • MTKView defaults to 60fps (must set preferredFramesPerSecond = 120)
  • CADisplayLink preferredFrameRateRange for explicit rate control
  • System caps: Low Power Mode, Limit Frame Rate, Thermal, Adaptive Power (iOS 26)
  • 8.33ms frame budget for 120Hz
  • UIScreen.maximumFramesPerSecond lies; CADisplayLink tells truth

Example Invocations

User: "Should I use MetalANGLE or rewrite in native Metal?" → Invoke: /skill axiom-metal-migration

User: "I'm porting projectM from OpenGL ES to iOS" → Invoke: /skill axiom-metal-migration

User: "How do I convert this GLSL shader to Metal?" → Invoke: /skill axiom-metal-migration-ref

User: "Setting up MTKView for the first time" → Invoke: /skill axiom-metal-migration-ref

User: "My ported app shows a black screen" → Invoke: /skill axiom-metal-migration-diag

User: "Performance is worse after porting to Metal" → Invoke: /skill axiom-metal-migration-diag

User: "My app is stuck at 60fps on iPhone Pro" → Invoke: /skill axiom-display-performance

User: "How do I configure CADisplayLink for 120Hz?" → Invoke: /skill axiom-display-performance

User: "ProMotion not working in my Metal app" → Invoke: /skill axiom-display-performance