Contributing

Metal.jl is an especially accessible GPU backend with the presence of GPUs on Apple's recent popular Macbooks. As a result, an average Julia user can now develop and test GPU-accelerated code locally on their laptop. If you're using this package and see a bug or want some additional functionality, this page is for you. Hopefully this information helps encourage you to contribute to the package yourself.

What needs help?

If you didn't come to this page with your own feature to add, look at the current issues in the git repo for bugs and requested functionality.

I'm a beginner, can I help?

Yes, but you may spend more time learning rather than directly contributing at the start. Depending on what your goals are though, this might be desirable. There are differing levels of difficulty when considering contributions to Metal.jl. If you're new to these things, check the issues for "Good First Issue" tags, look at the documentation for areas that could be added (beginners are especially good at detecting these sort of deficiencies), or message on the Slack #gpu channel asking for guidance.

Regardless, if you've never used Metal.jl before, it'd probably be best to gain some exposure to it before trying to contibute. You might run into bugs yourself or discover some area you'd really like to help with.

General Workflow for Adding Functionality

If you're adding some functionality that originates from Metal Shading Language (MSL) directly (rather than high-level Julia functionality), the workflow will likely look like the below. If you're adding something that only relies on pure Julia additions, you will skip the first two steps.

  1. Create low-level, Julia wrappers for the Obj-C interface
  2. Create high-level Julia structures and functionality
  3. Create tests for added functionality

Mapping to Metal Intrinsics

Some Metal functions map directly to Apple intermediate representation intrinsics. In this case, wrapping them into Metal.jl is relatively easy. All that needs to be done is to create a mapping from a Julia function via a simple ccall. See the threadgroup barrier implementation for reference.

However, the Metal documentation doesn't tell you what the format of the intrinsic names should be. To find this out, you need to create your own test kernel directly in the Metal Shading Language, compile it using Apple's tooling, then view the created intermediate representation (IR).

Reverse-Engineering Bare MSL/Apple IR

First, you need to write an MSL kernel that uses the functionality you're interested in. For example,

#include <metal_stdlib>

using namespace metal;

kernel void dummy_kernel(device volatile atomic_float* out,
                        uint i [[thread_position_in_grid]])
{
    atomic_store_explicit(&out[i], 0.0f, memory_order_relaxed);
}

To compile with Metal's tools and emit human-readable IR, run something roughly along the lines of: xcrun metal -S -emit-llvm dummy_kernel.metal

This will create a .ll file that you can then parse for whatever information you need. Be sure to double-check the metadata at the bottom for any significant changes your functionality introduces.

Test with different types and configurations to see what changes are caused. Also ensure that when writing very simple kernels, whatever you're interested in doesn't get optimized away. Double-check that the kernel's IR makes sense for what you wrote.

Metal Performance Shaders

Metal exposes a special interface to its library of optimized kernels. Rather than accepting the normal set of input GPU data structures, it requires special MPS datatypes that assume row-major memory layout. As this is not the Julia default, adapt accordingly. Adding MPS functionality should be mostly straightforward, so this can be an easy entry point to helping. To get started, you can have a look at the Metal Performance Shaders Documentation from Apple.

Exposing your Interface

There are varying degrees of user-facing interfaces from Metal.jl. At the lowest level is Metal.MTL.xxx. This is for low-level functionality close to or at bare Objective-C, or things that a normal user wouldn't directly be using. Metal.MPS.xxx is for Metal Performance Shader specifics (like MPSMatrix). Next, is Metal.xxx. This is for higher-level, usually pure-Julian functionality (like current_device()). The only thing beyond this is exporting into the global namespace. That would be useful for uniquely-named functions/structures/macros with clear and common use-cases (MtlArray or @metal).

Additionally, you can override non-Metal.jl functions like LinearAlgebra.mul! seen here. This is essentially (ab)using multiple dispatch to specialize for certain cases (usually for more performant execution).

If your function is only available from within GPU kernels (like thread indexing intrinsics). Be sure to properly annotate with @device_function to ensure that calling from the host doesn't kill your Julia process.

Generally, think about how frequently you expect your addition to be used, how complex its use-case is, and whether or not it clashes/reimplements/optimizes existing functionality from outside Metal.jl. Put it behind the corresponding interface.

Creating Tests

As it's good practice, and JuliaGPU has great CI/CD workflows, your addition should have associated tests to ensure correctness and edge cases. Look to existing examples under the test folder for initial guidance, and be sure to create tests for all valid types. Any new Julia file in this folder will be ran as its own testset. If you feel your tests don't fit in any existing place, you'll probably want to create a new file with an appropriate name.

Running a Subset of the Existing Tests

Sometimes you won't want to run the entire testsuite. You may just want to run the tests for your new functionality. To do that, you can either pass the name of the testset to the test/runtests.jl script: julia --project=test test/runtests.jl metal or you can isolate test files by running them alone after running the test/setup.jl script: julia --project=test -L test/setup.jl test/metal.jl

Thank You and Good Luck

Open-source projects like this only happen because people like you are willing to spend their free time helping out. Most anything you're able to do is helpful, but if you get stuck, seek guidance from Slack or Discourse. Don't feel like your contribution has to be perfect. If you put in effort and make progress, there will likely be some senior developer willing to polish your code before merging. Open-source software is a team effort...welcome to the team!