Systematic diagnosis for common Metal porting issues.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionaxiom-metal-migration-diagExecute the skills CLI command in your project's root directory to begin installation:
Fetches axiom-metal-migration-diag from charleswiltgen/axiom and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate axiom-metal-migration-diag. Access via /axiom-metal-migration-diag in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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Systematic diagnosis for common Metal porting issues.
Use this skill when:
Time cost: 30 seconds setup vs hours of blind debugging
Before ANY debugging, enable Metal validation:
Xcode → Edit Scheme → Run → Diagnostics
✓ Metal API Validation
✓ Metal Shader Validation
✓ GPU Frame Capture (Metal)
Most Metal bugs produce clear validation errors. If you're debugging without validation enabled, stop and enable it first.
Black screen after porting
│
├─ Are there Metal validation errors in console?
│ └─ YES → Fix validation errors first (see below)
│
├─ Is the render pass descriptor valid?
│ ├─ Check: view.currentRenderPassDescriptor != nil
│ ├─ Check: drawable = view.currentDrawable != nil
│ └─ FIX: Ensure MTKView.device is set, view is on screen
│
├─ Is the pipeline state created?
│ ├─ Check: makeRenderPipelineState doesn't throw
│ └─ FIX: Check shader function names match library
│
├─ Are draw calls being issued?
│ ├─ Add: encoder.label = "Main Pass" for frame capture
│ └─ DEBUG: GPU Frame Capture → verify draw calls appear
│
├─ Are resources bound?
│ ├─ Check: setVertexBuffer, setFragmentTexture called
│ └─ FIX: Metal requires explicit binding every frame
│
├─ Is the vertex data correct?
│ ├─ DEBUG: GPU Frame Capture → inspect vertex buffer
│ └─ FIX: Check buffer offsets, vertex count
│
├─ Are coordinates in Metal's range?
│ ├─ Metal NDC: X [-1,1], Y [-1,1], Z [0,1]
│ ├─ OpenGL NDC: X [-1,1], Y [-1,1], Z [-1,1]
│ └─ FIX: Adjust projection matrix or vertex shader
│
└─ Is clear color set?
├─ Default clear color is (0,0,0,0) — transparent black
└─ FIX: Set view.clearColor or renderPassDescriptor.colorAttachments[0].clearColor
Missing Drawable:
// BAD: Drawing before view is ready
override func viewDidLoad() {
draw() // metalView.currentDrawable is nil
}
// GOOD: Wait for delegate callback
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else { return }
// Safe to draw
}
Wrong Function Names:
// BAD: Function name doesn't match .metal file
descriptor.vertexFunction = library.makeFunction(name: "vertexMain")
// .metal file has: vertex VertexOut vertexShader(...)
// GOOD: Names must match exactly
descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
Missing Resource Binding:
// BAD: Assumed state persists like OpenGL
encoder.setRenderPipelineState(pso)
encoder.drawPrimitives(...) // No buffers bound!
// GOOD: Bind everything explicitly
encoder.setRenderPipelineState(pso)
encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
encoder.setVertexBytes(&uniforms, length: uniformsSize, index: 1)
encoder.setFragmentTexture(texture, index: 0)
encoder.drawPrimitives(...)
Time cost: GPU Frame Capture diagnosis: 5-10 min. Guessing without tools: 1-4 hours.
Shader fails to compile
│
├─ "Use of undeclared identifier"
│ ├─ Check: #include <metal_stdlib>
│ ├─ Check: using namespace metal;
│ └─ FIX: Standard functions need metal_stdlib
│
├─ "No matching function for call to 'texture'"
│ └─ GLSL texture() → MSL tex.sample(sampler, uv)
│ FIX: Texture sampling is a method, needs sampler
│
├─ "Invalid type 'vec4'"
│ └─ GLSL vec4 → MSL float4
│ FIX: See type mapping table in metal-migration-ref
│
├─ "No matching constructor"
│ ├─ GLSL: vec4(vec3, float) works
│ ├─ MSL: float4(float3, float) works
│ └─ Check: Argument types match exactly
│
├─ "Attribute index out of range"
│ ├─ Check: [[attribute(N)]] matches vertex descriptor
│ └─ FIX: vertexDescriptor.attributes[N] must be configured
│
├─ "Buffer binding index out of range"
│ ├─ Check: [[buffer(N)]] where N < 31
│ └─ FIX: Metal has max 31 buffer bindings per stage
│
└─ "Cannot convert value of type"
├─ MSL is stricter than GLSL about implicit conversions
└─ FIX: Add explicit casts: float(intValue), int(floatValue)
// GLSL
vec4 color = texture(sampler2D, uv);
// MSL — texture and sampler are separate
float4 color = tex.sample(samp, uv);
// GLSL — mod() for floats
float x = mod(y, z);
// MSL — fmod() for floats
float x = fmod(y, z);
// GLSL — atan(y, x)
float angle = atan(y, x);
// MSL — atan2(y, x)
float angle = atan2(y, x);
// GLSL — inversesqrt
float invSqrt = inversesqrt(x);
// MSL — rsqrt
float invSqrt = rsqrt(x);
Time cost: With conversion table: 2-5 min per shader. Without: 15-30 min per shader.
Rendering looks wrong
│
├─ Image is upside down
│ ├─ Cause: Metal Y-axis is opposite OpenGL
│ ├─ FIX (vertex shader): pos.y = -pos.y
│ ├─ FIX (texture load): MTKTextureLoader .origin: .bottomLeft
│ └─ FIX (UV): uv.y = 1.0 - uv.y in fragment shader
│
├─ Image is mirrored
│ ├─ Cause: Winding order or cull mode wrong
│ ├─ FIX: encoder.setFrontFacing(.counterClockwise)
│ └─ FIX: encoder.setCullMode(.back) or .none to test
│
├─ Colors are swapped (red/blue)
│ ├─ Cause: Pixel format mismatch
│ ├─ Check: .bgra8Unorm vs .rgba8Unorm
│ └─ FIX: Match texture pixel format to data format
│
├─ Colors are washed out / too bright
│ ├─ Cause: sRGB vs linear color space
│ ├─ Check: Using .bgra8Unorm_srgb for sRGB textures?
│ └─ FIX: Use _srgb format variants for gamma-correct rendering
│
├─ Depth fighting / z-fighting
│ ├─ Cause: NDC Z range difference
│ ├─ OpenGL: Z in [-1, 1]
│ ├─ Metal: Z in [0, 1]
│ └─ FIX: Adjust projection matrix for Metal's Z range
│
├─ Objects clipped incorrectly
│ ├─ Cause: Near/far plane or viewport
│ ├─ Check: Viewport size matches drawable size
│ └─ FIX: encoder.setViewport(MTLViewport(...))
│
└─ Transparency wrong
├─ Cause: Blend state not configured
├─ FIX: pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
└─ FIX: Set sourceRGBBlendFactor, destinationRGBBlendFactor
// Fix projection matrix for Metal's Z range [0, 1]
func metalPerspectiveProjection(fovY: Float, aspect: Float, near: Float, far: Float) -> simd_float4x4 {
let yScale = 1.0 / tan(fovY * 0.5)
let xScale = yScale / aspect
let zRange = far - near
return simd_float4x4(rows: [
SIMD4<Float>(xScale, 0, 0, 0),
SIMD4<Float>(0, yScale, 0, 0),
SIMD4<Float>(0, 0, far / zRange, 1), // Metal: [0, 1]
SIMD4<Float>(0, 0, -near * far / zRange, 0)
])
}
Time cost: With GPU Frame Capture texture inspection: 5-10 min. Without: 1-2 hours.
Performance worse than OpenGL
│
├─ Enabling validation?
│ └─ Validation adds ~30% overhead
│ FIX: Disable for release builds, keep for debug
│
├─ Creating resources every frame?
│ ├─ BAD: device.makeBuffer() in draw()
│ └─ FIX: Create buffers once, reuse with triple buffering
│
├─ Creating pipeline state every frame?
│ ├─ BAD: makeRenderPipelineState() in draw()
│ └─ FIX: Create PSO once at init, store as property
│
├─ Too many draw calls?
│ ├─ DEBUG: GPU Frame Capture → count draw calls
│ └─ FIX: Batch geometry, use instancing, indirect draws
│
├─ GPU-CPU sync stalls?
│ ├─ DEBUG: Metal System Trace → look for stalls
│ ├─ Cause: waitUntilCompleted() blocks CPU
│ └─ FIX: Triple buffering with semaphore
│
├─ Inefficient buffer updates?
│ ├─ BAD: Recreating buffer to update
│ └─ FIX: buffer.contents().copyMemory() for dynamic data
│
├─ Wrong storage mode?
│ ├─ .shared: Good for small dynamic data
│ ├─ .private: Good for static GPU-only data
│ └─ FIX: Use .private for geometry that doesn't change
│
└─ Missing Metal-specific optimizations?
├─ Argument buffers reduce binding overhead
├─ Indirect draws reduce CPU work
└─ See WWDC sessions on Metal optimization
class TripleBufferedRenderer {
static let maxInflightFrames = 3
let inflightSemaphore = DispatchSemaphore(value: maxInflightFrames)
var uniformBuffers: [MTLBufferMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
ailabs-393/ai-labs-claude-skills
pproenca/dot-skills
mattpocock/skills
axiom-metal-migration-diag is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
axiom-metal-migration-diag has been reliable in day-to-day use. Documentation quality is above average for community skills.
We added axiom-metal-migration-diag from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Keeps context tight: axiom-metal-migration-diag is the kind of skill you can hand to a new teammate without a long onboarding doc.
I recommend axiom-metal-migration-diag for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Solid pick for teams standardizing on skills: axiom-metal-migration-diag is focused, and the summary matches what you get after install.
axiom-metal-migration-diag reduced setup friction for our internal harness; good balance of opinion and flexibility.
axiom-metal-migration-diag has been reliable in day-to-day use. Documentation quality is above average for community skills.
Useful defaults in axiom-metal-migration-diag — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Registry listing for axiom-metal-migration-diag matched our evaluation — installs cleanly and behaves as described in the markdown.
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