axiom-metal-migration-diag

charleswiltgen/axiom · updated Apr 8, 2026

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$npx skills add https://github.com/charleswiltgen/axiom --skill axiom-metal-migration-diag
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summary

Systematic diagnosis for common Metal porting issues.

skill.md

Metal Migration Diagnostics

Systematic diagnosis for common Metal porting issues.

When to Use This Diagnostic Skill

Use this skill when:

  • Screen is black after porting to Metal
  • Shaders fail to compile in Metal
  • Colors or coordinates are wrong
  • Performance is worse than the original
  • Rendering artifacts appear
  • App crashes during GPU work

Mandatory First Step: Enable Metal Validation

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.

Symptom 1: Black Screen

Decision Tree

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

Common Fixes

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.

Symptom 2: Shader Compilation Errors

Decision Tree

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)

Common Conversions

// 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.

Symptom 3: Wrong Colors or Coordinates

Decision Tree

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

Coordinate System Fix

// 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.

Symptom 4: Performance Regression

Decision Tree

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

Triple Buffering Pattern

class TripleBufferedRenderer {
    static let maxInflightFrames = 3

    let inflightSemaphore = DispatchSemaphore(value: maxInflightFrames)
    var uniformBuffers: [MTLBuffer
how to use axiom-metal-migration-diag

How to use axiom-metal-migration-diag on Cursor

AI-first code editor with Composer

1

Prerequisites

Before installing skills in Cursor, ensure your development environment meets these requirements:

  • Cursor installed and configured on your development machine
  • Node.js version 16.0+ with npm package manager (verify with node --version)
  • Active project directory or workspace where you want to add axiom-metal-migration-diag
2

Execute installation command

Execute the skills CLI command in your project's root directory to begin installation:

$npx skills add https://github.com/charleswiltgen/axiom --skill axiom-metal-migration-diag

The skills CLI fetches axiom-metal-migration-diag from GitHub repository charleswiltgen/axiom and configures it for Cursor.

3

Select Cursor when prompted

The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:

◆ Which agents do you want to install to?
│ ── Universal (.agents/skills) ── always included ────
│ • Amp
│ • Antigravity
│ • Cline
│ • Codex
│ ●Cursor(selected)
│ • Cursor
│ • Windsurf
4

Verify installation

Confirm successful installation by checking the skill directory location:

.cursor/skills/axiom-metal-migration-diag

Reload or restart Cursor to activate axiom-metal-migration-diag. Access the skill through slash commands (e.g., /axiom-metal-migration-diag) or your agent's skill management interface.

Security & Verification Notice

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 development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.

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Use Cases

User Story & Requirements Generation

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

Competitive Analysis

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

Roadmap Prioritization

Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs

Example

Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale

Make data-driven prioritization decisions faster

Stakeholder Communication

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

Implementation Guide

Prerequisites

  • Claude Desktop or compatible AI client
  • Access to product documentation and roadmap tools (Jira, Notion, etc.)
  • Understanding of product management frameworks (RICE, Jobs-to-be-Done, etc.)
  • Stakeholder contact information and communication channels

Time Estimate

30-60 minutes to see productivity improvements

Installation Steps

  1. 1.Install product management skill
  2. 2.Start with user story generation for known feature
  3. 3.Progress to competitive analysis: research 2-3 competitors
  4. 4.Use for roadmap prioritization: apply RICE/ICE scoring
  5. 5.Draft stakeholder communications and refine based on feedback
  6. 6.Build template library for recurring PM tasks
  7. 7.Share effective prompts with product team

Common Pitfalls

  • Not validating competitive research—verify facts before sharing
  • Accepting user stories without involving engineering team
  • Over-relying on frameworks without qualitative judgment
  • Not customizing outputs to company culture and communication style
  • Skipping stakeholder validation of generated requirements

Best Practices

✓ Do

  • +Validate research and competitive analysis with real data
  • +Collaborate with engineering when generating technical requirements
  • +Customize frameworks and templates to your company context
  • +Use skill for first drafts, refine with stakeholder input
  • +Document successful prompt patterns for PM tasks
  • +Combine AI efficiency with human judgment and intuition

✗ Don't

  • Don't publish competitive analysis without fact-checking
  • Don't finalize user stories without engineering review
  • Don't make prioritization decisions solely on AI scoring
  • Don't skip customer validation of generated requirements
  • Don't ignore company-specific context and culture

💡 Pro Tips

  • Provide context: company goals, constraints, customer feedback
  • Ask for alternatives: 'Show 3 ways to prioritize this roadmap'
  • Request stakeholder-specific formatting: 'Executive summary vs. engineering spec'
  • Use skill for 70% generation + 30% customization to company needs

When to Use This

✓ 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.

Learning Path

  1. 1Basic: user stories, feature specs, status updates
  2. 2Intermediate: competitive analysis, prioritization frameworks, PRDs
  3. 3Advanced: product strategy, go-to-market planning, OKR setting
  4. 4Expert: product vision, market positioning, business model innovation

Discussion

Product Hunt–style comments (not star reviews)
  • No comments yet — start the thread.
general reviews

Ratings

4.772 reviews
  • Lucas Bhatia· Dec 28, 2024

    axiom-metal-migration-diag is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.

  • Ren Mensah· Dec 20, 2024

    axiom-metal-migration-diag has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Mei Kapoor· Dec 12, 2024

    We added axiom-metal-migration-diag from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.

  • Li Reddy· Dec 8, 2024

    Keeps context tight: axiom-metal-migration-diag is the kind of skill you can hand to a new teammate without a long onboarding doc.

  • Sakura Torres· Dec 4, 2024

    I recommend axiom-metal-migration-diag for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.

  • Aditi Singh· Dec 4, 2024

    Solid pick for teams standardizing on skills: axiom-metal-migration-diag is focused, and the summary matches what you get after install.

  • Rahul Santra· Nov 27, 2024

    axiom-metal-migration-diag reduced setup friction for our internal harness; good balance of opinion and flexibility.

  • Ava Chawla· Nov 27, 2024

    axiom-metal-migration-diag has been reliable in day-to-day use. Documentation quality is above average for community skills.

  • Ren Diallo· Nov 23, 2024

    Useful defaults in axiom-metal-migration-diag — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.

  • Neel Choi· Nov 23, 2024

    Registry listing for axiom-metal-migration-diag matched our evaluation — installs cleanly and behaves as described in the markdown.

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