thehardwarestore.ai

where AI agents shop for the right tools

── 99200 repos indexed ── | filtered by tag: metal
ggml-org/llama.cpp ★ 129535 23741 APPLICATION

llama.cpp is a high-performance C/C++ inference engine for large language models (LLMs) and vision-language models (VLMs). It loads models in the GGUF format and runs them on a wide range of hardware, including CPU, CUDA, Metal, Vulkan, SYCL, OpenCL, Hexagon DSP, and more. The project provides a core library (`llama.cpp` and `ggml`), a CLI client (`llama-cli`), an OpenAI-compatible HTTP server (`llama-server`), a Svelte-based web UI, and a suite of tools for quantization, perplexity evaluation, and model conversion. It supports dozens of model architectures (LLaMA, Mistral, Qwen, Gemma, DeepSeek, etc.) and advanced features like speculative decoding, grammar-based sampling, flash attention, and LoRA adapters. The architecture is modular: the `ggml` tensor library provides a pluggable backend abstraction, while model-specific graph builders in `src/models/` construct computation graphs. The project is actively maintained with frequent releases and broad community adoption.

RATING: 9.7/10 MAINT: active DRIFT: low
▸ 5 reusable components found
krrishnarraj/clpeak ★ 522 140 APPLICATION

clpeak is a cross-platform synthetic micro-benchmark that measures peak achievable compute performance (FLOPS/TOPS), bandwidth, latency, and AI inference throughput across CPUs, GPUs, and NPUs. It supports eight hardware backends: OpenCL, Vulkan, CUDA, ROCm/HIP, Metal, oneAPI/SYCL, native CPU (with per-ISA dispatch), and ONNX Runtime. The tool is architected as a set of backend-specific static libraries orchestrated by a common framework, with two front-ends: a CLI tool (`clpeak`) and a Flutter desktop/mobile GUI. The GUI communicates with the native library via a C-ABI FFI bridge, streaming structured events for live display. Results are serialized to a versioned JSON schema (v3) and can be compared against baselines. The codebase is notable for its meticulous anti-optimization engineering (MAD chains, compiler barriers, calibration probes) and its protobuf-free ONNX model generator. It is a mature, actively maintained project with extensive CI coverage and packaging for multiple platforms.

RATING: 9.3/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
palmier-io/palmier-pro ★ 14567 1139 APPLICATION

Palmier Pro is a professional macOS video editing application (NLE) built with SwiftUI, AppKit, and AVFoundation. It provides a full timeline editor with multi-track support, keyframe animation, compositing via Core Image and custom Metal kernels, and export to H.264/H.265/ProRes/XML/FCPXML. The application is distinguished by deep AI integration: an in-app agent and MCP server allow external AI assistants (Claude, Cursor, Codex) to edit timelines, apply effects, generate media, and manage projects via structured tools. On-device ML models provide beat detection (Beat This) and semantic visual search (SigLIP2), while cloud backends (Convex, Clerk) handle AI generation, transcription, and account/credit management. The codebase is well-structured with extensive test coverage, reusable utilities (DiskCache, AsyncSemaphore, EffectRegistry), and a clean separation of concerns in the compositing and audio analysis pipelines. It is a commercial product with localization in 20+ languages, Sparkle auto-updates, and Sentry telemetry.

RATING: 9.0/10 MAINT: active DRIFT: low
▸ 5 reusable components found
cemu-project/Cemu ★ 9983 1003 APPLICATION

Cemu is a cross-platform Wii U emulator written in C/C++. It emulates the PowerPC-based Espresso CPU and Latte GPU via a dynamic recompiler (IML) and interpreter, and provides high-level emulation (HLE) of Wii U operating system libraries (coreinit, GX2, nn_*, etc.). The architecture is a monolithic desktop application with a wxWidgets GUI, multiple graphics backends (Vulkan, OpenGL, Metal), audio backends (Cubeb, XAudio2, DirectSound), and an abstract input layer supporting various controllers. The core emulation loop loads Wii U game images (WUD, WUX, WUHB), parses RPL modules, and translates PowerPC instructions into native code while rendering graphics via Vulkan/OpenGL/Metal. The codebase also includes a GDB stub for debugging, per-title game profiles, graphic packs for patches, and network service stubs (Miiverse, NIM). It is actively maintained with regular commits and vibrant community contributions.

RATING: 8.9/10 MAINT: active DRIFT: low
▸ 6 reusable components found
OGRECave/ogre ★ 4646 1033 APPLICATION

OGRE (Object-Oriented Graphics Rendering Engine) is a mature, production-grade 3D rendering engine written in C++ with extensive cross-platform support. The codebase implements a modular plugin architecture with render system backends for Direct3D 9/11, OpenGL (legacy, 3+, ES2), Metal, Vulkan, and a software Tiny renderer. Core modules include scene management, material/shaders, resource handling, animation, particle systems, and compositor framework. Optional components provide real-time shader generation (RTShaderSystem), automatic mesh LOD generation, terrain rendering, volume rendering, world paging, and a 2D overlay system. The repository also includes Python bindings, sample applications, fuzz testing, and content pipeline tools (exporters for Maya, Milkshape, Wings3D). The architecture follows design patterns such as Singleton managers, Factory-based extensibility, and a work queue for background loading. Despite its age and size, the engine remains actively maintained with recent commits, CI/CD pipelines, and support for modern graphics APIs. Notable technical debt includes legacy render backends, deprecated APIs, and some tightly coupled subsystems.

RATING: 8.5/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
MethanePowered/MethaneKit ★ 974 62 APPLICATION

MethaneKit is a cross-platform graphics rendering framework that provides abstractions over DirectX 12, Vulkan, and Metal APIs. It features a layered architecture with platform-independent interfaces (RHI), platform-specific implementations, an application framework, UI components, and mathematical utilities. The framework includes tutorial applications demonstrating various graphics techniques from basic triangle rendering to compute shaders and parallel rendering. Key systems include resource management, command submission, pipeline state handling, and synchronization primitives. The codebase demonstrates modern C++ practices with extensive use of templates, PIMPL idiom, and interface-based design.

RATING: 8.5/10 MAINT: active DRIFT: low
▸ 5 reusable components found
J-x-Z/cocoa-way ★ 1032 23 APPLICATION

Cocoa-Way is a macOS-native Wayland compositor that runs Linux GUI applications inside container runtimes (Apple Container, Docker, OrbStack, or via SSH/Waypipe) and renders them to macOS windows using Metal. The core architecture consists of a Rust binary that serves as both a desktop compositor (single window with tiled layout) and a rootless mode that maps each xdg-toplevel to a native macOS window. It features bidirectional clipboard relay (text and PNG, up to 64 MiB), CoreAudio forwarding, a control API over Unix sockets, and an optional MCP server for AI-assisted diagnostics and onboarding. The project demonstrates high craftsmanship in its Metal renderer with texture caching and damage-coalescing, as well as in its container session management, which handles multiple runtime backends and complex lifecycle orchestration. The codebase is well-structured but contains a few monolithic files (e.g., main.rs, container_mode.rs) that handle a large amount of state and UI logic.

RATING: 8.4/10 MAINT: active DRIFT: low
▸ 5 reusable components found
sindresorhus/Gifski ★ 8577 327 APPLICATION

Gifski is a polished macOS application that converts video files into high-quality animated GIFs. The application uses a hybrid architecture: a SwiftUI frontend handles the user interface, video decoding (via AVFoundation), real-time preview compositing (via Metal shaders), and system integration (Share Extension, Shortcuts), while the core GIF encoding is performed by a companion Rust library (gifski-api) exposed through a C API. Key data flows involve decoding video frames, optional cropping/trimming/resizing, temporal denoising and palette quantization in the Rust engine, and finally writing the GIF output. The codebase demonstrates solid engineering with actor-based concurrency, comprehensive unit tests, and reusable UI components. However, it carries technical drift from macOS version workarounds and deprecated Rust API usage, and targets a future macOS version (26+) not yet generally available.

RATING: 8.3/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
Epistates/pmetal ★ 320 26 APPLICATION

PMetal is a comprehensive machine learning framework specifically optimized for Apple Silicon hardware. It provides a complete suite for LLM training, fine-tuning, inference, and deployment through multiple interfaces (CLI, TUI, GUI, Python SDK, and REST API). The framework leverages Apple-specific technologies like Metal GPU, ANE, and UltraFusion for performance optimization while supporting standard ML workflows including LoRA/QLoRA fine-tuning, knowledge distillation, model merging, and quantization to formats like GGUF. The architecture follows a modular workspace design with over 20 specialized crates handling different aspects of the ML lifecycle, unified through a job specification system and configuration framework.

RATING: 8.3/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
Frikallo/parakeet.cpp ★ 306 15 APPLICATION

Parakeet.cpp is a high-performance speech recognition inference library for NVIDIA's Parakeet model family (TDT-CTC, RNNT, Streaming EOU, Nemotron, Sortformer), written in C++ with C bindings. It provides offline and streaming transcription, speaker diarization, voice activity detection (VAD), beam search with optional n-gram language model fusion, phrase boosting, and timestamp extraction. The library is built on the axiom tensor library with Metal GPU acceleration for Apple Silicon, and supports audio input from WAV, FLAC, MP3, and OGG formats. The codebase includes a CLI tool, a Unix domain socket server example, and a rich set of examples covering all major features. While primarily an application/library for production ASR inference, it also contains research-oriented model conversion scripts (NeMo to safetensors) and a benchmark script comparing with PyTorch inference, giving it a hybrid character. The architecture is cleanly modular, with separate modules for audio I/O, VAD, model encoders/decoders, and decoding algorithms. The C API enables binding to Python, Swift, Rust, and other languages. Documentation and build system are well-maintained, and the repository is actively developed with recent commits.

RATING: 8.0/10 MAINT: active DRIFT: low
▸ 3 reusable components found
cocos/cocos-engine ★ 9854 2140 APPLICATION

Cocos Creator engine runtime is a cross-platform 2D/3D game engine framework written in TypeScript and C++. It provides a component-entity architecture with scene graph, rendering pipelines (forward/deferred/custom), physics (PhysX, Bullet, Box2D, builtin), animation (marionette state machine, pose graph, Spine, DragonBones), audio, UI, particle systems, and asset management. The engine is designed to be used with the Cocos Creator editor but can run standalone. It abstracts platform-specific APIs (graphics, input, audio, system) behind a common interface, supporting Web, iOS, Android, Windows, macOS, Linux, and various mini-game platforms. Key entry points include the Director, Scene, Node, Component, and the rendering pipeline. External dependencies include graphics APIs (Vulkan, Metal, GLES, WebGPU), physics libraries (PhysX, Bullet, Box2D), and scripting engines (V8, SpiderMonkey, JavaScriptCore).

RATING: 7.8/10 MAINT: active DRIFT: medium
▸ 3 reusable components found
neilmewada/CrystalEngine ★ 304 10 APPLICATION

CrystalEngine is a full-featured, cross-platform game engine with an integrated editor, built from scratch in C++. It features a custom Vulkan/Metal rendering backend with a directed acyclic frame graph for render pass scheduling, a physically-based rendering pipeline with IBL and shadow mapping, and a modular architecture with dynamic module loading. The engine includes a comprehensive asset pipeline (import, compression, serialization), a job system for parallelism, and a physics integration via Jolt. A notable aspect is the dual UI framework: the older CrystalWidgets (CSS-styled) and the newer Fusion framework (declarative, property-based), both used in the editor. The editor provides dockable windows, property editors, material editing, scene outliner, and asset browser. The codebase demonstrates strong engineering with clean abstractions (RHI, RPI, frame graph, job system) but shows signs of ongoing migration (two UI frameworks) and some incomplete features. It is actively maintained and suitable for learning or extending a modern game engine architecture.

RATING: 7.7/10 MAINT: active DRIFT: low
▸ 3 reusable components found
openglonmetal/MGL ★ 1006 58 APPLICATION

MGL is a graphics library that implements an OpenGL compatibility layer on top of Apple's Metal API. It translates OpenGL API calls into Metal rendering commands, allowing developers to use OpenGL-style programming on macOS without relying on legacy drivers. The library includes a shader compilation pipeline (GLSL to MSL via SPIR-V), a math library (GLM), and windowing support (GLFW). It is designed for high-performance rendering and virtualization contexts, evidenced by comments regarding QEMU framebuffer blitting. The codebase is a monolithic C/ObjC library with a dispatch table pattern for API routing.

RATING: 7.6/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
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