For a more extensive list of which data types do and don’t run:
- Avoid Float64 on all Apple devices. Even if the hardware supports
Double
physically (AMD or Intel), the Metal API doesn’t let you access it. - Avoid BFloat16. That is natively supported by the latest Nvidia GPUs, but not supported in Metal. Also don’t try to use TF18/TF32 or Int4.
- All standard integer types (UInt8, UInt16, UInt32, UInt64) and their signed counterparts work natively on Apple devices. Not exactly 8-bit integers, which are cast to 16-bit integers before being stored into registers, but those aren’t going to harm performance. Yes, they run 64-bit integers on the Apple GPU and not 64-bit floats. Metal allows you to use 64-bit integers in shaders on AMD and Intel, but the arithmetic there might just happen through emulation (slow). I think that’s where I experienced the crash in MPSGraph previously - trying to run an operation on UInt64 on my Intel Mac mini.
For anything else regarding compatibility of data types, the Metal feature set tables might be useful: