# Metal Rendering Device This document aims to describe the Metal rendering device implementation in Godot. ## Future work / ideas * Use placement heaps * Explicit hazard tracking * [MetalFX] upscaling support? ## Acknowledgments The Metal rendering owes a lot to the work of the [MoltenVK] project, which is a Vulkan implementation on top of Metal. In accordance with the Apache 2.0 license, the following copyright notices have been included where applicable: ``` /**************************************************************************/ /* */ /* Portions of this code were derived from MoltenVK. */ /* */ /* Copyright (c) 2015-2023 The Brenwill Workshop Ltd. */ /* (http://www.brenwill.com) */ /* */ /* Licensed under the Apache License, Version 2.0 (the "License"); */ /* you may not use this file except in compliance with the License. */ /* You may obtain a copy of the License at */ /* */ /* http://www.apache.org/licenses/LICENSE-2.0 */ /* */ /* Unless required by applicable law or agreed to in writing, software */ /* distributed under the License is distributed on an "AS IS" BASIS, */ /* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or */ /* implied. See the License for the specific language governing */ /* permissions and limitations under the License. */ /**************************************************************************/ ``` [MoltenVK]: https://github.com/KhronosGroup/MoltenVK [MetalFX]: https://developer.apple.com/documentation/metalfx?language=objc