364f916f3f
Features: - Debug-only tracking of objects by type. See get_driver_allocs_by_object_type et al. - Debug-only Breadcrumb info for debugging GPU crashes and device lost - Performance report per frame from get_perf_report - Some VMA calls had to be modified in order to insert the necessary memory callbacks Functionality marked as "debug-only" is only available in debug or dev builds. Misc fixes: - Early break optimization in RenderingDevice::uniform_set_create ============================ The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up. |
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README.md | ||
SCsub | ||
metal_device_properties.h | ||
metal_device_properties.mm | ||
metal_objects.h | ||
metal_objects.mm | ||
metal_utils.h | ||
pixel_formats.h | ||
pixel_formats.mm | ||
rendering_context_driver_metal.h | ||
rendering_context_driver_metal.mm | ||
rendering_device_driver_metal.h | ||
rendering_device_driver_metal.mm |
README.md
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. */
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/* */
/* Licensed under the Apache License, Version 2.0 (the "License"); */
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