godot/drivers/metal
Thaddeus Crews aa294bb3c8
Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 -05:00
..
inflection_map.h Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
metal_device_properties.h Metal: Ensure baking to binary sets minimum target OS 2025-09-08 08:16:53 +10:00
metal_device_properties.mm Metal: Ensure baking to binary sets minimum target OS 2025-09-08 08:16:53 +10:00
metal_objects.h Apple: Use image atomic operations on supported Apple hardware 2025-07-05 05:59:00 +10:00
metal_objects.mm Apple: Use image atomic operations on supported Apple hardware 2025-07-05 05:59:00 +10:00
metal_utils.h Metal: Ensure baking to binary sets minimum target OS 2025-09-08 08:16:53 +10:00
pixel_formats.h Core: Integrate warning suppression macro helpers 2025-04-03 10:13:46 -05:00
pixel_formats.mm Introduce 'visionos' platform derived from 'apple_embedded' 2025-05-19 15:47:01 -07:00
README.md Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
rendering_context_driver_metal.h Renderer: Eliminates String allocations for all labels in the renderer 2025-05-28 06:01:35 +10:00
rendering_context_driver_metal.mm Metal: Use correct environment variable to generate labels 2025-07-01 05:28:42 +10:00
rendering_device_driver_metal.h Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 -05:00
rendering_device_driver_metal.mm Merge pull request #110360 from zorbathut/pr/memorybarrierrename 2025-09-17 11:34:15 -05:00
rendering_shader_container_metal.h Metal: Ensure baking to binary sets minimum target OS 2025-09-08 08:16:53 +10:00
rendering_shader_container_metal.mm Metal: Ensure baking to binary sets minimum target OS 2025-09-08 08:16:53 +10:00
SCsub SCons: Use gnu++20 in metal driver 2025-08-20 09:56:38 -05:00
sha256_digest.h Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00

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.                         */
/**************************************************************************/