godot/drivers/metal
Thaddeus Crews 63e14e13f9
Merge pull request #111767 from Repiteo/scons/libcpp-transitive
SCons: Remove transitive includes in `libc++`
2025-12-03 21:02:01 -06:00
..
inflection_map.h Rewrite HashMapHasherDefault based on type traits - it is now possible to declare a default hashing function for any type. 2025-10-05 01:49:11 +02:00
metal_device_profile.cpp Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
metal_device_profile.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
metal_device_properties.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
metal_device_properties.mm Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
metal_objects.h SCons: Remove transitive includes in libc++ 2025-11-23 11:09:21 -06:00
metal_objects.mm Refactor rendering driver copy APIs to fix D3D12 issues. 2025-11-26 12:00:02 +03:00
metal_objects_shared.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
metal_utils.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
pixel_formats.h Rewrite HashMapHasherDefault based on type traits - it is now possible to declare a default hashing function for any type. 2025-10-05 01:49:11 +02:00
pixel_formats.mm Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
README.md Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
rendering_context_driver_metal.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
rendering_context_driver_metal.mm Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
rendering_device_driver_metal.h Refactor rendering driver copy APIs to fix D3D12 issues. 2025-11-26 12:00:02 +03:00
rendering_device_driver_metal.mm Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
rendering_shader_container_metal.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
rendering_shader_container_metal.mm Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00
SCsub Use re-spirv in the Vulkan driver to optimize shaders. 2025-12-02 11:39:11 -03:00
sha256_digest.h Metal: Stable argument buffers; GPU rendering crashes; visionOS exports 2025-10-28 08:45:26 +11:00

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