godot/drivers/metal
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
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.
2024-08-21 23:48:08 +02:00
..
metal_device_properties.h Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
metal_device_properties.mm Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
metal_objects.h Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
metal_objects.mm Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
metal_utils.h Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
pixel_formats.h Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
pixel_formats.mm Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
README.md Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
rendering_context_driver_metal.h Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
rendering_context_driver_metal.mm Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
rendering_device_driver_metal.h Add debug utilities for Vulkan 2024-08-21 23:48:08 +02:00
rendering_device_driver_metal.mm Add debug utilities for Vulkan 2024-08-21 23:48:08 +02:00
SCsub Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00

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