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