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godot/drivers/metal
Stuart Carnie 818afcb327 Metal: Compile `MTLLibrary` on demand when pipeline is created
This changes the default shader loading strategy, implemented in the
Metal driver, to compile the `MTLLibrary` on demand when the pipeline
is created, which reduces cold startup time on IPHONE target OSs.

Normally, the `MTLLibrary` is compiled from Metal source asynchronously
when Godot calls
`RenderingDeviceDriverMetal::shader_create_from_bytecode`; however, this
changes this behaviour on mobile platforms to do it on demand when the
pipeline is created, as noted in #96052, Godot will ask to create
many more shaders from bytecode than are initially required. Mobile
OSs like iOS are limited to compiling to shader libraries concurrently,
which results in a significant bottleneck.

This is not the default for macOS, as it can concurrently compile many
shaders at once, resulting in faster startup times for the Godot editor.
2025-02-25 05:32:38 +11:00
..
README.md Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
inflection_map.h Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
metal_device_properties.h Validate varying count when compiling shaders 2025-02-13 15:07:15 -08:00
metal_device_properties.mm Validate varying count when compiling shaders 2025-02-13 15:07:15 -08:00
metal_objects.h Metal: enable GPU buffer address support 2025-01-16 06:10:50 +11:00
metal_objects.mm Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
metal_utils.h Style: Enforce `AllowShortFunctionsOnASingleLine` 2025-01-02 10:09:41 -06:00
pixel_formats.h Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
pixel_formats.mm Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
rendering_context_driver_metal.h Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
rendering_context_driver_metal.mm Metal: Use retained references; shared pixel format code 2025-01-12 07:11:22 +11:00
rendering_device_driver_metal.h Implement Buffer Device Address for Rendering Device Vulkan and DirectX12 2025-01-13 22:43:29 -08:00
rendering_device_driver_metal.mm Metal: Compile `MTLLibrary` on demand when pipeline is created 2025-02-25 05:32:38 +11:00

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.                     */
/* (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           */
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/**************************************************************************/