mirror of https://github.com/godotengine/godot
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. |
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| .. | ||
| README.md | ||
| SCsub | ||
| inflection_map.h | ||
| metal_device_properties.h | ||
| metal_device_properties.mm | ||
| metal_objects.h | ||
| metal_objects.mm | ||
| metal_utils.h | ||
| pixel_formats.h | ||
| pixel_formats.mm | ||
| rendering_context_driver_metal.h | ||
| rendering_context_driver_metal.mm | ||
| rendering_device_driver_metal.h | ||
| rendering_device_driver_metal.mm | ||
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:
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