![]() This simplifies your shader pipelines and allows you to package the generated Metal libraries directly in your bundle, avoiding on-device generation of Metal IR. If you are a new comer to the Mac, you now have Metal Shader Converter. However, when coming from another API and shading language, you need a way to get them to Metal. You should always aim to generate your Metal libraries using the Metal compiler toolchain ahead of time. That Metal IR is stored as a part of a Metal library. Metal provides you with tools necessary to generate Metal IR from your Metal Shading Language ahead of time. The Metal compiler toolchain helps you compile the shaders that power your game and Metal now makes that easier than ever.Ĭreating the Metal IR on device is suboptimal because it adds compilation overhead before the GPU can do the work you need it to do. This session focuses on your shaders and how to improve their flexibility and speed with some of the new Metal compiler tools, including new ways to convert your shaders to Metal intermediate representation and how to avoid on-device compilation by finalizing GPU binaries during your games' build time. The first session, covers how you can evaluate your game and "make a game plan". This session is the second part of a 3-part series on bringing your high-end games to Mac. I'm Varun Subramanian, an Engineer in GPU, Graphics, and Display Software group at Apple. ![]() Search the forums for tag wwdc2023-10124.Have a question? Ask with tag wwdc2023-10124. ![]() ![]()
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