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Marius Horga edited this page Dec 6, 2018
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- Getting the Default GPU
protocolMTLDevice-
Choosing GPUs on Mac
- Device Selection and Fallback for Graphics Rendering
{sample code} - Device Selection and Fallback for Compute Processing
{sample code} - About External GPUs
- About Multi-GPU and Multi-Display Setups
- About GPU Bandwidth
- Handling External GPU Additions and Removals
- Getting Different Types of GPUs
- Getting the GPU that Drives a View's Display
- Device Selection and Fallback for Graphics Rendering
- Setting Up a Command Structure
- Devices and Commands
{sample code} - Labeling Metal Objects and Commands
protocolMTLCommandQueueprotocolMTLCommandBufferprotocolMTLCommandEncoder-
Advanced Command Setup
- First Steps
- Shareable Events
- Nonshareable Events
- Fences
- Indirect Command Buffers
- Hello Triangle
{sample code} - Basic Buffers
{sample code} - Basic Texturing
{sample code} - protocol MTLRenderCommandEncoder
- protocol MTLParallelRenderCommandEncoder
-
Render Pass
- Descriptor
- Render Target
- Programmable Sample Positions
- Dependency Viewing
- Sample Code
-
Render Pipeline
- State & Descriptor
- Color
- Depth and Stencil
- Tile Shading
- Statistics Viewing
-
Vertex Data
- Vertex Data
- Model Data
-
Presentation Objects
- Metal Drawables
- MetalKit View
- Core Animation Layer
- Hello Compute
{sample code} - About Threads and Threadgroups
- Calculating Threadgroup and Grid Sizes
classMTLComputePipelineDescriptorprotocolMTLComputePipelineStateprotocolMTLComputeCommandEncoder
-
GPU Functions & Libraries
- Functions
- Libraries
- Input/Output Data
- Reflection Data
protocolMTLBlitCommandEncoder-
Resource Objects
- First Steps
- Buffers
- Textures
- Samplers
- Resource Heaps
- Argument Buffers
- About Argument Buffers
- Basic Argument Buffers
{sample code} - Argument Buffers with Arrays and Resource Heaps
{sample code} - Argument Buffers with GPU Encoding
{sample code} - Dynamic Terrain with Argument Buffers
{sample code} - Indexing Argument Buffers
- Tracking the Resource Residency of Argument Buffers
protocolMTLArgumentEncoderclassMTLArgumentDescriptor
- Resource Dimensions
-
Tools, Profiling, and Debugging
- Files and Libraries
- Frame Capture
- Debugging
- Profiling and Metrics
- Deferred Lighting
{sample code} - Reflections with Layer Selection
{sample code} - LOD with Function Specialization
{sample code}
- View Management
- Texture Loading
- Model Handling
- Reference
- Fundamentals
- Image Filters
- Neural Networks
- Matrices and Vectors
- Ray Tracing
- Kernel Base Classes
- Keyed Archivers
- Reference