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Prevent stack-use-after-scope in rendering_device_driver_metal.mm |
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metal_device_properties.h | ||
metal_device_properties.mm | ||
metal_objects.h | ||
metal_objects.mm | ||
metal_utils.h | ||
pixel_formats.h | ||
pixel_formats.mm | ||
README.md | ||
rendering_context_driver_metal.h | ||
rendering_context_driver_metal.mm | ||
rendering_device_driver_metal.h | ||
rendering_device_driver_metal.mm | ||
SCsub |
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 */
/* permissions and limitations under the License. */
/**************************************************************************/