![]() Just like with textures, the code starts by creating a Metal buffer that serves as the sampler descriptor table. The nice part is you can run code like this up front and outside of your rendering loop! The process for encoding a sampler descriptor table is almost the same. As it creates each texture, the code stores its resourceID directly into the table. It starts by allocating a Metal buffer that serves as a texture descriptor table by storing the Metal resource ID for each texture. This example encodes the equivalent of a texture descriptor table. But if your engine expects a homogenous array, you can easily encode them with an argument buffer. Metal's argument buffers are more flexible in that elements can be of multiple types. Each descriptor table is a resource array that contains elements of the same type, such as all textures, all samplers, or all buffers. For example, some API designs use a shader root signature, and here is a typical one with four entries: a descriptor table that points to a series of textures, a buffer root parameter, a 32-bit constant, and another descriptor table that points to a series of samplers. With "Automatic layout," the converter generates the binding information automatically, or you can pass binding information to Metal Shader Converter with "Explicit Layout." Explicit layout is very flexible and can be helpful when you need to implement binding models from other platforms. Metal Shader Converter gives you two binding models to choose from. You can learn more from the "Compile your Shaders" session in this series. Start by translating your existing shaders with the Metal Shader Converter, which is a new tool this year, that can save you a lot of time porting your shaders to Metal. Resource bindings and shaders go together. On Metal, it's important to think about providing shaders access to resources with bindings, and Making resources resident into GPU-accessible memory and keeping access to them synchronized. When it comes to managing resources, each engine has to decide how the GPU accesses each texture, data buffer, and so on. MetalFX helps games save time for each frame by rendering to a lower resolution and then upscaling with MetalFX to the final resolution. Games typically implement modern rendering techniques by using indirect rendering. ![]() Your game can leverage the powerful graphics architecture of Apple processors by optimizing how it submits commands to the GPU. Each game is responsible for making GPU resources, including textures and data buffers, available to the GPU, and configuring how your shaders can access them. ![]() To help you with that, this session covers four topics, with Metal best practices, so you can leverage the powerful architecture of Apple GPUs. As you port your renderer to Metal, you’ll notice your engine requires mapping the concepts from other platform graphics APIs to Metal. This session completes the process of bringing your game to Mac by giving you detailed insights about how to port your renderer to Metal and get great performance out of Apple Silicon. The first session covers how you can use the new Game Porting Toolkit to run your umodified Windows game on the Mac to evaluate your graphics, audio, and display features the second session shows how much development time you can save by compiling your existing HLSL shaders to Metal using the new Metal Shader Converter tool. This session is the third of a three-part series that helps you bring your game to Mac. ♪ ♪ Georgi: Hello and welcome! I’m Georgi Rakidov, Software Engineer in GPU, Graphics, and Display Software.
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