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  • Explore jogos feitos com o Metal 4

    Saiba como otimizar o mecanismo do seu jogo com os últimos avanços do Metal 4. Abordaremos como unificar a codificação de comandos para minimizar a sobrecarga na CPU, aumentar o gerenciamento de recursos gráficos para compatibilidade com cenas grandes e maximizar seu orçamento para memória e carregar rapidamente bibliotecas grandes de configurações do pipeline.

    Para aproveitar ao máximo esta sessão, primeiro assista ao vídeo “Conheça o Metal 4”.

    Capítulos

    • 0:00 - Introdução
    • 1:33 - Codificar com mais eficiência
    • 8:42 - Aumentar o gerenciamento de recursos
    • 17:24 - Carregar pipelines rapidamente
    • 31:25 - Próximas etapas

    Recursos

    • Metal binary archives
    • Reading and writing to sparse textures
    • Synchronizing passes with producer barriers
    • Synchronizing passes with consumer barriers
    • Synchronizing passes with a fence
    • Synchronizing stages within a pass
    • Resource synchronization
    • Drawing a triangle with Metal 4
    • Using the Metal 4 compilation API
    • Understanding the Metal 4 core API
    • Human Interface Guidelines: Designing for games
      • Vídeo HD
      • Vídeo SD

    Vídeos relacionados

    WWDC25

    • Aprimore jogos com o Metal 4
    • Combine o aprendizado de máquina e os gráficos do Metal 4
    • Conheça o Metal 4
    • Melhore ainda mais seus jogos
    • Novidades na renderização no Metal para apps imersivos

    Tech Talks

    • Tune CPU job scheduling for Apple silicon games
  • Buscar neste vídeo...
    • 0:01 - Synchronize access to a buffer within an encoder

      // Synchronize access to a buffer within an encoder
      
      id<MTL4ComputeCommandEncoder> encoder = [commandBuffer computeCommandEncoder];
      
      [encoder copyFromBuffer:src sourceOffset:0 toBuffer:buffer1 destinationOffset:0 size:64];
      
      [encoder barrierAfterEncoderStages:MTLStageBlit 
                     beforeEncoderStages:MTLStageDispatch
                       visibilityOptions:MTL4VisibilityOptionDevice];
      
      [encoder setComputePipelineState:pso];
      
      [argTable setAddress:buffer1.gpuAddress atIndex:0];
      [encoder setArgumentTable:argTable];
      [encoder dispatchThreads:threadsPerGrid threadsPerThreadgroup:threadsPerThreadgroup];
      
      [encoder endEncoding];code snippet.
    • 4:29 - Configure superset of color attachments

      // Configure superset of color attachments
      
      MTL4RenderPassDescriptor *desc = [MTLRenderPassDescriptor renderPassDescriptor];
      
      desc.supportColorAttachmentMapping = YES;
      
      desc.colorAttachments[0].texture = colortex0;
      desc.colorAttachments[1].texture = colortex1;
      desc.colorAttachments[2].texture = colortex2;
      desc.colorAttachments[3].texture = colortex3;
      desc.colorAttachments[4].texture = colortex4;
    • 4:38 - Set color attachment map entries

      // Set color attachment map entries
      
      MTLLogicalToPhysicalColorAttachmentMap* myAttachmentRemap = [MTLLogicalToPhysicalColorAttachmentMap new];
      
      [myAttachmentRemap setPhysicalIndex:0 forLogicalIndex:0];
      [myAttachmentRemap setPhysicalIndex:3 forLogicalIndex:1];
      [myAttachmentRemap setPhysicalIndex:4 forLogicalIndex:2];
    • 4:57 - Set a color attachment map per pipeline

      // Set a color attachment map per pipeline
      
      [renderEncoder setRenderPipelineState:myPipeline];
      [renderEncoder setColorAttachmentMap:myAttachmentRemap];
      // Draw with myPipeline
      
      [renderEncoder setRenderPipelineState:myPipeline2];
      [renderEncoder setColorAttachmentMap:myAttachmentRemap2];
      // Draw with myPipeline2
    • 8:03 - Encode a single render pass with 3 render encoders

      // Encode a single render pass with 3 render encoders with suspend/resume options
      
      
      id<MTL4RenderCommandEncoder> enc0 = [cmdbuf0 renderCommandEncoderWithDescriptor:desc options:MTL4RenderEncoderOptionSuspending];
      
      id<MTL4RenderCommandEncoder> enc1 = [cmdbuf1 renderCommandEncoderWithDescriptor:desc options:MTL4RenderEncoderOptionResuming | MTL4RenderEncoderOptionSuspending];
      
      id<MTL4RenderCommandEncoder> enc2 = [cmdbuf2 renderCommandEncoderWithDescriptor:desc options:MTL4RenderEncoderOptionResuming];
      
      
      id<MTL4CommandBuffer> cmdbufs[] = { cmdbuf0, cmdbuf1, cmdbuf2 };
      [commandQueue commit:cmdbufs count:3]
    • 11:48 - Synchronize drawable contents

      // Synchronize drawable contents
      
      id<MTLDrawable> drawable = [metalLayer nextDrawable];
      [queue waitForDrawable:drawable];
      
      // ... encode render commands to commandBuffer ...
      [queue commit:&commandBuffer count:1];
      
      [queue signalDrawable:drawable];
      
      [drawable present];
    • 13:25 - Encode a queue barrier to synchronize data

      // Encode a queue barrier to synchronize data
      
      id<MTL4ComputeCommandEncoder> compute = [commandBuffer computeCommandEncoder];
      
      [compute dispatchThreadgroups:threadGrid threadsPerThreadgroup:threadsPerThreadgroup];
      
      [compute endEncoding];
      
      
      id<MTL4RenderCommandEncoder> render = [commandBuffer renderCommandEncoderWithDescriptor:des];
      
      [render barrierAfterQueueStages:MTLStageDispatch
                         beforeStages:MTLStageFragment
                    visibilityOptions:MTL4VisibilityOptionDevice];
      
      [renderCommandEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                               vertexStart:vertexStart
                               vertexCount:vertexCount];
      
      [render endEncoding];
    • 14:57 - Create a texture view pool

      // Create a texture view pool
      
      MTLResourceViewPoolDescriptor *desc = [[MTLResourceViewPoolDescriptor alloc] init]; 
      desc.resourceCount = 500;
       
      id <MTLTextureViewPool> myTextureViewPool =  
          [myDevice newTextureViewPoolWithDescriptor:myTextureViewPoolDescriptor 
                                               error:nullptr];
    • 15:07 - Set a texture view

      // Set a texture view
      
      MTLResourceID myTextureView = [myTextureViewPool setTextureView:myTexture  
                                                           descriptor:myTextureViewDescriptor  
                                                              atIndex:5];
      
      [myArgumentTable setTexture:myTextureView 
                          atIndex:0];
    • 16:01 - Choose appropriate sparse page size

      MTLHeapDescriptor *desc = [MTLHeapDescriptor new];    
      desc.type = MTLHeapTypePlacement;
      desc.storageMode = MTLStorageModePrivate;
      desc.maxCompatiblePlacementSparsePageSize = MTLSparsePageSize64;
      desc.size = alignedHeapSize;
      
      id<MTLHeap> heap = [device newHeapWithDescriptor:desc];
    • 17:05 - Update buffer mappings

      // Update buffer mappings
      
      MTL4UpdateSparseBufferMappingOperation bufferOperation;
      
      bufferOperation.mode = MTLSparseTextureMappingModeMap;  
      bufferOperation.bufferRange.location = bufferOffsetInTiles;
      bufferOperation.bufferRange.length = length;
      bufferOperation.heapOffset = heapOffsetInTiles;
      
      [cmdQueue updateBufferMappings:myBuf heap:myHeap operations:&bufferOperation count:1];
    • 20:41 - Set unspecialized configuration

      // In MTL4RenderPipelineColorAttachmentDescriptor
      // Set unspecialized configuration
      
      pipelineDescriptor.colorAttachments[i].pixelFormat   = MTLPixelFormatUnspecialized;
      pipelineDescriptor.colorAttachments[i].writeMask     = MTLColorWriteMaskUnspecialized;
      pipelineDescriptor.colorAttachments[i].blendingState = MTL4BlendStateUnspecialized;
    • 21:40 - Create a specialized transparent pipeline

      // Create a specialized transparent pipeline
      
      // Set the previously unspecialized properties
      pipelineDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
      pipelineDescriptor.colorAttachments[0].writeMask =
          MTLColorWriteMaskRed | MTLColorWriteMaskGreen | MTLColorWriteMaskBlue;
      pipelineDescriptor.colorAttachments[0].blendingState = MTL4BlendStateEnabled;
      
      pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorOne;
      pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = 
          MTLBlendFactorOneMinusSourceAlpha;
      pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
      
      id<MTLRenderPipelineState> transparentPipeline = 
          [compiler newRenderPipelineStateBySpecializationWithDescriptor:pipelineDescriptor
                                                                pipeline:unspecializedPipeline
                                                                   error:&error];
      
      // Similarly, create the specialized opaque and hologram pipelines
    • 26:22 - Determine thread count

      // Determine thread count
      NSInteger numThreads = 2;
      if (@available(macOS 13.3, iOS 19, visionOS 3, tvOS 19, *))
      {
          numThreads = [device maximumConcurrentCompilationTaskCount];
      }
    • 26:30 - Set a proper QoS class for your compilation threads

      // Create thread pool
      for (NSInteger i = 0; i < numThreads; ++i)
      {
          // Creating a thread with a QoS class DEFAULT
          pthread_attr_set_qos_class_np(&attr, QOS_CLASS_DEFAULT, 0) ;
          pthread_create(&threadIds[i], &attr, entryPoint, NULL);
          pthread_attr_destroy(&attr);
      }
    • 28:24 - Harvest pipeline configuration scripts

      // Harvest pipeline configuration scripts with the pipeline data set serializer
      
      // Create a pipeline data set serializer that only captures descriptors
      MTL4PipelineDataSetSerializerDescriptor *desc = [MTL4PipelineDataSetSerializerDescriptor new];
      desc.configuration = MTL4PipelineDataSetSerializerConfigurationCaptureDescriptors;
      id<MTL4PipelineDataSetSerializer> serializer =
          [device newPipelineDataSetSerializerWithDescriptor:desc];
      
      // Set the pipeline data set serializer when creating the compiler
      MTL4CompilerDescriptor *compilerDesc = [MTL4CompilerDescriptor new];
      [compilerDesc setPipelineDataSetSerializer:serializer];
      id<MTL4Compiler> compiler = [device newCompilerWithDescriptor:compilerDesc error:nil];
      
      // Create pipelines using the compiler as usual
      
      // Serialize the descriptors as a pipeline script
      NSData *data = [serializer serializeAsPipelinesScriptWithError:&err];
      
      // Write the pipeline script data to disk
      NSString *path = [NSString pathWithComponents:@[folder, @"pipelines.mtl4-json"]];
      BOOL success = [data writeToFile:path options:NSDataWritingAtomic error:&err];
    • 30:28 - Query pipeline state from MTLArchive

      // Query pipeline state from MTLArchive
      
      id<MTL4Archive> archive = [device newArchiveWithURL:archiveURL error:&error];
      
      id<MTLRenderPipelineState> pipeline = 
          [archive newRenderPipelineStateWithDescriptor:descriptor error:&error];
      
      if (pipeline == nil)
      {
          // handle lookup miss
      		pipeline = [compiler newRenderPipelineStateWithDescriptor:descriptor 
                                                compilerTaskOptions:nil 
      }
    • 0:00 - Introdução
    • Esta é a segunda de uma série de quatro partes no Metal 4, a nova API gráfica da Apple criada para mecanismos de jogos modernos. O Metal 4 aprimora a codificação de comandos, o gerenciamento de recursos e o carregamento de pipeline. Ele atende às demandas de jogos atuais e futuros, que transmitem gigabytes de geometria detalhada e texturas, renderizadas com milhares de sombreadores, para aproveitar todo o poder da computação que o Apple Silicon oferece. Assista também às outras partes da série para saber mais sobre MetalFX, traçado de raios e integração de aprendizado de máquina.

    • 1:33 - Codificar com mais eficiência
    • O Metal 4 foi projetado para aumentar a eficiência da GPU otimizando a codificação de comandos. Ele apresenta duas classes principais de codificadores, renderização e computação, que agora podem processar as operações de jogos mais comuns. Use o Metal 4 para melhorar a eficiência da codificação reduzindo o número de codificadores, reutilizando a memória de comando e codificando em várias threads.

    • 8:42 - Aumentar o gerenciamento de recursos
    • O Metal 4 tem alguns recursos interessantes para ajudar a gerenciar as funcionalidades. As tabelas de argumentos e os conjuntos residentes permitem dimensionar a associação de milhares de recursos. O Metal 4 permite gerenciar os recursos de desenho e dá controle sobre dependências. As barreiras de filas permitem expressar as dependências de recursos. Os pools de visualização de textura e os heaps esparsos de posicionamento ajudam a gerenciar a memória de recursos grandes.

    • 17:24 - Carregar pipelines rapidamente
    • Os jogos modernos precisam criar milhares de pipelines para criar visuais complexos e dinâmicos. Carregar muitos pipelines com rapidez é crucial para eliminar travamentos na compilação dos sombreadores e reduzir o tempo de carregamento do jogo. Para fazer isso no Metal 4, reutilize suas compilações de pipeline de renderização, compile os pipelines no dispositivo com um novo nível de paralelismo e com antecedência para que o tempo de carregamento seja reduzido para quase 0.

    • 31:25 - Próximas etapas
    • As APIs do Metal 4 foram projetadas para você criar a próxima geração de jogos de alto desempenho. Você pode conferir a documentação no site do desenvolvedor, testar os projetos de exemplo e baixar o novo Xcode para começar.

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