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  • Acelere a portabilidade do seu jogo com programação agêntica

    Prepare seu jogo para as plataformas da Apple com novas competências agênticas do Game Porting Toolkit 4, que podem acelerar drasticamente o processo de portabilidade do seu jogo. Aprenda a trabalhar lado a lado com seu assistente de programação com IA para adotar o Metal 4, integrar o MetalFX e ajustar seu jogo para o hardware da Apple. Descubra como os agentes podem diagnosticar automaticamente problemas de renderização da GPU com as ferramentas de depuração do Metal, permitindo que você se concentre no que realmente importa.

    Capítulos

    • 0:00 - Introdução
    • 1:06 - Fluxo de trabalho do assistente de portabilidade
    • 6:25 - Gerenciamento de janelas e sincronização de quadros
    • 8:28 - Renderização de cenas com Metal 4
    • 15:16 - Depuração com ferramentas de linha de comando da GPU
    • 19:09 - Controladores de jogo e MetalFX
    • 25:11 - Próximas etapas

    Recursos

    • Game Porting Toolkit on GitHub
    • Download the Game Porting Toolkit
      • Vídeo HD
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    Vídeos relacionados

    WWDC25

    • Aprimore jogos com o Metal 4
  • Buscar neste vídeo...
    • 3:31 - Install Game Porting Toolkit skills

      /plugin marketplace add apple/game-porting-toolkit
      /plugin install game-porting-skills@game-porting-toolkit
    • 10:24 - Register resources for residency

      // With skill
      residencySet->addAllocation(texture);
      residencySet->commit();
      // ...
      argumentTable->setAddress(texture->gpuAddress(), bindPoint);
      
      // Without skill
      argumentTable->setAddress(texture->gpuAddress(), bindPoint);
    • 11:25 - Query argument buffer offsets

      // With skill
      IRRootSignatureGetResourceLocations(m_MtlCurIRRootSig, locations);
      size_t offset = locations[i].topLevelOffset;
      
      // Without skill
      size_t offset = paramIndex * descriptorSize;
    • 12:34 - Map D3D12 states to Metal 4 stages

      // With skill
      m_MtlPendingProducerStages |= MtlProducerStageFromD3D12(OldState);
      m_MtlPendingConsumerStages |= MtlConsumerStageFromD3D12(NewState);
      // ...
      m_ComputeEncoder->barrierAfterStages(
          m_MtlPendingProducerStages,
          m_MtlPendingConsumerStages,
          MTL4::VisibilityOptionDevice);
      
      // Without skill
      m_ComputeEncoder->barrierAfterStages(
          MTL::StageDispatch,
          MTL::StageAll,
          MTL4::VisibilityOptionDevice);
    • 14:24 - Query shader reflection parameter count

      // With skill
      IRShaderReflection* refl = IRShaderReflectionCreate();
      IRObjectGetReflection(compiledObj, IRShaderStageCompute, refl);
      // ...
      s_RootSignature.Reset(4, 2); // Reflection reveals: 4 params
      
      // Without skill
      s_RootSignature.Reset(5, 2);

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