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  • Optimiza la adaptación de tu juego con la programación agéntica

    Pon en marcha la adaptación de tu juego a las plataformas de Apple con las nuevas capacidades de Game Porting Toolkit 4, que pueden acelerar considerablemente el proceso de adaptación. Explora cómo trabajar junto con tu asistente de programación con IA para adoptar Metal 4, integrar MetalFX y optimizar tu juego para el hardware de Apple. Descubre cómo los agentes pueden resolver de forma autónoma los problemas de renderizado del GPU utilizando las herramientas de depuración de Metal, lo que te permite centrarte en lo que más importa.

    Capítulos

    • 0:00 - Introduction
    • 1:06 - Porting assistant workflow
    • 6:25 - Windowing and frame pacing
    • 8:28 - Scene rendering with Metal 4
    • 15:16 - Debugging with GPU command-line tools
    • 19:09 - Game controllers and MetalFX
    • 25:11 - Next steps

    Recursos

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    Videos relacionados

    WWDC25

    • Ve más allá con los juegos de Metal 4
  • Buscar este video…
    • 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);
    • 0:00 - Introduction
    • An overview of how Game Porting Toolkit 4 introduces agentic skills — expert skills and workflow skills — that give a coding agent the domain knowledge to accelerate porting a game to Apple platforms.

    • 1:06 - Porting assistant workflow
    • How the porting assistant orchestrates the full porting process across three stages: Discover (scanning the codebase and capturing reference frames from the evaluation environment), Plan (defining milestone goals collaboratively), and Execute-and-Validate (running the agent with structured validation checklists that check app launch, Metal API correctness, screen captures, anti-pattern review, and memory issues).

    • 6:25 - Windowing and frame pacing
    • How the window, Metal swap chain, presenting drawables, and metal-cpp expert skills guide the agent to implement a correct render loop using Metal Display Link, handle lifecycle events, configure the layer for games, leverage direct-to-display presentation for lower latency, and manage drawable lifetimes to avoid stuttering.

    • 8:28 - Scene rendering with Metal 4
    • How the GPU resources, shader pipeline, Metal Shader Converter, and synchronization expert skills guide the agent through three milestones: GPU resource management (storage modes, residency sets, constant buffer allocation), shader pipeline setup (argument buffer offsets, descriptor table encoding, root signature translation), and command encoding with Metal 4's explicit barrier model mapping D3D12 states to producer-consumer synchronization.

    • 15:16 - Debugging with GPU command-line tools
    • How the new gpucapture and gpudebug command-line tools on macOS 27 enable fully autonomous agent-driven GPU debugging. The agent captures a frame trace, inspects pipeline state, textures, and dispatch dimensions — all without requiring manual Xcode interaction — allowing it to identify and fix rendering issues autonomously.

    • 19:09 - Game controllers and MetalFX
    • How the game controller expert skill ports from Windows XInput to GCController with correct discovery, dynamic button layout querying, and connect/disconnect handling. Then how the MetalFX upscaling and frame interpolation skills handle jitter configuration, motion vector conventions, mip bias, history reprojection, and the dedicated present thread — with new Metal HUD debugging overlays in macOS 27 to validate and tune the integration.

    • 25:11 - Next steps
    • How to get started: download and install the Game Porting Toolkit 4 skills from the GitHub repository, invoke the porting assistant on your codebase, and let it guide you through a structured porting plan with clear milestones.

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