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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 - Introducción
    • 1:06 - Flujo de trabajo del asistente de adaptabilidad
    • 6:25 - Administración de ventanas y sincronización de fotogramas
    • 8:28 - Renderizado de escenas con Metal 4
    • 15:16 - Depuración con herramientas de línea de comandos del GPU
    • 19:09 - Controladores de juego y MetalFX
    • 25:11 - Próximos pasos

    Recursos

    • Game Porting Toolkit on GitHub
    • Download the Game Porting Toolkit
      • Video HD
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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);

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