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Port advanced games to Apple platforms
Discover how simple it can be to reach players on Apple platforms worldwide. We'll show you how to evaluate your Windows executable on Apple silicon, start your game port with code samples, convert your shader code to Metal, and bring your game to Mac, iPhone, and iPad. Explore enhanced Metal tools that understand HLSL shaders to validate, debug, and profile your ported shaders on Metal.
Chapters
- 0:00 - Intro
- 2:06 - Evaluate your game
- 2:07 - Port your game
- 6:22 - Configuration
- 9:29 - Shaders
- 11:36 - Graphics
- 16:06 - Input and rumble
- 17:56 - Audio
- 18:53 - Cloud saves
- 21:28 - Debug and profile with Metal tools
- 28:39 - Wrap-up
Resources
- Download the Game Porting Toolkit 2
- Forum: Graphics & Games
- Get started with Metal shader converter
- Getting started with Metal-cpp
- Metal
- Metal Developer Resources
- Rendering reflections in real time using ray tracing
- Simplifying GPU Resource Management with Residency Sets
- Validating your app’s Metal API usage
- Validating your app’s Metal shader usage
Related Videos
WWDC24
WWDC23
- Bring your game to Mac, Part 2: Compile your shaders
- Bring your game to Mac, Part 3: Render with Metal
Tech Talks
WWDC22
WWDC21
- Discover geometry-aware audio with the Physical Audio Spatialization Engine (PHASE)
- Discover Metal debugging, profiling, and asset creation tools
WWDC20
WWDC19
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12:51 - Build a residency set
// Build a residency set. // Create a new residency set. MTL::ResidencySet* residencySet; residencySet = device->newResidencySet(residencySetDescriptor, &error); // Add to main command queue. commandQueue->addResidencySet(residencySet); // Add allocations and commit changes. residencySet->addAllocation(texture); residencySet->addAllocation(buffer); residencySet->addAllocation(heap); residencySet->commit(); // Use residency sets. // Allocate and encode a command buffer. MTL::CommandBuffer* commandBuffer = commandQueue->commandBuffer(); // ... // The command queue marks residency for the set for this command buffer. commandBuffer->commit();
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14:46 - Upscale image with MetalFX
// Upscale image with MetalFX. mfxTemporalScaler->setColorTexture(currentFrameColor); mfxTemporalScaler->setDepthTexture(currentFrameDepth); mfxTemporalScaler->setMotionTexture(currentFrameMotion); mfxTemporalScaler->setOutputTexture(currentFrameUpscaledColor); mfxTemporalScaler->setJitterOffsetX(currentFrameJitter.x); mfxTemporalScaler->setJitterOffsetY(currentFrameJitter.y); mfxTemporalScaler->setReactiveMaskTexture(currentFrameReactiveMask); mfxTemporalScaler->encodeToCommandBuffer(commandBuffer);
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19:53 - Use the cloud save manager
// Use the cloud save manager. CloudSaveManager* cloudSaveManager = [[CloudSaveManager alloc] initWithCloudIdentifier:@"iCloud.com.mycompany.mygame" saveDirectoryURL:[NSURL fileURLWithPath:@"/path/to/saves"]]; [cloudSaveManager syncWithCompletionHandler:^(BOOL conflictDetected, NSError *error) { // Handle conflicts or errors, for example, by presenting a choice. }]; // Access and write saves [cloudSaveManager uploadWithCompletionHandler:^(BOOL conflictDetected, NSError *error) { // Handle errors and conflicts or delay until the next sync. }];
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