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Metal

Graphics and Games

Category
Apple frameworks
Docs outline
12 sections

Official docs outline

developer.apple.com
  1. Essentials

    Covers Understanding the Metal 4 core API, Drawing a triangle with Metal 4, Performing calculations on a GPU, Using Metal to draw a view’s contents.

  2. Samples

    Covers Metal sample code library.

  3. GPU devices

    Covers GPU devices and work submission.

  4. Command encoders

    Covers Render passes, Compute passes, Machine learning passes, Blit passes.

  5. Resources

    Covers Resource fundamentals, Buffers, Textures, Memory heaps.

  6. Shader compilation and libraries

    Covers Writing reusable GPU functions with generic pointers, Using the Metal 4 compilation API, Shader libraries, Using function specialization to build pipeline variants.

  7. Presentation

    Covers Managing your game window for Metal in macOS, Managing your Metal app window in iPadOS, Adapting your game interface for smaller screens, Onscreen presentation.

  8. Developer tools

    Covers Supporting Simulator in a Metal app, Capturing Metal commands programmatically, Logging shader debug messages, Developing Metal apps that run in Simulator.

  9. Apple silicon

    Covers Porting your Metal code to Apple silicon, Tailor your apps for Apple GPUs and tile-based deferred rendering.

  10. Reference

    Covers Metal structures, Metal enumerations, Metal constants, Metal data types.

  11. Classes

    Covers MTLTensorAuxiliaryPlaneDescriptor, MTLTensorAuxiliaryPlaneDescriptorMap, MTLTensorAuxiliaryPlaneType, MTLTensorBufferAttachments.

  12. Protocols

    Covers MTLTensorAuxiliaryPlane.

Each section links to the official page. Titles and summaries by Extra Credit; the docs belong to their authors.

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