The Metal framework supports GPU-accelerated advanced 3D graphics rendering and data-parallel computation workloads. Metal provides a modern and streamlined API for fine-grained, low-level control of the organization, processing, and submission of graphics and computation commands, as well as the management of the associated data and resources for these commands. A primary goal of Metal is to minimize the CPU overhead incurred by executing GPU workloads.
At a Glance
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This document describes the fundamental concepts of Metal: the command submission model, the memory management model, and the use of independently compiled code for graphics shader and data-parallel computation functions. The document then details how to use the Metal API to write an app.
You can find more details in the following chapters:
- Fundamental Metal Concepts briefly describes the main features of Metal.
- Command Organization and Execution Model explains how to create and submit commands to the GPU for execution.
- Resource Objects: Buffers and Textures discusses the management of device memory, including buffer and texture objects that represent GPU memory allocations.
- Functions and Libraries describes how Metal shading language code can be represented in a Metal app, and how Metal shading language code is loaded onto and executed by the GPU.
- Graphics Rendering: Render Command Encoder describes how to render 3D graphics, including how to distribute graphics operations across multiple threads.
- Data-Parallel Compute Processing: Compute Command Encoder explains how to perform data-parallel processing.
- Buffer and Texture Operations: Blit Command Encoder describes how to copy data between textures and buffers.
- Metal Tools lists the tools available to help you customize and improve your development workflow.
- Metal Feature Set Tables lists the feature availability, implementation limits, and pixel format capabilities of each Metal feature set.
- What's New in iOS 9 and OS X 10.11 summarizes the new features introduced in iOS 9 and OS X 10.11.
- What’s New in iOS 10, tvOS 10, and OS X 10.12 summarizes the new features introduced in iOS 10, tvOS 10, and OS X 10.12.
- Tessellation describes the Metal tessellation pipeline used to tessellate a patch, including the use of a compute kernel, tessellator, and post-tessellation vertex function.
- Resource Heaps describes how to sub-allocate resources from a heap, alias between them, and track them with a fence.
Prerequisites
You should be familiar with the Objective-C language and experienced in programming with OpenGL, OpenCL, or similar APIs.
See Also
The Metal Framework Reference is a collection of documents that describes the interfaces in the Metal framework.
The Metal Shading Language Specification is a document that specifies the Metal shading language, which is used to write a graphics shader or a compute function that is used by a Metal app.
In addition, several sample code projects using Metal are available in the Apple Developer Library.
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Accelerating graphics and much more.
Metal provides near-direct access to the graphics processing unit (GPU), enabling you to maximize the graphics and compute potential of your apps on iOS, macOS, and tvOS. Building on an approachable, low-overhead architecture with precompiled GPU shaders, fine-grained resource control, and multithreading support, Metal further evolves support for GPU-driven command creation, simplifies working with the array of Metal-capable GPUs, and lets you tap into Pro power of Mac Pro and Pro Display XDR.
GPU-driven Compute Encoding
Moving beyond just rendering passes, Metal in iOS 13 and tvOS 13 empowers the GPU to construct its own compute commands with Indirect Compute Encoding. Now complete scenes using advanced culling and tessellation techniques can be built and scheduled with little or no CPU interaction.
Improved Raytracing Acceleration
Metal Performance Shaders (MPS) speed raytracing operations even more by moving the bounded volume hierarchy construction to the GPU. MPS also provide new, optimized de-noising filters in an essential collection of highly-optimized compute and graphics shaders.
Metal for Pro Apps
Professional content-creation apps can take advantage of outstanding enhancements in Metal on macOS Catalina. Metal Peer Groups make it easy to rapidly share data between multiple GPUs in Mac Pro without transferring through main memory. And enhancements to CAMetalLayer give you access to the High Dynamic Range capabilities of Pro Display XDR.
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Simpler GPU Families
Developing with Metal is even easier with the dramatically simplified GPU Families. Three well-considered groupings allow you to easily target functionality that's common across all Metal-enabled GPUs, access unique capabilities of Apple-designed GPUs, and better harness supported third-party GPUs on macOS.
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Metal Memory Debugger
The Metal Memory Debugger gives fine-grained insight into how much memory Metal objects and rendering resources consume at runtime. It also analyzes how your resources are configured and suggests improvements, so you can deeply optimize your game or app to take full advantage of Metal.
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Metal-enabled iOS Simulator
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The Simulator now uses Metal to speed up the development of iOS apps that either use Metal directly or rely on Metal-based system frameworks. This is perfect for smoothly transitioning from OpenGL ES to Metal.
What’s New in Metal
Tools for Windows
The Metal Developer Tools for Windows enables Metal Shading Language (MSL) compilation on Windows into Metal Library Objects targeting Apple platforms.Documentation
Browse the latest documentation including API reference and articles.Sample Code
Get sample code to see how Metal APIs are implemented.Videos
Learn how to take advantage of the latest advancements in Metal.Forums
Ask questions and discuss Metal with Apple engineers and other developers.