WWDC2022_Transform your geometry with Metal mesh shaders
WWDC2022_Scale compute workloads across Apple GPUs
WWDC2022_Go bindless with Metal 3
WWDC2022_Boost performance with MetalFX Upscaling
WWDC2021_Optimize high-end games for Apple GPUs
WWDC2021_Explore bindless rendering in Metal
WWDC2021_Explore HDR rendering with EDR
WWDC2020_Support performance-intensive apps and games
WWDC2020_Optimize Metal apps and games with GPU counters
WWDC2020_Bring your Metal app to Apple silicon Macs
WWDC2020_Harness Apple GPUs with Metal
WWDC2020_Optimize Metal Performance for Apple silicon Macs
WWDC2019_Modern Rendering with Metal
WWDC2018_Metal for Game Developers
WWDC2015_What's New in Metal, Part 2
WWDC2014_Working with Metal: Advanced
WWDC2014_Working with Metal: Fundamentals
WWDC2014_Working with Metal: Overview
Tech Talks_Metal 2 on A11 - Overview
Tech Talks_Metal 2 on A11 - Imageblock Sample Coverage Control
Tech Talks_Metal 2 on A11 - Raster Order Groups
Tech Talks_Discover advances in Metal for A15 Bionic
Tech Talks_Find and fix hitches in the commit phase
Tech Talks_Discover Metal enhancements for A14 Bionic
Tech Talks_Explore Live GPU Profiling with Metal Counters
WWDC2022_Power down: Improve battery consumption
WWDC2022_Display HDR video in EDR with AVFoundation and Metal
WWDC2022_Display EDR content with Core Image, Metal, and SwiftUI
WWDC2022_Meet Background Assets
Tech Talks_Tailor your Metal apps for Apple M1
WWDC2020_Port your Mac app to Apple silicon
WWDC2020_Explore the new system architecture of Apple silicon Macs
WWDC2020_iPad and iPhone apps on Apple silicon Macs
WWDC2019_Delivering Optimized Metal Apps and Games
delivering_optimized_metal_apps_and_games
Capturing Metal Commands Programmatically
WWDC2020_Gain insights into your Metal app with Xcode 12
WWDC2021_Create image processing apps powered by Apple Silicon
WWDC2018_Metal Shader Debugging and Profiling
WWDC2021_Optimize for variable refresh rate displays
WWDC2019_Metal for Machine Learning
WWDC2019_Ray Tracing with Metal
WWDC2021_Qualities of great iPad and iPhone apps on Macs with M1
WWDC2019_Introducing iPad Apps for Mac
WWDC2019_All About Notarization
WWDC2018_Understanding Crashes and Crash Logs
Accelerating Ray Tracing Using Metal
Applying Realistic Material and Lighting Effects to Entities
Managing Groups of Resources with Argument Buffers
Rendering Reflections in Real Time Using Ray-Tracing
WWDC2020_Build customized ML models with the Metal Performance Shaders Graph
About Enhanced MSAA and Imageblock Sample Coverage Control
Forward Plus with Tile Shading
Order Independent Transparency with Imageblocks
Managing Groups of Resources with Argument Buffers
dispatchThreads(_:threadsPerThreadgroup:)
Positioning Samples Programmatically
WWDC2017_Metal 2 Optimization and Debugging
Metal 2 Optimization and Debugging
Mixing Metal and OpenGL Rendering in a View
WWDC2018_What's New in Cocoa for macOS
WWDC2017_Using Metal 2 for Compute
Convolutional Neural Network Kernels
Optimizing Performance with the Shader Profiler
Encoding Argument Buffers on the GPU
Encoding Indirect Command Buffers on the CPU
Implementing a Multistage Image Filter Using Heaps and Events
Implementing a Multistage Image Filter Using Heaps and Fences
Managing Groups of Resources with Argument Buffers
Using Argument Buffers with Resource Heaps
WWDC2020_Debug GPU-side errors in Metal
WWDC2021_Discover Metal debugging, profiling, and asset creation tools
Developing and Debugging Metal Shaders
WWDC2020_Discover ray tracing with Metal
WWDC2021_Explore hybrid rendering with Metal ray tracing
WWDC2021_Enhance your app with Metal ray tracing
虽然并非全部原创,但还是希望转载请注明出处:电子设备中的画家|王烁 于 2021 年 10 月 27 日发表,原文链接(http://geekfaner.com/shineengine/WWDC_todolist.html)