Graphics & Games

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

WWDC2022_Explore EDR on iOS

WWDC2022_Discover Metal 3

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

Developer Tools

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

Apple Silicon

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_Metal for Pro Apps

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

Metal Performance Shaders

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

Understanding GPU Family 4

About Enhanced MSAA and Imageblock Sample Coverage Control

About Imageblocks

Forward Plus with Tile Shading

Order Independent Transparency with Imageblocks

About Raster Order Groups

About Tile Shading

About Argument Buffers

Managing Groups of Resources with Argument Buffers

dispatchThreads(_:threadsPerThreadgroup:)

MTLDrawable

MTLPixelFormat.bgr10a2Unorm

Positioning Samples Programmatically

Introducing Metal 2

SIMDCulling Sample

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

Frame Capture Debugging Tools

WWDC2017_Using Metal 2 for Compute

Using Metal 2 for Compute

Convolutional Neural Network Kernels

Image Filters

Matrices and Vectors

Recurrent Neural Networks

Optimizing Performance with the Shader Profiler

Viewing Your Frame Graph

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

WWDC2018_Metal for VR

WWDC2017_VR with Metal 2

debug

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)