여기서 봤는데, 너무 간결한데 쏙쏙 이해가 잘되게 쓰셨다..!! 감동.. 🥺
Creating a device
A Metal device (MTLDevice) is the interface to the GPU. It supports methods for creating objects such as function libraries and textures.
Creating a library
The library (MTLLibrary) is a repository of kernel functions (in our case, compute shaders) that are typically compiled into your application by Xcode.
Creating a Command Queue
The command queue (MTLCommandQueue) is the object that queues and submits commands to the device for execution.
Creating a Metal Function
Once the library is instantiated, we can create a function object (MTLFunction) from it. This represents a single Metal shader.
Creating a Pipeline State
The pipeline state takes the Metal function and compiles it for the device to execute.
Creating a Command Buffer
The command buffer (MTLCommandBuffer) stores the encoded commands that will be committed to the device for execution.
Creating a Command Encoder
Creating the command encoder (MTLCommandEncoder) is the final step and it is responsible for encoding the commands and resources into byte code that can be written into the command buffer.
|[Metal] 샘플러에 대해 알아보자 (MTLSamplerState, MTLSamplerDescriptor) (0)||2020.06.18|
|[Metal] Using a Render Pipeline to Render Primitives 정리 (2)||2020.06.17|
|[Metal] 메탈 Process 또는 Steps 글 추천 (0)||2020.06.16|
|[Metal] Using Metal to Draw a View’s Contents 정리 (0)||2020.06.16|
|[Metal] Performing Calculations on a GPU 정리 (0)||2020.06.15|
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