Replies: 2 comments 1 reply
-
D3DMetal shares a lot of code between their D3D12 and D3D11 implementation, including the synchronization. So DXMT could very well end up quite a bit faster because it relies on Metals built-in tracking to handle synchronization instead of grossly over-syncing like D3DMetal does (because the D3D12 barrier model can't really be implemented very well on top of Metal). |
Beta Was this translation helpful? Give feedback.
-
On a related subtopic... I'm really impressed with the I'm very curious about what defined the decision to roll your own shader converter, instead of leveraging Apple's Metal Shader Converter from their GPTK? |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
Besides being opensource :-)
Beta Was this translation helpful? Give feedback.
All reactions