@@ -20,11 +20,11 @@ ask in the ``#rendering`` channel of the
2020 recommended to go through an OpenGL tutorial such as
2121 `LearnOpenGL <https://learnopengl.com/ >`__.
2222
23- Modern low-level APIs (Vulkan/Direct3D 12) require intermediate
23+ Modern low-level APIs (Vulkan/Direct3D 12/Metal ) require intermediate
2424 knowledge of higher-level APIs (OpenGL/Direct3D 11) to be used
2525 effectively. Thankfully, contributors rarely need to work directly with
2626 low-level APIs. Godot's renderers are built entirely on OpenGL and
27- RenderingDevice, which is our abstraction over Vulkan/Direct3D 12.
27+ RenderingDevice, which is our abstraction over Vulkan/Direct3D 12/Metal .
2828
2929.. _doc_internal_rendering_architecture_methods :
3030
@@ -109,7 +109,7 @@ Compatibility
109109.. note ::
110110
111111 This is the only rendering method available when using the OpenGL driver.
112- This rendering method is not available when using Vulkan or Direct3D 12.
112+ This rendering method is not available when using Vulkan, Direct3D 12, or Metal .
113113
114114This is a traditional (non-clustered) forward renderer. Internally, it is called
115115**GL Compatibility **. It's intended for old GPUs that don't have Vulkan support,
@@ -208,20 +208,23 @@ for more information.
208208Metal
209209~~~~~
210210
211- Godot supports Metal rendering via ` MoltenVK < https://github.com/KhronosGroup/MoltenVK >`__,
212- as macOS and iOS do not support Vulkan natively.
213- This is done automatically when specifying the Vulkan driver in the Project Settings .
211+ Godot provides a native Metal driver that works on all Apple Silicon hardware
212+ ( macOS ARM). Compared to using the MoltenVK translation layer, this is
213+ significantly faster, particularly in CPU-bound scenarios .
214214
215- MoltenVK makes driver maintenance easy at the cost of some performance overhead.
216- Also, MoltenVK has several limitations that a native Metal driver implementation
217- wouldn't have. Both the clustered and mobile
218- :ref: `doc_internal_rendering_architecture_methods ` can be used with a Metal
219- backend via MoltenVK.
215+ Both the Forward+ and Mobile :ref: `doc_internal_rendering_architecture_methods ` can be
216+ used with Metal.
217+
218+ :ref: `doc_internal_rendering_architecture_core_shaders ` are shared with the
219+ Vulkan renderer. Shaders are transpiled from GLSL to :abbr: `MSL ( Metal Shading Language ) `
220+ using SPIRV-Cross.
220221
221- .. UPDATE: Planned feature. When the native Metal driver is implemented, update this.
222+ Godot also supports Metal rendering via `MoltenVK <https://github.com/KhronosGroup/MoltenVK >`__,
223+ which is used as a fallback when native Metal support is not available (e.g. on x86 macOS).
222224
223- A native Metal driver is planned in the future for better performance and
224- compatibility.
225+ **This driver is still experimental and only available in Godot 4.4 and later. **
226+ See the `pull request that introduced Metal support <https://github.com/godotengine/godot/pull/88199 >`__
227+ for more information.
225228
226229OpenGL
227230~~~~~~
@@ -250,13 +253,13 @@ Summary of rendering drivers/methods
250253
251254The following rendering API + rendering method combinations are currently possible:
252255
253- - Vulkan + Forward+
254- - Vulkan + Mobile
256+ - Vulkan + Forward+ (optionally through MoltenVK on macOS and iOS)
257+ - Vulkan + Mobile (optionally through MoltenVK on macOS and iOS)
255258- Direct3D 12 + Forward+
256259- Direct3D 12 + Mobile
257- - Metal + Forward+ (via MoltenVK)
258- - Metal + Mobile (via MoltenVK)
259- - OpenGL + Compatibility
260+ - Metal + Forward+
261+ - Metal + Mobile
262+ - OpenGL + Compatibility (optionally through ANGLE on Windows and macOS)
260263
261264Each combination has its own limitations and performance characteristics. Make
262265sure to test your changes on all rendering methods if possible before opening a
@@ -273,10 +276,10 @@ To make the complexity of modern low-level graphics APIs more manageable,
273276Godot uses its own abstraction called RenderingDevice.
274277
275278This means that when writing code for modern rendering methods, you don't
276- actually use the Vulkan or Direct3D 12 APIs directly. While this is still
279+ actually use the Vulkan, Direct3D 12, or Metal APIs directly. While this is still
277280lower-level than an API like OpenGL, this makes working on the renderer easier,
278281as RenderingDevice will abstract many API-specific quirks for you. The
279- RenderingDevice presents a similar level of abstraction as Metal or WebGPU.
282+ RenderingDevice presents a similar level of abstraction as WebGPU.
280283
281284**Vulkan RenderingDevice implementation: **
282285
@@ -286,6 +289,10 @@ RenderingDevice presents a similar level of abstraction as Metal or WebGPU.
286289
287290- `drivers/d3d12/rendering_device_driver_d3d12.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_device_driver_d3d12.cpp >`__
288291
292+ **Metal RenderingDevice implementation: **
293+
294+ - `drivers/metal/rendering_device_driver_metal.mm <https://github.com/godotengine/godot/blob/master/drivers/metal/rendering_device_driver_metal.mm >`__
295+
289296Core rendering classes architecture
290297-----------------------------------
291298
@@ -743,7 +750,8 @@ Occlusion culling
743750~~~~~~~~~~~~~~~~~
744751
745752While modern GPUs can handle drawing a lot of triangles, the number of draw
746- calls in complex scenes can still be a bottleneck (even with Vulkan and Direct3D 12).
753+ calls in complex scenes can still be a bottleneck (even with Vulkan, Direct3D 12,
754+ and Metal).
747755
748756Godot 4 supports occlusion culling to reduce overdraw (when the depth prepass
749757is disabled) and reduce vertex throughput.
0 commit comments