- Page 1 and 2: Graphics and Games #WWDC16 Advanced
- Page 3: Metal at WWDC This Year A look at t
- Page 7 and 8: Metal Pipeline Buffer Buffer Textur
- Page 9 and 10: Shader Performance Fundamentals
- Page 11 and 12: Address Spaces Comparison GPUs have
- Page 13 and 14: Address Spaces Constant memory Read
- Page 15 and 16: Address Spaces Example: vertex data
- Page 17 and 18: Address Spaces Example: projection
- Page 19 and 20: Address Spaces Example: skinning ma
- Page 21 and 22: Address Spaces Example: per-instanc
- Page 23 and 24: Buffer Preloading Buffer loads can
- Page 25 and 26: Constant Buffer Preloading Direct l
- Page 27 and 28: Constant Buffer Preloading Use cons
- Page 29 and 30: Constant Buffer Preloading Use cons
- Page 31 and 32: Constant Buffer Preloading Use cons
- Page 33 and 34: Constant Buffer Preloading A practi
- Page 35 and 36: Constant Buffer Preloading A practi
- Page 37 and 38: Constant Buffer Preloading A practi
- Page 39 and 40: Vertex Buffer Preloading Fixed-func
- Page 41 and 42: Fragment Function Resource Writes N
- Page 43 and 44: Compute Kernel Organization Per-thr
- Page 45 and 46: kernel void sobel_1_1(/* ... */ ush
- Page 47 and 48: kernel void sobel_1_1(/* ... */ ush
- Page 49 and 50: kernel void sobel_1_1(/* ... */ ush
- Page 51 and 52: kernel void sobel_1_1(/* ... */ ush
- Page 53 and 54: continue to pixel 2... dstCoord.x++
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continue to pixel 2... dstCoord.x++
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Compute Kernel Organization NEW Con
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Shader Performance Fundamentals Con
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Shader Performance Fundamentals Con
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Shader Performance Fundamentals Con
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GPU Architecture Focus on the bottl
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Optimization Opportunities Data typ
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Data Types Using half and short ari
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Data Types Using half and short ari
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Data Types Using half and short ari
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Data Types Using half and short ari
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Arithmetic Built-ins Use built-ins
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Arithmetic A8 and later GPUs are sc
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Arithmetic ILP (Instruction Level P
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Arithmetic A8 and later GPUs have v
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Arithmetic A8 and later GPUs have v
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Arithmetic Integer divisions Avoid
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Arithmetic Fast-math If you absolut
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Control Flow Control flow uniform a
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Memory Access Stack access Avoid dy
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Memory Access Stack access Avoid dy
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Memory Access Loads and stores One
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Memory Access Loads and stores One
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Memory Access Loads and stores Use
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Memory Access Loads and stores Use
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Latency/Occupancy The more latency,
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Memory Access Latency-hiding: False
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Memory Access Latency-hiding: False
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Summary Pick correct address spaces
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Summary Pick correct address spaces
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More Information https://developer.
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Labs Xcode Open Hours Metal Lab Xco