
Having done all the admin and project reorganization without getting too far into it, I’ve started working on migrating to Metal. This took a bit of brushing up, I haven’t really worked with it much apart from a few projects a year or two back, so I had to remind myself of a few things.
I’ve just converted the shaders, or, rather, converted the code from OpenGL to Metal, I get to the tricky part next, which is doing the rendering pipelines, which are very different to OpenGL. There’s also been some updates to best practises in Metal 3, so I’m going to have to learn those as well.
I think I have much in place for the types to share between CPU and GPU, but I’m sure I’ve missed some things, or it’s not quite all there with the new features in Metal, but once I figure out how to do one renderer, the rest should be much simpler, the first one is the hardest.
What you see above is my kanban, it looks a bit tatty as it’s gone through a move and been stored away for many years, but it still had all my taks from when I stopped the project, so I just put it back into use, after creating new tasks for the upgrade of course. Once done, I can ressurect some of the old features I wanted to implement.