UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MetalDevice.h File Reference

Go to the source code of this file.

Classes

class  FMetalDevice
 

Enumerations

enum class  EMetalQueueType { Direct = 0 , Count }
 
enum  EMetalDebugLevel {
  EMetalDebugLevelOff , EMetalDebugLevelFastValidation , EMetalDebugLevelResetOnBind , EMetalDebugLevelConditionalSubmit ,
  EMetalDebugLevelValidation , EMetalDebugLevelWaitForComplete
}
 
enum class  EMetalShaderValidationType { All , ComputeOnly , RenderPipelineOnly , ShaderName }
 

Functions

typedef NS_OPTIONS (uint32, EMetalFeatures)
 

Enumeration Type Documentation

◆ EMetalDebugLevel

EMetalDebugLevel: Level of Metal debug features to be enabled.

Enumerator
EMetalDebugLevelOff 
EMetalDebugLevelFastValidation 
EMetalDebugLevelResetOnBind 
EMetalDebugLevelConditionalSubmit 
EMetalDebugLevelValidation 
EMetalDebugLevelWaitForComplete 

◆ EMetalQueueType

enum class EMetalQueueType
strong
Enumerator
Direct 
Count 

◆ EMetalShaderValidationType

EMetalShaderValidationType: Type of Metal Shader Validation to perform

Enumerator
All 
ComputeOnly 
RenderPipelineOnly 
ShaderName 

Function Documentation

◆ NS_OPTIONS()

typedef NS_OPTIONS ( uint32  ,
EMetalFeatures   
)

Enumeration of features which are present only on some OS/device combinations. These have to be checked at runtime as well as compile time to ensure backward compatibility.

Supports NSUInteger counting visibility queries

Supports base vertex/instance for draw calls

Supports indirect buffers for draw calls

Supports layered rendering

Supports framework-level validation

Supports the explicit MTLHeap APIs

Supports the explicit MTLFence APIs

Supports MSAA Depth Resolves

Supports Store & Resolve in a single store action

Supports the use of cubemap arrays

Supports the specification of multiple viewports and scissor rects

Supports minimum on-glass duration for drawables

Supports efficient buffer-blits

Supports any kind of buffer sub-allocation

Supports private buffer sub-allocation

Supports tile shaders

Supports counter sampling on encoder stages

Supports counter sampling on the stage boundary

Whether the device supports ray tracing