Commit Graph

9 Commits

Author SHA1 Message Date
Emily
20a77123d4 renderer/metal: prefer low‐power GPUs
Some Intel MacBook Pro laptops have both an integrated and discrete
GPU and support automatically switching between them. The system
uses the integrated GPU by default, but the default Metal device on
those systems is the discrete GPU. This means that Metal‐using
applications activate it by default, presumably as the intended
audience is high‐performance graphics applications.

This is unfortunate for productivity applications like terminals,
however, as the discrete GPU decreases battery life and worsens the
thermal throttling problems these machines have always had. Prefer
to use an integrated GPU when present and not using an external GPU.

The behaviour should be unchanged on Apple Silicon, as the platform
only supports one GPU. I have confirmed that the resulting app runs,
works, and doesn’t activate the AMD GPU on my MacBook Pro, but have
not done any measurements of the resulting performance impact. If
it is considered sufficiently noticeable, a GPU preference setting
could be added.

See <https://github.com/zed-industries/zed/issues/5124>,
<https://github.com/zed-industries/zed/pull/13685>,
<https://github.com/zed-industries/zed/pull/14738>, and
<https://github.com/zed-industries/zed/pull/14744> for discussion,
measurements, and changes relating to this issue in the Zed
project. The logic implemented here reflects what Zed ended up
settling on.

The [Metal documentation] recommends using
`MTLCopyAllDevicesWithObserver` to receive notifications of when
the list of available GPUs changes, such as when [external GPUs
are connected or disconnected]. I didn’t bother implementing that
because it seemed like a lot of fussy work to deal with migrating
everything to a new GPU on the fly just for a niche use case on a
legacy platform. Zed doesn’t implement it and I haven’t heard
about anyone complaining that their computer caught fire when they
unplugged an external GPU, so hopefully it’s fine.

[Metal documentation]: https://developer.apple.com/documentation/metal/gpu_devices_and_work_submission/multi-gpu_systems/finding_multiple_gpus_on_an_intel-based_mac
[external GPUs are connected or disconnected]: https://developer.apple.com/documentation/metal/gpu_devices_and_work_submission/multi-gpu_systems/handling_external_gpu_additions_and_removals

Closes: #2572
2024-11-04 00:35:21 +00:00
Qwerasd
6339f9bae9 renderer: metal shaders rework
- Significant changes to optimize memory usage.
- Adjusted formatting of the metal shader code to improve readability.
- Normalized naming conventions in shader code.
- Abstracted repetitive code for attribute descriptors to a helper
function.
2024-08-07 17:39:31 -04:00
Mitchell Hashimoto
ced8776120 renderer/metal: grid pos for bg/text should be ushort2
This saves 50% memory per vertex.
2024-04-25 19:16:40 -07:00
Mitchell Hashimoto
0277a0fb4c renderer/metal: detect frame commit failures and notify surface 2024-01-16 10:51:36 -08:00
Mitchell Hashimoto
bc70d19257 renderer/metal: set valid sampler properties 2023-11-17 21:50:53 -08:00
Mitchell Hashimoto
c347148fd7 renderer/metal: CRT effect, ugly hacky code 2023-11-17 21:50:34 -08:00
Mitchell Hashimoto
3bbfee676b terminal/kitty-gfx: process source rectangle display params 2023-08-22 14:33:41 -07:00
Mitchell Hashimoto
5a9bbcbc2d renderer/metal: clip image if necessary off top of viewport (scrolling) 2023-08-22 11:32:45 -07:00
Mitchell Hashimoto
20257c7a87 renderer/metal: images required by placements become textures 2023-08-21 21:40:57 -07:00