diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index 6aac83419..cb0f5a3de 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -175,7 +175,7 @@ pub const GPUState = struct { instance: InstanceBuffer, // MTLBuffer pub fn init() !GPUState { - const device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice()); + const device = try chooseDevice(); const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{}); errdefer queue.release(); @@ -200,6 +200,25 @@ pub const GPUState = struct { return result; } + fn chooseDevice() error{NoMetalDevice}!objc.Object { + const devices = objc.Object.fromId(mtl.MTLCopyAllDevices()); + defer devices.release(); + var chosen_device: ?objc.Object = null; + var iter = devices.iterate(); + while (iter.next()) |device| { + // We want a GPU that’s connected to a display. + if (device.getProperty(bool, "isHeadless")) continue; + chosen_device = device; + // If the user has an eGPU plugged in, they probably want + // to use it. Otherwise, integrated GPUs are better for + // battery life and thermals. + if (device.getProperty(bool, "isRemovable") or + device.getProperty(bool, "isLowPower")) break; + } + const device = chosen_device orelse return error.NoMetalDevice; + return device.retain(); + } + pub fn deinit(self: *GPUState) void { // Wait for all of our inflight draws to complete so that // we can cleanly deinit our GPU state. diff --git a/src/renderer/metal/api.zig b/src/renderer/metal/api.zig index 0781812ac..bd4f407cd 100644 --- a/src/renderer/metal/api.zig +++ b/src/renderer/metal/api.zig @@ -175,4 +175,4 @@ pub const MTLSize = extern struct { depth: c_ulong, }; -pub extern "c" fn MTLCreateSystemDefaultDevice() ?*anyopaque; +pub extern "c" fn MTLCopyAllDevices() ?*anyopaque;