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+# Metal Rendering Device
+
+This document aims to describe the Metal rendering device implementation in Godot.
+
+## Future work / ideas
+
+* Use placement heaps
+* Explicit hazard tracking
+* [MetalFX] upscaling support?
+
+## Acknowledgments
+
+The Metal rendering owes a lot to the work of the [MoltenVK] project, which is a Vulkan implementation on top of Metal.
+In accordance with the Apache 2.0 license, the following copyright notices have been included where applicable:
+
+```
+/**************************************************************************/
+/* */
+/* Portions of this code were derived from MoltenVK. */
+/* */
+/* Copyright (c) 2015-2023 The Brenwill Workshop Ltd. */
+/* (http://www.brenwill.com) */
+/* */
+/* Licensed under the Apache License, Version 2.0 (the "License"); */
+/* you may not use this file except in compliance with the License. */
+/* You may obtain a copy of the License at */
+/* */
+/* http://www.apache.org/licenses/LICENSE-2.0 */
+/* */
+/* Unless required by applicable law or agreed to in writing, software */
+/* distributed under the License is distributed on an "AS IS" BASIS, */
+/* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or */
+/* implied. See the License for the specific language governing */
+/* permissions and limitations under the License. */
+/**************************************************************************/
+```
+
+[MoltenVK]: https://github.com/KhronosGroup/MoltenVK
+[MetalFX]: https://developer.apple.com/documentation/metalfx?language=objc