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Deprecation of OpenGL and OpenCL

developer.apple.com

11–20 of 466 posts

Re: Deprecation of OpenGL and OpenCL

#11
As someone who read this with an editor full of OpenCL kernels, I think apple must really have missed the point of these sort of frameworks - heterogeneous computing.

If I wanted the best possible speed, latest features ect. I would write multiple back ends in things like CUDA.

I choose OpenCL because I can develop code on my Macbook pro, and run that on a computer with a discrete GPU on a different operating system, and have a fair amount of confidence that it would work.

:/

Re: Deprecation of OpenGL and OpenCL

#12
post #5

Lol, Metal is Mac-only which relies heavily on CoreWhatever dependencies and thus can never be cross-platform, right? The only reason any game or CAD developer even supports Mac at all is because OpenGL is a cross-platform API that works great on Windows, Mac, and Linux, so they only have to write one type of shader program, etc. No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal render…

I think they're expecting developers to use existing engines such as Unity and Unreal. Most game developers probably already use those engines are will not be effected.

On the other hand, they definitely made it harder for developers to create a new game engine.

Re: Deprecation of OpenGL and OpenCL

#13
post #2

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal. I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent. Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Wind…

MoltenVK is an implementation of Vulkan that runs on top of Metal, and so far yields exciting performance results: https://www.phoronix.com/scan.php?page=news_item&px=Dota-2-I...

Re: Deprecation of OpenGL and OpenCL

#14

All things considered, I think there are some companies that are worse to the FOSS community than Apple, but I can't think of one that has Apple's degree of baldfaced cynicism to exploiting FOSS and open standards only to the degree that it benefits Apple, and then throwing them under the bus the instant they're no longer useful. Apple loved HTML5 when they had to kill Flash and get web developers to support mobile,…

> I almost prefer old-Microsoft's honesty about wanting to kill FOSS, rather than this blatant acknowledgement of FOSS as a tool to be ripped off to improve one's ecosystem dominance and then promptly thrown aside.

Well, to be honest, Apple has always been quite consistent here. They created their own ecosystem and made interoperability with other systems as difficult as possible, at software and hardware level. So this announcement is quite in line with that.

Re: Deprecation of OpenGL and OpenCL

#15
post #5

Lol, Metal is Mac-only which relies heavily on CoreWhatever dependencies and thus can never be cross-platform, right? The only reason any game or CAD developer even supports Mac at all is because OpenGL is a cross-platform API that works great on Windows, Mac, and Linux, so they only have to write one type of shader program, etc. No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal render…

[deleted]

Re: Deprecation of OpenGL and OpenCL

#16

All things considered, I think there are some companies that are worse to the FOSS community than Apple, but I can't think of one that has Apple's degree of baldfaced cynicism to exploiting FOSS and open standards only to the degree that it benefits Apple, and then throwing them under the bus the instant they're no longer useful. Apple loved HTML5 when they had to kill Flash and get web developers to support mobile,…

Apple has a tiny market share when it comes to 3D applications - OpenGL is mostly the "pro" 3D world, be it CAD, 3D visualization, 3D simulation and similar. None of that runs on Macs, everything is Windows/Linux these days.

So there will be little "forcing" into their proprietary APIs - the few 3D developers that actually tried to support Mac will kill the platform off because nobody is going to rewrite major piece of software to use Mac-only Metal. Too much effort for little to no benefit.

Basically Apple just killed off any 3D support they may have hoped for on Mac. Including any hopes on anything VR related (so much Oculus/Vive fans hoping for seeing a Mac support - it is now even less likely than Linux one ...).

There is a 3rdparty port of Vulkan and I am sure there will be 3rdparty OpenGL drivers (e.g. Mesa) but nobody is going build a CAD system on top of that, IMO. Without official vendor support it is just too risky.

Re: Deprecation of OpenGL and OpenCL

#17
post #5

Lol, Metal is Mac-only which relies heavily on CoreWhatever dependencies and thus can never be cross-platform, right? The only reason any game or CAD developer even supports Mac at all is because OpenGL is a cross-platform API that works great on Windows, Mac, and Linux, so they only have to write one type of shader program, etc. No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal render…

At least there's this kind of thing happening: https://www.khronos.org/vulkan/portability-initiative

Re: Deprecation of OpenGL and OpenCL

#18
post #10

Related to the article (but not the subject here); as a user of "dark" themes: The precise wording they use seems to indicate a view of dark themed sets as being less colorful. High contrast themes and visibility aiding limitations in theme color use have their places; so too do themes based around darker, more night time, friendly colors. Thinking of a system as having only one true theme, or of light/dark as being…

Windows has done much better in this regard, even back in XP iirc.

Re: Deprecation of OpenGL and OpenCL

#19
post #2

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal. I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent. Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Wind…

Maybe there is no equivalent, but WebGL is not a mature technology. Webgl stuff still breaks or has performance bugs whenever some part of the OS/Browser/GPU Driver/GPU Hardware sandwich changes. You can run the conformance tests yourself.

Re: Deprecation of OpenGL and OpenCL

#20

As someone who read this with an editor full of OpenCL kernels, I think apple must really have missed the point of these sort of frameworks - heterogeneous computing. If I wanted the best possible speed, latest features ect. I would write multiple back ends in things like CUDA. I choose OpenCL because I can develop code on my Macbook pro, and run that on a computer with a discrete GPU on a different operating system,…

>because I can develop code on my Macbook pro, and run that on a computer with a discrete GPU on a different operating system, and have a fair amount of confidence that it would work.

I'm not an OpenCL programmer by trade, but I have dabbled in it (Wrote an AES decrypter in OpenCL) and I have never found this proposition to be true.

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