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OpenGL/OpenCL have not been updated. Still 4.1 and 1.2, no new extensions or anything.
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Source:
netkas.org
[doublepost=1466265176][/doublepost]It seems that Metal works now on every Mac that support macOS Sierra.. and OS' UI runs only on Metal, openGL is not supported anymore... but I have to confirm this.
Technically there is a difference between no feature updates and not supported. I'm pretty sure I saw on a WWDC 16 slide that Apple has layered Metal under OpenGL ES on iOS. (either in "What's new"
https://developer.apple.com/videos/play/wwdc2016/604/ or in "Adopting"
https://developer.apple.com/videos/play/wwdc2016/602/ ) Metal is low leveled enough there should not be a big problem in putting mainstream OpenGL on top for macOS over a relatively long term. Especially the way Apple splits OpenGL implementation into the Apple "top half" and the GPU vendor "bottom half". The GPU vendors were already getting the "bottom half" anyway.
Metal is more parallel ( not one big state ) , more context ( single context ) , lower level , less error checking. There are no conflicts from the feature table here:
https://en.wikipedia.org/wiki/Vulkan_(API)#Features
with OpenGL on left always being the more "higher level" of the two.
There is some translation of shader code Apple might have to do to get a broader scope of OpenGL, but those tended to be the parts Apple has historically be hesitant to enable anyway (i.e., the "no new extensions or anything" quoted above ).
If Vulkan gets significant traction, then OpenGL will probably follow similar path of being a legacy adapter wrapper around Vulkan at the core. ( Yes Vulkan is "glNext" ( opengl Next) , but from the legacy application perspective that doesn't necessarily need low level control ... it isn't a solution either. ) If Apple can do the same layering with Metal then mac OpenGL can coast pretty far into the future in a very similar state. [ Carbon was around from approx 2000 until 2012
https://en.wikipedia.org/wiki/Carbon_(API) ... that is a pretty long time. I think Apple knows folks need a gradual transition to get off of an entrench legacy API. ]
The more fuzzy future is what happens if Windows+Android+others Vulkan takes off and Apple is standing around doing nothing for an extended period of time. Right now I suspect they are taking the "I'll believe it when I see it" approach. Meanwhile, they can play role that DirectX plays on Windows. Big enough platform ( iOS + tvOS + macOS ) that folks will bother to port to "us" rather than "us" implementing something portable. For games layered on top of gaming engines/library that probably will be true.
Microsoft isn't going to put much effort into maximizing Vulkan on Windows and Google may not execute effectively on Android. Plus Metal is pretty close to Vulkan. Different enough to be more work, but not grossly incompatible either.