Apple Deprecates OpenGL and OpenCL in macOS 10.14 Mojave
In macOS 10.14 Mojave, which Apple unveiled on Monday, the company is deprecating OpenGL and OpenCL technologies in its desktop operating system. In an announcement post to developers, the company wrote: Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders. PCGamer reports that several developers have expressed disappointment over the decision. AnandTech reports that the company is doing away with OpenGL and OpenCL in iOS and its other operating systems as well.
Ignoring standards, enforcing proprietary interface... no doubt, Apple is the new Microsoft :-/
So now we have *THREE* "standards"?
(insert profanity laden outburst reminiscent of Steve Martin's scene in Trains Planes and Automobiles when his rented car is stolen).
File under 'M' for 'Manic ranting'
I guess Apple doesn't want to play with others?
You just noticed that?
https://xkcd.com/927/
Macs don't have modern 3D capabilities at the moment. It's not a major driver.
..don't panic
apple wants there own DirectX to bad mac don't have good video cards or cpus.
And no the $5K imac pro with down clocked cpus does not count.
Thanks for throwing away the scientific community Apple. The penguin welcomes them with open arms. But at least Apple users have memojis.
Is OpenGL support *FINALLY* got good enough on linux to support both native and emulated software for the past 20 years... and now everybody is for ripping it all back out again before the fine polishing is done and replace it with something ELSE.
This is why we never have nice things in the computer world. Nobody is willing to take a pause on the standards train and finish up something so it is verifiable, immutable, and secure, while working on the either the next iteration of the standard, or an entirely new standard experimentally while benefiting from the existence of the old stable one until the new standard at least reaches the same level of stability as the old one had when the new one was started. As a result we've got a nightmarish morass of half implemented and broke standards some of whose least documented corner cases cause software breakage that may be difficult or possible to infer in future bug fixing endeavors because the particular iteration of documentation or discussion of the bug in question no longer exists.
trade->Apple->Open new Short.
I remember when Microsoft dropped OpenGL from the Windows platform. In practice, nothing changed as the GPU vendors kept providing OpenGL implementations anyway.
It just meant that MS was stopping the rather crappy job they were doing with OpenGL that the GPU vendors were already replacing anyway.
It being Apple, they could throw a bigger fit and forbid it, but at least it's possible that OS dropping support may mean nothing in practice.
XML is like violence. If it doesn't solve the problem, use more.
Looking at their revenues, I don't think Apple is in any danger.
..don't panic
They have deprecated the C runtime and text files, replacing them with the Parrot VM and Binary Code Decimal "Speak" files.
Some settling may occur during posting.
At some point, apple bet big on OpenCL on the mac, even by rewriting big chuncks of the OS to use it. Anyone remembers grand central dispatch?
But I guess they got tired of waititng for the standards bodies to deliver the functionality they needed, and just as they did with PCIe Solid state storage, they developed their own technology and went their separate way.
Still, sad to see this happen, as going metal only (no OpenCL, no OpenGL and no Vulkan) means less games for my mac, and less support for a true multiplatform standard
*** Suerte a todos y Feliz dia!
Are you a shill or just don't bother to RTFA and make assumptions, then lie about it?
I went to the link at apple.com in the article.
DIRECT QUOTE
"Deprecation of OpenGL and OpenCL
Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. "
captcha: revokes
Apple seems to nibble to death it's karma it has with opinion leaders, i.e. us. This could spell trouble for projects like Blender and Xonotic. ... Could be that I might be staying away from new Apple hardware for good.
We suffer more in our imagination than in reality. - Seneca
Period.
Will $CURRENT_YEAR be the year of the Linux Desktop?
There will be no more support for cross-platform games on the Mac, then, I guess. Until someone makes a translation layer that will translate OpenGL calls to Metal, that is.
If Apple follows their standard game plan, no apps that translation layers not available in source form will be allowed on the platform. Fortunately, Valve has convinced MoltenVK to release their Vulkan 2 Metal translation layers in open source to allow this.
Unfortunately, Vulkan isn't OpenGL, but it's OpenGL evolved, so unless there is someone that wants to do this for backward compatibility purposes, OpenGL is dead...
I see a problem with Blender and other macOS Modeling tools since many are implemented with OpenGL.
There is MoltenVK that translates Vulkan to Metal natively so you can code for Vulkan and then just pass it trough Molten on iOS and macOS.
Has Apple given any hints on how this will impact WebGL support in Safari, Firefox, Chrome?
Apple is doing a lot to help many scientific libraries adopt Metal instead of OpenGL, because it provides more modern GPU support and improves performance.
Only on Slashdot could Apple helping give the scientific community performance gains with existing hardware be considered "throwing away the scientific community"
Not to mention that Slashdot, a supposedly technical community, seems to have forgotten what "deprecate" even means. It's not like OpenGL is gone next year, it's still around and supported - it just means that something coming AFTER Mojave (so earliest, 2020) will drop OpenGL. It might even be after 2020...
"There is more worth loving than we have strength to love." - Brian Jay Stanley
I know a lot of people running MMOs on Macs because there's cross platform support. There's a big enough demand for this that some games even added official support for Macs.
I meant the standard as an open API isn't deprecated and will still be advanced with new versions and features going long into the future.. with or without Apple. ie. OpenGL isn't dead, but I've noticed a lot of people think it is because there's Vulkan now.
uhh, like, as compared to OpenGL..
Now look at their OSX revenues.
Not supporting Android, iOS, Switch, PS4, and Xbox One? Collectively that's a larger market than Windows and Linux. And Linux is the smallest market of the bunch. (Android != Linux, practically speaking)
“Common sense is not so common.” — Voltaire
...the "news"... Everything is fu**ed up: what about a decent python version, decent bash version, tar version???? Good luck with that
yeah, thats such a shame. I was raging and forgot about opengl, but really, WHY??? They have the $$$ and it's not THAT expensive. Scientists want to use it (and students). Cheap greedy bast****.
So instead of helping to develop Vulkan they go off and make their own thing which will basically make games less likely to support Mac? It's just as bad as Microsoft pushing DirectX as only Windows.
-SaNo
Maybe it is time to consider that the relevance of Apple is not in the domain of apps for tablets and phones?
no, think more simple than that. think license. then ask, why?
OpenGL and OpenCL.
Legacy.
This should be used as exhibit A any time someone tries to cast doubt over whether Apple have gone completely fucking batshit loco.
"Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
On Mac OS X the graphics driver is part of the operating system. You can only upgrade by upgrading to a newer version of the operating system.
PlanetVulkan.com
I remember when Microsoft dropped OpenGL from the Windows platform.
Well the implementation generally came in the form of an MCD anyway and the obvious progression was to move to an ICD model (the same as is done on Linux) especially as hardware became more complex so vendors could implement the OpenGL spec for their own hardware.
It being Apple, they could throw a bigger fit and forbid it, but at least it's possible that OS dropping support may mean nothing in practice.
Apple doesn't use an ICD model for OpenGL, that's why the best OpenGL support you can get on a Mac (even before the 2015 introduction of Metal on the Mac) is 4.1 from 2010. Apple always lagged in OpenGL support, it's never been very good.
This argument could be applied to directx too but microsoft still shipped directx with windows.
Of course they do, they are the vendor of DirectX and the platforms on which it is supported so it makes sense for them to ship it, the actual hardware implementation is still supplied by the hardware vendor though.
Of all evergreen browsers, Safari has the worst SVG implementation. It is slow, masking is not according to spec, filters force you to use sRGB interpolation.
BTW, SVG 1.1 was released in 2003. 15 years should really be enough to implement that standard, especially if you are in control of the OS and the browser.
Signature deleted by lameness filter.
That there's no games on the Mac that this will effect anyway
Comment removed based on user account deletion
Actually, you can download alternative drivers directly from NVidia, although I doubt many Mac users do this.
Stop! Dremel time!
Come on, even the most rabid Apple apologist and fanboy can see the writing on the wall: Hardware that is becoming increasingly hard to modify, proprietary APIs to access that hardware, the hardware itself is proprietary Apple chips (already on iOS and rumor of it coming to the Mac soon as well), proprietary and closed interoperability protocols like AirDrop, AirPlay and Lightning.
If you want to be a corporate shill that's up to you but don't pretend like you are genuinely that stupid frog who doesn't notice the water getting warmer, I don't believe you are actually that dumb.
If you bothered to watch the WWDC Keynote, you would have learned that Apple isn't making macOS into iOS.
They are doing the much smarter approach: porting-over some key frameworks so the DEVELOPERS can more easily PORT iOS Apps to Mac OS. When ported, these become MAC Apps, NOT, NOT NOT "iOS Apps running in some sort of emulation layer", or anything.
And to prove their point (and as a test of the concept), They revealed that four Applications included with macOS Mojave (Voice Memos, Stocks, Home, and one other I can't recall) are, in fact, iOS Apps that have been Ported using this "UIKit" API. Apple demoed each of these Applications (without revealing their former lives as iOS Apps), and, if you bothered to watch the Keynote, you would have seen, as I, and thousands of others, that there was absolutely NO "iOS-ness" about them. None.
Apple is quite clear about their intentions here: there are literally millions of Apps in the iOS App Store. And while Apple fully knows that they aren't all good candidates for Porting, some not-insignificant percentage WILL be. This is a Good Thing for the Mac, and a Good Thing for the Developers, and thus, a Good Thing for Users.
NOW, you are Informed; so you needn't continue to spout your baseless, Hater diatribe.
Probably won't stop you, though. After all, you ARE only an Anonymous COWARD.
Also, As per usual.
This is a proprietary technology isn't it? That will go no where.
You can lead a man with reason but you can't make him think.