Create and manage OpenGL rendering contexts for use in macOS, and perform operations on drawable objects.

Posts under OpenGL tag

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OpenGL Support
I am currently shopping for a new laptop and have been researching whether or not the new Apple M1 Pro Laptop would meet my requirements. I contacted Apple support, but they were unable to provide me with the answers to my questions and directed me to this forum. I am joining a CS program that is requiring OpenGL support in their hardware documentation. The school's hardware docs state: "Support for OpenGL Required - Support for OpenGL requires a graphics co-processor. This may be a dedicated graphics card, a co-processor imbedded on the motherboard, or integrated in the main cpu." My concern is I've read that OpenGL support was deprecated? Does anyone know whether or not the new M1 Pro Laptops (specifically, the 14"/16" models) support OpenGL for the purposes of education or if there's a suitable workaround?
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1.9k
Jan ’22
Application freezes on glTexImage2D
My application freezes on a call to glTexImage2D, this is the stack trace I get from the lldb: thread #3 frame #0: 0x00000001bb04d9b4 libsystem_kernel.dylib`mach_msg_trap + 8 frame #1: 0x00000001bb04dd60 libsystem_kernel.dylib`mach_msg + 76 frame #2: 0x00000001bdb28dd0 IOKit`io_connect_method + 440 frame #3: 0x00000001bdb28bec IOKit`IOConnectCallMethod + 236 frame #4: 0x00000001d5b1b970 IOGPU`IOGPUResourceCreate + 224 frame #5: 0x00000001d5b159f8 IOGPU`-[IOGPUMetalResource initWithDevice:remoteStorageResource:options:args:argsSize:] + 476 frame #6: 0x00000001d5b18ab8 IOGPU`-[IOGPUMetalTexture initWithBuffer:descriptor:sysMemOffset:sysMemRowBytes:vidMemSize:vidMemRowBytes:args:argsSize:isStrideTexture:] + 616 frame #7: 0x00000001d5b1925c IOGPU`-[IOGPUMetalTexture initWithPrimaryBuffer:heapIndex:bufferIndex:bufferOffset:length:descriptor:sysMemRowBytes:vidMemSize:vidMemRowBytes:args:argsSize:] + 96 frame #8: 0x000000021c45bc10 AGXMetal13_3`___lldb_unnamed_symbol4663$$AGXMetal13_3 + 468 frame #9: 0x0000000133953aa8 AppleMetalOpenGLRenderer`GLDTextureRec::loadObj() + 3156 frame #10: 0x000000013398a960 AppleMetalOpenGLRenderer`gldModifyTexSubImage + 160 frame #11: 0x000000021bd9a7e8 GLEngine`glTexImage2D_Exec + 1944 frame #12: 0x000000021bd7b8d0 libGL.dylib`glTexImage2D + 80 My questions are: how could a call to glTexImage2D freezes and cause the thread stuck forever? Why and how to solve it? Thank you in advance, and looking forward to any suggestions
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2.4k
Dec ’21
Metal performance lower than openGL when using MSAA,why
I have an multiple render-backend application on MacOS,so I can compare the performance between Metal and OpenGL about OffscreenRender. I found that, when I do not use MSAA,metal perform better.But when I open MSAA,especially at Large-texture,such as 3840x1920, metal seems slower. Then I simplify the render-pass, no draw call, seems it's the clear of texture was the difference of Metal and OpenGL, I'm not sure. in OpenGL,I use glClearBufferfv; in Metal, I set colorAttachments.loadAction=MTLLoadActionClear(I tried enalbe or disable tripple-buffering); Then I close the clear-action both on OpenGL and Metal,render-pass time of openGL reduce about 3ms ,Metal reduce about 8ms, Is that mean Metal take more time to clear texture? How can I resolve with such problem? (because I need clear-action) @Apple Device: Mac-mini-2018 Xcode: Xcode13.0 Here is the metal instrument screen-shot(idle of GPU seems too long,about 50ms):
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1.2k
Nov ’21
OpenGL Support
I am currently shopping for a new laptop and have been researching whether or not the new Apple M1 Pro Laptop would meet my requirements. I contacted Apple support, but they were unable to provide me with the answers to my questions and directed me to this forum. I am joining a CS program that is requiring OpenGL support in their hardware documentation. The school's hardware docs state: "Support for OpenGL Required - Support for OpenGL requires a graphics co-processor. This may be a dedicated graphics card, a co-processor imbedded on the motherboard, or integrated in the main cpu." My concern is I've read that OpenGL support was deprecated? Does anyone know whether or not the new M1 Pro Laptops (specifically, the 14"/16" models) support OpenGL for the purposes of education or if there's a suitable workaround?
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1
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0
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1.9k
Activity
Jan ’22
WKWebView global animation failed
Multiple calls to [UIView drawViewHierarchyInRect:afterScreenUpdates:] invalidates the WKWebView global animation To be more precise, the transition property animation fails But with [CALayer renderInContext:] don't have this problem
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0
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941
Activity
Jan ’22
Application freezes on glTexImage2D
My application freezes on a call to glTexImage2D, this is the stack trace I get from the lldb: thread #3 frame #0: 0x00000001bb04d9b4 libsystem_kernel.dylib`mach_msg_trap + 8 frame #1: 0x00000001bb04dd60 libsystem_kernel.dylib`mach_msg + 76 frame #2: 0x00000001bdb28dd0 IOKit`io_connect_method + 440 frame #3: 0x00000001bdb28bec IOKit`IOConnectCallMethod + 236 frame #4: 0x00000001d5b1b970 IOGPU`IOGPUResourceCreate + 224 frame #5: 0x00000001d5b159f8 IOGPU`-[IOGPUMetalResource initWithDevice:remoteStorageResource:options:args:argsSize:] + 476 frame #6: 0x00000001d5b18ab8 IOGPU`-[IOGPUMetalTexture initWithBuffer:descriptor:sysMemOffset:sysMemRowBytes:vidMemSize:vidMemRowBytes:args:argsSize:isStrideTexture:] + 616 frame #7: 0x00000001d5b1925c IOGPU`-[IOGPUMetalTexture initWithPrimaryBuffer:heapIndex:bufferIndex:bufferOffset:length:descriptor:sysMemRowBytes:vidMemSize:vidMemRowBytes:args:argsSize:] + 96 frame #8: 0x000000021c45bc10 AGXMetal13_3`___lldb_unnamed_symbol4663$$AGXMetal13_3 + 468 frame #9: 0x0000000133953aa8 AppleMetalOpenGLRenderer`GLDTextureRec::loadObj() + 3156 frame #10: 0x000000013398a960 AppleMetalOpenGLRenderer`gldModifyTexSubImage + 160 frame #11: 0x000000021bd9a7e8 GLEngine`glTexImage2D_Exec + 1944 frame #12: 0x000000021bd7b8d0 libGL.dylib`glTexImage2D + 80 My questions are: how could a call to glTexImage2D freezes and cause the thread stuck forever? Why and how to solve it? Thank you in advance, and looking forward to any suggestions
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4
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0
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2.4k
Activity
Dec ’21
Metal performance lower than openGL when using MSAA,why
I have an multiple render-backend application on MacOS,so I can compare the performance between Metal and OpenGL about OffscreenRender. I found that, when I do not use MSAA,metal perform better.But when I open MSAA,especially at Large-texture,such as 3840x1920, metal seems slower. Then I simplify the render-pass, no draw call, seems it's the clear of texture was the difference of Metal and OpenGL, I'm not sure. in OpenGL,I use glClearBufferfv; in Metal, I set colorAttachments.loadAction=MTLLoadActionClear(I tried enalbe or disable tripple-buffering); Then I close the clear-action both on OpenGL and Metal,render-pass time of openGL reduce about 3ms ,Metal reduce about 8ms, Is that mean Metal take more time to clear texture? How can I resolve with such problem? (because I need clear-action) @Apple Device: Mac-mini-2018 Xcode: Xcode13.0 Here is the metal instrument screen-shot(idle of GPU seems too long,about 50ms):
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0
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1
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1.2k
Activity
Nov ’21