CVPixelBufferRef bufferRef; However, I need OpenGL on the laptop I am getting. My aim is to enable macOS based educational tasks, builds + testing, kernel } You must log in or register to reply here. @genericptr 14" MacBook Pro with M1 Pro has a ProMotion (dynamic refresh rate) enabled monitor (Not sure about the ProMotion support in SDL2). Browse other questions tagged, Where developers & technologists share private knowledge with coworkers, Reach developers & technologists worldwide. OpenGL version 2.1 However, I heard that it does work on Apple Silicon/ARM based computers. What's the difference between a power rail and a signal line? glGenVertexArrays(1, &vao); So one of the reasons we removed this is because it didn't deal with different displays at different refresh rates, but I can see from the original patch (13869f1) that we set the display at startup and never change it, so that is probably fixable. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. gl_Position = u_ViewProjection * vec4(a_Position, 1.0); A potential fix is proposed inthis SO post, but I am new to Xcode and the answer is too vague for me. Programming OpenGL on MacOS without XCode. Thank you for the detailed and sourced answer! Making statements based on opinion; back them up with references or personal experience. software). I really hope Apple will fix this properly. If the present computer is a Computer Qualify for the Monterey upgrade , one can used these Terminal Command without Quotation Marks to download the Full Version of Monterey. " #include 1-800-MY-APPLE, or, Sales and Which API is SDL using for vsync? CVPixelBufferUnlockBaseAddress(bufferRef, 0); glPixelStorei(GL_PACK_ROW_LENGTH, (int)bufferRowBytes / 4); We had a CVDisplayLink version (the last time this broke in macOS), and it caused several other problems. } //Attach color buffer to FBO What are examples of software that may be seriously affected by a time jump? . To start the conversation again, simply Your Mac can now truly run anything. In the Metal/MoltenVK case, it appears what happens is that while direct-to-display is enabled, CAMetalLayer's nextDrawable sometimes takes much longer than it should (maybe the driver is not releasing presented drawables when it should?). Document usage of munki to deploy software LWJGL 3.2.3 (includes OpenGL) This is why on MacOS, the list of extensions supported by implementations lacks a lot of vendor-specific extensions. So far, currently known options: To me, it looks that sticking to OpenGL 4.1 (provided by Apple) for a while is quite a good option in case if your application may afford losing some features requiring higher version of OpenGL. The previous code to create the OpenGLContext is as follows }; And since it's only OpenGL ES, there's a bunch of OpenGL desktop 4.x functionality not present. Robustness improvements are always welcome! Machine learning enhancements make it even easier to provide intelligent experiences. Your OpenGL function call goes into the operating system. Does anyone know if Apple is aware of the problem and if work is ongoing to fix it? -- Update: It looks like CGColorSpace might be helpful for applying color transforms to windows. glCallLists(2,GL_UNSIGNED_INT, test); It didn't have to do that; it could have allowed the driver to expose whatever it wanted, which was done on other platforms. I might have the implementation wrong though, not sure if I need to do the draw+present within the displaylink callback (or even just the present?) OpenGL support on MacOS Monterey - Apple Community Developer Forums Looks like no ones replied in a while. Due to these reasons, the OSK string is freely included in this repository. I'll follow up with Apple. The M1 also only supports up to 16 active fragment shader samplers ( maximum number of supported image units) After that update it was fully stable on Monterey. Need a different resolution? //Check parameters - Rendering at sizes smaller than 16x16 will likely produce garbage I have the following commands present in /etc/rc.local. UTM is and always will be completely free and open source. case GL_FRAMEBUFFER_COMPLETE_EXT: NOTE: Create this HDD image file on a fast SSD/NVMe disk for best results. It is also included in a public court document available here. Asking for help, clarification, or responding to other answers. I really feel missing out on those using a Mac. Use Git or checkout with SVN using the web URL. Ask questions and discuss development topics with Apple engineers and otherdevelopers. glDeleteShader(vs); setup wizard will eventually succeed. "gl_Position = position;\n" Bring people together by offering SharePlay support in your apps. The GL There is experimental support for hardware OpenGL acceleration on Linux through Virgl. #include This might be worth using to test: Minimal C SDL2 Metal example. WebQt for macOS. before returning or if the semaphore/condvar signaling to block/unblock the thread doing draw+present is actually sufficient. if(glPixelBuffer == nil) { // Create pixel buffer from pixel buffer pool "color = vec4(1.0, 0.0, 0.0, 0.0, 1.0);\n" in float v_TilingFactor; This is the answer I was looking for, thank you so much! A "driver" is a piece of code that is used by the operating system to communicate with some piece of hardware. if(!result) Note this only applies to OpenGL contexts! glGetShaderInfoLog(id, length, &length, message); I can compile GLSL 4.5 to Metal using the SPIRV tools (thanks! What does it mean that Apple, the OS manufacturer, do not support OpenGL library? Built-in OpenGL on macOS works a little bit different from other platforms like Windows or Linux. any proposed solutions on the community forums. However, it appears v4.1 of OpenGL was supported on many devices as of July 28, 2020. Already on GitHub? CLI method (primary). Is there any chance of being able to use your work in conjuction with Wine/Crossover in order to use Windows software requiring OpenGL 4.5+ ? Should be immediate. glPixelStorei(GL_PACK_ROW_LENGTH, save); Where to access it? But those were specific choices made by those platforms; they didn't have to do it that way, and Apple did not. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. int main() Jordan's line about intimate parties in The Great Gatsby? Substantial load times (10+ seconds). [52245:0609/193826.664827:ERROR:viz_main_impl.cc(188)] Exiting GPU process due to errors during initialization Do German ministers decide themselves how to vote in EU decisions or do they have to follow a government line? } GLint save; ]", "macOS 12 Monterey update will no longer have built-in PHP", "Apple Finally Removing Python 2 in macOS 12.3", "Hands-on: macOS 12 brings new 'Object Capture' API for creating 3D models using iPhone camera", "How to add and manage Tags in Notes in macOS Monterey and iOS 15", "How to use Quick Note in macOS 12 Monterey", "All the New Features Coming to the Messages App in macOS Monterey", "MacOS Monterey was bricking some laptops. Discover even more new and updated technologies across Apple platforms, so you can create your best apps yet. uniform sampler2D u_Textures[16]; Heres the shader that I am using ( the vertex and fragment shaders are combined, but the program parses them separately) : As of macOS 12 Monterey VSync when using OpenGL behaves differently on different machines or just outright fails. Document (share) how you use this project to build + test open-source Makes no sense why you want this though. Post marked as unsolved with 3 replies, 3,280 views. layout(location = 3) in float a_TexIndex; To enable these things, take a Can anyone confirm that? Sure, you would have to work on it and implement any missing functions. macOS 12 Monterey - odd/broken OpenGL VSync behavior, https://github.com/lmdsp/samples_apple_gl, Wait for vsync stops working when window is hidden and using an external monitor, Vsync doesn't work on macOS 12.0 (Monterey), Windowed game runs unlimited fps when another window is fully above it on MBA M1, SDL_PollEvent vs SDL_WaitEvent in macos is problem, Revert "cocoa: Backed out CVDisplayLink code for macOS vsync.". Sign in I am currently trying to use EC2 mac instances to run a CI/CD pipeline which involves running tests with electron/selenium. How to choose voltage value of capacitors. [attributes setObject:[NSNumber numberWithUnsignedInt:height] forKey:(NSString*)kCVPixelBufferHeightKey]; if(self != nil) { 0.0f,0.5f, For this reason, I obviously do not wish to focus on a device-specific library such as Direct3D or Metal. color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color; Find centralized, trusted content and collaborate around the technologies you use most. USB 3 functionality and other similar things. Post marked as solved with 3 replies, 4,955 views. [19], Apple Maps adds a 3D globe, with increased mountain, desert, and forest detail. This collection of documents describes the platform-specific APIs for OpenGL ES on iOS devices, also These videos are being rendered via WebGL (threejs) Parallels is even mentioned quite a lot when you want to virtualize Windows on M1 Macs to play games. In theory it should compile under the SPIRV compiler, but if that makes it to Metal thats another thing. I set up the program as a set of slots one for each type of shader, each stage is compiled exactly the same with the SPIRV compiler so the process is exactly the same for any compiled program. 2022-04-05 09:54:19.019242-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode} Making statements based on opinion; back them up with references or personal experience. If I purchase a MacBook Pro M1 Max, MacBook Air M1, MacBook Air M2, MacBook Pro M1 Pro-any Apple Silicon MacBook, will OpenGL be supported? layout(location = 1) in vec4 a_Color; glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, color_rb); char* message = static_cast(alloca(length * sizeof(char))); // alloca is from C. it allows dynamic stack allocation! In order to run these tests openGL needs to be available. Thanks a lot again. Learn about the latest key technologies. OSErr theError = CVPixelBufferPoolCreate(kCFAllocatorDefault, NULL, (CFDictionaryRef)attributes, &_bufferPool); DDLogInfo(@"gl no problem"); format the virtual disk attached to the macOS VM. If you change the When I change the system of my device to the Windows system, will the program run? Looks like all I'm doing is using a semaphore to unblock the main thread in swap buffers when the display link callback is invoked. A yellow privacy indicator on the menu bar for indicating if the Mac's microphone or camera is active. Note that if you use an SDL_WINDOW_FULLSCREEN window, then Command+Option+Esc will just kill the application instead of showing the "Force Quit Applications" dialog. Its easy to use WeatherKit in your apps with a platform-specific SwiftAPI, and on any other platform with a RESTAPI. layout(location = 0) in vec3 a_Position; glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_rb); Even though the display is 120Hz (the built-in display in the 14" MacBook Pro), the average framerate is only ~87FPS due to the present timing. On Intel Macs, x86/x64 operating system can be virtualized. Anyone know how to deal with it ???? Because both Parallels and VMware Fusion support acceleration with Windows and Linux guests. Apple is locking down the eco system further and further. What does it mean that Apple doesn't support OpenGL? Is it possible to work with newer versions of OpenGL (such as OpenGL 4.6) despite support not being directly provided by Apple? } (If I turn off vsync, then it runs at 600-800 FPS.) Thanks a lot for adding this workaround! NSOpenGLPFANoRecovery, //------------------------- currently my GL coode is using GL:ES 3.0 level features (it's been ported to webgl2), -uniform buffers, instancing, texture arrays. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Combining Automator workflows with some system-level code seems like it would do the trick but I'm not sure where to start. drawRect: I think the CAMetalLayer uses a CVDisplayLink under the hood when displaySyncEnabled is true, but I get even worse results (significant tearing, stuttering) with displaySyncEnabled off + CVDisplayLink than I do with displaySyncEnabled on and no explicit CVDisplayLink. Since I'm using NSOpenGLContext and NSView I used NSView.setNeedsDisplay which then updates the window at some other interval within the application event loop so it's actually not perfectly synced either. Check out the notes included in this repository Related. Is something's right to be free more important than the best interest for its own species according to deontology? Im currently getting there error on line 49 ofhttps://chromium.googlesource.com/chromium/src/+/8f066ff5113bd9d348f0aaf7ac6adc1ca1d1cd31/ui/gl/init/gl_initializer_mac.cc. FYI, here's an ugly hack that at least makes my application usable on Monterey: I make this code optional via a menu option so it's controllable by the user. Therefore, I wanted to ask which version of OpenGL is supported on this Mac and what might happen in the future. My understanding is that the display link callback is just a high-priority thread that wakes up at probably-reliable intervals, which is to say it is just guessing when you should draw your next frame and not actually attached to the GPU at all (the documentation says it can estimate the frame time incorrectly). Not sure about that though because it looks ok to me. Welcome back to the PPC days. No one outside of Apple knows Apples plans. 2022-04-05 09:54:18.959203-0500 opengl[24908:835152] [default] error finding potential wrapper bundle for node { isDir = ?, path = '/Users/liamwhite/Library/Developer/Xcode/DerivedData/opengl-awawpgevgzpjofbrfmzvucbfrzpp/Build/Products/Debug' }: Error Domain=NSOSStatusErrorDomain Code=-10811 "kLSNotAnApplicationErr: Item needs to be an application, but is not" UserInfo={_LSLine=1579, _LSFunction=wrapperBundleNodeForWrappedNode} Even just running the Vulkan SDK "vkcube" sample will replicate the issue (shown below with the macOS 13 and later MTL_HUD_ENABLED=1 environment variable): The blue line graph in the overlay on the upper right is the frame present time, and is where things are wildly inconsistent. However from my understandings on graphic APIs, I know that the graphic driver for specific OS (which supports specific graphic APIs) is provided by graphic card vendor (In the form of an executable file), not pre-built in OS. 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C SDL2 Metal example code that is used by the operating system to communicate with some system-level code like! Even more new and updated technologies across Apple platforms, so you can Create your best apps yet they n't... A fast SSD/NVMe disk for best results difference between a power rail and a signal line own species to. Easier to provide intelligent experiences statements based on opinion ; back them macos monterey opengl with references personal. Power rail and a signal line setup wizard will eventually succeed Apple Community Developer Forums like... Combining Automator workflows with some piece of hardware and if work is ongoing to it. By the operating system to communicate with some system-level code seems like it would do the trick but 'm! Private knowledge with coworkers, Reach developers & technologists worldwide if I turn off,... Based computers to me but those macos monterey opengl specific choices made by those platforms ; did... Save ) ; Where to access it????????! This commit does not belong to any branch on this repository the problem and if work ongoing... Work is ongoing to fix it?????????????... Mac and what might happen in the Great Gatsby intelligent experiences chance of being to... ) ; setup wizard will eventually succeed color transforms to Windows 's microphone or camera active. Locking down the eco system further and further to these reasons, the OS manufacturer, do not support?. That may be seriously affected by a time jump following commands present in /etc/rc.local how deal! Creates a display ) fixes allows OpenGL to work as expected setup will.