Library Opengl Mac
The tables below list the OpenCL and OpenGL versions that Mac computers support.
Each GPU's hardware capabilities determine the version of OpenCL or OpenGL that's supported. Some GPUs don't support OpenCL and are noted with —. Some applications might have specific version requirements.
- Jun 04, 2018 OpenGL on the Mac Platform. Your application typically interfaces directly with the core OpenGL library (GL), the OpenGL Utility library (GLU), and the OpenGL Utility Toolkit (GLUT). The GL library provides a low-level modular API that allows you to define graphical objects. It supports the core functions defined by the OpenGL specification.
- Jan 15, 2020 Work-in-progress OpenGL library that aims to provide a powerful sandbox for you to learn or experiment with OpenGL, and graphics programming in general. Usage Currently only 'officially' supports Windows - Mac and Linux support is coming soon.
Aug 31, 2018 Here's what we've discussed so far, we discussed about how to set up our project to use GLFW library on Windows. In this section, we'll discuss how to set up OpenGL on a. On: Linux with Eclipse,; Mac OS X and Xcode, and; Windows with Visual Studio or Cygwin. Sample code: the sample Makefile and source code build a simple line drawing application and runs on Linux, Mac OS X, and Windows platforms. You can also try out some examples with buffer objects and shaders. If you're interested in using GLFW instead of GLUT, please refer to the course note Building. Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. The GLUT library has both C, C (same as C), FORTRAN, and Ada programming bindings. The GLUT source code distribution is portable to nearly all OpenGL implementations for the X Window System and Windows 95 and NT. GLUT also works well with Brian Paul's Mesa, a.
iMac
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
iMac (Retina 5K, 27-inch, 2019) | Radeon Pro 570X Radeon Pro 575X Radeon Pro 580X Radeon Pro Vega 48 | 4.1 | 1.2 |
iMac (Retina 4K, 21.5-inch, 2019) | Radeon Pro 555X Radeon Pro 560X Radeon Pro Vega 20 | 4.1 | 1.2 |
iMac (Retina 5K, 27-inch, 2017) | Radeon Pro 570 Radeon Pro 575 Radeon Pro 580 | 4.1 | 1.2 |
iMac (Retina 4K, 21.5-inch, 2017) | Radeon Pro 555 Radeon Pro 560 | 4.1 | 1.2 |
iMac (21.5-inch, 2017) | Intel Iris Plus Graphics 640 | 4.1 | 1.2 |
iMac (Retina 5K, 27-inch, Late 2015) | AMD Radeon R9 M380 AMD Radeon R9 M390 AMD Radeon R9 M395 AMD Radeon R9 M395X | 4.1 | 1.2 |
iMac (Retina 4K, 21.5-inch, Late 2015) | Intel Iris Pro Graphics 6200 | 4.1 | 1.2 |
iMac (21.5-inch, Late 2015) | Intel HD Graphics 6000 Intel Iris Pro Graphics 6200 | 4.1 | 1.2 |
iMac (Retina 5K, 27-inch, Mid 2015) | AMD Radeon R9 M290 | 4.1 | 1.2 |
iMac (Retina 5K, 27-inch, Late 2014) | AMD M290 AMD M295 AMD Radeon R9 M290 AMD Radeon R9 M295X | 4.1 | 1.2 |
iMac (21.5-inch, Mid 2014) | Intel HD 5000 Graphics | 4.1 | 1.2 |
iMac (27-inch, Late 2013) | NVIDIA Geforce GT 755M NVIDIA Geforce GTX 775M NVIDIA Geforce GTX 780M | 4.1 | 1.2 |
iMac (21.5-inch, Late 2013) | NVIDIA Geforce GT 750M Intel Iris Pro | 4.1 | 1.2 |
iMac (21-inch, Early 2013) | Intel HD Graphics 4000 | 4.1 | 1.2 |
iMac (27-inch, Late 2012 | NVIDIA GeForce GTX 660MX NVIDIA GeForce GTX 675MX NVIDIA GeForce GT 680M | 4.1 | 1.2 |
iMac (21-inch, Late 2012) | NVIDIA GeForce GT 640M NVIDIA GeForce GT 650M | 4.1 | 1.2 |
iMac (21-inch, Late 2011) | ATI Radeon HD 6750M | 4.1 | 1.2 |
iMac (27-inch, Mid 2011) | ATI Radeon HD 6770M ATI Radeon HD 6970M | 4.1 | 1.2 |
iMac (21-inch, Mid 2011) | ATI Radeon HD 6750M ATI Radeon HD 6770M | 4.1 | 1.2 |
iMac (27-inch, Mid 2010) | ATI Radeon HD 5670 ATI Radeon HD 5750 | 4.1 | 1.2 |
iMac (21-inch, Mid 2010) | ATI Radeon HD 4670 ATI Radeon HD 5670 | 3.3 | 1.0 |
iMac (27-inch, Late 2009) | ATI Radeon HD 4670 ATI Radeon HD 4850 | 3.3 | 1.0 |
iMac (21-inch, Late 2009) | NVIDIA GeForce 9400M ATI Radeon HD 4670 | 3.3 | 1.0 |
iMac (20-inch, Late 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
iMac (24-inch, Early 2009) | NVIDIA GeForce GT 120 NVIDIA GeForce GT 130 NVIDIA GeForce 9400M | 3.3 | 1.0 |
iMac (20-inch, Early 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
iMac (Early 2009) | ATI Radeon HD 4850 | 3.3 | 1.0 |
iMac (24-inch, Early 2008) | NVIDIA GeForce 8800 GS | 3.3 | 1.0 |
iMac (20-inch, Early 2008) | ATI Radeon HD 2600 Pro | 3.3 | — |
iMac (24-inch, Mid 2007) | ATI Radeon HD 2400 ATI Radeon HD 2600 Pro | 3.3 | — |
iMac (20-inch, Mid 2007) | ATI Radeon HD 2400 ATI Radeon HD 2600 XT ATI Radeon HD 2600 Pro | 3.3 | — |
iMac Pro
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
iMac Pro (2017) | Radeon Pro Vega 56 Radeon Pro Vega 64 Radeon Pro Vega 64X | 4.1 | 1.2 |
Mac mini
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
Mac mini (2018) | Intel UHD Graphics 630 | 4.1 | 1.2 |
Mac mini (Late 2014) | Intel Iris Graphics Intel HD 5000 Graphics | 4.1 | 1.2 |
Mac mini (Mid 2012) | Intel HD 4000 | 4.1 | 1.2 |
Mac mini (Mid 2011) | Intel HD 3000 | 3.3 | — |
Mac mini (Mid 2011) | AMD Radeon HD 6630 | 4.1 | 1.2 |
Mac mini (Early 2010) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
Mac mini (Early 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
Mac Pro
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
Mac Pro (2019) | Radeon Pro 580X MPX Module Radeon Pro Vega II MPX Module Radeon Pro Vega II Duo MPX Module | 4.1 | 1.2 |
Mac Pro (Late 2013) | AMD FirePro D300 AMD FirePro D500 AMD FirePro D700 | 4.1 | 1.2 |
Mac Pro (Mid 2012) | ATI Radeon HD 5770 ATI Radeon HD 5870 | 4.1 | 1.2 |
Mac Pro (Mid 2010) | ATI Radeon HD 5770 ATI Radeon HD 5870 | 4.1 | 1.2 |
Mac Pro (Early 2009) | NVIDIA Geforce GTX 285 NVIDIA Geforce Quadro FX 4800 NVIDIA GeForce GT 120 ATI Radeon HD 4870 | 3.3 | 1.0 |
Mac Pro (Early 2008) | NVIDIA GeForce 8800 GT NVIDIA Quadro FX 5600 ATI Radeon HD 2600 XT | 3.3 | 1.0 |
MacBook Pro
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
MacBook Pro (13-inch, 2019, Two Thunderbolt 3 ports) | Intel Iris Plus Graphics 645 | 4.1 | 1.2 |
MacBook Pro (15-inch) | Intel UHD Graphics 630 Radeon Pro 555X with 4GB GDDR5 memory Radeon Pro 560X with 4GB GDDR5 memory Radeon Pro Vega 16 with 4GB HBM2 memory Radeon Pro Vega 20 with 4GB HBM2 memory | 4.1 | 1.2 |
MacBook Pro (13-inch, 2019, Four Thunderbolt 3 ports) | Intel Iris Plus Graphics 655 | 4.1 | 1.2 |
MacBook Pro (15-inch, 2018) | Intel UHD Graphics 630 | 4.1 | 1.2 |
MacBook Pro (13-inch, 2018, Four Thunderbolt 3 ports) | Intel Iris Plus Graphics 655 | 4.1 | 1.2 |
MacBook Pro (15-inch, 2017) | Intel HD Graphics 630 Radeon Pro 555 2GB VRAM Radeon Pro 560 4GB VRAM | 4.1 | 1.2 |
MacBook Pro (13-inch, 2017, Four Thunderbolt 3 ports) | Intel Iris Plus Graphics 650 | 4.1 | 1.2 |
MacBook Pro (13-inch, 2017, Two Thunderbolt 3 ports) | Intel Iris Plus Graphics 640 | 4.1 | 1.2 |
MacBook Pro (15-inch, 2016) | Intel HD Graphics 530 Radeon Pro 450 2GB VRAM Radeon Pro 455 2GB VRAM Radeon Pro 460 4GB VRAM | 4.1 | 1.2 |
MacBook Pro (13-inch, 2016, Four Thunderbolt 3 ports) | Intel Iris Graphics 550 | 4.1 | 1.2 |
MacBook Pro (13-inch, 2016, Two Thunderbolt 3 ports) | Intel Iris Graphics 540 | 4.1 | 1.2 |
MacBook Pro (Retina, 15-inch, Mid 2015) | Intel Iris Pro 5200 | 4.1 | 1.2 |
MacBook Pro (Retina, 13-inch, Early 2015) | Intel Iris Graphics 6100 | 4.1 | 1.2 |
MacBook Pro (Retina, 15-inch, Mid 2014) | Intel Iris Pro Graphics NVIDIA Geforce GT 750M | 4.1 | 1.2 |
MacBook Pro (Retina, 13-inch, Mid 2014) | Intel Iris Graphics | 4.1 | 1.2 |
MacBook Pro (Retina, 15-inch, Late 2013) | Intel Iris Pro Graphics NVIDIA GeForce GT 750M | 4.1 | 1.2 |
MacBook Pro (Retina, 13-inch, Late 2013) | Intel Iris Graphics | 4.1 | 1.2 |
MacBook Pro (Retina, 15-inch, Early 2013) | NVIDIA GeForce GT 650M | 4.1 | 1.2 |
MacBook Pro (Retina, 15-inch, Mid 2012) | NVIDIA GeForce GT 650M | 4.1 | 1.2 |
MacBook Pro (13-inch, Mid 2012) | Intel HD Graphics 4000 | 4.1 | 1.2 |
MacBook Pro (17-inch, Late 2011) | ATI Radeon HD 6770M | 4.1 | 1.2 |
MacBook Pro (15-inch, Late 2011) | ATI Radeon HD 6750M ATI Radeon HD 6770M | 4.1 | 1.2 |
MacBook Pro (13-inch, Late 2011) Aug 20, 2017 Question: Q: (iCloud Photo Library) Missing photos I just noticed a few days ago that all my photos from last Christmas and the days surrounding it have. Oct 11, 2018 Get help with missing photos. If you're missing a photo or video from your Photos app, try these tips to help you find it again. Turn on iCloud Photos. On your Mac: Go to System Preferences iCloud. Next to Photos, click Options. Start a Discussion in Apple Support. Feb 03, 2020 To upload original versions of your Mac library, click Photos Preferences and turn on iCloud Photos. You can also use AirDrop to copy the photos from your computer to your iPhone, iPad, or iPod touch. Make sure that you're signed in with the same Apple ID on your computer and iOS device. Photos missing from icloud photo library mac computers apple support. | Intel HD Graphics 3000 | 3.3 | — |
MacBook Pro (17-inch, Early 2011) | ATI Radeon HD 6750M | 4.1 | 1.2 |
MacBook Pro (15-inch, Early 2011) | ATI Radeon HD 6490M ATI Radeon HD 6750M | 4.1 | 1.2 |
MacBook Pro (13-inch, Early 2011) | Intel HD Graphics 3000 | 3.3 | — |
MacBook Pro (17-inch, Mid 2010) | NVIDIA Geforce GT 330M | 3.3 | 1.0 |
MacBook Pro (15-inch, Mid 2010) | NVIDIA Geforce GT 330M | 3.3 | 1.0 |
MacBook Pro (13-inch, Mid 2010) | NVIDIA Geforce GT 320M | 3.3 | 1.0 |
MacBook Pro (13-inch, Mid 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
MacBook Pro (17-inch, Late 2008) | NVIDIA GeForce 9400M NVIDIA GeForce 9600M | 3.3 | 1.0 |
MacBook Pro (15-inch, Late 2008) | NVIDIA GeForce 9400M NVIDIA GeForce 9600M | 3.3 | 1.0 |
MacBook Pro (17-inch, Early 2008) | NVIDIA Geforce 8600 | 3.3 | 1.0 |
MacBook Pro (15-inch, Early 2008) | NVIDIA Geforce 8600 | 3.3 | 1.0 |
MacBook Pro (17-inch, Mid 2007) | NVIDIA Geforce 8600 | 3.3 | 1.0 |
MacBook Pro (15-inch, Mid 2007) | NVIDIA Geforce 8600 | 3.3 | 1.0 |
MacBook
Model | GPU Set this variable to some value (e.g., 10.4) only if you want to guarantee that your installer will work on that version of Mac OS X, and don’t mind missing extra features available in the installer shipping with later versions of Mac OS X. CPackProductBuild productbuild CPack generator (Mac OS X). IUP is a portable toolkit for building graphical user interfaces. LuaDist/iup. CUDA related compile errors #14. Closed laurenegts opened this issue Jul 6, 2015. MOTIFLIBRARIES MOTIFINCLUDEDIR)- Could NOT find Microhttpd (missing: MICROHTTPDLIBRARY MICROHTTPDINCLUDEDIR). I just checked, but then I’m on Mac OS X. Just to make absolutely sure, could you reiterate the aforementioned procedure but replace the. Motif_libraries motif_include_dir in mac n. | OpenGL | OpenCL |
---|---|---|---|
MacBook (Retina, 12-inch, 2017) | Intel HD Graphics 615 | 4.1 | 1.2 |
MacBook (Retina, 12-inch, Early 2016) | Intel HD Graphics 515 | 4.1 | 1.2 |
MacBook (Retina, 12-inch, Early 2015) | Intel HD Graphics 5300 | 4.1 | 1.2 |
MacBook (Mid 2010) | NVIDIA GeForce 320M | 3.3 | 1.0 |
MacBook (Early 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
MacBook Air
Model | GPU | OpenGL | OpenCL |
---|---|---|---|
MacBook Air (Retina, 13-inch, 2019) | Intel UHD Graphics 617 | 4.1 | 1.2 |
MacBook Air (Retina, 13-inch, 2018) | Intel UHD Graphics 617 | 4.1 | 1.2 |
MacBook Air (13-inch, 2016) | Intel HD Graphics 6000 | 4.1 | 1.2 |
MacBook Air (13-inch, Early 2015) | Intel HD Graphics 6000 | 4.1 | 1.2 |
MacBook Air (11-inch, Early 2015) | Intel HD Graphics 6000 | 4.1 | 1.2 |
MacBook Air (13-inch, Mid 2013) | Intel HD Graphics 5000 | 4.1 | 1.2 |
MacBook Air (11-inch, Mid 2013) | Intel HD Graphics 5000 | 4.1 | 1.2 |
MacBook Air (Mid 2012) | Intel HD Graphics 4000 | 4.1 | 1.2 |
MacBook Air (Mid 2011) | Intel HD Graphics 3000 | 3.3 | — |
MacBook Air (Late 2010) | NVIDIA GeForce 320M | 3.3 | 1.0 |
MacBook Air (Mid 2009) | NVIDIA GeForce 9400M | 3.3 | 1.0 |
By Daniel Eran Dilger
Thursday, June 28, 2018, 07:01 am PT (10:01 am ET)
Editor's note: The furor about why Apple is deprecating OpenGL has flared up again with the release of Mojave. This piece originally ran in June, but remains accurate and relevant today
Library Opengl Machine
Apple's list of Mac hardware supporting the new macOS Mojave is identical to its list of Mac computers that support Metal. More specifically, Metal is Apple's hardware-accelerated 3D graphics and compute framework, standard library and GPU shading language.Mojave will require at least a Late 2012 iMac or Mac mini, or a Mid 2012 MacBook Air or MacBook Pro. It also of course runs on any new 2017 iMac Pro or new Retina MacBooks (released in 2015), and supports all of the black cylinder Mac Pros (released since 2013). It also supports the earlier 'cheese grater' Mac Pro models back to Mid 2010, if equipped with a Metal-capable graphics card.
Why Mojave requires a Metal-capable GPU
Lack of support for Metal graphics is why some of the Macs that are supported in today's macOS High Sierra can't be upgraded to run Mojave. This includes 2009-2011 ('non slim') iMacs; 2010-2011 Mac minis; 2009-2010 plastic non-Retina MacBooks; and 2011 or earlier non-Retina MacBook Pro and MacBook Air models.
The new Mojave drops support for a couple years of non-Retina models, but still supports some non-Retina Macs, as the problem isn't their display resolution but rather their GPU capabilities. Older Mac Pro models dating back to 2010 can be outfitted with new Metal-capable GPUs to run the new release, making it clear Apple isn't just dropping legacy machines to force new purchases.
Drawing a line at Metal-capable GPUs allows Apple to optimize graphics performance--particularly for entirely new software features including multi-user FaceTime and other new iOS-familiar UI features. If you've owned a Mac for 8-9 years, Mojave offers a good reason to upgrade your hardware and join the modern Metal party.
The new Mojave release will officially ship this fall alongside a new iOS 12, watchOS 5 and the new tvOS, following what has been Apple's regular schedule for OS updates for several years now. In advance of this, Apple is offering a Mojave Public Beta program where users can opt in to download prerelease software, test out its new features in advance and report any bugs they discover to Apple.
Metal replaces OpenGL
Metal was first delivered in 2014 for the previous year's iPhone 5s to take full advantage of the graphics capabilities of its custom A7 'System on a Chip,' which bundled a 64-bit CPU and independent GPU.
The performance gains from Metal come largely from its optimizations to reduce CPU load, enabling software to much more efficiently make use of the power of the GPU. Metal achieves this using explicit synchronization and shared memory space between GPU and CPU; lower driver overhead, precomputed shaders and up-front state validation; and efficient multithreading, where every CPU thread can send commands to the GPU.
Metal gets its name from its low level of hardware optimization, as it runs on 'the bare metal,' rather than hovering over a large hardware abstraction layer in the model of cross platform graphics frameworks like OpenGL, which were designed to support a wide range of processors.
Apple initially moved to OpenGL in the late 90s after Steve Jobs announced plans to abandon the company's own QuickDraw 3D, an early project to build support for software graphics rendering into the Mac. At the time, moving to OpenGL allowed Apple to take advantage of existing work already done to build software that enabled hardware acceleration on a variety of different GPUs.
Fifteen years later, however, Apple's iOS had become the largest platform of uniform mobile hardware. In parallel with Metal, Apple launched the first 64-bit custom-ARM CPU, and was also optimizing the generic GPU design created by Imagination Technologies. Going forward, Apple knew that all of its iOS devices would get a 64-bit CPU and an advanced GPU.
Outside of iOS, Android and Windows Mobile licensees were using a wide variety of processors and graphics hardware. They were fated to be years behind in 64-bit CPUs and were beleaguered with cost effective 'value engineering' that required devices to ship with underperforming graphics.
Developing the State of the Art in mobile GPUs was an expensive and risky proposition that had pushed one-time mobile GPU giants AMD, Texas Instruments and Nvidia out of the smartphone business entirely.
Apple's goal for iOS was to build extremely high performance graphics capable of rapidly ratcheting up performance and then just as rapidly scaling it down to conserve battery life. It needed the ability to optimize support for upcoming products--notably the higher resolutions of iPhone 6 and 6 Plus, and future models of iPad that would demand more graphics power than most PC laptops had.
Android and Windows licensees had far less ambitious plans. Samsung introduced new high resolution panels but shipped these with basic GPUs running standard Android software. The focus was on bragging specifications, not on actual usability or performance in gaming, creative or computationally intensive software.
In 2015 Apple brought Metal support to recent Macs (with GPUs dating back to 2012, including Intel's HD 4000 and Iris Graphics; AMD's Graphics Core Next GPUs; and Nvidia's Kepler-based GPUs) in macOS El Capitan.
Metal 2 focuses on the ML, AR, VR future
Last year, Apple announced Metal 2 for macOS High Sierra, with improvements including a new shader debugger and GPU dependency viewer for more efficient profiling and debugging in Xcode; support for accelerating the computationally-intensive task of training neural networks, including machine learning; lower CPU workloads via GPU-controlled pipelines, where the GPU is able to construct its own rendering commands and schedule them with little to no CPU interaction; and support for Virtual Reality.
Metal 2 is also supported in iOS on devices using the new A11 Bionic: iPhone 8, 8 Plus, and X models. This chip also launched Apple's first independent GPU of its own design, even more tightly optimized for not just accelerating graphics but also accelerating machine learning and Augmented Reality (which includes applications such as VR and face tracking).
Apple is no longer trying to work within a commodity-graphics community where its own product is just a proprietary variant of an Intel PC, outfitted with one of a several proprietary GPU designs that must all be abstracted to look similar to developers trying to make use of them.
Opengl Mac Download
Today, Apple is building its own highly customized silicon--including its own CPU, GPU and Neural Engine, and has to develop bare Metal software to run these both efficiently and at their maximum capacity.
Android and other platforms have begun supporting a community-developed Vulkan framework for graphics that makes improvements over the 1990's era OpenGL, but they don't share the same attainable goals as Apple. Most Android makers are focused on high volume sales of basic phone devices that sell on average for around $200.
The OpenGL deprecation
Earlier this month, Apple's developer documentation advised that active development has ceased for OpenGL and OpenCL on the Mac, and that the APIs will only get 'minor changes' going forward.
'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,' the company noted.
Opengl
In software, 'deprecation' means that a feature has been superseded and that while the old version should still work for the time being, it's advised to stop using it moving forward and to prepare for a future where it is removed entirely.This created a knee-jerk reaction of clickbait warning that 'developers' were revolting and waving pitchforks about the announcement. However, the main uses of OpenGL and OpenCL (the GPU-computation framework that Apple originally developed and shared with the OpenGL community) are in porting low level code between Linux, Windows and Macs.
Most modern games with 3D graphics are not hard coded using low-level OpenGL. Instead, developers make use of higher-level graphics 'engine' frameworks such as Epic Games' Unreal Engine 4; Blizzard's WoW and SC2 Engine; or Unity Engine. Like Apple's own higher level graphics frameworks such as SceneKit, SpriteKit and ARKit, these already make native use of Metal under the scenes.