| name | metal-migration |
| description | Use when porting OpenGL/DirectX to Metal - translation layer vs native rewrite decisions, migration planning, anti-patterns |
| skill_type | discipline |
| version | 1.0.0 |
| apple_platforms | iOS 12+, macOS 10.14+, tvOS 12+ |
Metal Migration
Porting OpenGL/OpenGL ES or DirectX code to Metal on Apple platforms.
When to Use This Skill
Use this skill when:
- Porting an OpenGL/OpenGL ES codebase to iOS/macOS
- Porting a DirectX codebase to Apple platforms
- Deciding between translation layer (MetalANGLE) vs native rewrite
- Planning a phased migration strategy
- Evaluating effort vs performance tradeoffs
Red Flags
❌ "Just use MetalANGLE and ship" — Translation layers add 10-30% overhead; fine for demos, not production
❌ "Convert shaders one-by-one without planning" — State management differs fundamentally; you'll rewrite twice
❌ "Keep the GL state machine mental model" — Metal is explicit; thinking GL causes subtle bugs
❌ "Port everything at once" — Phased migration catches issues early; big-bang migrations hide compounding bugs
❌ "Skip validation layer during development" — Metal validation catches 80% of porting bugs with clear messages
❌ "Worry about coordinate systems later" — Y-flip and NDC differences cause the most debugging time
❌ "Performance will be the same or better automatically" — Metal requires explicit optimization; naive ports can be slower
Migration Strategy Decision Tree
Starting a port to Metal?
│
├─ Need working demo in <1 week?
│ ├─ OpenGL ES source? → MetalANGLE (translation layer)
│ │ └─ Caveats: 10-30% overhead, ES 2/3 only, no compute
│ │
│ └─ Vulkan available? → MoltenVK
│ └─ Caveats: Vulkan complexity, indirect translation
│
├─ Production app with performance requirements?
│ └─ Native Metal rewrite (recommended)
│ ├─ Phased: Keep GL for reference, port module-by-module
│ └─ Full: Clean rewrite using Metal idioms from start
│
├─ DirectX/HLSL source?
│ └─ Metal Shader Converter (Apple tool)
│ └─ Converts DXIL bytecode → Metal library
│ └─ See metal-migration-ref for usage
│
└─ Hybrid approach?
└─ MetalANGLE for demo → Native Metal incrementally
└─ Best of both: fast validation, optimal end state
Pattern 1: Translation Layer (Quick Demo Path)
When to use: Validate feasibility, get stakeholder buy-in, prototype
MetalANGLE Setup (OpenGL ES → Metal)
// 1. Add MetalANGLE via SPM or CocoaPods
// GitHub: nicklockwood/MetalANGLE
// 2. Replace EAGLContext with MGLContext
import MetalANGLE
let context = MGLContext(api: kMGLRenderingAPIOpenGLES3)
MGLContext.setCurrent(context)
// 3. Replace GLKView with MGLKView
let glView = MGLKView(frame: bounds, context: context)
glView.delegate = self
glView.drawableDepthFormat = .format24
// 4. Existing GL code works unchanged
glClearColor(0, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT)
// ... your existing GL rendering code
Tradeoffs Table
| Aspect | MetalANGLE | Native Metal |
|---|---|---|
| Time to demo | Hours | Days-weeks |
| Runtime overhead | 10-30% | Baseline |
| Shader changes | None | Full rewrite |
| Compute shaders | Not supported | Full support |
| Future-proof | Translation debt | Apple-recommended |
| Debugging | GL tools only | GPU Frame Capture |
| Thermal/battery | Higher | Optimizable |
When MetalANGLE Fails
MetalANGLE will NOT work if your code:
- Uses OpenGL ES extensions not in core ES 2/3
- Relies on compute shaders (GL_COMPUTE_SHADER)
- Requires precise GL state machine semantics
- Needs performance within 10% of native
- Targets visionOS (no translation layer support)
Pattern 2: Native Metal Rewrite (Production Path)
When to use: Production apps, performance-critical rendering, long-term maintenance
Phased Migration Strategy
Phase 1: Abstraction Layer (1-2 weeks)
├─ Create renderer interface hiding GL/Metal specifics
├─ Keep GL implementation as reference
├─ Define clear boundaries: setup, resources, draw, present
└─ Validate abstraction with existing tests
Phase 2: Metal Backend (2-4 weeks)
├─ Implement Metal renderer behind same interface
├─ Convert shaders GLSL → MSL (use metal-migration-ref)
├─ Run GL and Metal side-by-side for visual diff
├─ GPU Frame Capture for debugging
└─ Milestone: Feature parity, visual match
Phase 3: Optimization (1-2 weeks)
├─ Remove abstraction overhead where it hurts
├─ Use Metal-specific features (argument buffers, indirect)
├─ Profile with Metal System Trace
├─ Tune for thermal envelope and battery
└─ Remove GL backend entirely
Core Architecture Differences
| Concept | OpenGL | Metal |
|---|---|---|
| State model | Implicit, mutable | Explicit, immutable PSO |
| Validation | At draw time | At PSO creation |
| Shader compilation | Runtime (JIT) | Build time (AOT) |
| Command submission | Implicit | Explicit command buffers |
| Resource binding | Global state | Per-encoder binding |
| Synchronization | Driver-managed | App-managed |
MTKView Setup (Native Metal)
import MetalKit
class MetalRenderer: NSObject, MTKViewDelegate {
let device: MTLDevice
let commandQueue: MTLCommandQueue
var pipelineState: MTLRenderPipelineState!
init?(metalView: MTKView) {
guard let device = MTLCreateSystemDefaultDevice(),
let queue = device.makeCommandQueue() else {
return nil
}
self.device = device
self.commandQueue = queue
metalView.device = device
metalView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
metalView.depthStencilPixelFormat = .depth32Float
super.init()
metalView.delegate = self
buildPipeline(metalView: metalView)
}
private func buildPipeline(metalView: MTKView) {
let library = device.makeDefaultLibrary()!
let vertexFunction = library.makeFunction(name: "vertexShader")
let fragmentFunction = library.makeFunction(name: "fragmentShader")
let descriptor = MTLRenderPipelineDescriptor()
descriptor.vertexFunction = vertexFunction
descriptor.fragmentFunction = fragmentFunction
descriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
descriptor.depthAttachmentPixelFormat = metalView.depthStencilPixelFormat
// Pre-validated at creation, not at draw time
pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable,
let descriptor = view.currentRenderPassDescriptor,
let commandBuffer = commandQueue.makeCommandBuffer(),
let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
return
}
encoder.setRenderPipelineState(pipelineState)
// Bind resources explicitly - nothing persists between draws
encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
encoder.setFragmentTexture(texture, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount)
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
Common Migration Anti-Patterns
Anti-Pattern 1: Keeping GL State Machine Mentality
❌ BAD — Thinking in GL's implicit state:
// GL mental model: "set state, then draw"
glBindTexture(GL_TEXTURE_2D, texture)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glUseProgram(program)
glDrawArrays(GL_TRIANGLES, 0, vertexCount)
// State persists until changed — can draw again without rebinding
✅ GOOD — Metal's explicit model:
// Metal: encode everything explicitly per draw
let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: rpd)!
encoder.setRenderPipelineState(pipelineState) // Always set
encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0) // Always bind
encoder.setFragmentTexture(texture, index: 0) // Always bind
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: count)
encoder.endEncoding()
// Nothing persists — next encoder starts fresh
Time cost: 30-60 min debugging "why did my texture disappear" vs 2 min understanding the model upfront.
Anti-Pattern 2: Ignoring Coordinate System Differences
❌ BAD — Assuming GL coordinates work in Metal:
OpenGL:
- Origin: bottom-left
- Y-axis: up
- NDC Z range: [-1, 1]
- Texture origin: bottom-left
Metal:
- Origin: top-left
- Y-axis: down
- NDC Z range: [0, 1]
- Texture origin: top-left
✅ GOOD — Explicit coordinate handling:
// Option 1: Flip Y in vertex shader
vertex float4 vertexShader(VertexIn in [[stage_in]]) {
float4 pos = uniforms.mvp * float4(in.position, 1.0);
pos.y = -pos.y; // Flip Y for Metal's coordinate system
return pos;
}
// Option 2: Flip texture coordinates in fragment shader
fragment float4 fragmentShader(VertexOut in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]) {
float2 uv = in.texCoord;
uv.y = 1.0 - uv.y; // Flip V for Metal's texture origin
return tex.sample(samp, uv);
}
// Option 3: Use MTKTextureLoader with origin option
let options: [MTKTextureLoader.Option: Any] = [
.origin: MTKTextureLoader.Origin.bottomLeft // Match GL convention
]
let texture = try textureLoader.newTexture(URL: url, options: options)
Time cost: 2-4 hours debugging "upside down" or "mirrored" rendering vs 5 min reading this pattern.
Anti-Pattern 3: No Validation Layer During Development
❌ BAD — Disabling validation for "performance":
// No validation — API misuse silently corrupts or crashes later
✅ GOOD — Always enable during development:
In Xcode: Edit Scheme → Run → Diagnostics
✓ Metal API Validation
✓ Metal Shader Validation
✓ GPU Frame Capture (Metal)
Time cost: Hours debugging silent corruption vs immediate error messages with call stacks.
Anti-Pattern 4: Single Buffer Without Synchronization
❌ BAD — CPU and GPU fight over same buffer:
// Frame N: CPU writes to buffer
// Frame N: GPU reads from buffer
// Frame N+1: CPU writes again — RACE CONDITION
buffer.contents().copyMemory(from: data, byteCount: size)
✅ GOOD — Triple buffering with semaphore:
class TripleBufferedRenderer {
let inflightSemaphore = DispatchSemaphore(value: 3)
var buffers: [MTLBuffer] = []
var bufferIndex = 0
func draw(in view: MTKView) {
// Wait for a buffer to become available
inflightSemaphore.wait()
let buffer = buffers[bufferIndex]
// Safe to write — GPU finished with this buffer
buffer.contents().copyMemory(from: data, byteCount: size)
let commandBuffer = commandQueue.makeCommandBuffer()!
commandBuffer.addCompletedHandler { [weak self] _ in
self?.inflightSemaphore.signal() // Release buffer
}
// ... encode and commit
bufferIndex = (bufferIndex + 1) % 3
}
}
Time cost: Hours debugging intermittent visual glitches vs 15 min implementing triple buffering.
Pressure Scenarios
Scenario 1: "Just Ship with MetalANGLE"
Situation: Deadline in 2 weeks. MetalANGLE demo works. PM says ship it.
Pressure: "We can optimize later. Users won't notice 20% overhead."
Why this fails:
- Translation overhead compounds with complex scenes (visualizers, games)
- No compute shader support limits future features
- Technical debt grows — team learns MetalANGLE quirks, not Metal
- Apple deprecation risk (OpenGL ES deprecated since iOS 12)
- Battery/thermal complaints from users
Response template:
"MetalANGLE is viable for the demo milestone. For production, I recommend a 3-week buffer to implement native Metal for the render loop. This recovers the 20-30% overhead and eliminates deprecation risk. Can we scope the MVP to fewer visual effects to hit the deadline with native Metal?"
Scenario 2: "Port All Shaders This Sprint"
Situation: 50 GLSL shaders. Sprint is 2 weeks. Manager wants all converted.
Pressure: "They're just text files. How hard can shader conversion be?"
Why this fails:
- GLSL → MSL isn't 1:1 (precision qualifiers, built-ins, sampling)
- Each shader needs visual validation, not just compilation
- Complex shaders need performance profiling
- Bugs compound — broken shader A masks broken shader B
Response template:
"Shader conversion requires visual validation, not just compilation. I can convert 10-15 shaders/week with confidence. For 50 shaders: (1) Prioritize by usage — convert the 10 most-used first, (2) Automate mappings — type conversions, boilerplate, (3) Parallel validation — run GL and Metal side-by-side. Realistic timeline: 4-5 weeks for full conversion with quality."
Scenario 3: "We Don't Need GPU Frame Capture"
Situation: Developer says "I'll just use print statements to debug shaders."
Pressure: "GPU tools are overkill. I know what I'm doing."
Why this fails:
- Print statements don't work in shaders
- Visual bugs require seeing intermediate render targets
- Performance issues require GPU timeline analysis
- Metal validation errors need call stack context
Response template:
"GPU Frame Capture is the only way to inspect shader variables, see intermediate textures, and understand GPU timing. It takes 30 seconds to capture a frame. Without it, shader debugging is 10x slower — you're guessing instead of observing."
Pre-Migration Checklist
Before starting any port:
- Inventory shaders: Count GLSL/HLSL files, complexity (LOC, features used)
- Identify extensions: Which GL extensions does the code use? Metal equivalents?
- Audit state management: How stateful is the renderer? Global state count?
- Check compute usage: Any GL compute shaders? GPGPU? (MetalANGLE won't help)
- Profile baseline: FPS, frame time, memory, thermal on reference platform
- Define success criteria: Target FPS, memory budget, thermal envelope
- Set up A/B testing: Can you run GL and Metal side-by-side for validation?
- Enable validation: Metal API Validation, Shader Validation, Frame Capture
Post-Migration Checklist
After completing the port:
- Visual parity: Side-by-side screenshots match reference
- Performance parity or better: Frame time ≤ GL baseline
- No validation errors: Clean run with Metal validation enabled
- Thermal acceptable: Device doesn't throttle during normal use
- Memory stable: No leaks over extended use
- All code paths tested: Edge cases, error states, resize/rotate
Resources
WWDC: 2016-00602, 2018-00604, 2019-00611
Docs: /metal/migrating-opengl-code-to-metal, /metal/shader-converter
Tools: MetalANGLE, MoltenVK
Skills: metal-migration-ref, metal-migration-diag
Last Updated: 2025-12-29 Platforms: iOS 12+, macOS 10.14+, tvOS 12+ Status: Production-ready Metal migration patterns