Replies: 5 comments 8 replies
-
If someone could explain what the difference is between the Metal and MetalANGLE to a newcomer like me it would be really helpful... |
Beta Was this translation helpful? Give feedback.
-
I tried to keep the response above as factual as possible; this one might be more opinionated. Speaking of which, any opinions expressed here are my own and I'm not representing my employer. Metal vs MetalANGLEBottom line up front Longer answer The tradeoffs between both choices essentially boil down to short-term vs long-term investment. In the short-term MetalANGLE wins; it required relatively little effort to get working. In the long-term, MetalANGLE will be significantly harder to maintain. Bug fixes and new features can take significantly longer to complete and the likelihood of hitting hard limitations (without changing the MetalANGLE implementation) is much higher. In contrast, migrating to Metal will be a very large up front effort. The reward of completing that will be easier maintenance, smaller binary size, and better performance. Suggestion
|
Beta Was this translation helpful? Give feedback.
-
Some comments from yesterday's Technical Steering Committee meeting: Shader transpilation
|
Beta Was this translation helpful? Give feedback.
-
In Slack, we had these discussion threads on shader transpilation with for example SPIR-V Cross: https://osmus.slack.com/archives/C01G3D28DAB/p1657781011156829 https://osmus.slack.com/archives/C01G3D28DAB/p1663158261210299 |
Beta Was this translation helpful? Give feedback.
-
We had an extra meeting on the modernization proposal by Steve and Stamen. The notes can be found here: maplibre/maplibre#118 |
Beta Was this translation helpful? Give feedback.
-
Apple might remove OpenGL support at some point in time. We need Metal shaders one way or the other. This discussion can be a place to keep notes centralized on that topic and help us find out which way we want to go...
Beta Was this translation helpful? Give feedback.
All reactions