CharlesWiltgen

axiom-metal-migration

@CharlesWiltgen/axiom-metal-migration
CharlesWiltgen
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Updated 1/6/2026
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Use when porting OpenGL/DirectX to Metal - translation layer vs native rewrite decisions, migration planning, anti-patterns

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Skill Instructions


name: axiom-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

AspectMetalANGLENative Metal
Time to demoHoursDays-weeks
Runtime overhead10-30%Baseline
Shader changesNoneFull rewrite
Compute shadersNot supportedFull support
Future-proofTranslation debtApple-recommended
DebuggingGL tools onlyGPU Frame Capture
Thermal/batteryHigherOptimizable

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

ConceptOpenGLMetal
State modelImplicit, mutableExplicit, immutable PSO
ValidationAt draw timeAt PSO creation
Shader compilationRuntime (JIT)Build time (AOT)
Command submissionImplicitExplicit command buffers
Resource bindingGlobal statePer-encoder binding
SynchronizationDriver-managedApp-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: axiom-metal-migration-ref, axiom-metal-migration-diag


Last Updated: 2025-12-29 Platforms: iOS 12+, macOS 10.14+, tvOS 12+ Status: Production-ready Metal migration patterns