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Re:Deprecation of OpenGL and OpenCL by bgorman on Monday June 04, 2018 @06:58PM (#17233393)
Same reason Microsoftinvests in DirectX. Lock in software developers and consumers alike.
Re:Deprecation of OpenGL and OpenCL by drb91 on Monday June 04, 2018 @07:24PM (#17233556)
I can kind of understand iOS, but it’s not like there’s a thriving graphical computing market worth locking in on the mac side. All major titles already use game engines. They’d just be locking out smaller developers who can’t invest in porting all their shaders: it’s not gonna be worth the effort.

Granted, this may also be true for OpenGL.

Re:Deprecation of OpenGL and OpenCL by lambda on Monday June 04, 2018 @09:38PM (#17234288)
But iOS is a lot bigger than macOS.

You notice that Apple supported OpenGL while they were making most of their money from desktop and laptop sales; but once iOS became so profitable, they decided to go their own way and start pushing Metal.

Lock in, or at least getting people to do more iOS first development (helped by lower profits on app store sales on Android, Android fragmentation, etc), helps Apple out a lot. You get the first version of apps and games, or more polished versions of apps and games, on iOS this way.

Re:Deprecation of OpenGL and OpenCL by drb91 on Monday June 04, 2018 @10:13PM (#17234433)
So why lock in macOS at all?
Re:Deprecation of OpenGL and OpenCL by lambda on Monday June 04, 2018 @11:12PM (#17234697)
Because the developers who would be working on OpenGL on macOS are working on Metal instead, because that's where the value is for Apple.
Re:Deprecation of OpenGL and OpenCL by drb91 on Tuesday June 05, 2018 @04:41PM (#17241835)
Maybe.... why would you assume they continue developing for macs at all? Small studios might not have the resources, and the market is tiny for many apps, eg indie games, modeling software, and ML (to be fair, apple has repeatedly emphasized they don’t care about ML on the desktop by not offering nvidia cards...).

And again, I don’t see the benefit for apple over supporting cross platform apis to encourage development. It seems like a net loss for everyone but some line in their budget on driver maintenance.

Re:Deprecation of OpenGL and OpenCL by lambda on Tuesday June 05, 2018 @11:49PM (#17244234)
They do make some money on Macs, and Mac software, but not nearly as much as on iOS.

Providing macOS gives a developer and designer platform for iOS. That is really important for them. So Metal being available on macOS is important for that reason. But it's also important in that the Mac platform is still important, just not nearly as important as iOS.

OpenGL doesn't really have much of a future. Everyone is moving towards the next generation frameworks. It just happens that there was a lot of uncertainty about whether OpenGL could adapt or whether there would be a successor, and during that time Apple decided to invest in developing Metal. It wasn't until a couple of years later than Vulkan was released.

In the meantime, Apple has built up quite a lot of tooling around Metal.

And it's not like it's that difficult to write cross platform apps that target the Mac. If you write against major engines, they will already have support for the different backends. If you are writing your own software, you can still target OpenGL, or you can target Vulkan and use MoltenVK to run it on macOS.

And for the next several years, people writing portable software are going to have to either just target OpenGL, for compatibility with older graphics cards, or maintain at least two backends, OpenGL and Vulkan. Given that lots of games target DirectX first, and consider any of the cross-platform frameworks a porting effort, Apple probably doesn't consider it a big loss to add one more platform that needs to be ported to.

What's going to wind up happening is more software like ANGLE (https://github.com/google/angle), MoltenVK (https://github.com/KhronosGroup/MoltenVK), and gfx-rs (https://github.com/gfx-rs/gfx and https://github.com/gfx-rs/portability, see http://gfx-rs.github.io/2018/04/09/vulkan-portability.html for details) for providing one set of abstractions on top of several different backends.

Re:Deprecation of OpenGL and OpenCL by bluedino on Monday June 04, 2018 @07:13PM (#17233493)
Wouldn’t they be better off attracting developers instead of locking them in?
Re:Deprecation of OpenGL and OpenCL by kotapi on Tuesday June 05, 2018 @02:05AM (#17235325)
They could easily jump ship if that isn't the case. If you're working on Metal, your skills aren't much of a use in Microsoft.