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Q100421: Apple deprecating OpenGL and OpenCL in macOS 10.14 (Mojave)


This article explains how the OpenGL and OpenCL deprecation announcement by Apple will affect the Foundry products.


Apple have announced that they are deprecating OpenGL and OpenCL, however, both will continue to run in their upcoming macOS version, 10.14 (Mojave). They have also stated that the 
deprecated APIs may eventually be removed entirely from future versions of their operating system. 

Starting with macOS 10.14, Apple recommend games and graphics intensive applications to adopt Metal instead, their native GPU processing framework.

Currently, macOS supports up to OpenGL 4.1 in their latest Mac machines, and the OpenGL requirements for each of our products can be found below:

Nuke/NukeX/Nuke Studio/Hiero/CaraVR - OpenGL 2.0
Mari - OpenGL 3.2+ (or 4.0+ for displacement preview)
Modo - OpenGL 3.2
Colorway - OpenGL 3.2 
NOTE: Katana does not presently support macOS. 


Will Foundry products still work on macOS 10.14?

Apple's deprecation warning for macOS 10.14 means that OpenGL and OpenCL will have little or no development from Apple going forward, but the APIs will still exist in the upcoming macOS 10.14 version. 

There is no definitive timeline for when these APIs will be removed entirely, or to what extent they would be available in macOS 10.15 and onward.

Our product teams have already begun looking into what changes would need to be made in relation to supporting macOS 10.15 and beyond.

Depending on the application's OpenGL/CL requirements, the quality of OpenGL/CL in 10.14 and the level of availability in 10.15 and after, we would recommend remaining on a supported version of macOS that includes OpenGL/OpenCL until we have more information on the implications for our products in 10.15 and beyond.  


Will Foundry products look to support Metal in the future?

Given that OpenGL and OpenCL will be deprecated and will at some point be removed from macOS, using Metal directly or indirectly to support GPU graphics and computing will be required. 

The changes necessary for this are not trivial, and we are assessing options for the best way forward.

Please note that our products have varying degrees of OpenCL/OpenGL dependence, and that the development timelines on such support will vary between our products.

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