Metal Migration Reference
Complete reference for converting OpenGL/DirectX code to Metal.
When to Use This Reference
Use this reference when:
-
Converting GLSL shaders to Metal Shading Language (MSL)
-
Converting HLSL shaders to MSL
-
Looking up GL/D3D API equivalents in Metal
-
Setting up MTKView or CAMetalLayer
-
Building render pipelines
-
Using Metal Shader Converter for DirectX
Part 1: GLSL to MSL Conversion
Type Mappings
GLSL MSL Notes
void
void
bool
bool
int
int
32-bit signed
uint
uint
32-bit unsigned
float
float
32-bit
double
N/A Use float (no 64-bit float in MSL)
vec2
float2
vec3
float3
vec4
float4
ivec2
int2
ivec3
int3
ivec4
int4
uvec2
uint2
uvec3
uint3
uvec4
uint4
bvec2
bool2
bvec3
bool3
bvec4
bool4
mat2
float2x2
mat3
float3x3
mat4
float4x4
mat2x3
float2x3
Columns x Rows
mat3x4
float3x4
sampler2D
texture2d<float>
- sampler
Separate in MSL
sampler3D
texture3d<float>
- sampler
samplerCube
texturecube<float>
- sampler
sampler2DArray
texture2d_array<float>
- sampler
sampler2DShadow
depth2d<float>
- sampler
Built-in Variable Mappings
GLSL MSL Stage
gl_Position
Return [[position]]
Vertex
gl_PointSize
Return [[point_size]]
Vertex
gl_VertexID
[[vertex_id]] parameter Vertex
gl_InstanceID
[[instance_id]] parameter Vertex
gl_FragCoord
[[position]] parameter Fragment
gl_FrontFacing
[[front_facing]] parameter Fragment
gl_PointCoord
[[point_coord]] parameter Fragment
gl_FragDepth
Return [[depth(any)]]
Fragment
gl_SampleID
[[sample_id]] parameter Fragment
gl_SamplePosition
[[sample_position]] parameter Fragment
Function Mappings
GLSL MSL Notes
texture(sampler, uv)
tex.sample(sampler, uv)
Method on texture
textureLod(sampler, uv, lod)
tex.sample(sampler, uv, level(lod))
textureGrad(sampler, uv, ddx, ddy)
tex.sample(sampler, uv, gradient2d(ddx, ddy))
texelFetch(sampler, coord, lod)
tex.read(coord, lod)
Integer coords
textureSize(sampler, lod)
tex.get_width(lod) , tex.get_height(lod)
Separate calls
dFdx(v)
dfdx(v)
dFdy(v)
dfdy(v)
fwidth(v)
fwidth(v)
Same
mix(a, b, t)
mix(a, b, t)
Same
clamp(v, lo, hi)
clamp(v, lo, hi)
Same
smoothstep(e0, e1, x)
smoothstep(e0, e1, x)
Same
step(edge, x)
step(edge, x)
Same
mod(x, y)
fmod(x, y)
Different name
fract(x)
fract(x)
Same
inversesqrt(x)
rsqrt(x)
Different name
atan(y, x)
atan2(y, x)
Different name
Shader Structure Conversion
GLSL Vertex Shader:
#version 300 es precision highp float;
layout(location = 0) in vec3 aPosition; layout(location = 1) in vec2 aTexCoord;
uniform mat4 uModelViewProjection;
out vec2 vTexCoord;
void main() { gl_Position = uModelViewProjection * vec4(aPosition, 1.0); vTexCoord = aTexCoord; }
MSL Vertex Shader:
#include <metal_stdlib> using namespace metal;
struct VertexIn { float3 position [[attribute(0)]]; float2 texCoord [[attribute(1)]]; };
struct VertexOut { float4 position [[position]]; float2 texCoord; };
struct Uniforms { float4x4 modelViewProjection; };
vertex VertexOut vertexShader( VertexIn in [[stage_in]], constant Uniforms& uniforms [[buffer(1)]] ) { VertexOut out; out.position = uniforms.modelViewProjection * float4(in.position, 1.0); out.texCoord = in.texCoord; return out; }
GLSL Fragment Shader:
#version 300 es precision highp float;
in vec2 vTexCoord; uniform sampler2D uTexture;
out vec4 fragColor;
void main() { fragColor = texture(uTexture, vTexCoord); }
MSL Fragment Shader:
fragment float4 fragmentShader( VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samp [[sampler(0)]] ) { return tex.sample(samp, in.texCoord); }
Precision Qualifiers
GLSL precision qualifiers have no direct MSL equivalent — MSL uses explicit types:
GLSL MSL Equivalent
lowp float
half (16-bit)
mediump float
half (16-bit)
highp float
float (32-bit)
lowp int
short (16-bit)
mediump int
short (16-bit)
highp int
int (32-bit)
Buffer Alignment (Critical)
GLSL/C assumes:
-
vec3 : 12 bytes, any alignment
-
vec4 : 16 bytes
MSL requires:
-
float3 : 12 bytes storage, 16-byte aligned
-
float4 : 16 bytes storage, 16-byte aligned
Solution: Use simd types in Swift for CPU-GPU shared structs:
import simd
struct Uniforms { var modelViewProjection: simd_float4x4 // Correct alignment var cameraPosition: simd_float3 // 16-byte aligned var padding: Float = 0 // Explicit padding if needed }
Or use packed types in MSL (slower):
struct VertexPacked { packed_float3 position; // 12 bytes, no padding packed_float2 texCoord; // 8 bytes };
Part 2: HLSL to MSL Conversion
Type Mappings
HLSL MSL Notes
float
float
float2
float2
float3
float3
float4
float4
half
half
int
int
uint
uint
bool
bool
float2x2
float2x2
float3x3
float3x3
float4x4
float4x4
Texture2D
texture2d<float>
Texture3D
texture3d<float>
TextureCube
texturecube<float>
SamplerState
sampler
RWTexture2D
texture2d<float, access::read_write>
RWBuffer
device float* [[buffer(n)]]
StructuredBuffer
constant T* [[buffer(n)]]
RWStructuredBuffer
device T* [[buffer(n)]]
Semantic Mappings
HLSL Semantic MSL Attribute
SV_Position
[[position]]
SV_Target0
Return value / [[color(0)]]
SV_Target1
[[color(1)]]
SV_Depth
[[depth(any)]]
SV_VertexID
[[vertex_id]]
SV_InstanceID
[[instance_id]]
SV_IsFrontFace
[[front_facing]]
SV_SampleIndex
[[sample_id]]
SV_PrimitiveID
[[primitive_id]]
SV_DispatchThreadID
[[thread_position_in_grid]]
SV_GroupThreadID
[[thread_position_in_threadgroup]]
SV_GroupID
[[threadgroup_position_in_grid]]
SV_GroupIndex
[[thread_index_in_threadgroup]]
Function Mappings
HLSL MSL Notes
tex.Sample(samp, uv)
tex.sample(samp, uv)
Lowercase
tex.SampleLevel(samp, uv, lod)
tex.sample(samp, uv, level(lod))
tex.SampleGrad(samp, uv, ddx, ddy)
tex.sample(samp, uv, gradient2d(ddx, ddy))
tex.Load(coord)
tex.read(coord.xy, coord.z)
Split coord
mul(a, b)
a * b
Operator
saturate(x)
saturate(x)
Same
lerp(a, b, t)
mix(a, b, t)
Different name
frac(x)
fract(x)
Different name
ddx(v)
dfdx(v)
Different name
ddy(v)
dfdy(v)
Different name
clip(x)
if (x < 0) discard_fragment()
Manual
discard
discard_fragment()
Function call
Metal Shader Converter (DirectX → Metal)
Apple's official tool for converting DXIL (compiled HLSL) to Metal libraries.
Requirements:
-
macOS 13+ with Xcode 15+
-
OR Windows 10+ with VS 2019+
-
Target devices: Argument Buffers Tier 2 (macOS 14+, iOS 17+)
Workflow:
Step 1: Compile HLSL to DXIL using DXC
dxc -T vs_6_0 -E MainVS -Fo vertex.dxil shader.hlsl dxc -T ps_6_0 -E MainPS -Fo fragment.dxil shader.hlsl
Step 2: Convert DXIL to Metal library
metal-shaderconverter vertex.dxil -o vertex.metallib metal-shaderconverter fragment.dxil -o fragment.metallib
Step 3: Load in Swift
let vertexLib = try device.makeLibrary(URL: vertexURL) let fragmentLib = try device.makeLibrary(URL: fragmentURL)
Key Options:
Option Purpose
-o <file>
Output metallib path
--minimum-gpu-family
Target GPU family
--minimum-os-build-version
Minimum OS version
--vertex-stage-in
Separate vertex fetch function
-dualSourceBlending
Enable dual-source blending
Supported Shader Models: SM 6.0 - 6.6 (with limitations on 6.6 features)
Part 3: OpenGL API to Metal API
View/Context Setup
OpenGL Metal
NSOpenGLView
MTKView
GLKView
MTKView
EAGLContext
MTLDevice
- MTLCommandQueue
CGLContextObj
MTLDevice
Resource Creation
OpenGL Metal
glGenBuffers
- glBufferData
device.makeBuffer(bytes:length:options:)
glGenTextures
- glTexImage2D
device.makeTexture(descriptor:)
- texture.replace(region:...)
glGenFramebuffers
MTLRenderPassDescriptor
glGenVertexArrays
MTLVertexDescriptor
glCreateShader
- glCompileShader
Build-time compilation → MTLLibrary
glCreateProgram
- glLinkProgram
MTLRenderPipelineDescriptor → MTLRenderPipelineState
State Management
OpenGL Metal
glEnable(GL_DEPTH_TEST)
MTLDepthStencilDescriptor → MTLDepthStencilState
glDepthFunc(GL_LESS)
descriptor.depthCompareFunction = .less
glEnable(GL_BLEND)
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
glBlendFunc
sourceRGBBlendFactor , destinationRGBBlendFactor
glCullFace
encoder.setCullMode(.back)
glFrontFace
encoder.setFrontFacing(.counterClockwise)
glViewport
encoder.setViewport(MTLViewport(...))
glScissor
encoder.setScissorRect(MTLScissorRect(...))
Draw Commands
OpenGL Metal
glDrawArrays(mode, first, count)
encoder.drawPrimitives(type:vertexStart:vertexCount:)
glDrawElements(mode, count, type, indices)
encoder.drawIndexedPrimitives(type:indexCount:indexType:indexBuffer:indexBufferOffset:)
glDrawArraysInstanced
encoder.drawPrimitives(type:vertexStart:vertexCount:instanceCount:)
glDrawElementsInstanced
encoder.drawIndexedPrimitives(...instanceCount:)
Primitive Types
OpenGL Metal
GL_POINTS
.point
GL_LINES
.line
GL_LINE_STRIP
.lineStrip
GL_TRIANGLES
.triangle
GL_TRIANGLE_STRIP
.triangleStrip
GL_TRIANGLE_FAN
N/A (decompose to triangles)
Part 4: Complete Setup Examples
MTKView Setup (Recommended)
import MetalKit
class GameViewController: UIViewController { var metalView: MTKView! var renderer: Renderer!
override func viewDidLoad() {
super.viewDidLoad()
// Create Metal view
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("Metal not supported")
}
metalView = MTKView(frame: view.bounds, device: device)
metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
metalView.colorPixelFormat = .bgra8Unorm
metalView.depthStencilPixelFormat = .depth32Float
metalView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
metalView.preferredFramesPerSecond = 60
view.addSubview(metalView)
// Create renderer
renderer = Renderer(metalView: metalView)
metalView.delegate = renderer
}
}
class Renderer: NSObject, MTKViewDelegate { let device: MTLDevice let commandQueue: MTLCommandQueue var pipelineState: MTLRenderPipelineState! var depthState: MTLDepthStencilState! var vertexBuffer: MTLBuffer!
init(metalView: MTKView) {
device = metalView.device!
commandQueue = device.makeCommandQueue()!
super.init()
buildPipeline(metalView: metalView)
buildDepthStencil()
buildBuffers()
}
private func buildPipeline(metalView: MTKView) {
let library = device.makeDefaultLibrary()!
let descriptor = MTLRenderPipelineDescriptor()
descriptor.vertexFunction = library.makeFunction(name: "vertexShader")
descriptor.fragmentFunction = library.makeFunction(name: "fragmentShader")
descriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
descriptor.depthAttachmentPixelFormat = metalView.depthStencilPixelFormat
// Vertex descriptor (matches shader's VertexIn struct)
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float3
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.attributes[1].format = .float2
vertexDescriptor.attributes[1].offset = MemoryLayout<SIMD3<Float>>.stride
vertexDescriptor.attributes[1].bufferIndex = 0
vertexDescriptor.layouts[0].stride = MemoryLayout<Vertex>.stride
descriptor.vertexDescriptor = vertexDescriptor
pipelineState = try! device.makeRenderPipelineState(descriptor: descriptor)
}
private func buildDepthStencil() {
let descriptor = MTLDepthStencilDescriptor()
descriptor.depthCompareFunction = .less
descriptor.isDepthWriteEnabled = true
depthState = device.makeDepthStencilState(descriptor: descriptor)
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
// Handle resize
}
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)
encoder.setDepthStencilState(depthState)
encoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount)
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
CAMetalLayer Setup (Custom Control)
import Metal import QuartzCore
class MetalLayerView: UIView { var metalLayer: CAMetalLayer! var device: MTLDevice! var commandQueue: MTLCommandQueue! var displayLink: CADisplayLink?
override class var layerClass: AnyClass { CAMetalLayer.self }
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
device = MTLCreateSystemDefaultDevice()!
commandQueue = device.makeCommandQueue()!
metalLayer = layer as? CAMetalLayer
metalLayer.device = device
metalLayer.pixelFormat = .bgra8Unorm
metalLayer.framebufferOnly = true
displayLink = CADisplayLink(target: self, selector: #selector(render))
displayLink?.add(to: .main, forMode: .common)
}
override func layoutSubviews() {
super.layoutSubviews()
metalLayer.drawableSize = CGSize(
width: bounds.width * contentScaleFactor,
height: bounds.height * contentScaleFactor
)
}
@objc func render() {
guard let drawable = metalLayer.nextDrawable(),
let commandBuffer = commandQueue.makeCommandBuffer() else {
return
}
let descriptor = MTLRenderPassDescriptor()
descriptor.colorAttachments[0].texture = drawable.texture
descriptor.colorAttachments[0].loadAction = .clear
descriptor.colorAttachments[0].storeAction = .store
descriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
return
}
// Draw commands here
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
}
Compute Shader Setup
class ComputeProcessor { let device: MTLDevice let commandQueue: MTLCommandQueue var computePipeline: MTLComputePipelineState!
init() {
device = MTLCreateSystemDefaultDevice()!
commandQueue = device.makeCommandQueue()!
let library = device.makeDefaultLibrary()!
let function = library.makeFunction(name: "computeKernel")!
computePipeline = try! device.makeComputePipelineState(function: function)
}
func process(input: MTLBuffer, output: MTLBuffer, count: Int) {
let commandBuffer = commandQueue.makeCommandBuffer()!
let encoder = commandBuffer.makeComputeCommandEncoder()!
encoder.setComputePipelineState(computePipeline)
encoder.setBuffer(input, offset: 0, index: 0)
encoder.setBuffer(output, offset: 0, index: 1)
let threadGroupSize = MTLSize(width: 256, height: 1, depth: 1)
let threadGroups = MTLSize(
width: (count + 255) / 256,
height: 1,
depth: 1
)
encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupSize)
encoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
}
// Compute shader kernel void computeKernel( device float* input [[buffer(0)]], device float* output [[buffer(1)]], uint id [[thread_position_in_grid]] ) { output[id] = input[id] * 2.0; }
Part 5: Storage Modes & Synchronization
Buffer Storage Modes
Mode CPU Access GPU Access Use Case
.shared
Read/Write Read/Write Small dynamic data, uniforms
.private
None Read/Write Static assets, render targets
.managed (macOS) Read/Write Read/Write Large buffers with partial updates
// Shared: CPU and GPU both access (iOS typical) let uniformBuffer = device.makeBuffer(length: size, options: .storageModeShared)
// Private: GPU only (best for static geometry) let vertexBuffer = device.makeBuffer(bytes: vertices, length: size, options: .storageModePrivate)
// Managed: Explicit sync (macOS) #if os(macOS) let buffer = device.makeBuffer(length: size, options: .storageModeManaged) // After CPU write: buffer.didModifyRange(0..<size) #endif
Texture Storage Modes
let descriptor = MTLTextureDescriptor.texture2DDescriptor( pixelFormat: .rgba8Unorm, width: 1024, height: 1024, mipmapped: true )
// For static textures (loaded once) descriptor.storageMode = .private descriptor.usage = [.shaderRead]
// For render targets descriptor.storageMode = .private descriptor.usage = [.renderTarget, .shaderRead]
// For CPU-readable (screenshots, readback) descriptor.storageMode = .shared // iOS descriptor.storageMode = .managed // macOS descriptor.usage = [.shaderRead, .shaderWrite]
Resources
WWDC: 2016-00602, 2018-00604, 2019-00611
Docs: /metal/migrating-opengl-code-to-metal, /metal/shader-converter, /metalkit/mtkview
Skills: axiom-metal-migration, axiom-metal-migration-diag
Last Updated: 2025-12-29 Platforms: iOS 12+, macOS 10.14+, tvOS 12+ Status: Complete shader conversion and API mapping reference