Open devshgraphicsprogramming opened 3 years ago
Thanks for your interest. I planned to do ES 3.1 at some point. It's just that there haven't been many demands for it in general. I'm not sure when exactly but it is a already planned work. Hopefully, some time later this year, I would be able to start implementing some ES 3.1 features (esp. compute shader first).
Also FYI, there is a big movement ongoing w.r.t ANGLE
's metal implementation. Apple have started contributing to metal back-end recently. Though they will merge their code to the official ANGLE
repo not here.
They already started writing their own code in parallel for a while, but have only decided to merge back recently. I am waiting for their implementation to be merged & conflicts to be resolved first before doing further development here. Still want MetalANGLE
's code to be in sync with original ANGLE
.
Who knows, Apple might start adding their own ES 3.1 implementation in near future after the big merge.
This is great news, we're currently exploring porting our own engine and applications to macOS and iOS with as little effort as possible ;)
We have a great disdain for Apple (we're still angry about them gutting OpenGL core and Vulkan), so the only way we're going to do it is via wrappers MoltenVK or ANGLE.
What I love about the MetalAngle distribution is that you ship binaries. It looks so easy to implement.
I was wondering when the ES 3.1 Metal implementation will get feature parity with lets say the ChromeOS ANGLE impl?