Sample CodeiOS, iPadOS, Mac Catalyst, macOSReviewed 2026-07-21View on Apple Developer

Migrating OpenGL code to Metal

At a glance

Item Summary
Purpose Replace your app’s deprecated OpenGL code with Metal.
App architecture Objective-C, Objective-C++ host code with Metal shaders; AAPLMetalViewController hands work to AAPLMetalRenderer, which owns parallel OpenGL and Metal renderers before equivalent backend-specific draw paths.
Main patterns Strategy, Backend isolation, Shared scene contract
Scope High-level review of 21 scanned source files and 24 detected declarations; build assets are omitted.

Project structure

Source bundle/
├── Metal/
│   ├── AAPLMetalViewController.m
│   ├── AAPLShaders.metal
│   ├── AAPLMetalRenderer.m
│   └── AAPLShaderTypes.h
├── OpenGL/
│   └── AAPLOpenGLViewController.m
└── Common/
    ├── main.m
    ├── WindowSceneDelegate.m
    ├── AAPLAppDelegate.h
    └── AAPLMeshData.h

Structure observations

  • The entry/composition boundary and renderer or operation boundary are separate in the source; AAPLMetalRenderer is the principal feature coordinator.
  • GPU-specific logic stays in Metal shader files; shared headers bridge host/shader layouts where present.
  • The tree above is intentionally pruned to composition, resource, and shader files.

Overall architecture

Reference code

Metal/AAPLMetalViewController.m:32 — Metal renderer composition and delegate handoff

    _renderer = [[AAPLMetalRenderer alloc] initWithMetalKitView:_view];

    if(!_renderer)
    {
        assert(!"Renderer failed initialization.");
        return;
    }

    [_renderer mtkView:_view drawableSizeWillChange:_view.drawableSize];
    _view.delegate = _renderer;

Interpretation

This is the dominant control/data path: platform code composes AAPLMetalRenderer; that object controls parallel OpenGL and Metal renderers; GPU-visible work ends in equivalent backend-specific draw paths. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.

Ownership and state

Ownership evidence

OpenGL/AAPLOpenGLViewController.m:56AAPLOpenGLViewController creates and stores _openGLRenderer

    _openGLRenderer = [[AAPLOpenGLRenderer alloc] initWithDefaultFBOName:_defaultFBOName];

    if(!_openGLRenderer)
    {
        NSLog(@"OpenGL renderer failed initialization.");
        return;
    }
Owner Object or state Relationship Mutation authority
AAPLOpenGLViewController _openGLRenderer / AAPLOpenGLRenderer Creates and stores; the diagram uses composition because construction is source-visible. The declaring scope performs setup and replacement.
AAPLMetalRenderer Feature-specific framework and Metal resources Operation-local calls or stored state; exclusive lifetime is not assumed beyond cited evidence. Feature setup/encoding code controls mutation and command submission.

Class and protocol design

Type Responsibility Depends on or conforms to Source
AAPLMetalViewController selects/configures the view and composes the feature objects. PlatformViewController Metal/AAPLMetalViewController.h:20
AAPLOpenGLViewController selects/configures the view and composes the feature objects. PlatformViewController OpenGL/AAPLOpenGLViewController.h:22
AAPLMetalRenderer owns pipeline/resource setup and per-frame command encoding. NSObject, MTKViewDelegate Metal/AAPLMetalRenderer.h:11
AAPLOpenGLRenderer owns pipeline/resource setup and per-frame command encoding. NSObject OpenGL/AAPLOpenGLRenderer.h:15
AAPLOpenGLView owns presentation timing/drawable behavior and forwards callbacks. PlatformViewBase OpenGL/AAPLOpenGLViewController.h:18
AAPLAppDelegate handles application/window lifecycle callbacks. UIResponder, UIApplicationDelegate Common/AAPLAppDelegate.h:10
WindowSceneDelegate handles application/window lifecycle callbacks. UIResponder, UIWindowSceneDelegate Common/WindowSceneDelegate.h:11

Framework delegate conformance is a callback seam; the source does not justify calling the whole app protocol-oriented.

Access control

Symbol Access Verified effect Design reason
AAPLAppDelegate header-visible available to translation units that import the header; this is not Swift public. Keep the usable surface no wider than the collaboration requires. (Common/AAPLAppDelegate.h:10)
AAPLMetalRenderer implementation details implementation-only native helpers, stored state, or registration code stays out of the imported header contract. Hide native implementation details from importing translation units. (Metal/AAPLMetalRenderer.m:1)
AAPLShaders entry points Metal library boundary host code resolves named shader entry points; Swift access modifiers do not apply. Expose only named shader entry points needed by pipeline creation. (Metal/AAPLShaders.metal:33)

This sample does not use Swift private, fileprivate, or public for its native boundary. Objective-C/Objective-C++ use header versus implementation placement, C++ uses access specifiers/linkage, Python uses module conventions, and Metal entry points cross a compiled-library boundary; these are not Swift access levels.

Logic ownership and placement

Logic Owning type or file Why it lives there
Selects/configures the view and composes the feature objects AAPLMetalViewControllerMetal/AAPLMetalViewController.h:20 The type’s callbacks and stored state align with this responsibility.
Selects/configures the view and composes the feature objects AAPLOpenGLViewControllerOpenGL/AAPLOpenGLViewController.h:22 The type’s callbacks and stored state align with this responsibility.
Owns pipeline/resource setup and per-frame command encoding AAPLMetalRendererMetal/AAPLMetalRenderer.h:11 The type’s callbacks and stored state align with this responsibility.
Owns pipeline/resource setup and per-frame command encoding AAPLOpenGLRendererOpenGL/AAPLOpenGLRenderer.h:15 The type’s callbacks and stored state align with this responsibility.
Parallel OpenGL and Metal renderers AAPLMetalRenderer / Metal/AAPLMetalViewController.m:15 Keeps Metal/framework setup and encoding out of entry or lifecycle code.
Equivalent backend-specific draw paths Metal/AAPLShaders.metal:33 GPU-parallel code remains in the Metal compilation boundary.

Shader boundary reference

Metal/AAPLShaders.metal:33 — representative GPU entry/helper

vertex TempleShaderInOut

Design patterns

Pattern Source evidence Purpose or tradeoff
Strategy Metal/AAPLMetalRenderer.m:5 A common caller selects between concrete rendering implementations.
Backend isolation OpenGL/AAPLOpenGLViewController.m:56 Makes the sample’s parallel OpenGL and Metal renderers an explicit, reviewable boundary.
Shared scene contract Metal/AAPLShaders.metal:33 Makes the sample’s parallel OpenGL and Metal renderers an explicit, reviewable boundary.

Naming conventions

  • Role suffixes make ownership visible: AAPLMetalViewController, AAPLOpenGLViewController, AAPLMetalRenderer, AAPLOpenGLRenderer, AAPLOpenGLView, AAPLAppDelegate, WindowSceneDelegate.
  • Method names describe setup or encoding actions: initWithURL, initWithMetalKitView, buildTempleObjects, buildReflectiveQuadObjects, updateFrameState, mtkView, drawInMTKView.
  • Shader entry points use stage/operation names: templeSamplingFragmentShader.
  • AAPL is a sample namespace prefix, not a recommendation for production module naming; retain semantic suffixes such as Renderer, Manager, Scene, or Adapter.

Architecture takeaways

  • Keep AAPLMetalViewController focused on composition; AAPLMetalRenderer is the owner of parallel OpenGL and Metal renderers.
  • Treat equivalent backend-specific draw paths as a separate execution/compilation boundary with explicit resource and data-layout contracts.
  • The verified ownership edge is AAPLOpenGLViewController_openGLRenderer; broader exclusive ownership is not inferred.
  • Access-control rationale follows concrete language boundaries rather than translating every header or shader symbol into Swift terms.

Source map

Source file Architectural role
Metal/AAPLMetalViewController.m AAPLMetalViewController
OpenGL/AAPLOpenGLViewController.m AAPLOpenGLView, AAPLOpenGLViewController
Metal/AAPLShaders.metal Vertex, TempleShaderInOut, QuadShaderInOut
Common/main.m entry point or feature implementation
Metal/AAPLMetalRenderer.m AAPLMetalRenderer, AAPLVertexData
Common/WindowSceneDelegate.m WindowSceneDelegate
Metal/AAPLShaderTypes.h entry point or feature implementation
Common/AAPLAppDelegate.h AAPLAppDelegate
Common/AAPLMeshData.h AAPLVertexData, AAPLSubmeshData, AAPLMeshData