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
samplerCube texturecube
sampler2DArray texture2d_array
sampler2DShadow depth2d
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
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
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
Texture3D texture3d
TextureCube texturecube
SamplerState sampler
RWTexture2D texture2d
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
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