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The tables below list the OpenCL and OpenGL versions that Mac computers support.

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Each GPU's hardware capabilities determine the version of OpenCL or OpenGL that's supported. Some GPUs don't support OpenCL and are noted with —. Some applications might have specific version requirements.

Mar 17, 2019  On Mac, you don’t download driver, you just update the system. OpenGL 2.0 capability depends on you graphics card. If you have an Intel GMA, you can’t. If you have an Nvidia older than a GeForce 6, you can’t. If you have an ATI older than a 9600/9700/9800/X600, you can’t. See this official table from Apple for reference. Download@Mac App Store. Screenshot for OpenGL Extensions Viewer Bad Link Rating: 1 (1 votes) Many OpenGL extensions, as well as extensions to related APIs like GLU, GLX, and WGL, have been defined by vendors and groups of vendors. The extension registry is maintained by SGI and contains specifications for all known extensions, written as.

iMac

Model

GPU

OpenGL

OpenCL

iMac (Retina 5K, 27-inch, 2019)Radeon Pro 570X
Radeon Pro 575X
Radeon Pro 580X
Radeon Pro Vega 48
4.11.2
iMac (Retina 4K, 21.5-inch, 2019)Radeon Pro 555X
Radeon Pro 560X
Radeon Pro Vega 20
4.11.2

iMac (Retina 5K, 27-inch, 2017)

Radeon Pro 570
Radeon Pro 575
Radeon Pro 580

4.1

1.2

iMac (Retina 4K, 21.5-inch, 2017)

Radeon Pro 555
Radeon Pro 560

4.1

1.2

iMac (21.5-inch, 2017)

Intel Iris Plus Graphics 640

4.1

1.2

iMac (Retina 5K, 27-inch, Late 2015)

AMD Radeon R9 M380
AMD Radeon R9 M390
AMD Radeon R9 M395
AMD Radeon R9 M395X

4.1

1.2

iMac (Retina 4K, 21.5-inch, Late 2015)

Intel Iris Pro Graphics 6200

4.1

1.2

iMac (21.5-inch, Late 2015)

Intel HD Graphics 6000
Intel Iris Pro Graphics 6200

4.1

1.2

iMac (Retina 5K, 27-inch, Mid 2015)

AMD Radeon R9 M290

4.1

1.2

iMac (Retina 5K, 27-inch, Late 2014)

AMD M290
AMD M295
AMD Radeon R9 M290
AMD Radeon R9 M295X

4.1

1.2

iMac (21.5-inch, Mid 2014)

Intel HD 5000 Graphics

4.1

1.2

iMac (27-inch, Late 2013)

NVIDIA Geforce GT 755M
NVIDIA Geforce GTX 775M
NVIDIA Geforce GTX 780M

4.1

1.2

iMac (21.5-inch, Late 2013)

NVIDIA Geforce GT 750M
Intel Iris Pro

4.1

1.2

iMac (21-inch, Early 2013)

Intel HD Graphics 4000

4.1

1.2

iMac (27-inch, Late 2012

NVIDIA GeForce GTX 660MX
NVIDIA GeForce GTX 675MX
NVIDIA GeForce GT 680M

4.1

1.2

iMac (21-inch, Late 2012)

NVIDIA GeForce GT 640M
NVIDIA GeForce GT 650M

4.1

1.2

iMac (21-inch, Late 2011)

ATI Radeon HD 6750M

4.1

1.2

iMac (27-inch, Mid 2011)

ATI Radeon HD 6770M
ATI Radeon HD 6970M

4.1

1.2

iMac (21-inch, Mid 2011)

ATI Radeon HD 6750M
ATI Radeon HD 6770M

4.1

1.2

iMac (27-inch, Mid 2010)

ATI Radeon HD 5670
ATI Radeon HD 5750

4.1

1.2

iMac (21-inch, Mid 2010)

ATI Radeon HD 4670
ATI Radeon HD 5670

3.3

1.0

iMac (27-inch, Late 2009)

ATI Radeon HD 4670
ATI Radeon HD 4850

3.3

1.0

iMac (21-inch, Late 2009)

NVIDIA GeForce 9400M
ATI Radeon HD 4670

3.3

1.0

iMac (20-inch, Late 2009)

NVIDIA GeForce 9400M

3.3

1.0

iMac (24-inch, Early 2009)

NVIDIA GeForce GT 120
NVIDIA GeForce GT 130
NVIDIA GeForce 9400M

3.3

1.0

iMac (20-inch, Early 2009)

NVIDIA GeForce 9400M

3.3

1.0

iMac (Early 2009)

ATI Radeon HD 4850

3.3

1.0

iMac (24-inch, Early 2008)

NVIDIA GeForce 8800 GS

3.3

1.0

iMac (20-inch, Early 2008)

ATI Radeon HD 2600 Pro

3.3

iMac (24-inch, Mid 2007)

ATI Radeon HD 2400
ATI Radeon HD 2600 Pro

3.3

iMac (20-inch, Mid 2007)

ATI Radeon HD 2400
ATI Radeon HD 2600 XT
ATI Radeon HD 2600 Pro

3.3

iMac Pro

Model

GPU

OpenGL

OpenCL

iMac Pro (2017)Radeon Pro Vega 56
Radeon Pro Vega 64
Radeon Pro Vega 64X
4.11.2

Mac mini

Model

GPU

OpenGL

OpenCL

Mac mini (2018)Intel UHD Graphics 6304.11.2

Mac mini (Late 2014)

Intel Iris Graphics
Intel HD 5000 Graphics

4.1

1.2

Mac mini (Mid 2012)

Intel HD 4000

4.1

1.2

Mac mini (Mid 2011)

Intel HD 3000

3.3

Mac mini (Mid 2011)

AMD Radeon HD 6630

4.1

1.2

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NVIDIA GeForce 9400M

3.3

1.0

Mac mini (Early 2009)

NVIDIA GeForce 9400M

3.3

1.0

Mac Pro

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Model

GPU

OpenGL

OpenCL

Mac Pro (Late 2013)

AMD FirePro D300
AMD FirePro D500
AMD FirePro D700

4.1

1.2

Mac Pro (Mid 2012)

ATI Radeon HD 5770
ATI Radeon HD 5870

4.1

1.2

Mac Pro (Mid 2010)

ATI Radeon HD 5770
ATI Radeon HD 5870

4.1

1.2

Mac Pro (Early 2009)

NVIDIA Geforce GTX 285
NVIDIA Geforce Quadro FX 4800
NVIDIA GeForce GT 120
ATI Radeon HD 4870

3.3

1.0

Mac Pro (Early 2008)

NVIDIA GeForce 8800 GT
NVIDIA Quadro FX 5600
ATI Radeon HD 2600 XT

3.3

1.0

MacBook Pro

Model

GPU

OpenGL

OpenCL

MacBook Pro (15-inch, 2018)

Intel UHD Graphics 630
Radeon Pro 555X with 4GB GDDR5 memory
Radeon Pro 560X with 4GB GDDR5 memory
Radeon Pro Vega 16 with 4GB HBM2 memory
Radeon Pro Vega 20 with 4GB HBM2 memory

4.1

1.2

MacBook Pro (13-inch, 2018, Four Thunderbolt 3 ports)

Intel Iris Plus Graphics 655

4.1

1.2

MacBook Pro (15-inch, 2017)

Intel HD Graphics 630
Radeon Pro 555 2GB VRAM
Radeon Pro 560 4GB VRAM

4.1

1.2

MacBook Pro (13-inch, 2017, Four Thunderbolt 3 ports)

Intel Iris Plus Graphics 650

4.1

1.2

MacBook Pro (13-inch, 2017, Two Thunderbolt 3 ports)

Intel Iris Plus Graphics 640

4.1

1.2

MacBook Pro (15-inch, 2016)

Intel HD Graphics 530
Radeon Pro 450 2GB VRAM
Radeon Pro 455 2GB VRAM
Radeon Pro 460 4GB VRAM

4.1

1.2

MacBook Pro (13-inch, 2016, Four Thunderbolt 3 ports)

Intel Iris Graphics 550

4.1

1.2

MacBook Pro (13-inch, 2016, Two Thunderbolt 3 ports)

Intel Iris Graphics 540

4.1

1.2

MacBook Pro (Retina, 15-inch, Mid 2015)

Intel Iris Pro 5200
AMD Radeon R9 M370X

4.1

1.2

MacBook Pro (Retina, 13-inch, Early 2015)

Intel Iris Graphics 6100

4.1

1.2

MacBook Pro (Retina, 15-inch, Mid 2014)

Intel Iris Pro Graphics
NVIDIA Geforce GT 750M

4.1

1.2

MacBook Pro (Retina, 13-inch, Mid 2014)

Intel Iris Graphics

4.1

1.2

MacBook Pro (Retina, 15-inch, Late 2013)

Intel Iris Pro Graphics
NVIDIA GeForce GT 750M

4.1

1.2

MacBook Pro (Retina, 13-inch, Late 2013)

Intel Iris Graphics

4.1

1.2

MacBook Pro (Retina, 15-inch, Early 2013)

NVIDIA GeForce GT 650M

4.1

1.2

MacBook Pro (Retina, 15-inch, Mid 2012)

NVIDIA GeForce GT 650M

4.1

1.2

MacBook Pro (13-inch, Mid 2012)

Intel HD Graphics 4000

4.1

1.2

MacBook Pro (17-inch, Late 2011)

ATI Radeon HD 6770M

4.1

1.2

MacBook Pro (15-inch, Late 2011)

ATI Radeon HD 6750M
ATI Radeon HD 6770M

4.1

1.2

MacBook Pro (13-inch, Late 2011)

Intel HD Graphics 3000

3.3

MacBook Pro (17-inch, Early 2011)

ATI Radeon HD 6750M

4.1

1.2

MacBook Pro (15-inch, Early 2011)

ATI Radeon HD 6490M
ATI Radeon HD 6750M

4.1

1.2

MacBook Pro (13-inch, Early 2011)

Intel HD Graphics 3000

3.3

MacBook Pro (17-inch, Mid 2010)

NVIDIA Geforce GT 330M

3.3

1.0

MacBook Pro (15-inch, Mid 2010)

NVIDIA Geforce GT 330M

3.3

1.0

MacBook Pro (13-inch, Mid 2010)

NVIDIA Geforce GT 320M

3.3

1.0

MacBook Pro (13-inch, Mid 2009)

NVIDIA GeForce 9400M

3.3

1.0

MacBook Pro (17-inch, Late 2008)

NVIDIA GeForce 9400M
NVIDIA GeForce 9600M

3.3

1.0

MacBook Pro (15-inch, Late 2008)

NVIDIA GeForce 9400M
NVIDIA GeForce 9600M

3.3

1.0

MacBook Pro (17-inch, Early 2008)

NVIDIA Geforce 8600

3.3

1.0

MacBook Pro (15-inch, Early 2008)

NVIDIA Geforce 8600

3.3

1.0

MacBook Pro (17-inch, Mid 2007)

NVIDIA Geforce 8600

3.3

1.0

MacBook Pro (15-inch, Mid 2007)

NVIDIA Geforce 8600

3.3

1.0

MacBook

Model

GPU

OpenGL

OpenCL

MacBook (Retina, 12-inch, 2017)

Intel HD Graphics 615

4.1

1.2

MacBook (Retina, 12-inch, Early 2016)

Intel HD Graphics 515

4.1

1.2

MacBook (Retina, 12-inch, Early 2015)

Intel HD Graphics 5300

4.1

1.2

MacBook (Mid 2010)

NVIDIA GeForce 320M

3.3

1.0

MacBook (Early 2009)

NVIDIA GeForce 9400M

3.3

1.0

MacBook Air

Model

GPU

OpenGL

OpenCL

MacBook Air (Retina, 13-inch, 2018)Intel UHD Graphics 6174.11.2

MacBook Air (13-inch, 2016)

Intel HD Graphics 6000

4.1

1.2

MacBook Air (13-inch, Early 2015)

Intel HD Graphics 6000

4.1

1.2

MacBook Air (11-inch, Early 2015)

Intel HD Graphics 6000

4.1

1.2

MacBook Air (13-inch, Mid 2013)

Intel HD Graphics 5000

4.1

1.2

MacBook Air (11-inch, Mid 2013)

Intel HD Graphics 5000

4.1

1.2

MacBook Air (Mid 2012)

Intel HD Graphics 4000

4.1

1.2

MacBook Air (Mid 2011)

Intel HD Graphics 3000

3.3

MacBook Air (Late 2010)

NVIDIA GeForce 320M

3.3

1.0

MacBook Air (Mid 2009)

NVIDIA GeForce 9400M

3.3

1.0

Important:OpenGL was deprecated in macOS 10.14. To create high-performance code on GPUs, use the Metal framework instead. See Metal.

Important OpenGL was deprecated in macOS 10.14. To create high-performance code on GPUs, use the Metal framework instead. See Metal.

OpenGL is an open, cross-platform graphics standard with broad industry support. OpenGL greatly eases the task of writing real-time 2D or 3D graphics applications by providing a mature, well-documented graphics processing pipeline that supports the abstraction of current and future hardware accelerators.

At a Glance

OpenGL is an excellent choice for graphics development on the Macintosh platform because it offers the following advantages:

  • Reliable Implementation. The OpenGL client-server model abstracts hardware details and guarantees consistent presentation on any compliant hardware and software configuration. Every implementation of OpenGL adheres to the OpenGL specification and must pass a set of conformance tests.

  • Performance. Applications can harness the considerable power of the graphics hardware to improve rendering speeds and quality.

  • Industry acceptance. The specification for OpenGL is controlled by the Khronos Group, an industry consortium whose members include many of the major companies in the computer graphics industry, including Apple. In addition to OpenGL for OS X, there are OpenGL implementations for Windows, Linux, Irix, Solaris, and many game consoles.

OpenGL Is a C-based, Platform-Neutral API

Because OpenGL is a C-based API, it is extremely portable and widely supported. As a C API, it integrates seamlessly with Objective-C based Cocoa applications. OpenGL provides functions your application uses to generate 2D or 3D images. Your application presents the rendered images to the screen or copies them back to its own memory.

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The OpenGL specification does not provide a windowing layer of its own. It relies on functions defined by OS X to integrate OpenGL drawing with the windowing system. Your application creates an OS X OpenGL rendering context and attaches a rendering target to it (known as a drawable object). The rendering context manages OpenGL state changes and objects created by calls to the OpenGL API. The drawable object is the final destination for OpenGL drawing commands and is typically associated with a Cocoa window or view.

Different Rendering Destinations Require Different Setup Commands

Depending on whether your application intends to draw OpenGL content to a window, to draw to the entire screen, or to perform offscreen image processing, it takes different steps to create the rendering context and associate it with a drawable object.

Relevant Chapters:Drawing to a Window or View, Drawing to the Full Screen and Drawing Offscreen

OpenGL on Macs Exists in a Heterogenous Environment

Macs support different types of graphics processors, each with different rendering capabilities, supporting versions of OpenGL from 1.x through OpenGL 3.2. When creating a rendering context, your application can accept a broad range of renderers or it can restrict itself to devices with specific capabilities. Once you have a context, you can configure how that context executes OpenGL commands.

OpenGL on the Mac is not only a heterogenous environment, but it is also a dynamic environment. Users can add or remove displays, or take a laptop running on battery power and plug it into a wall. When the graphics environment on the Mac changes, the renderer associated with the context may change. Your application must handle these changes and adjust how it uses OpenGL.

Relevant Chapters:Choosing Renderer and Buffer Attributes, Working with Rendering Contexts, and Determining the OpenGL Capabilities Supported by the Renderer

OpenGL Helps Applications Harness the Power of Graphics Processors

Graphics processors are massively parallelized devices optimized for graphics operations. To access that computing power adds additional overhead because data must move from your application to the GPU over slower internal buses. Accessing the same data simultaneously from both your application and OpenGL is usually restricted. To get great performance in your application, you must carefully design your application to feed data and commands to OpenGL so that the graphics hardware runs in parallel with your application. A poorly tuned application may stall either on the CPU or the GPU waiting for the other to finish processing.

When you are ready to optimize your application’s performance, Apple provides both general-purpose and OpenGL-specific profiling tools that make it easy to learn where your application spends its time.

Relevant Chapters:Optimizing OpenGL for High Resolution, OpenGL on the Mac Platform,OpenGL Application Design Strategies, Best Practices for Working with Vertex Data, Best Practices for Working with Texture Data, Customizing the OpenGL Pipeline with Shaders, and Tuning Your OpenGL Application

Concurrency in OpenGL Applications Requires Additional Effort

Many Macs ship with multiple processors or multiple cores, and future hardware is expected to add more of each. Designing applications to take advantage of multiprocessing is critical. OpenGL places additional restrictions on multithreaded applications. If you intend to add concurrency to an OpenGL application, you must ensure that the application does not access the same context from two different threads at the same time.

Performance Tuning Allows Your Application to Provide an Exceptional User Experience

Once you’ve improved the performance of your OpenGL application and taken advantage of concurrency, put some of the freed processing power to work for you. Higher resolution textures, detailed models, and more complex lighting and shading algorithms can improve image quality. Full-scene antialiasing on modern graphics hardware can eliminate many of the “jaggies” common on lower resolution images.

Relevant Chapters:Customizing the OpenGL Pipeline with Shaders,Techniques for Scene Antialiasing

How to Use This Document

If you have never programmed in OpenGL on the Mac, you should read this book in its entirety, starting with OpenGL on the Mac Platform. Critical Mac terminology is defined in that chapter as well as in the Glossary.

If you already have an OpenGL application running on the Mac, but have not yet updated it for OS X v10.7, read Choosing Renderer and Buffer Attributes to learn how to choose an OpenGL profile for your application.

To find out how to update an existing OpenGL app for high resolution, see Optimizing OpenGL for High Resolution.

Once you have OpenGL content in your application, read OpenGL Application Design Strategies to learn fundamental patterns for implementing high-performance OpenGL applications, and the chapters that follow to learn how to apply those patterns to specific OpenGL problems.

Important: Although this guide describes how to create rendering contexts that support OpenGL 3.2, most code examples and discussion in the rest of the book describe the earlier legacy versions of OpenGL. See Updating an Application to Support the OpenGL 3.2 Core Specification for more information on migrating your application to OpenGL 3.2.

Prerequisites

This guide assumes that you have some experience with OpenGL programming, but want to learn how to apply that knowledge to create software for the Mac. Although this guide provides advice on optimizing OpenGL code, it does not provide entry-level information on how to use the OpenGL API. If you are unfamiliar with OpenGL, you should read OpenGL on the Mac Platform to get an overview of OpenGL on the Mac platform, and then read the following OpenGL programming guide and reference documents:

  • OpenGL Programming Guide, by Dave Shreiner and the Khronos OpenGL Working Group; otherwise known as 'The Red book.”

  • OpenGL Shading Language, by Randi J. Rost, is an excellent guide for those who want to write programs that compute surface properties (also known as shaders).

  • OpenGL Reference Pages.

Before reading this document, you should be familiar with Cocoa windows and views as introduced in Window Programming Guide and View Programming Guide.

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See Also

Keep these reference documents handy as you develop your OpenGL program for OS X:

  • NSOpenGLView Class Reference, NSOpenGLContext Class Reference, NSOpenGLPixelBuffer Class Reference, and NSOpenGLPixelFormat Class Reference provide a complete description of the classes and methods needed to integrate OpenGL content into a Cocoa application.

  • CGL Reference describes low-level functions that can be used to create full-screen OpenGL applications.

  • OpenGL Extensions Guide provides information about OpenGL extensions supported in OS X.

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The OpenGL Foundation website, http://www.opengl.org, provides information on OpenGL commands, the Khronos OpenGL Working Group, logo requirements, OpenGL news, and many other topics. It's a site that you'll want to visit regularly. Among the many resources it provides, the following are important reference documents for OpenGL developers:

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  • OpenGL Specification provides detailed information on how an OpenGL implementation is expected to handle each OpenGL command.

  • OpenGL Reference describes the main OpenGL library.

  • OpenGL GLU Reference describes the OpenGL Utility Library, which contains convenience functions implemented on top of the OpenGL API.

  • OpenGL GLUT Reference describes the OpenGL Utility Toolkit, a cross-platform windowing API.

  • OpenGL API Code and Tutorial Listings provides code examples for fundamental tasks, such as modeling and texture mapping, as well as for advanced techniques, such as high dynamic range rendering (HDRR).



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