Retired Document
Important: OpenGL ES was deprecated in iOS 12. To create high-performance code on GPUs, use the Metal framework instead. See Metal.
OpenGL ES on iOS Simulator
iOS Simulator includes complete and conformant implementations of both OpenGL ES 1.1 and OpenGL ES 2.0 that you can use for your app development. Simulator differs from the PowerVR SGX processors in a number of ways:
Simulator does not use a tile-based deferred renderer.
Simulator does not support the same set of extensions as the PowerVR SGX processors support.
Simulator does not provide a pixel-accurate match to the PowerVR SGX processors.
OpenGL ES 2.0 on Simulator
Table 2-1 provides a high-level summary of key OpenGL ES 2.0 attribute values implemented for iOS Simulator.
OpenGL ES 2.0 attributes | Values for iOS Simulator |
---|---|
MAX_TEXTURE_SIZE, MAX_RENDERBUFFER_SIZE, MAX_CUBE_MAP_TEXTURE_SIZE | 4096 x 4096 |
MAX_TEXTURE_IMAGE_UNITS | 8 |
MAX_VERTEX_TEXTURE_IMAGE_UNITS | 0 |
MAX_VERTEX_ATTRIBS | 16 |
MAX_VERTEX_UNIFORM_VECTORS | 128 |
MAX_FRAGMENT_UNIFORM_VECTORS | 64 |
MAX_VARYING_VECTORS | 8 |
Supported OpenGL ES 2.0 Extensions
iOS Simulator supports the following extensions to OpenGL ES 2.0:
OpenGL ES 1.1 on Simulator
Table 2-2 provides a high-level summary of key OpenGL ES 1.1 attribute values implemented for iOS Simulator.
OpenGL ES 1.1 attributes | Values for iOS Simulator |
---|---|
MAX_TEXTURE_SIZE, MAX_RENDERBUFFER_SIZE, MAX_CUBE_MAP_TEXTURE_SIZE | 4096 x 4096 |
MAX_TEXTURE_UNITS | 8 |
MAX_PALETTE_MATRICES_OES | 11 |
MAX_VERTEX_UNITS_OES | 4 |
MAX_CLIP_PLANES | 6 |
Supported OpenGL ES 1.1 Extensions
iOS Simulator supports the following extensions to OpenGL ES 1.1:
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