It still works and at least somebody still seems to work on it going by the somewhat random GL-related fixes and regressions in macOS Betas since GL was declared deprecated.
AFAIK ANGLE (and MoltenGL) only provide GLES2.x and GLES3.x over Metal, so out of the box those wouldn't be very useful for providing desktop-GL compatibility.
Apparently Zink on top of MoltenVk on top of Metal works, but that looks like a Jenga tower of emulation layers.
Ideally, Apple would rewrite their OpenGL framework on top of Metal (if it hasn't happened yet), and keep that working at least into the 2030s.
Virgil 3D renderer provides some desktop GL emulation, so it is still somewhat usable. But a serious application expecting desktop GL would see glitches.
My recommendation is to use Wayland, and to play serious games on macOS (although such games are not available on Linux AArch64 anyway...)
Virgil 3D does good enough for my workload. I saw some problems in GLES backend support but they are minor and I have already written patches for them.
However, as feature_list in src/vrend_renderer.c shows, some features are unavailable and cannot be emulated. It is good enough but not perfect (and I think it is reasonable.)
>> AFAIK ANGLE (and MoltenGL) only provide GLES2.x and GLES3.x over Metal, so out of the box those wouldn't be very useful for providing desktop-GL compatibility.
I thought Wayland implementations considered one of those a base requirement.
AFAIK ANGLE (and MoltenGL) only provide GLES2.x and GLES3.x over Metal, so out of the box those wouldn't be very useful for providing desktop-GL compatibility.
Apparently Zink on top of MoltenVk on top of Metal works, but that looks like a Jenga tower of emulation layers.
Ideally, Apple would rewrite their OpenGL framework on top of Metal (if it hasn't happened yet), and keep that working at least into the 2030s.