Back to Skills

axiom-metal-migration

verified

Use when porting OpenGL/DirectX to Metal - translation layer vs native rewrite decisions, migration planning, anti-patterns

View on GitHub

Marketplace

axiom-marketplace

CharlesWiltgen/Axiom

Plugin

axiom

Repository

CharlesWiltgen/Axiom
289stars

.claude-plugin/plugins/axiom/skills/axiom-metal-migration/SKILL.md

Last Verified

January 16, 2026

Install Skill

Select agents to install to:

Scope:
npx add-skill https://github.com/CharlesWiltgen/Axiom/blob/main/.claude-plugin/plugins/axiom/skills/axiom-metal-migration/SKILL.md -a claude-code --skill axiom-metal-migration

Installation paths:

Claude
.claude/skills/axiom-metal-migration/
Powered by add-skill CLI

Instructions

# Metal Migration

Porting OpenGL/OpenGL ES or DirectX code to Metal on Apple platforms.

## When to Use This Skill

Use this skill when:
- Porting an OpenGL/OpenGL ES codebase to iOS/macOS
- Porting a DirectX codebase to Apple platforms
- Deciding between translation layer (MetalANGLE) vs native rewrite
- Planning a phased migration strategy
- Evaluating effort vs performance tradeoffs

## Red Flags

❌ "Just use MetalANGLE and ship" — Translation layers add 10-30% overhead; fine for demos, not production

❌ "Convert shaders one-by-one without planning" — State management differs fundamentally; you'll rewrite twice

❌ "Keep the GL state machine mental model" — Metal is explicit; thinking GL causes subtle bugs

❌ "Port everything at once" — Phased migration catches issues early; big-bang migrations hide compounding bugs

❌ "Skip validation layer during development" — Metal validation catches 80% of porting bugs with clear messages

❌ "Worry about coordinate systems later" — Y-flip and NDC differences cause the most debugging time

❌ "Performance will be the same or better automatically" — Metal requires explicit optimization; naive ports can be slower

## Migration Strategy Decision Tree

```
Starting a port to Metal?
│
├─ Need working demo in <1 week?
│   ├─ OpenGL ES source? → MetalANGLE (translation layer)
│   │   └─ Caveats: 10-30% overhead, ES 2/3 only, no compute
│   │
│   └─ Vulkan available? → MoltenVK
│       └─ Caveats: Vulkan complexity, indirect translation
│
├─ Production app with performance requirements?
│   └─ Native Metal rewrite (recommended)
│       ├─ Phased: Keep GL for reference, port module-by-module
│       └─ Full: Clean rewrite using Metal idioms from start
│
├─ DirectX/HLSL source?
│   └─ Metal Shader Converter (Apple tool)
│       └─ Converts DXIL bytecode → Metal library
│       └─ See metal-migration-ref for usage
│
└─ Hybrid approach?
    └─ MetalANGLE for demo → Native Metal incrementally
        └─ Best of both: fast validation, optim

Validation Details

Front Matter
Required Fields
Valid Name Format
Valid Description
Has Sections
Allowed Tools
Instruction Length:
14266 chars