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    Technology

    Dissecting the Apple M1 GPU, the end

    TechAiVerseBy TechAiVerseAugust 27, 2025No Comments5 Mins Read10 Views
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    Dissecting the Apple M1 GPU, the end

    26 Aug 2025

    In 2020, Apple
    released the M1 with a custom GPU. We got to work reverse-engineering
    the hardware and porting Linux. Today, you can run Linux on a range of
    M1 and M2 Macs, with almost all hardware working: wireless, audio, and
    full graphics acceleration.

    Our story begins in December 2020, when Hector Martin kicked off Asahi Linux. I was working for Collabora working on Panfrost, the open
    source Mesa3D driver for Arm Mali GPUs. Hector put out a public call for
    guidance from upstream open source maintainers, and I bit. I just
    intended to give some quick pointers. Instead, I bought myself a Christmas present and
    got to work. In between my university coursework and Collabora work, I
    poked at the shader
    instruction set
    .

    One thing led to another. Within a few weeks, I drew a
    triangle
    .

    In 3D graphics, once you can draw a triangle, you can do anything.

    Pretty soon, I started work on a shader
    compiler
    . After my final exams that semester, I took a few days off
    from Collabora to bring up an OpenGL
    driver
    capable of spinning gears with my new compiler.

    Over the next year, I kept reverse-engineering
    and improving the driver until it could run 3D
    games on macOS
    .

    Meanwhile, Asahi Lina wrote a kernel
    driver for the Apple GPU. My userspace OpenGL driver ran on macOS,
    leaving her kernel driver as the missing piece for an open source
    graphics stack. In December 2022, we shipped graphics
    acceleration in Asahi Linux
    .

    In January 2023, I started my final semester in my Computer Science
    program at the University of
    Toronto
    . For years I juggled my courses with my part-time job and my
    hobby driver. I faced the same question as my peers: what will I do
    after graduation?

    Maybe Panfrost? I started reverse-engineering of the Mali Midgard GPU
    back in 2017, when I was still in high school. That led to an internship
    at Collabora in 2019 once I graduated, turning into my job throughout
    four years of university. During that time, Panfrost grew from a kid’s
    pet project based on blackbox reverse-engineering, to a professional
    driver engineered by a team with Arm’s backing and hardware
    documentation. I did what I set out to do, and the project succeeded
    beyond my dreams. It was
    time to move on
    .

    What did I want to do next?

    • Finish what I started with the M1. Ship a great driver.
    • Bring full, conformant OpenGL drivers to the M1. Apple’s drivers are
      not conformant, but we should strive for the industry standard.
    • Bring full, conformant Vulkan to Apple platforms, disproving the
      myth that Vulkan isn’t suitable for Apple hardware.
    • Bring Proton gaming to Asahi Linux. Thanks to Valve’s work for the
      Steam Deck, Windows games can run better on Linux than even on Windows.
      Why not reap those benefits on the M1?

    Panfrost was my challenge until we “won”. My next challenge? Gaming
    on Linux on M1.

    Once I finished my coursework, I started full-time on gaming on
    Linux. Within a month, we shipped OpenGL 3.1
    on Asahi Linux
    . A few weeks later, we passed official
    conformance for OpenGL ES 3.1
    . That put us at feature parity with
    Panfrost. I wanted to go further.

    OpenGL (ES) 3.2 requires geometry shaders, a legacy feature not
    supported by either Arm or Apple hardware. The proprietary OpenGL
    drivers emulate geometry shaders with compute, but there was no open
    source prior art to borrow. Even though multiple Mesa drivers need
    geometry/tessellation emulation, nobody did the work to get there.

    My early progress on OpenGL was fast thanks to the mature common code
    in Mesa. It was time to pay it forward. Over the rest of the year, I
    implemented geometry/tessellation shader emulation. And also the rest of
    the owl. In January 2024, I passed conformance for the full OpenGL
    4.6
    specification, finishing up OpenGL.

    Vulkan wasn’t too bad, either. I polished the OpenGL driver for a few
    months, but once I started typing a Vulkan driver, I passed 1.3
    conformance
    in a few weeks.

    What remained was wiring up the geometry/tessellation emulation to my
    shiny new Vulkan driver, since those are required for Direct3D. Et
    voilà, Proton
    games
    .

    Along the way, Karol
    Herbst
    passed OpenCL 3.0 conformance on the M1, running my compiler
    atop his “rusticl” frontend.

    Meanwhile, when the Vulkan 1.4 specification was published, we were
    ready and shipped
    a conformant implementation on the same day
    .

    After that, I implemented sparse texture support, unlocking Direct3D
    12 via Proton.

    …Now what?

    • Ship a great driver? Check.

    • Conformant OpenGL 4.6, OpenGL ES 3.2, and OpenCL 3.0?
      Check.

    • Conformant Vulkan 1.4? Check.

    • Proton gaming? Check.

    That’s a wrap.

    We’ve succeeded beyond my dreams. The challenges I chased, I have
    tackled. The drivers are fully upstream in Mesa. Performance isn’t too
    bad. With the Vulkan on Apple myth busted, conformant Vulkan is now
    coming to macOS via LunarG’s
    KosmicKrisp
    project building on my work.

    Satisfied, I am now stepping away from the Apple ecosystem. My
    friends in the Asahi Linux orbit will carry the torch from here. As for
    me?

    Onto
    the next challenge!

    Back to home

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    Jonathan is a tech enthusiast and the mind behind Tech AI Verse. With a passion for artificial intelligence, consumer tech, and emerging innovations, he deliver clear, insightful content to keep readers informed. From cutting-edge gadgets to AI advancements and cryptocurrency trends, Jonathan breaks down complex topics to make technology accessible to all.

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