moltenvk/README.md

309 lines
15 KiB
Markdown
Raw Normal View History

2017-11-17 11:14:29 -05:00
<a class="site-logo" href="https://github.com/KhronosGroup/MoltenVK" title="MoltenVK">
<img src="Docs/images/MoltenVK-Logo-Banner.png" alt="MoltenVK" style="width:256px;height:auto">
</a>
MoltenVK
========
Copyright (c) 2014-2019 [The Brenwill Workshop Ltd.](http://www.brenwill.com)
2017-11-17 11:14:29 -05:00
*This document is written in [Markdown](http://en.wikipedia.org/wiki/Markdown) format.
For best results, use a Markdown reader.*
2018-03-01 20:57:51 +01:00
[![Build Status](https://travis-ci.org/KhronosGroup/MoltenVK.svg?branch=master)](https://travis-ci.org/KhronosGroup/MoltenVK)
2017-11-17 11:14:29 -05:00
Table of Contents
-----------------
- [Developing Vulkan Applications on macOS and iOS](#developing_vulkan)
- [Introduction to **MoltenVK**](#intro)
- [Fetching **MoltenVK** Source Code](#install)
2017-11-17 11:14:29 -05:00
- [Building **MoltenVK**](#building)
- [Running the **MoltenVK** Demo Applications](#demos)
2017-11-17 11:14:29 -05:00
- [Using **MoltenVK** in Your Application](#using)
- [**MoltenVK** and *Vulkan* Compliance](#compliance)
- [Reporting Issues](#issues)
- [Contributing to **MoltenVK** Development](#contributing)
2017-11-17 11:14:29 -05:00
<a name="developing_vulkan"></a>
Developing Vulkan Applications for macOS and iOS
------------------------------------------------
The recommended method for developing a *Vulkan* application for *macOS* is to use the
[*Vulkan SDK*](https://vulkan.lunarg.com/sdk/home).
2017-11-17 11:14:29 -05:00
The *Vulkan SDK* includes a **MoltenVK** runtime library for *macOS*. *Vulkan* is a layered
architecture that allows applications to add additional functionality without modifying the
application itself. The *Validation Layers* included in the *Vulkan SDK* are an essential debugging
tool for application developers because they identify inappropriate use of the *Vulkan API*.
If you are developing a *Vulkan* application for *macOS*, it is highly recommended that you use the
[*Vulkan SDK*](https://vulkan.lunarg.com/sdk/home) and the **MoltenVK** library included in it.
2017-11-17 11:14:29 -05:00
If you are developing a *Vulkan* application for *iOS*, or are developing a *Vulkan* application for
*macOS* and want to use a different **MoltenVK** runtime library than provided in the *macOS Vulkan SDK*,
you can use this document to learn how to build a **MoltenVK** runtime library from source code.
2017-11-17 11:14:29 -05:00
To learn how to integrate the **MoltenVK** runtime library into a game or application,
see the [`MoltenVK_Runtime_UserGuide.md `](Docs/MoltenVK_Runtime_UserGuide.md)
document in the `Docs` directory.
2017-11-17 11:14:29 -05:00
<a name="intro"></a>
Introduction to MoltenVK
------------------------
2017-11-17 11:14:29 -05:00
**MoltenVK** is a driver-level implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan)
graphics and compute API, that runs on Apple's [*Metal*](https://developer.apple.com/metal)
graphics and compute framework on both *iOS* and *macOS*.
**MoltenVK** allows you to use the *Vulkan* graphics and compute API to develop modern,
cross-platform, high-performance graphical games and applications, and to run them across
many platforms, including both *iOS* and *macOS*.
*Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than
*Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders
to their *MSL* equivalents.
To provide *Vulkan* capability to the *iOS* and *macOS* platforms, **MoltenVK** uses *Apple's*
publicly available API's, including *Metal*. **MoltenVK** does **_not_** use any private or
undocumented API calls or features, so your app will be compatible with all standard distribution
channels, including *Apple's App Store*.
The **MoltenVK** runtime package contains two products:
2017-11-17 11:14:29 -05:00
- **MoltenVK** is a driver-level implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan)
graphics and compute API.
2017-11-17 11:14:29 -05:00
- **MoltenVKShaderConverter** converts *SPIR-V* shader code to *Metal Shading Language (MSL)*
shader code, and converts *GLSL* shader source code to *SPIR-V* shader code and/or
*Metal Shading Language (MSL)* shader code. The *SPIR-V* converter is included in the
**MoltenVK** runtime to automatically convert *SPIR-V* shaders to their *MSL* equivalents.
In addition, both the *SPIR-V* and *GLSL* converters can be be packaged into a stand-alone
command-line *macOS* tool for converting shaders at development time.
2017-11-17 11:14:29 -05:00
<a name="install"></a>
Fetching **MoltenVK** Source Code
---------------------------------
2017-11-17 11:14:29 -05:00
To fetch **MoltenVK** source code, clone this `MoltenVK` repository, and then run the
`fetchDependencies` script to retrieve and build several external open-source libraries
on which **MoltenVK** relies:
2017-11-17 11:14:29 -05:00
1. Ensure you have `cmake` and `python3` installed:
2017-11-17 11:14:29 -05:00
brew install cmake
brew install python
2017-11-17 11:14:29 -05:00
For faster dependency builds, you can also optionally install `ninja`:
brew install ninja
2. Clone the `MoltenVK` repository:
git clone https://github.com/KhronosGroup/MoltenVK.git
3. Retrieve and build the external libraries:
2017-11-17 11:14:29 -05:00
cd MoltenVK
./fetchDependencies
2017-11-17 11:14:29 -05:00
For more information about the external open-source libraries used by **MoltenVK**,
see the [`ExternalRevisions/README.md`](ExternalRevisions/README.md) document.
2017-11-17 11:14:29 -05:00
<a name="building"></a>
Building **MoltenVK**
-------------------
During building, **MoltenVK** references the latest *Apple SDK* frameworks. To access these frameworks,
and to avoid build errors, be sure to use the latest publicly available version of *Xcode*.
>***Note:*** To support `IOSurfaces` on *iOS*, **MoltenVK**, and any app that uses **MoltenVK**,
must be built with a minimum **iOS Deployment Target** (aka `IPHONEOS_DEPLOYMENT_TARGET `) build
setting of `iOS 11.0` or greater.
Once built, the **MoltenVK** libraries can be run on *iOS* or *macOS* devices that support *Metal*.
- At runtime, **MoltenVK** requires at least *macOS 10.11* or *iOS 9* (or *iOS 11* if using `IOSurfaces`).
- Information on *macOS* devices that are compatible with *Metal* can be found in
[this article](http://www.idownloadblog.com/2015/06/22/how-to-find-mac-el-capitan-metal-compatible).
- Information on *iOS* devices that are compatible with *Metal* can be found in
[this article](https://developer.apple.com/library/content/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/HardwareGPUInformation/HardwareGPUInformation.html).
2017-11-17 11:14:29 -05:00
The `MoltenVKPackaging.xcodeproj` *Xcode* project contains targets and schemes to build
and package the entire **MoltenVK** runtime distribution package, or to build individual
**MoltenVK** or **MoltenVKShaderConverter** components.
To build a **MoltenVK** runtime distribution package, suitable for testing and integrating into an app,
open `MoltenVKPackaging.xcodeproj` in *Xcode*, and use one of the following *Xcode Schemes*, depending
on whether you want a **_Release_** or **_Debug_** configuration, and whether you want to build for both
the *iOS* and *macOS* platforms, or just one platform (in **_Release_** configuration):
2017-11-17 11:14:29 -05:00
- **MoltenVK Package**
- **MoltenVK Package (Debug)**
- **MoltenVK Package (iOS only)**
- **MoltenVK Package (macOS only)**
2017-11-17 11:14:29 -05:00
Each of these`MoltenVKPackaging.xcodeproj` *Xcode* project *Schemes* puts the resulting packages in the
`Package` directory, creating it if necessary. This directory contains separate `Release` and `Debug`
directories, holding the most recent **_Release_** and **_Debug_** builds, respectively.
2017-11-17 11:14:29 -05:00
A separate `Latest` directory links to the most recent build, regardless of whether it was a **_Release_**
or **_Debug_** build. Effectively, the `Package/Latest` directory points to whichever of the `Package/Release`
2017-11-17 11:14:29 -05:00
or `Package/Debug` directories was most recently updated.
With this packaging structure, you can follow the [instructions below](#using) to link your application
to the **MoltenVK** libraries and frameworks in the `Package/Latest` directory, to provide the flexibility
to test your app with either a **_Debug_** build, or a higher-performance **_Release_** build.
2017-11-17 11:14:29 -05:00
### Building from the Command Line
If you prefer to build **MoltenVK** from the command line, or to include the activity in a larger build script,
you can do so using the following command within the `MoltenVK` repository folder, and identifying one of the
*Xcode Schemes* from the list above. For example, the following command will build **MoltenVK** in the
**_Release_** configuration for both *macOS* and *iOS*:
xcodebuild -quiet -project MoltenVKPackaging.xcodeproj -scheme "MoltenVK Package" build
Alternately, you can use the basic `Makefile` in the `MoltenVK` repository folder to build **MoltenVK**
in the **_Release_** configuration from the command line. The following `make` targets are provided:
make
make all
make macos
make ios
make clean
make install
The `install` target will copy the most recently built *macOS* `MoltenVK.framework` into
the `/Library/Frameworks` folder of your computer. Since `/Library/Frameworks` is protected,
you will generally need to run it as `sudo make install` and enter your password.
The default `make` command with no arguments is the same as `make all`.
The `make` targets all require that *Xcode* is installed on your system.
Building from the command line creates the same `Package` folder structure described above when building
from within *Xcode*.
2017-11-17 11:14:29 -05:00
<a name="demos"></a>
Running the **MoltenVK** Demo Applications
------------------------------------------
Once you have compiled and built the **MoltenVK** runtime distribution package from this **MoltenVK** repository,
as described in the [Building **MoltenVK**](#building) section, you can explore how **MoltenVK** provides *Vulkan*
support on *iOS* and *macOS* by investigating and running the demo applications that are included in **MoltenVK**.
The **MoltenVK** demo apps are located in the `Demos` folder. Each demo app is available as an *Xcode* project.
To review and run the included demo apps, open the `Demos/Demos.xcworkspace` workspace in *Xcode*.
Please read the [`Demos/README.md`](Demos/README.md) document for a description of each demo app, and instructions
on running the demo apps. Several of the demo apps allow you to explore a variety of *Vulkan* features by modifying
*Xcode* build settings. Additional demos can be downloaded and built from external repositories, as described in the
[`Demos/README.md`](Demos/README.md) document
2017-11-17 11:14:29 -05:00
<a name="using"></a>
Using **MoltenVK** in Your Application
--------------------------------------
Once you have compiled and built the **MoltenVK** runtime distribution package from this **MoltenVK** repository,
as described in the [Building **MoltenVK**](#building) section, follow the instructions in the Installation
section of the [`Docs/MoltenVK_Runtime_UserGuide.md`](Docs/MoltenVK_Runtime_UserGuide.md#install) document
in the `Docs` directory, to link the **MoltenVK** libraries and frameworks to your application.
2017-11-17 11:14:29 -05:00
The runtime distribution package in the `Package/Latest` directory is a stand-alone package, and you can copy
the contents of that directory out of this **MoltenVK** repository into your own application building environment.
<a name="compliance"></a>
**MoltenVK** and *Vulkan* Compliance
------------------------------------
**MoltenVK** is designed to be a *Vulkan 1.0* driver that runs on *macOS* and *iOS* platforms by mapping *Vulkan*
capability to native *Metal* capability.
The fundamental design and development goal of **MoltenVK** is to provide this capability in a way that
is both maximally compliant with the *Vulkan 1.0* specification, and maximally performant.
Such compliance and performance is inherently affected by the capability available through *Metal*, as the
native driver on *macOS* and *iOS* platforms. *Vulkan* compliance may fall into one of the following categories:
- Direct mapping between *Vulkan* capabilities and *Metal* capabilities. Within **MoltenVK**, almost all capability
is the result of this type of direct mapping.
- Synthesized compliance through alternate implementation. A very small amount of capability is provided using
this mechanism, such as via an extra render or compute shader stage.
- Non-compliance. This appears where the capabilities of *Vulkan* and *Metal* are sufficiently different, that
there is no practical, or reasonably performant, mechanism to implement a *Vulkan* capability in *Metal*.
Because of design differences between *Vulkan* and *Metal*, a very small amount of capability falls into this
category, and at present **MoltenVK** is **_not_** fully compliant with the *Vulkan* specification. A list of
known limitations is documented in the [`MoltenVK_Runtime_UserGuide.md`](Docs/MoltenVK_Runtime_UserGuide.md#limitations)
document in the `Docs` directory.
The **MoltenVK** development team welcomes you to [post Issues](https://github.com/KhronosGroup/MoltenVK/issues)
of non-compliance, and engage in discussions about how compliance can be improved, and non-compliant features can
be implemented or worked around.
**MoltenVK** is a key component of the [*Khronos Vulkan Portability Initiative*](https://www.khronos.org/vulkan/portability-initiative),
whose intention is to provide specifications, resources, and tools to allow developers to understand and design
their *Vulkan* apps for maximum cross-platform compatibility and portability, including on platforms, such as
2018-05-24 13:21:31 +08:00
*macOS* and *iOS*, where a native *Vulkan* driver is not available.
<a name="issues"></a>
Reporting Issues
----------------
- If you encounter an issue with the behaviour of **MoltenVK**, you can report it in the
[*MoltenVK Issues List*](https://github.com/KhronosGroup/MoltenVK/issues).
- If you encounter an issue with the *Vulkan SDK*, including the *Validation Layers*, you can report it in the
[*Vulkan SDK Issues List*](https://vulkan.lunarg.com/issue/home).
<a name="contributing"></a>
Contributing to **MoltenVK** Development
----------------------------------------
As a public open-source project, **MoltenVK** benefits from code contributions from a wide range of developers,
and we encourage you to get involved and contribute code to this **MoltenVK** repository.
To contribute your code, submit a [Pull Request](https://github.com/KhronosGroup/MoltenVK/pulls)
to this repository. The first time you do this, you will be asked to agree to the **MoltenVK**
[Contributor License Agreement](https://cla-assistant.io/KhronosGroup/MoltenVK).
### Licensing
**MoltenVK** is licensed under the Apache 2.0 license. All new source code files should include a
copyright header at the top, containing your authorship copyright and the Apache 2.0 licensing stub.
You may copy the text from an existing source code file as a template.
The Apache 2.0 license guarantees that code in the **MoltenVK** repository is free of Intellectual Property
encumbrances. In submitting code to this repository, you are agreeing that the code is free of any Intellectual
Property claims.
### Code Formatting
2018-05-24 13:21:31 +08:00
When contributing code, please honour the code formatting style found in existing **MoltenVK** source code.
In future, this will formally be enforced using `clang-format`.