Update documentation to cover tvOS, iOS Simulator, and tvOS Simulator.

This commit is contained in:
Bill Hollings 2020-06-23 23:06:08 -04:00
parent 5419d229d0
commit 5e5d6439da
4 changed files with 100 additions and 71 deletions

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@ -50,10 +50,11 @@ The demo can be found in the `LunarG-VulkanSamples/Cube` folder, and in the
`LunarG-VulkanSamples/Cube` group in the *Xcode Project Navigator* in the
`Cube.xcworkspace` *Xcode* workspace.
To run this demo, run either the `Cube-iOS` or `Cube-macOS` *Scheme* from within *Xcode*.
To run this demo, run the `Cube-iOS`, `Cube-tvOS`, or `Cube-macOS` *Scheme* from within *Xcode*.
In addition to devices, this demo will also run on the `iOS Simulator` or `tvOS Simulator` destinations.
This demo includes a sizable window, and represents an example of how to detect, within your
*Vulkan* code, when a window has been resized, and to modify the *Vulkan* swapchain accordingly.
The *macOS* version of this demo includes a sizable window, and represents an example of how to detect,
within your *Vulkan* code, when a window has been resized, and to modify the *Vulkan* swapchain accordingly.
The `Cube` demo is a simple example of installing **MoltenVK** as a *dynamic library*. In this demo,
the **MoltenVK** *dynamic library* is embedded in the application, but it could have been installed

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@ -41,8 +41,8 @@ Table of Contents
About This Document
-------------------
This document describes how to integrate the **MoltenVK** runtime distribution package into a game
or application, once **MoltenVK** has been built into a framework or library for *iOS* or *macOS*.
This document describes how to integrate the **MoltenVK** runtime distribution package into a game or
application, once **MoltenVK** has been built into a framework or library for *macOS*, *iOS*, or *tvOS*.
To learn how to use the **MoltenVK** open-source repository to build a **MoltenVK** runtime
distribution package, see the main [`README.md`](../README.md) document in the `MoltenVK` repository.
@ -55,9 +55,9 @@ About **MoltenVK**
**MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan)
graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal)
graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics
and compute functionality to develop modern, cross-platform, high-performance graphical games and applications,
and to run them across many platforms, including both *iOS* and *macOS*.
graphics and compute framework on *macOS*, *iOS*, and *tvOS*. **MoltenVK** allows you to use *Vulkan*
graphics and compute functionality to develop modern, cross-platform, high-performance graphical games
and applications, and to run them across many platforms, including both *macOS*, *iOS*, and *tvOS*.
*Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than
*Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders
@ -66,10 +66,10 @@ to their *MSL* equivalents. This can be performed transparently at run time, usi
[**MoltenVKShaderConverter**](#shader_converter_tool) tool provided with this **MoltenVK**
distribution package.
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*.
To provide *Vulkan* capability to the*macOS*, *iOS*, and *tvOS* 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*.
<a name="install"></a>
@ -82,13 +82,16 @@ Installing **MoltenVK** in Your *Vulkan* Application
**MoltenVK** references the latest *Apple SDK* frameworks. To access these frameworks when building
your app, and to avoid build errors, be sure to use the latest publicly available version of *Xcode*.
>***Note:*** To support `IOSurfaces`, 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.
>***Note:*** To support `IOSurfaces` on *iOS* or *tvOS*, 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, or a minimum **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET `)
build setting of `tvOS 11.0` or greater.
Once built, your app integrating the **MoltenVK** libraries can be run on *iOS* or *macOS* devices
that support *Metal*.
Once built, your app integrating the **MoltenVK** libraries can be run on *macOS*, *iOS* or *tvOS*
devices that support *Metal*, or on the *Xcode* *iOS Simulator* or *tvOS Simulator*.
- At runtime, **MoltenVK** requires at least *macOS 10.11* or *iOS 9* (or *iOS 11* if using `IOSurfaces`).
- At runtime, **MoltenVK** requires at least *macOS 10.11*, *iOS 9*, or *tvOS 9*
(or *iOS 11* or *tvOS 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
@ -106,10 +109,11 @@ Depending on your build and deployment needs, you can install **MoltenVK** as a
about which linking and deployment option you need, follow the steps for installing a
*static framework*, as it is the simplest to install.
>**_Note:_** Distributing an app containing a dynamic library via the *iOS App Store* can require
specialized bundling. Unless you have specific needs for dynamic libraries, the recommended
approach on *iOS* is to link **MoltenVK** to your app as a static library.
>**_Note:_** Distributing an app containing a dynamic library via the *iOS App Store* or
*tvOS App Store* can require specialized bundling. Unless you have specific needs for
dynamic libraries, the recommended approach on *iOS* or *tvOS* is to link **MoltenVK**
to your app as a static library or framework.
1. Open your application in *Xcode* and select your application's target in the
*Project Navigator* panel.
@ -122,12 +126,14 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
setting, add an entry that points to **_one_** of the following folders:
- `MoltenVK/macOS/framework` *(macOS)*
- `MoltenVK/iOS/framework` *(iOS)*
- `MoltenVK/tvOS/framework` *(tvOS)*
- If installing **MoltenVK** as a *static library* in your application:
1. In the **Library Search Paths** (aka `LIBRARY_SEARCH_PATHS`) setting,
add an entry that points to **_one_** of the following folders:
- `MoltenVK/macOS/static` *(macOS)*
- `MoltenVK/iOS/static` *(iOS)*
- `MoltenVK/tvOS/static` *(tvOS)*
2. In the **Header Search Paths** (aka `HEADER_SEARCH_PATHS`) setting,
add an entry that points to the `MoltenVK/include` folder.
@ -137,6 +143,7 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
add an entry that points to **_one_** of the following folders:
- `MoltenVK/macOS/dynamic` *(macOS)*
- `MoltenVK/iOS/dynamic` *(iOS)*
- `MoltenVK/tvOS/dynamic` *(tvOS)*
2. In the **Header Search Paths** (aka `HEADER_SEARCH_PATHS`) setting,
add an entry that points to the `MoltenVK/include` folder.
@ -146,13 +153,15 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
you would typically set this value to either:
- `@executable_path/../Frameworks` *(macOS)*
- `@executable_path/Frameworks` *(iOS)*
- `@executable_path/Frameworks` *(iOS or tvOS)*
The `libMoltenVK.dylib` library is internally configured to be located at
`@rpath/libMoltenVK.dylib`.
3. With the *Build Settings* tab open, if using `IOSurfaces` on *iOS*, open the **iOS Deployment Target**
(aka `IPHONEOS_DEPLOYMENT_TARGET`) setting, and ensure it is set to a value of `iOS 11.0` or greater.
(aka `IPHONEOS_DEPLOYMENT_TARGET`) setting, and ensure it is set to a value of `iOS 11.0` or greater,
or if using `IOSurfaces` on *tvOS*, open the **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET`)
setting, and ensure it is set to a value of `tvOS 11.0` or greater.
4. On the *Build Phases* tab, open the *Link Binary With Libraries* list.
@ -166,6 +175,11 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
- `MoltenVK/iOS/static/libMoltenVK.a` *(static library)*
- `MoltenVK/iOS/dynamic/libMoltenVK.dylib` *(dynamic library)*
- For *tvOS*, drag **_one_** of the following files to the *Link Binary With Libraries* list:
- `MoltenVK/tvOS/framework/MoltenVK.framework ` *(static framework)*
- `MoltenVK/tvOS/static/libMoltenVK.a` *(static library)*
- `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` *(dynamic library)*
5. While in the *Link Binary With Libraries* list on the *Build Phases* tab, if you do **_not_**
have the **Link Frameworks Automatically** (aka `CLANG_MODULES_AUTOLINK`) and
**Enable Modules (C and Objective-C)** (aka `CLANG_ENABLE_MODULES`) settings enabled, click
@ -175,8 +189,9 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
- `Foundation.framework`.
- `QuartzCore.framework`
- `IOKit.framework` (*macOS*)
- `UIKit.framework` (*iOS*)
- `IOSurface.framework` (*macOS*, or *iOS* if `IPHONEOS_DEPLOYMENT_TARGET` is at least `iOS 11.0`)
- `UIKit.framework` (*iOS* or *tvOS*)
- `IOSurface.framework` (*macOS*, or *iOS* if `IPHONEOS_DEPLOYMENT_TARGET` is at least `iOS 11.0`,
or *tvOS* if `TVOS_DEPLOYMENT_TARGET` is at least `tvOS 11.0`)
6. If installing **MoltenVK** as a *dynamic library* in your application, arrange to install
the `libMoltenVK.dylib` file in your application environment:
@ -192,10 +207,12 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library.
3. Drag **_one_** of the following files to the *Copy Files* list in this new build phase:
- `MoltenVK/macOS/dynamic/libMoltenVK.dylib` *(macOS)*
- `MoltenVK/iOS/dynamic/libMoltenVK.dylib` *(iOS)*
- `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` *(tvOS)*
- Alternately, you may create your own installation mechanism to install either the
`MoltenVK/macOS/dynamic/libMoltenVK.dylib` or `MoltenVK/iOS/dynamic/libMoltenVK.dylib`
file into a standard *macOS* or *iOS* system library folder on the user's device.
- Alternately, you may create your own installation mechanism to install one of the
`MoltenVK/macOS/dynamic/libMoltenVK.dylib`, `MoltenVK/iOS/dynamic/libMoltenVK.dylib`,
or `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` file into a standard *macOS*, *iOS*, or
*tvOS* system library folder on the user's device.
7. When a *Metal* app is running from *Xcode*, the default ***Scheme*** settings reduce
performance. To improve performance and gain the benefits of *Metal*, perform the
@ -287,17 +304,16 @@ In addition to core *Vulkan* functionality, **MoltenVK** also supports the foll
- `VK_MVK_moltenvk`
- `VK_AMD_gpu_shader_half_float`
- `VK_AMD_negative_viewport_height`
- `VK_AMD_shader_image_load_store_lod` *(iOS)*
- `VK_AMD_shader_image_load_store_lod` *(iOS and tvOS)*
- `VK_AMD_shader_trinary_minmax` *(requires Metal 2.1)*
- `VK_IMG_format_pvrtc` *(iOS)*
- `VK_IMG_format_pvrtc` *(iOS and tvOS)*
- `VK_INTEL_shader_integer_functions2`
- `VK_NV_glsl_shader`
In order to visibly display your content on *iOS* or *macOS*, you must enable the `VK_EXT_metal_surface`
extension, and use the function defined in that extension to create a *Vulkan* rendering surface.
You can enable the `VK_EXT_metal_surface` extension by defining the `VK_USE_PLATFORM_METAL_EXT`
guard macro in your compiler build settings. See the description of the `mvk_vulkan.h` file below for
a convenient way to enable this extension automatically.
In order to visibly display your content on *macOS*, *iOS*, or *tvOS*, you must enable the
`VK_EXT_metal_surface` extension, and use the function defined in that extension to create a
*Vulkan* rendering surface. You can enable the `VK_EXT_metal_surface` extension by defining the `VK_USE_PLATFORM_METAL_EXT` guard macro in your compiler build settings. See the description of
the `mvk_vulkan.h` file below for a convenient way to enable this extension automatically.
<a name="moltenvk_extension"></a>
@ -320,8 +336,8 @@ where `HEADER_FILE` is one of the following:
- `mvk_vulkan.h` - This is a convenience header file that loads the `vulkan.h` header file
with the appropriate **MoltenVK** *Vulkan* platform surface extension automatically
enabled for *iOS* or *macOS*. Use this header file in place of the `vulkan.h` header file,
where access to a **MoltenVK** platform surface extension is required.
enabled for *macOS*, *iOS*, or *tvOS*. Use this header file in place of the `vulkan.h`
header file, where access to a **MoltenVK** platform surface extension is required.
The `mvk_vulkan.h` header file automatically enables the `VK_USE_PLATFORM_METAL_EXT`
build setting and `VK_EXT_metal_surface` *Vulkan* extension.

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@ -21,7 +21,12 @@ Released TBD
- Add support for extensions:
- VK_KHR_sampler_ycbcr_conversion
- VK_EXT_robustness2
- `fetchDependencies` script supports platform build selection.
- Add support for **_tvOS_** platform.
- Add support for **_iOS Simulator_** and **_tvOS Simulator_** build destinations.
- Cube demo runs on **_tvOS_**, **_iOS Simulator_**, and **_tvOS Simulator_**.
- **_MoltenVK_** Xcode schemes support building fat *Platform+Simulator* binaries.
- `Makefile` supports building fat *Platform+Simulator* binaries, plus *Debug* builds.
- `fetchDependencies` script supports platform build selection, plus parallel builds.
- Fix issue where mapped host-coherent device memory not updated from image contents on *macOS*.
- Remove use of `@available()` directive as it was causing issues in some build environments.
- Refactor **MoltenVK** *Xcode* build architectures.

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@ -17,7 +17,7 @@ For best results, use a Markdown reader.*
Table of Contents
-----------------
- [Developing Vulkan Applications on macOS and iOS](#developing_vulkan)
- [Developing Vulkan Applications on *macOS, iOS, and tvOS*](#developing_vulkan)
- [Introduction to **MoltenVK**](#intro)
- [Fetching **MoltenVK** Source Code](#install)
- [Building **MoltenVK**](#building)
@ -30,8 +30,8 @@ Table of Contents
<a name="developing_vulkan"></a>
Developing Vulkan Applications for macOS and iOS
------------------------------------------------
Developing Vulkan Applications for *macOS, iOS, and tvOS*
---------------------------------------------------------
The recommended method for developing a *Vulkan* application for *macOS* is to use the
[*Vulkan SDK*](https://vulkan.lunarg.com/sdk/home).
@ -43,9 +43,10 @@ tool for application developers because they identify inappropriate use of the *
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.
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.
If you are developing a *Vulkan* application for *iOS* or *tvOS*, or are developing a *Vulkan*
application for *macOS* and want to use a different version of the **MoltenVK** runtime library
provided in the *macOS Vulkan SDK*, you can use this document to learn how to build a **MoltenVK**
runtime library from source code.
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)
@ -59,30 +60,31 @@ Introduction to MoltenVK
**MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan)
graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal)
graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics
and compute functionality to develop modern, cross-platform, high-performance graphical games and applications,
and to run them across many platforms, including both *iOS* and *macOS*.
graphics and compute framework on *macOS*, *iOS*, and *tvOS*. **MoltenVK** allows you to use *Vulkan*
graphics and compute functionality to develop modern, cross-platform, high-performance graphical
games and applications, and to run them across many platforms, including *macOS*, *iOS*, and *tvOS*.
*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*
To provide *Vulkan* capability to the *macOS*, *iOS*, and *tvOS* 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:
- **MoltenVK** is a driver-level implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan)
graphics and compute API.
- **MoltenVK** is a implementation of an almost-complete subset of the
[*Vulkan 1.0*](https://www.khronos.org/vulkan) graphics and compute API.
- **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.
*Metal Shading Language (MSL)* shader code. The *SPIR-V* portion of the converter is also
embedded in the **MoltenVK** runtime to automatically convert *SPIR-V* shaders to their *MSL*
equivalents. In addition, both the *SPIR-V* and *GLSL* converters are packaged into a
stand-alone command-line `MoltenVKShaderConverter` *macOS* tool for converting shaders
at development time from the command line.
@ -115,13 +117,13 @@ on which **MoltenVK** relies:
When running the `fetchDependencies` script, you must specify one or more platforms
for which to build the external libraries. The platform choices include:
--ios --iosfat --tvos --tvosfat --macos --all
--all --macos --ios --iosfat --tvos --tvosfat
You can specify multiple of these selections. The `--iosfat` and `--tvosfat` selection builds one
binary for each external library, with each binary including code for both *iOS* and *iOS Simulator*
platforms, or *tvOS* and *tvOS Simulator* platforms, respectively. The `--all` selection is the same
as selecting `--iosfat --tvosfat --macos` and results in three binaries for each external library:
a *fat iOS* binary, a *fat tvOS* binary, and a *macOS* binary. The more selections you include,
as selecting `--macos --iosfat --tvosfat` and results in three binaries for each external library:
a *macOS* binary, a *fat iOS* binary, and a *fat tvOS* binary. The more selections you include,
the longer the build time.
For more information about the external open-source libraries used by **MoltenVK**,
@ -135,13 +137,16 @@ 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.
>***Note:*** To support `IOSurfaces` on *iOS* or *tvOS*, **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, or a minimum **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET `)
build setting of `tvOS 11.0` or greater.
Once built, the **MoltenVK** libraries can be run on *iOS* or *macOS* devices that support *Metal*.
Once built, the **MoltenVK** libraries can be run on *macOS*, *iOS* or *tvOS* devices that support *Metal*,
or on the *Xcode* *iOS Simulator* or *tvOS Simulator*.
- At runtime, **MoltenVK** requires at least *macOS 10.11* or *iOS 9* (or *iOS 11* if using `IOSurfaces`).
- At runtime, **MoltenVK** requires at least *macOS 10.11*, *iOS 9*, or *tvOS 9*
(or *iOS 11* or *tvOS 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
@ -229,7 +234,7 @@ 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**.
support on *macOS*, *iOS*, and *tvOS* 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*.
@ -260,19 +265,20 @@ the contents of that directory out of this **MoltenVK** repository into your own
**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.
**MoltenVK** is designed to be an implementation of a *Vulkan 1.0* subset that runs on *macOS*, *iOS*,
and *tvOS* 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:
native graphics driver on *macOS*, *iOS*, and *tvOS* 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.
- Direct mapping between *Vulkan* capabilities and *Metal* capabilities. Within **MoltenVK**, the vast
majority of *Vulkan* capability is the result of this type of direct mapping.
- Synthesized compliance through alternate implementation. A very small amount of capability is provided using
- Synthesized compliance through alternate implementation. A 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
@ -286,10 +292,11 @@ The **MoltenVK** development team welcomes you to [post Issues](https://github.c
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),
**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
*macOS* and *iOS*, where a native *Vulkan* driver is not available.
*macOS*, *iOS*, and *tvOS*, where a native *Vulkan* driver is not available.