Update documentation to clarify that MoltenVK is not a fully-compliant implementation of Vulkan.
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@ -53,13 +53,11 @@ distribution package, see the main [`README.md`](../README.md) document in the `
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About **MoltenVK**
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------------------
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**MoltenVK** is an implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan)
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graphics and compute API, that runs on Apple's [*Metal*](https://developer.apple.com/metal)
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graphics and compute framework on both *iOS* and *macOS*.
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**MoltenVK** allows you to use the *Vulkan* graphics and compute API to develop modern,
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cross-platform, high-performance graphical games and applications, and to run them across
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many platforms, including both *iOS* and *macOS*.
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**MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan)
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graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal)
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graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics
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and compute functionality to develop modern, cross-platform, high-performance graphical games and applications,
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and to run them across many platforms, including both *iOS* and *macOS*.
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*Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than
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*Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders
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@ -239,7 +237,7 @@ in your source code files as follows:
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#include <vulkan/vulkan.h>
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In addition to the core *Vulkan* API, **MoltenVK** also supports the following *Vulkan* extensions:
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In addition to core *Vulkan* functionality, **MoltenVK** also supports the following *Vulkan* extensions:
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- `VK_KHR_16bit_storage`
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- `VK_KHR_8bit_storage`
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@ -303,9 +301,9 @@ a convenient way to enable this extension automatically.
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<a name="moltenvk_extension"></a>
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### MoltenVK `VK_MVK_moltenvk` Extension
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The `VK_MVK_moltenvk` *Vulkan* extension provides functionality beyond the standard *Vulkan* API, to
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support configuration options and behaviour that is specific to the **MoltenVK** implementation of *Vulkan*.
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You can access this functionality by including the `vk_mvk_moltenvk.h` header file in your code.
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The `VK_MVK_moltenvk` *Vulkan* extension provides functionality beyond standard *Vulkan* functionality,
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to support configuration options and behaviour that is specific to the **MoltenVK** implementation of *Vulkan*
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functionality. You can access this functionality by including the `vk_mvk_moltenvk.h` header file in your code.
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The `vk_mvk_moltenvk.h` file also includes the API documentation for this `VK_MVK_moltenvk` extension.
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The following API header files are included in the **MoltenVK** package, each of which
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@ -545,11 +543,9 @@ Known **MoltenVK** Limitations
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This section documents the known limitations in this version of **MoltenVK**.
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- **MoltenVK** is a Layer-0 driver implementation of *Vulkan 1.0*
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Since it takes on the role of a driver in the Vulkan architecture, it does not load *Vulkan Layers*
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on its own.
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In order to use Vulkan layers such as the validation layers, use the Vulkan loader and layers from the
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[LunarG Vulkan SDK](https://vulkan.lunarg.com).
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- Since **MoltenVK** is an implementation of *Vulkan* functionality, it does not load
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*Vulkan Layers* on its own. In order to use *Vulkan Layers*, such as the validation layers,
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use the *Vulkan Loader and Layers* from the [LunarG Vulkan SDK](https://vulkan.lunarg.com).
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- Application-controlled memory allocations using `VkAllocationCallbacks` are ignored.
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@ -26,6 +26,8 @@ Released 2020/03/30
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- Add ability to disable command memory pooling using `MVK_CONFIG_USE_COMMAND_POOLING`
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environment variable.
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- Fix memory leak when pre-filling `MTLCommandBuffers` using `MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS`.
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- Update the `README.md` and `MoltenVK_Runtime_UserGuide.md` documents to clarify that
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**MoltenVK** is not a fully-compliant implementation of *Vulkan*.
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12
README.md
12
README.md
@ -57,13 +57,11 @@ document in the `Docs` directory.
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Introduction to MoltenVK
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------------------------
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**MoltenVK** is a driver-level implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan)
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graphics and compute API, that runs on Apple's [*Metal*](https://developer.apple.com/metal)
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graphics and compute framework on both *iOS* and *macOS*.
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**MoltenVK** allows you to use the *Vulkan* graphics and compute API to develop modern,
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cross-platform, high-performance graphical games and applications, and to run them across
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many platforms, including both *iOS* and *macOS*.
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**MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan)
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graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal)
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graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics
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and compute functionality to develop modern, cross-platform, high-performance graphical games and applications,
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and to run them across many platforms, including both *iOS* and *macOS*.
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*Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than
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*Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders
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