MoltenVK
========
Copyright (c) 2015-2020 [The Brenwill Workshop Ltd.](http://www.brenwill.com)
*This document is written in [Markdown](http://en.wikipedia.org/wiki/Markdown) format.
For best results, use a Markdown reader.*
[](https://travis-ci.org/KhronosGroup/MoltenVK)
Table of Contents
-----------------
- [Developing Vulkan Applications on *macOS, iOS, and tvOS*](#developing_vulkan)
- [Introduction to **MoltenVK**](#intro)
- [Fetching **MoltenVK** Source Code](#install)
- [Building **MoltenVK**](#building)
- [Running the **MoltenVK** Demo Applications](#demos)
- [Using **MoltenVK** in Your Application](#using)
- [**MoltenVK** and *Vulkan* Compliance](#compliance)
- [Reporting Issues](#issues)
- [Contributing to **MoltenVK** Development](#contributing)
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).
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.
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)
document in the `Docs` directory.
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 *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 *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 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* 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.
Fetching **MoltenVK** Source Code
---------------------------------
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:
1. Ensure you have `cmake` and `python3` installed:
brew install cmake
brew install python3
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:
cd MoltenVK
./fetchDependencies [platform...]
When running the `fetchDependencies` script, you must specify one or more platforms
for which to build the external libraries. The platform choices include:
--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 `--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**,
see the [`ExternalRevisions/README.md`](ExternalRevisions/README.md) document.
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* 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 *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*, *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
[this article](https://developer.apple.com/library/content/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/HardwareGPUInformation/HardwareGPUInformation.html).
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 all
platforms, or just one platform (in **_Release_** configuration):
- **MoltenVK Package**
- **MoltenVK Package (Debug)**
- **MoltenVK Package (macOS only)**
- **MoltenVK Package (iOS only)**
- **MoltenVK Package (tvOS only)**
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.
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`
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.
### 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 by executing a command similar to 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 **_Debug_** configuration for *macOS* only:
xcodebuild build -quiet -project MoltenVKPackaging.xcodeproj -scheme "MoltenVK Package (macOS only)" -configuration "Debug"
Alternately, you can use the basic `Makefile` in the `MoltenVK` repository folder to build **MoltenVK**
from the command line. The following `make` targets are provided:
make
make all
make macos
make ios
make iosfat
make tvos
make tvosfat
make all-debug
make macos-debug
make ios-debug
make iosfat-debug
make tvos-debug
make tvosfat-debug
make clean
make install
- The `all` target is the default target. Running `make` with no arguments is the same as running `make all`.
- The `*fat*` targets build fat binaries containing both platform and simulator code.
- The `*-debug` targets build the binaries using the **_Debug_** configuration.
- The `all` target executes the `macos`, `iosfat`, and `tvosfat` targets.
- The `all-debug` target executes the `macos-debug`, `iosfat-debug`, and `tvosfat-debug` targets.
- 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 `install` target just installs the built framework, it does not first build the framework.
You will first need to at least run `make macos` first.
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*.
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 *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*.
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
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.
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.
**MoltenVK** and *Vulkan* Compliance
------------------------------------
**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 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**, the vast
majority of *Vulkan* capability is the result of this type of direct mapping.
- 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
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
*macOS*, *iOS*, and *tvOS*, where a native *Vulkan* driver is not available.
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).
- If you explore **MoltenVK** and determine that it does not meet your requirements at this time, we would appreciate
hearing why that is so, on the [*MoltenVK Issues List*](https://github.com/KhronosGroup/MoltenVK/issues).
The goal of **MoltenVK** is to increase the value of *Vulkan* as a true cross-platform ecosystem, by providing
*Vulkan* on *Apple* platforms. Hearing why this is currently not working for you will help us in that goal.
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.
### Memory Management
*Metal*, and other *Objective-C* objects in *Apple's SDK* frameworks, use reference counting for memory management.
When instantiating *Objective-C* objects, it is important that you do not rely on implied *autorelease pools* to do
memory management for you. Because many *Vulkan* games and apps may be ported from other platforms, they will
typically not include autorelease pools in their threading models.
Avoid the use of the `autorelease` method, or any object creation methods that imply use of `autorelease`,
(eg- `[NSString stringWithFormat: ]`, etc). Instead, favour object creation methods that return a retained object
(eg- `[[NSString alloc] initWithFormat: ]`, etc), and manually track and release those objects. If you need to use
autoreleased objects, wrap code blocks in an `@autoreleasepool {...}` block.
### Code Formatting
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`.