MoltenVK
========
Copyright (c) 2015-2022 [The Brenwill Workshop Ltd.](http://www.brenwill.com)
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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 **MoltenVK** Demo Applications](#demos)
- [Using **MoltenVK** in Your Application](#using)
- [**MoltenVK** and *Vulkan* Compliance](#compliance)
- [Getting Support](#support)
- [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.
Refer to the *Vulkan SDK [Getting Started](https://vulkan.lunarg.com/doc/sdk/latest/mac/getting_started.html)*
document for more info.
Because **MoltenVK** supports the `VK_KHR_portability_subset` extension, when using the
*Vulkan Loader* from the *Vulkan SDK* to run **MoltenVK** on *macOS*, the *Vulkan Loader*
will only include **MoltenVK** `VkPhysicalDevices` in the list returned by
`vkEnumeratePhysicalDevices()` if the `VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR`
flag is enabled in `vkCreateInstance()`. See the description of the `VK_KHR_portability_enumeration`
extension in the *Vulkan* specification for more information about the use of the
`VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR` flag.
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 1.1*](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*, *tvOS*,
*Simulators*, and *Mac Catalyst* on *macOS 11.0+*, and all *Apple* architectures, including *Apple Silicon*.
*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 1.1*](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 converter is 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
--iossim
--maccat
--tvos
--tvossim
You can specify multiple of these selections. The result is a single `XCFramework`
for each external dependency library, with each `XCFramework` containing binaries for
each of the requested platforms.
The `--all` selection is the same as entering all of the other platform choices,
and will result in a single `XCFramework` for each external dependency library,
with each `XCFramework` containing binaries for all supported platforms and simulators.
Running `fetchDependencies` repeatedly with different platforms will accumulate
targets in the `XCFramework`.
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*.
**MoltenVK** can be built to support at least *macOS 10.11*, *iOS 9*, or *tvOS 9*, but the default
_Xcode_ build settings in the included _Xcode_ projects are set to a minimum deployment target of
*macOS 10.13*, *iOS 11*, and *tvOS 11*, which are the oldest OS versions supported by the current
_Xcode_ version. If you require support for earlier OS versions, modify the `MACOSX_DEPLOYMENT_TARGET`,
`IPHONEOS_DEPLOYMENT_TARGET`, or `TVOS_DEPLOYMENT_TARGET` build settings in _Xcode_ before building **MoltenVK**.
>***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 iossim
make maccat
make tvos
make tvossim
make all-debug
make macos-debug
make ios-debug
make iossim-debug
make maccat-debug
make tvos-debug
make tvossim-debug
make clean
make install
- Running `make` repeatedly with different targets will accumulate binaries for these different targets.
- The `all` target executes all platform targets.
- The `all` target is the default target. Running `make` with no arguments is the same as running `make all`.
- The `*-debug` targets build the binaries using the **_Debug_** configuration.
- The `install` target will copy the most recently built `MoltenVK.xcframework` 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*.
### Hiding Vulkan API Symbols
You can optionally build MoltenVK with the Vulkan API static call symbols (`vk*`) hidden,
to avoid library linking conflicts when bound to a Vulkan Loader that also exports identical symbols.
To do so, when building MoltenVK, set the build setting or environment varible `MVK_HIDE_VULKAN_SYMBOLS=1`.
This build setting can be changed in the `MoltenVK.xcodeproj` *Xcode* project, or it can be included in
any of the `make` build commands. For example:
make MVK_HIDE_VULKAN_SYMBOLS=1
...
make macos-debug MVK_HIDE_VULKAN_SYMBOLS=1
...etc.
Running **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 application that is included in **MoltenVK**.
The **MoltenVK** _Cube_ demo app is located in the `Demos` folder. The demo app is available as an *Xcode* project.
To review and run the included demo app, open the `Demos/Demos.xcworkspace` workspace in *Xcode*.
Please read the [`Demos/README.md`](Demos/README.md) document for a description and instructions for running the
included *Cube* demo app, and for external links to more sophisticated demo applications that can be run on **MoltenVK**.
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 1.1* 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 1.1* 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.
Getting Support
----------------
- If you have a question about using **MoltenVK**, you can ask it in
[*MoltenVK Discussions*](https://github.com/KhronosGroup/MoltenVK/discussions).
This forum is monitored by **MoltenVK** contributors and users.
- If you encounter an issue with the behavior of **MoltenVK**, or want to request an enhancement,
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, in [*MoltenVK Discussions*](https://github.com/KhronosGroup/MoltenVK/discussions).
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.
### *Vulkan* Validation
Despite running on top of *Metal*, **MoltenVK** operates as a *Vulkan* core layer. As such, as per the
error handling guidelines of the [*Vulkan* specification](https://www.khronos.org/registry/vulkan/specs/1.1/html/vkspec.html#fundamentals-errors), **MoltenVK** should not perform *Vulkan* validation. When adding functionality
to **MoltenVK**, avoid adding unnecessary validation code.
Validation and error generation **_is_** appropriate within **MoltenVK** in cases where **MoltenVK** deviates
from behavior defined by the *Vulkan* specification. This most commonly occurs when required behavior cannot
be mapped to functionality available within *Metal*. In that situation, it is important to provide feedback to
the application developer to that effect, by performing the necessary validation, and reporting an error.
Currently, there is some excess *Vulkan* validation and error reporting code within **MoltenVK**, added before
this guideline was introduced. You are encouraged to remove such code if you encounter it while performing other
**MoltenVK** development. Do not remove validation and error reporting code that is covering a deviation in
behavior from the *Vulkan* specification.
### 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`.