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.* [![Build Status](https://travis-ci.org/KhronosGroup/MoltenVK.svg?branch=master)](https://travis-ci.org/KhronosGroup/MoltenVK) Table of Contents ----------------- - [Developing Vulkan Applications on macOS and iOS](#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 and iOS ------------------------------------------------ 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 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. 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 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*. *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: - **MoltenVK** is a driver-level implementation 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. 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: --ios --iosfat --tvos --tvosfat --macos --all 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, 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*, **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). 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 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 iosfat make tvos make tvosfat make clean make install Running `make all` is the same as running all of `make macos`, `make iosfat`, and `make tvosfat`. Running `make` with no arguments is the same as running `make all`. 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`, or use *Xcode* to build the framework as described above. 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*. ### Building Within a Larger External Build Environment If you build **MoltenVK** as part of a larger build environment, that does not use the scripts or *Xcode* projects provided by **MoltenVK**, you may be interested in certain build options designed to allow you to customize the use of **MoltenVK** within your custom build environment. These options are not available in the default **MoltenVK** build environment described in the previous sections. - `MoltenVKShaderConverter` uses the `SPIRV-Tools` external library to log SPIR-V code for diagnostics. If this is not useful to you, you can define the `MVK_EXCLUDE_SPIRV_TOOLS` when building the `MoltenVKShaderConverter` code base, and **MoltenVK** will not attempt to use code from the `SPIRV-Tools` repository. In this way, you will not need to retrieve or build the `SPIRV-Tools` repository, or link to a `SPIRV-Tools` external library. 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 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 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 *macOS* and *iOS*, 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`.