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MoltenVK Runtime User Guide
Copyright (c) 2015-2020 The Brenwill Workshop Ltd.
This document is written in Markdown format. For best results, use a Markdown reader.
Table of Contents
- About This Document
- About MoltenVK
- Installing MoltenVK in Your Vulkan Application
- Interacting with the MoltenVK Runtime
- Metal Shading Language Shaders
- Performance Considerations
- Known MoltenVK Limitations
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 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
document in the MoltenVK
repository.
About MoltenVK
MoltenVK is a layered implementation of Vulkan 1.1 graphics and compute functionality, that is built on Apple's 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. This can be performed transparently at run time, using the Runtime Shader Conversion feature of MoltenVK, or at development time using the MoltenVKShaderConverter tool provided with this MoltenVK distribution package.
To provide Vulkan capability to themacOS, 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.
Installing MoltenVK in Your Vulkan Application
Installation of MoltenVK in your application is straightforward and easy!
Depending on your build and deployment needs, you can link MoltenVK to your application either
as a universal XCFramework
or as a dynamic library (.dylib
). Distributing an app containing
a dynamic library via the iOS App Store or tvOS App Store can require specialized bundling.
If you are unsure about which linking and deployment option you need, or on iOS or tvOS,
unless you have specific needs for dynamic libraries, follow the steps for linking MoltenVK
as an XCFramework
, as it is the simpler option.
The demo apps, found in the Demos.xcworkspace
, located in the Demos
folder, demonstrate both
of the installation techniques discussed above:
XCFramework
:Cube
andAPI-Samples
demos.- Dynamic library:
Hologram
demo.
Install MoltenVK as a Universal XCFramework
To link MoltenVK to your application as an XCFramework
, follow these steps:
-
Open your application in Xcode and select your application's target in the Project Navigator panel.
-
Open the Build Settings tab.
-
In the Header Search Paths (aka
HEADER_SEARCH_PATHS
) setting, add an entry that points to theMoltenVK/include
folder. -
If using
IOSurfaces
on iOS, open the iOS Deployment Target (akaIPHONEOS_DEPLOYMENT_TARGET
) setting, and ensure it is set to a value ofiOS 11.0
or greater, or if usingIOSurfaces
on tvOS, open the tvOS Deployment Target (akaTVOS_DEPLOYMENT_TARGET
) setting, and ensure it is set to a value oftvOS 11.0
or greater.
-
-
Open the Build Phases tab and open the Link Binary With Libraries list.
-
Drag
MoltenVK/MoltenVK.xcframework
to the Link Binary With Libraries list. -
If your application does not use use
C++
, click the + button, and addlibc++.tbd
by selecting it from the list of system frameworks. This is needed because MoltenVK usesC++
system libraries internally. -
If you do not have the Link Frameworks Automatically (aka
CLANG_MODULES_AUTOLINK
) and Enable Modules (C and Objective-C) (akaCLANG_ENABLE_MODULES
) settings enabled, click the + button, and add the following items by selecting them from the list of system frameworks:libc++.tbd
(if not already done in Step 2)Metal.framework
Foundation.framework
.QuartzCore.framework
IOKit.framework
(macOS)UIKit.framework
(iOS or tvOS)IOSurface.framework
(macOS, or iOS ifIPHONEOS_DEPLOYMENT_TARGET
is at leastiOS 11.0
, or tvOS ifTVOS_DEPLOYMENT_TARGET
is at leasttvOS 11.0
)
-
Install MoltenVK as a Dynamic Library
To link MoltenVK to your application as a dynamic library (.dylib
), follow these steps:
-
Open your application in Xcode and select your application's target in the Project Navigator panel.
-
Open the Build Settings tab.
-
In the Header Search Paths (aka
HEADER_SEARCH_PATHS
) setting, add an entry that points to theMoltenVK/include
folder. -
In the Library Search Paths (aka
LIBRARY_SEARCH_PATHS
) setting, add an entry that points to one of the following folders:MoltenVK/dylib/macOS
(macOS)MoltenVK/dylib/iOS
(iOS)MoltenVK/dylib/tvOS
(tvOS)
-
In the Runpath Search Paths (aka
LD_RUNPATH_SEARCH_PATHS
) setting, add an entry that matches where the dynamic library will be located in your runtime environment. If the dynamic library is to be embedded within your application, you would typically set this to one of these values:@executable_path/../Frameworks
(macOS)@executable_path/Frameworks
(iOS or tvOS)
The
libMoltenVK.dylib
library is internally configured to be located at@rpath/libMoltenVK.dylib
. -
If using
IOSurfaces
on iOS, open the iOS Deployment Target (akaIPHONEOS_DEPLOYMENT_TARGET
) setting, and ensure it is set to a value ofiOS 11.0
or greater, or if usingIOSurfaces
on tvOS, open the tvOS Deployment Target (akaTVOS_DEPLOYMENT_TARGET
) setting, and ensure it is set to a value oftvOS 11.0
or greater.
-
-
Open the Build Phases tab and open the Link Binary With Libraries list.
- Drag one of the following files to the Link Binary With Libraries list:
MoltenVK/dylib/macOS/libMoltenVK.dylib
(macOS)MoltenVK/dylib/iOS/libMoltenVK.dylib
(iOS)MoltenVK/dylib/tvOS/libMoltenVK.dylib
(tvOS)
-
If your application does not use use
C++
, click the + button, and addlibc++.tbd
by selecting it from the list of system frameworks. This is needed because MoltenVK usesC++
system libraries internally. -
If you do not have the Link Frameworks Automatically (aka
CLANG_MODULES_AUTOLINK
) and Enable Modules (C and Objective-C) (akaCLANG_ENABLE_MODULES
) settings enabled, click the + button, and add the following items by selecting them from the list of system frameworks:libc++.tbd
(if not already done in Step 2)Metal.framework
Foundation.framework
.QuartzCore.framework
IOKit.framework
(macOS)UIKit.framework
(iOS or tvOS)IOSurface.framework
(macOS, or iOS ifIPHONEOS_DEPLOYMENT_TARGET
is at leastiOS 11.0
, or tvOS ifTVOS_DEPLOYMENT_TARGET
is at leasttvOS 11.0
)
-
Arrange to install the
libMoltenVK.dylib
file in your application environment:-
To copy the
libMoltenVK.dylib
file into your application or component library:-
On the Build Phases tab, add a new Copy Files build phase.
-
Set the Destination into which you want to place the
libMoltenVK.dylib
file. Typically this will be Frameworks (and it should match the Runpath Search Paths (akaLD_RUNPATH_SEARCH_PATHS
) build setting you added above). -
Drag one of the following files to the Copy Files list in this new build phase: -
MoltenVK/dylib/macOS/libMoltenVK.dylib
(macOS) -MoltenVK/dylib/iOS/libMoltenVK.dylib
(iOS) -MoltenVK/dylib/tvOS/libMoltenVK.dylib
(tvOS)
-
-
Alternately, you may create your own installation mechanism to install one of the following files into a standard macOS, iOS, or tvOS system library folder on the user's device:
MoltenVK/dylib/macOS/libMoltenVK.dylib
(macOS)MoltenVK/dylib/iOS/libMoltenVK.dylib
(iOS)MoltenVK/dylib/tvOS/libMoltenVK.dylib
(tvOS)
-
Build and Runtime Requirements
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
on iOS or tvOS, any app that uses MoltenVK must be built with a minimum iOS Deployment Target (akaIPHONEOS_DEPLOYMENT_TARGET
) build setting ofiOS 11.0
or greater, or a minimum tvOS Deployment Target (akaTVOS_DEPLOYMENT_TARGET
) build setting oftvOS 11.0
or greater.
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, 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.
- Information on iOS devices that are compatible with Metal can be found in this article.
When a Metal app is running from Xcode, the default Scheme settings may reduce performance. To improve performance and gain the benefits of Metal, perform the following in Xcode:
- Open the Scheme Editor for building your main application. You can do this by selecting Edit Scheme... from the Scheme drop-down menu, or select Product -> Scheme -> Edit Scheme... from the main menu.
- On the Info tab, set the Build Configuration to Release, and disable the Debug executable check-box.
- On the Options tab, disable both the Metal API Validation and GPU Frame Capture options. For optimal performance, you may also consider disabling the other simulation and debugging options on this tab. For further information, see the Xcode Scheme Settings and Performance section of Apple's Metal Programming Guide documentation.
Interacting with the MoltenVK Runtime
You programmatically configure and interact with the MoltenVK runtime through function calls, enumeration values, and capabilities, in exactly the same way you do with other Vulkan implementations. MoltenVK contains several header files that define access to Vulkan and MoltenVK function calls.
In your application code, you access Vulkan features through the API defined in the standard
vulkan.h
header file. This file is included in the MoltenVK framework, and can be included
in your source code files as follows:
#include <vulkan/vulkan.h>
In addition to core Vulkan functionality, MoltenVK also supports the following Vulkan extensions:
VK_KHR_16bit_storage
VK_KHR_8bit_storage
VK_KHR_bind_memory2
VK_KHR_create_renderpass2
VK_KHR_dedicated_allocation
VK_KHR_depth_stencil_resolve
VK_KHR_descriptor_update_template
VK_KHR_device_group
VK_KHR_device_group_creation
VK_KHR_driver_properties
VK_KHR_get_memory_requirements2
VK_KHR_get_physical_device_properties2
VK_KHR_get_surface_capabilities2
VK_KHR_image_format_list
VK_KHR_maintenance1
VK_KHR_maintenance2
VK_KHR_maintenance3
VK_KHR_multiview
VK_KHR_portability_subset
VK_KHR_push_descriptor
VK_KHR_relaxed_block_layout
VK_KHR_sampler_mirror_clamp_to_edge
(macOS)VK_KHR_sampler_ycbcr_conversion
VK_KHR_shader_draw_parameters
VK_KHR_shader_float16_int8
VK_KHR_storage_buffer_storage_class
VK_KHR_surface
VK_KHR_swapchain
VK_KHR_swapchain_mutable_format
VK_KHR_uniform_buffer_standard_layout
VK_KHR_variable_pointers
VK_EXT_debug_marker
VK_EXT_debug_report
VK_EXT_debug_utils
VK_EXT_fragment_shader_interlock
(requires Metal 2.0 and Raster Order Groups)VK_EXT_host_query_reset
VK_EXT_image_robustness
VK_EXT_inline_uniform_block
VK_EXT_memory_budget
(requires Metal 2.0)VK_EXT_metal_surface
VK_EXT_post_depth_coverage
(iOS, requires GPU family 4)VK_EXT_robustness2
VK_EXT_scalar_block_layout
VK_EXT_shader_stencil_export
(requires Mac GPU family 2 or iOS GPU family 5)VK_EXT_shader_viewport_index_layer
VK_EXT_swapchain_colorspace
VK_EXT_vertex_attribute_divisor
VK_EXT_texel_buffer_alignment
(requires Metal 2.0)VK_MVK_ios_surface
(iOS) (Obsolete. UseVK_EXT_metal_surface
instead.)VK_MVK_macos_surface
(macOS) (Obsolete. UseVK_EXT_metal_surface
instead.)VK_MVK_moltenvk
VK_AMD_gpu_shader_half_float
VK_AMD_negative_viewport_height
VK_AMD_shader_image_load_store_lod
(iOS and tvOS)VK_AMD_shader_trinary_minmax
(requires Metal 2.1)VK_IMG_format_pvrtc
(iOS and tvOS)VK_INTEL_shader_integer_functions2
VK_NV_glsl_shader
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.
MoltenVK VK_MVK_moltenvk
Extension
The VK_MVK_moltenvk
Vulkan extension provides functionality beyond standard Vulkan functionality,
to support configuration options and behaviour that is specific to the MoltenVK implementation of Vulkan
functionality. You can access this functionality by including the vk_mvk_moltenvk.h
header file in your code.
The vk_mvk_moltenvk.h
file also includes the API documentation for this VK_MVK_moltenvk
extension.
The following API header files are included in the MoltenVK package, each of which can be included in your application source code as follows:
#include <MoltenVK/HEADER_FILE>
where HEADER_FILE
is one of the following:
-
vk_mvk_moltenvk.h
- Contains declarations and documentation for the functions, structures, and enumerations that define the behaviour of theVK_MVK_moltenvk
Vulkan extension. -
mvk_vulkan.h
- This is a convenience header file that loads thevulkan.h
header file with the appropriate MoltenVK Vulkan platform surface extension automatically enabled for macOS, iOS, or tvOS. Use this header file in place of thevulkan.h
header file, where access to a MoltenVK platform surface extension is required.The
mvk_vulkan.h
header file automatically enables theVK_USE_PLATFORM_METAL_EXT
build setting andVK_EXT_metal_surface
Vulkan extension. -
mvk_datatypes.h
- Contains helpful functions for converting between Vulkan and Metal data types. You do not need to use this functionality to use MoltenVK, as MoltenVK converts between Vulkan and Metal datatypes automatically (using the functions declared in this header). These functions are exposed in this header for your own purposes such as interacting with Metal directly, or simply logging data values.
Note: The functions in
vk_mvk_moltenvk.h
are not supported by the Vulkan SDK Loader and Layers framework. The opaque Vulkan objects used by the functions invk_mvk_moltenvk.h
(VkInstance
,VkPhysicalDevice
,VkShaderModule
,VKImage
, ...), must have been retrieved directly from MoltenVK, and not through the Vulkan SDK Loader and Layers framework. The Vulkan SDK Loader and Layers framework often changes these opaque objects, and passing them from a higher layer directly to MoltenVK will result in undefined behaviour.
Configuring MoltenVK
The VK_MVK_moltenvk
Vulkan extension provides the ability to configure and optimize
MoltenVK for your particular application runtime requirements.
There are three mechanisms for setting the values of the MoltenVK configuration parameters:
- Runtime API via the
vkGetMoltenVKConfigurationMVK()/vkSetMoltenVKConfigurationMVK()
functions. - Application runtime environment variables.
- Build settings at MoltenVK build time.
To change some of the MoltenVK configuration settings at runtime using a programmatic API,
use the vkGetMoltenVKConfigurationMVK()
and vkSetMoltenVKConfigurationMVK()
functions to
retrieve, modify, and set a copy of the MVKConfiguration
structure.
The initial value of each of the configuration settings can be established at runtime by a corresponding environment variable, or if the environment variable is not set, by a corresponding build setting at the time MoltenVK is compiled. The environment variable and build setting for each configuration parameter share the same name.
There are also a number of additional runtime environment variables that are not included in the
MVKConfiguration
structure, but that also control MoltenVK behaviour.
See the description of the environment variables and the MVKConfiguration
structure parameters
in the vk_mvk_moltenvk.h
file for more info about configuring and optimizing MoltenVK
at runtime or build time.
Metal Shading Language Shaders
Metal uses a different shader language than Vulkan. Vulkan uses the new SPIR-V Shading Language (SPIR-V), whereas Metal uses the Metal Shading Language (MSL).
MoltenVK provides several options for creating and running MSL versions of your existing SPIR-V shaders. The following options are presented in order of increasing sophistication and difficulty:
-
You can use the automatic Runtime Shader Conversion feature of MoltenVK to automatically and transparently convert your SPIR-V shaders to MSL at runtime, by simply loading your SPIR-V shaders as you always have, using the standard Vulkan
vkCreateShaderModule()
function. MoltenVK will automatically convert the SPIR-V code to MSL at runtime. -
You can use the standard Vulkan
vkCreateShaderModule()
function to provide your own MSL shader code. To do so, set the value of the magic number element of the SPIR-V stream to one of the values in theMVKMSLMagicNumber
enumeration found in thevk_mvk_moltenvk.h
header file.The magic number element of the SPIR-V stream is the first element of the stream, and by setting the value of this element to either
kMVKMagicNumberMSLSourceCode
orkMVKMagicNumberMSLCompiledCode
, on SPIR-V code that you submit to thevkCreateShaderModule()
function, you are indicating that the remainder of the SPIR-V stream contains either MSL source code, or MSL compiled code, respectively. -
You can use the
MoltenVKShaderConverter
command-line tool found in this MoltenVK distribution package to convert your SPIR-V shaders to MSL source code, offline at development time, in order to create the appropriate MSL code to load at runtime. The section below discusses how to use this tool in more detail.
You can mix and match these options in your application. For example, a convenient approach is to use Runtime Shader Conversion for most SPIR-V shaders, and provide pre-converted MSL shader source code for the odd SPIR-V shader that proves problematic for runtime conversion.
MoltenVKShaderConverter Shader Converter Tool
The MoltenVK distribution package includes the MoltenVKShaderConverter
command line tool,
which allows you to convert your SPIR-V shader source code to MSL at development time, and
then supply the MSL code to MoltenVK using one of the methods described in the
Metal Shading Language Shaders section above.
The MoltenVKShaderConverter
tool uses the same conversion technology as the Runtime Shader
Conversion feature of MoltenVK.
The MoltenVKShaderConverter
tool has a number of options available from the command line:
-
The tool can be used to convert a single SPIR-V file to MSL, or an entire directory tree of SPIR-V files to MSL.
-
The tool can be used to convert a single OpenGL GLSL file, or an entire directory tree of GLSL files to either SPIR-V or MSL.
To see a complete list of options, run the MoltenVKShaderConverter
tool from the command
line with no arguments.
Troubleshooting Shader Conversion
The shader converter technology in MoltenVK is quite robust, and most SPIR-V shaders can be converted to MSL without any problems. In the case where a conversion issue arises, you can address the issue as follows:
-
Errors encountered during Runtime Shader Conversion are logged to the console.
-
To help understand conversion issues during Runtime Shader Conversion, you can enable the logging of the SPIR-V and MSL shader source code during shader conversion, by turning on the
MVKConfiguration::debugMode
configuration parameter, or setting the value of theMVK_DEBUG
runtime environment variable to1
. See the MoltenVK Configuration description above.Enabling debug mode in MoltenVK includes shader conversion logging, which causes both the incoming SPIR-V code and the converted MSL source code to be logged to the console in human-readable form. This allows you to manually verify the conversions, and can help you diagnose issues that might occur during shader conversion.
-
For minor issues, you may be able to adjust your SPIR-V code so that it behaves the same under Vulkan, but is easier to automatically convert to MSL.
-
For more significant issues, you can use the
MoltenVKShaderConverter
tool to convert the shaders at development time, adjust the MSL code manually so that it compiles correctly, and use the MSL shader code instead of the SPIR-V code, using the techniques described in the Metal Shading Language Shaders section above. -
You are also encouraged to report issues with shader conversion to the SPIRV-Cross project. MoltenVK and MoltenVKShaderConverter make use of SPIRV-Cross to convert SPIR-V shaders to MSL shaders.
Performance Considerations
This section discusses various options for improving performance when using MoltenVK.
Shader Loading Time
A number of steps is require to load and compile SPIR-V shaders into a form that Metal can use. Although the overall process is fast, the slowest step involves converting shaders from SPIR-V to MSL source code format.
If you have a lot of shaders, you can dramatically improve shader loading time by using the standard Vulkan pipeline cache feature, to serialize shaders and store them in MSL form offline. Loading MSL shaders via the pipeline cache serializing mechanism can be significantly faster than converting from SPIR-V to MSL each time.
In Vulkan, pipeline cache serialization for offline storage is available through the
vkGetPipelineCacheData()
and vkCreatePipelineCache()
functions. Loading the pipeline cache
from offline storage at app start-up time can dramatically improve both shader loading performance,
and performance glitches and hiccups during runtime code if shader loading is performed then.
When using pipeline caching, nothing changes about how you load SPIR-V shader code. MoltenVK automatically detects that the SPIR-V was previously converted to MSL, and stored offline via the Vulkan pipeline cache serialization mechanism, and does not invoke the relatively expensive step of converting the SPIR-V to MSL again.
As a second shader loading performance option, Metal also supports pre-compiled shaders, which
can improve shader loading and set-up performance, allowing you to reduce your scene loading time.
See the Metal Shading Language Shaders and
MoltenVKShaderConverter Shader Converter Tool sections above for more
information about how to use the MoltenVKShaderConverter
tool to create and load pre-compiled
Metal shaders into MoltenVK. This behaviour is not standard Vulkan behaviour, and does not
improve performance significantly. Your first choice should be to use offline storage of pipeline
cache contents as described in the previous paragraphs.
Swapchains
Metal supports a very small number (3) of concurrent swapchain images. In addition, Metal can sometimes hold onto these images during surface presentation.
MoltenVK supports using either 2 or 3 swapchain images. For best performance, it is recommended that you use 3 swapchain images (triple-buffering), to ensure that at least one swapchain image will be available when you need to render to it.
Using 3 swapchain images is particularly important when rendering to a full-screen surface, because in that situation, Metal uses its Direct to Display feature, and avoids compositing the swapchain image onto a separate composition surface before displaying it. Although Direct to Display can improve performance throughput, it also means that Metal may hold onto each swapchain image a little longer than when using an internal compositor, which increases the risk that a swapchain image will not be a vailable when you request it, resulting in frame delays and visual stuttering.
Xcode Configuration
When a Metal app is running from Xcode, the default Scheme settings reduce performance. Be sure to follow the instructions for configuring your application's Scheme within Xcode, found in the in the installation section above.
Metal System Trace Tool
To help you get the best performance from your graphics app, the Xcode Instruments profiling tool includes the Metal System Trace template. This template can be used to provide detailed tracing of the CPU and GPU behaviour of your application, allowing you unprecedented performance measurement and tuning capabilities for apps using Metal.
Known MoltenVK Limitations
This section documents the known limitations in this version of MoltenVK.
-
Since MoltenVK is an implementation of Vulkan functionality, it does not load Vulkan Layers on its own. In order to use Vulkan Layers, such as the validation layers, use the Vulkan Loader and Layers from the LunarG Vulkan SDK.
-
Application-controlled memory allocations using
VkAllocationCallbacks
are ignored. -
Pipeline statistics query pool using
VK_QUERY_TYPE_PIPELINE_STATISTICS
is not supported. -
Image content in
PVRTC
compressed formats must be loaded directly into aVkImage
using host-visible memory mapping. Loading via a staging buffer will result in malformed image content.