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MoltenVK

MoltenVK Runtime User Guide

Copyright (c) 2015-2024 The Brenwill Workshop Ltd.

Table of Contents

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 1.2 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, tvOS, Simulators, and Mac Catalyst.

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.

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 either a static or dynamic universal XCFramework, or on macOS, as a dynamic library (.dylib).

Install MoltenVK as a Universal XCFramework

Note: Xcode 14 introduced a new static linkage model that is not compatible with previous versions of Xcode. If you link to a MoltenVK.xcframework that was built with Xcode 14 or later, also use Xcode 14 or later to link it to your app or game.

If you need to use Xcode 13 or earlier to link MoltenVK.xcframework to your app or game, first build MoltenVK with Xcode 13 or earlier.

Or, if you want to use Xcode 14 or later to build MoltenVK, in order to be able to use the latest Metal capabilities, but need to use Xcode 13 or earlier to link MoltenVK.xcframework to your app or game, first add the value -fno-objc-msgsend-selector-stubs to the OTHER_CFLAGS Xcode build setting in the MoltenVK.xcodeproj and MoltenVKShaderConverter.xcodeproj Xcode projects, build MoltenVK with Xcode 14 or later, and then link MoltenVK.xcframeworkto your app or game using Xcode 13 or earlier.

To link MoltenVK to your application as either a static or dynamic XCFramework, follow these steps:

  1. Open your application in Xcode and select your application's target in the Project Navigator panel.

  2. Open the Build Settings tab.

    1. In the Header Search Paths (aka HEADER_SEARCH_PATHS) setting, add an entry that points to the MoltenVK/include folder.

    2. (Note: This step is not required if linking to the static XCFramework) If linking to the dynamic XCFramework, in the Runpath Search Paths (aka LD_RUNPATH_SEARCH_PATHS) setting, add entries that match where the framework will be located in your runtime environment. If the dynamic library is to be embedded within your application, you would typically add one or both of the following entries for a macOS platform target:

      @executable_path/../Frameworks
      @executable_path/../Frameworks/MoltenVK.framework
      

      or for a platform target other than macOS add one or both of the following entries:

      @executable_path/Frameworks
      @executable_path/Frameworks/MoltenVK.framework
      

      MoltenVK.framework is internally configured to be located at @rpath/MoltenVK.framework/MoltenVK.

  3. Open the General tab and drag either Package/Latest/MoltenVK/static/MoltenVK.xcframework or Package/Latest/MoltenVK/dynamic/MoltenVK.xcframework to the Embed Frameworks (sometimes labeled Frameworks, Libraries, and Embedded Content) list, and ensure the Embed & Sign options is selected.

Install MoltenVK as a Dynamic Library on macOS

To link MoltenVK to your macOS application as a dynamic library (.dylib), follow these steps:

  1. Open your application in Xcode and select your application's target in the Project Navigator panel.

  2. Open the Build Settings tab.

    1. In the Header Search Paths (aka HEADER_SEARCH_PATHS) setting, add an entry that points to the MoltenVK/include folder.

    2. 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 @executable_path/../Frameworks.

      The libMoltenVK.dylib library in MoltenVK.framework is internally configured to be located at @rpath/libMoltenVK.dylib.

  3. Open the General tab and drag Package/Latest/MoltenVK/dynamic/dylib/macOS/libMoltenVK.dylib to the Embed Frameworks (sometimes labeled Frameworks, Libraries, and Embedded Content) list, and ensure the Embed & Sign options is selected.

Optionally Link to Required System Libraries

Open the Build Phases tab and open the Link Binary With Libraries list.

  1. If your application does not use use C++, click the + button, and add libc++.tbd by selecting it from the list of system frameworks. This is needed because MoltenVK uses C++ system libraries internally.

  2. If you do not have the Link Frameworks Automatically (aka CLANG_MODULES_AUTOLINK) and Enable Modules (C and Objective-C) (aka CLANG_ENABLE_MODULES) settings enabled, click the + button, and add the following items by selecting them from the list of system frameworks:

    • Metal.framework
    • Foundation.framework.
    • QuartzCore.framework
    • CoreGraphics.framework
    • IOSurface.framework
    • IOKit.framework (macOS)
    • AppKit.framework (macOS)
    • UIKit.framework (iOS or 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.

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 10.15, iOS 13, or tvOS 13.
  • 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:

  1. 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.
  2. On the Info tab, set the Build Configuration to Release, and disable the Debug executable check-box.
  3. 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_buffer_device_address
    • Requires GPU Tier 2 argument buffers support.
  • VK_KHR_calibrated_timestamp
    • Requires Metal 2.2.
  • VK_KHR_copy_commands2
  • 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_dynamic_rendering
  • VK_KHR_format_feature_flags2
  • VK_KHR_fragment_shader_barycentric
    • Requires Metal 2.2 on Mac or Metal 2.3 on iOS.
  • VK_KHR_get_memory_requirements2
  • VK_KHR_get_physical_device_properties2
  • VK_KHR_get_surface_capabilities2
  • VK_KHR_imageless_framebuffer
  • VK_KHR_image_format_list
  • VK_KHR_incremental_present
  • VK_KHR_maintenance1
  • VK_KHR_maintenance2
  • VK_KHR_maintenance3
  • VK_KHR_map_memory2
  • VK_KHR_multiview
  • VK_KHR_portability_subset
  • VK_KHR_push_descriptor
  • VK_KHR_relaxed_block_layout
  • VK_KHR_sampler_mirror_clamp_to_edge
    • Requires a Mac GPU or Apple family 7 GPU.
  • VK_KHR_sampler_ycbcr_conversion
  • VK_KHR_separate_depth_stencil_layouts
  • VK_KHR_shader_draw_parameters
  • VK_KHR_shader_float_controls
  • VK_KHR_shader_float16_int8
  • VK_KHR_shader_integer_dot_product
  • VK_KHR_shader_non_semantic_info
  • VK_KHR_shader_subgroup_extended_types
    • Requires Metal 2.1 on Mac or Metal 2.2 and Apple family 4 on iOS.
  • VK_KHR_spirv_1_4
  • VK_KHR_storage_buffer_storage_class
  • VK_KHR_surface
  • VK_KHR_swapchain
  • VK_KHR_swapchain_mutable_format
  • VK_KHR_synchronization2
  • VK_KHR_timeline_semaphore
  • VK_KHR_uniform_buffer_standard_layout
  • VK_KHR_variable_pointers
  • VK_KHR_vertex_attribute_divisor
  • VK_EXT_4444_formats
    • Requires 16-bit formats and either native texture swizzling or manual swizzling to be enabled.
  • VK_EXT_buffer_device_address
    • Requires GPU Tier 2 argument buffers support.
  • VK_EXT_calibrated_timestamps
    • Requires Metal 2.2.
  • VK_EXT_debug_marker
  • VK_EXT_debug_report
  • VK_EXT_debug_utils
  • VK_EXT_descriptor_indexing
    • Initial release limited to Metal Tier 1: 96/128 textures, 16 samplers, except macOS 11.0 (Big Sur) or later, or on older versions of macOS using an Intel GPU, and if Metal argument buffers enabled in config.
  • VK_EXT_extended_dynamic_state
    • Requires Metal 3.1 for VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE.
  • VK_EXT_extended_dynamic_state2
    • Primitive restart is always enabled, as Metal does not support disabling it (VK_DYNAMIC_STATE_PRIMITIVE_RESTART_ENABLE_EXT).
  • VK_EXT_extended_dynamic_state3
    • Metal does not support VK_POLYGON_MODE_POINT
  • VK_EXT_external_memory_host
  • VK_EXT_fragment_shader_interlock
    • Requires Metal 2.0 and Raster Order Groups.
  • VK_EXT_hdr_metadata
    • macOS only.
  • VK_EXT_headless_surface
  • VK_EXT_host_image_copy
  • VK_EXT_host_query_reset
  • VK_EXT_image_robustness
  • VK_EXT_inline_uniform_block
  • VK_EXT_layer_settings
  • VK_EXT_memory_budget
    • Requires Metal 2.0.
  • VK_EXT_metal_objects
  • VK_EXT_metal_surface
  • VK_EXT_pipeline_creation_cache_control
  • VK_EXT_pipeline_creation_feedback
  • VK_EXT_post_depth_coverage
    • iOS and macOS, requires family 4 (A11) or better Apple GPU.
  • VK_EXT_private_data
  • VK_EXT_robustness2
  • VK_EXT_sample_locations
  • VK_EXT_scalar_block_layout
  • VK_EXT_separate_stencil_usage
  • VK_EXT_shader_atomic_float
    • Requires Metal 3.0.
  • VK_EXT_shader_demote_to_helper_invocation
    • Requires Metal Shading Language 2.3.
  • VK_EXT_shader_stencil_export
    • Requires Mac GPU family 2 or iOS GPU family 5.
  • VK_EXT_shader_subgroup_ballot
    • Requires Mac GPU family 2 or Apple GPU family 4.
  • VK_EXT_shader_subgroup_vote
    • Requires Mac GPU family 2 or Apple GPU family 4.
  • VK_EXT_shader_viewport_index_layer
  • VK_EXT_subgroup_size_control
    • Requires Metal 2.1 on Mac or Metal 2.2 and Apple family 4 on iOS.
  • VK_EXT_surface_maintenance1
  • VK_EXT_swapchain_colorspace
  • VK_EXT_swapchain_maintenance1
  • VK_EXT_vertex_attribute_divisor
  • VK_EXT_texel_buffer_alignment
    • Requires Metal 2.0.
  • VK_EXT_texture_compression_astc_hdr
    • iOS and macOS, requires family 6 (A13) or better Apple GPU.
  • VK_MVK_ios_surface
    • Obsolete. Use VK_EXT_metal_surface instead.
  • VK_MVK_macos_surface
    • Obsolete. Use VK_EXT_metal_surface instead.
  • VK_AMD_gpu_shader_half_float
  • VK_AMD_negative_viewport_height
  • VK_AMD_shader_image_load_store_lod
    • Requires Apple GPU.
  • VK_AMD_shader_trinary_minmax
    • Requires Metal 2.1.
  • VK_IMG_format_pvrtc
    • Requires Apple GPU.
  • VK_INTEL_shader_integer_functions2
  • VK_NV_fragment_shader_barycentric
    • Requires Metal 2.2 on Mac or Metal 2.3 on iOS.
  • 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.

When creating a CAMetalLayer to underpin the Vulkan surface to render to, it is strongly recommended that you ensure the delegate of the CAMetalLayer is the NSView/UIView in which the layer is contained, to ensure correct and optimized Vulkan swapchain and refresh timing behavior across multiple display screens that might have different properties.

The view will automatically be the delegate of the layer when the view creates the CAMetalLayer, as per Apple's documentation:

If the layer object was created by a view, the view typically assigns itself as the layer’s delegate automatically, and you should not change that relationship. For layers you create yourself, you can assign a delegate object and use that object to provide the contents of the layer dynamically and perform other tasks.

But in the case where you create the CAMetalLayer yourself and assign it to the view, you should also assign the view as the delegate of the layer.

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.

MoltenVK Header Files

MoltenVK provides additional functionality beyond standard Vulkan functionality, to support configuration options and query behaviour that is specific to the MoltenVK implementation of Vulkan functionality.

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:

  • mvk_vulkan.h - This is a convenience header file that loads the <vulkan/vulkan.h> header file with platform settings to enable the appropriate Vulkan WSI surface and portability extensions.

  • mvk_private_api.h - Contains private structures and functions to query MoltenVK about MoltenVK version and configuration, runtime performance information, and available Metal capabilities.

    NOTE: THE FUNCTIONS in mvk_private_api.h ARE NOT SUPPORTED BY THE Vulkan Loader and Layers, AND CAN ONLY BE USED WHEN MoltenVK IS LINKED DIRECTLY TO YOUR APPLICATION.

  • 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 as a convienience for your own purposes such as interacting with Metal directly, or simply logging data values.

Configuring MoltenVK

MoltenVK provides the ability to configure and optimize MoltenVK for your particular application runtime requirements and development-time needs.

At runtime, configuration can be helpful in situtations where Metal behavior is different than Vulkan behavior, and the results or performance you receive can depend on how MoltenVK works around those differences, which, in turn, may depend on how you are using Vulkan. Different apps might benefit differently in this handling.

Additional configuration parameters can be helpful at development time by providing you with additional tracing, debugging, and performance measuring capabilities.

Each configuration parameter has a name and value, and can be passed to MoltenVK via any of the following mechanisms:

  • The standard Vulkan VK_EXT_layer_settings extension.
  • Application runtime environment variables.
  • Build settings at MoltenVK build time.

Parameter values configured by build settings at MoltenVK build time can be overridden by values set by environment variables, which, in turn, can be overridden during VkInstance creation via the Vulkan VK_EXT_layer_settings extension.

Using the VK_EXT_layer_settings extension is the preferred mechanism, as it is a standard Vulkan extension, and is supported by the Vulkan loader and layers. When using the VK_EXT_layer_settings extension, set VkLayerSettingEXT::pLayerName to the value of kMVKMoltenVKDriverLayerName found in the mvk_vulkan.h header (or simply to "MoltenVK").

Using environment variables can be a convinient mechanism to modify configuration parameters during runtime debugging in the field (if the settings are not overridden during VkInstance creation via the Vulkan VK_EXT_layer_settings extension).

A description of each configuration parameter supported by MoltenVK can be found in the MoltenVK_Configuration_Parameters.md document in the Docs directory.

Debugging Your MoltenVK Application using Metal Frame Capture

Since MoltenVK translates Vulkan API calls to Metal, you can use Apple's Metal Frame Capture to help debug your application. You can configure MoltenVK to automatically write to a GPU trace file, without manual intervention, by using the following environment variables and configuration parameters:

  1. METAL_CAPTURE_ENABLED=1, to enable Metal GPU capture. This must be set as an environment variable, or in Xcode as an Option in the Scheme you use to launch your app from Xcode.
  2. MVK_CONFIG_AUTO_GPU_CAPTURE_SCOPE=n, this defines the scope of the capture. You can set n to:
    • 0 to disable capturing,
    • 1 to capture all frames created between the creation of a VkDevice to its destruction, or
    • 2 to capture only the first frame.
  3. MVK_CONFIG_AUTO_GPU_CAPTURE_OUTPUT_FILE=filename.gputrace, to set where the capture file should be saved to. Note that filename.gputrace must not already exist, otherwise the file will not be written, and an error will be logged.

Except for METAL_CAPTURE_ENABLED=1, the other parameters can be set as configuration parameters, as described in the Configuring MoltenVK section above (including as environment variables).

The created capture file can then be opened with Xcode for investigation. You do not need to launch your app from Xcode to capture and generate the trace file.

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 uses Runtime Shader Conversion to automatically convert your SPIR-V shaders to their MSL equivalents, during loading your SPIR-V shaders, using the standard Vulkan vkCreateShaderModule() function.

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 logging the SPIR-V and MSL shader source code during shader conversion, by enabing the MVK_CONFIG_DEBUG configuration parameter. 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 some 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.

  • 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 required 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.

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.

Timestamping

On non-Apple GPUs (older Mac devices), the GPU can switch power and performance states as required by usage. This affects the GPU timestamps retrievable through the Vulkan API. As a result, the value of VkPhysicalDeviceLimits::timestampPeriod can vary over time. Consider calling vkGetPhysicalDeviceProperties(), when needed, and retrieve the current value of VkPhysicalDeviceLimits::timestampPeriod, to help you calibrate recent GPU timestamps queried through the Vulkan API.

This is not needed on Apple Silicon devices, where all GPU timestamps are always returned as nanoseconds, regardless of variations in power and performance states as the app runs.

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.

  • See above for known limitations for specific Vulkan extensions.

  • On macOS versions prior to macOS 10.15.6, native host-coherent image device memory is not available. Because of this, changes made to VkImage VK_MEMORY_PROPERTY_HOST_COHERENT_BIT device memory by the CPU or GPU will not be available to the GPU or CPU, respectively, until the memory is flushed or unmapped by the application. Applications using vkMapMemory() with VkImage VK_MEMORY_PROPERTY_HOST_COHERENT_BIT device memory on macOS versions prior to macOS 10.15.6 must call either vkUnmapMemory(), or vkFlushMappedMemoryRanges() / vkInvalidateMappedMemoryRanges() to ensure memory changes are coherent between the CPU and GPU. This limitation does not apply to VKImage device memory on macOS starting with macOS 10.15.6, does not apply to VKImage device memory on any version of iOS or tvOS, and does not apply to VKBuffer device memory on any platform.

  • Image content in PVRTC compressed formats must be loaded directly into a VkImage using host-visible memory mapping. Loading via a staging buffer will result in malformed image content.

  • Pipeline statistics query pool using VK_QUERY_TYPE_PIPELINE_STATISTICS is not supported.

  • Application-controlled memory allocations using VkAllocationCallbacks are ignored.

  • 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 Vulkan SDK. Refer to the Vulkan SDK Getting Started document for more info.