Bill Hollings has announced the release of MoltenVK Vulkan SDK 1.1.130
MoltenVK is a driver-level implementation of the Vulkan 1.0 graphics and compute API, that runs on Apple's Metal graphics and compute framework on both iOS and macOS.
MoltenVK allows you to use the Vulkan graphics and compute API to develop modern, cross-platform, high-performance graphical games and applications, and to run them across many platforms, including both iOS and macOS.
New in Vulkan SDK 1.1.130
Download
- Add support for extensions:
- VK_EXT_inline_uniform_block
- Support linear filtering when using vkCmdBlitImage().
- Clamp image copy extents to image extent.
- Fix crash in fetchDependencies on build paths containing spaces.
- Fix image subresource sizing calculations for heap-based textures.
- Fix MTLHeap memory leak in MVKDeviceMemory.
- Fix tessellation break when control stage declares but does not use position builtin.
- Fix inconsistency in reporting device local memory between type and heap on macOS.
- Fix bug where dynamic shader buffers are overflowing.
- Avoid reading env vars inside library constructor functions.
- Update VK_MVK_MOLTENVK_SPEC_VERSION to 23.
- Cube demo use VK_EXT_metal_surface extension.
- Support Xcode 11.3.
- Update dependency libraries to match Vulkan SDK 1.1.130.
- Update to latest SPIRV-Cross version:
- MSL: Rewrite tessellation_access_chain().
- MSL: Report tess input array failures more accurately.
- MSL: Deal with chained access chains for tessellation IO variables.
- MSL: Fix array of array declaration.
- MSL: Declare struct type explicitly.
- MSL: Declare arrays with proper type wrapper.
- MSL: Remove workaround for passing constant arrays to functions.
- MSL: Fix unpacking of column from padded matrix.
- MSL: Fix integer cast.
- MSL: Add missing reference output.
- MSL: Ensure stable output for access chain CFG workarounds.
- MSL: Remove stray allow_id_rewrite().
- MSL: Do read-only lookups of access_chain_children.
- MSL: Do not declare variables which will not be unflattened.
- MSL: Rewrite propagated depth comparison state handling.
- MSL: Do not declare array of UBO/SSBO as spvUnsafeArray.
- MSL: Remove dubious workaround code in unpack_expression().
- MSL: Remove hacky workaround for patch constant passing.
- MSL: Revert hack with kBufferSizeBufferBinding.
- MSL: Remove stale code for texture swizzle.
- MSL: Avoid some fallthrough warnings.
- Expose as public Compiler::update_active_builtins() and has_active_builtin().
- Implement constant empty struct correctly on all backends.
- Mark loop headers as complex as early as possible.
- Clean up call to builtin_translates_to_nonarray().
- Fix broken access tracking for OpFunctionCall results.
- Avoid including stdexcept in no-exception environment.
- Add spvc_type_get_base_type_id().