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Bill Hollings has announced the release of MoltenVK Vulkan SDK 1.2.198.





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.

  • Set maximum point primitive size based on GPU vendor ID, which can now be as large as 511.
  • Improved checks for timestamp GPU counter support on older devices.
  • Fix incorrect validation error on multilayer VkImage marked for rendering, when multilayered-rendering
    is not supported on platform, but app doesn't actually attempt to render to multiple layers.
  • Fix dynamic pipeline state such as vkCmdSetDepthBias() sometimes ignoring pipeline dynamic
    state flags when called before vkCmdBindPipeline().
  • Fix incorrect validation of multilayer-rendering validation when MVKImageView
    does not actually perform multilayer-rendering.
  • Fix issue where dynamic pipeline flags were sometimes read from previously bound pipeline.
  • Fix issue where correct base layer and mipmap for attachment was sometimes not being used.
  • Add MTLFence between Metal encoders and timestamp stage counter BLIT encoder
    to ensure previous work is finished before being timestamped.
  • Fix issue with BC1_RGB compressed format where incorrect alpha value returned.
  • Add vkGetMTLCommandQueueMVK() function to expose underlying MTLCommandQueue object.
  • Add vkSetWorkgroupSizeMVK() function.
  • Add unsupported VkApplicationInfo::apiVersion warning.
  • Update to latest SPIRV-Cross version:
    • MSL: Add support for OpSpecConstantOp ops OpQuantizeToF16 and OpSRem.
    • MSL: Return fragment function value even when last SPIR-V Op is discard (OpKill).
    • MSL: Fix location and component variable matching between shader stages.
    • MSL: Fix type redirection when struct members are reordered to align with offsets.
    • MSL: Remove over-zealous check for struct packing compatibility.
    • MSL: Correctly emit user(clip/cullN) for clip/cull builtins in tess output struct.
    • MSL: Don't output depth and stencil values with explicit early fragment tests.
    • MSL: Track location component to match vecsize between shader stages.
    • MSL: Selectively enable fast-math in MSL code to match Vulkan CTS results.
    • MSL: Honor DecorationNoContraction when compiling using fast-math.
    • MSL: Honor infinities in OpQuantizeToF16 when compiling using fast-math.
    • MSL: Support synthetic functions in function constants.
    • MSL: Improve handling of INT_MIN/INT64_MIN literals.
    • MSL: Consolidate spvQuantizeToF16() functions into a single template function.
    • MSL: Use vec in template SpvHalfTypeSelector for function spvQuantizeToF16().
    • MSL: Support more usecases for unpacked vectors.
    • MSL: Workaround compiler crashes when using threadgroup bool.
    • MSL: Handle non-thread storage class in Modf/Frexp pointer versions.
    • Improve handling of INT_MIN/INT64_MIN literals.
    • Per spec, support undefined behavior for out-of-bounds swizzles.
    • Correctly reflect declared buffer size for out of order members.
    • Separate (partially) the tracking of depth images from depth compare ops.
Vulkan

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