MoltenVK VS objc4

Compare MoltenVK vs objc4 and see what are their differences.

MoltenVK

MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS. (by KhronosGroup)
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MoltenVK objc4
103 2
4,533 6
2.0% -
9.0 0.0
3 days ago almost 3 years ago
Objective-C++ Objective-C++
Apache License 2.0 GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

MoltenVK

Posts with mentions or reviews of MoltenVK. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-10-10.

objc4

Posts with mentions or reviews of objc4. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-22.
  • Low overhead C++ interface for Apple's Metal API
    8 projects | news.ycombinator.com | 22 Nov 2021
    > The specific method that's causing me trouble right at the moment is "computeCommandEncoder"

    Yeah, it looks like there's no way to avoid autorelease here.

    > It looks like objc_retainAutoreleasedReturnValue might be exactly what I'm looking for, even if it isn't 100% guaranteed; if I'm understanding, it would be safe, and wouldn't actually leak as long as you had an autorelease pool somewhere in the chain.

    Indeed it would be safe and wouldn't leak, but the optimization is very much not guaranteed. It's based on the autorelease implementation manually reading the instruction at its return address to see if it's about to call objc_retainAutoreleaseReturnValue. See the description here:

    https://github.com/apple-opensource/objc4/blob/a367941bce42b...

    In fact – I did not know this before just now – on every arch other than x86-64 it requires a magic assembly sequence to be placed between the call to an autoreleasing method and the call to objc_retainAutoreleaseReturnValue.

    It looks like swiftc implements this by just emitting LLVM inline asm blocks:

        %6 = call %1* bitcast (void ()* @objc_msgSend to %1* (i8*, i8*, %0*)*)(i8* %5, i8* %3, %0* %4) #4

What are some alternatives?

When comparing MoltenVK and objc4 you can also consider the following projects:

DXVK-macOS - Vulkan-based implementation of D3D10 and D3D11 for macOS / Wine

metal-cpp - Metal-cpp is a low-overhead C++ interface for Metal that helps developers add Metal functionality to graphics apps, games, and game engines that are written in C++.

metal-rs - Rust bindings for Metal

MoltenGL

clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders

FF14-MAC_ModSupport - Alternative method of running FFXIV on Mac with Mod Support.

wgpu - Cross-platform, safe, pure-rust graphics api.

dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine

dxvk-async

Vita3K - Experimental PlayStation Vita emulator

MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on iOS and macOS.