MoltenVK
clspv
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MoltenVK | clspv | |
---|---|---|
103 | 8 | |
4,533 | 575 | |
2.0% | 2.4% | |
9.0 | 8.9 | |
7 days ago | 6 days ago | |
Objective-C++ | LLVM | |
Apache License 2.0 | Apache License 2.0 |
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
- MoltenVK is a layered implementation of Vulkan 1.2
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Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
https://github.com/KhronosGroup/MoltenVK
Translating between rendering APIs is not really the problem. The GPU design is more different than the API is.
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Meta Releases Intermediate Graphics Library
Khronos maintains MoltenVk though, which is "official" as it gets: https://github.com/KhronosGroup/MoltenVK
...technically, Vulkan on Windows is also only supported via 3rd-parties (the GPU vendors), Microsoft doesn't support Vulkan either ;)
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I love the ally, but fuck Windows
MoltenVK implements large parts of Vulkan on top of Metal for Apple systems. It isn't full Vulkan but it makes porting Vulkan games to OS X easier.
- Apple releases a Game Porting Tool, based on open-source platform Wine, which can translate DirectX 12 into Metal 3, a potentially massive step for Mac gaming
- Apple’s Game Porting Toolkit is Wine
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CrossOver announces DirectX 12 support coming to macOS this summer
That's cool. Maybe I haven't thought enough about this. Let me check it out. FWIW it's this PR that you are referring to I think: https://github.com/KhronosGroup/MoltenVK/pull/1815/
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Apple Begins Testing Speedy M3 Chips as It Pursues Mac Comeback
For Metal specifically, they could adopt and contribute to Vulkan and get access to a lot more software. Right now you need to use a compatibility layer, and surely Apple could just support both APIs natively with much lower overhead. But they don't, because it nudges developers to stick to the Apple ecosystem instead of being able to support multiple platforms.
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What do we miss to play DirectX 12 Games on Mac?
At the moment the most promising thing is MoltenVK (DX12 -> DXVK -> Vulkan -> MoltenVK -> Metal), but the development is not that quick mainly because there aren't tons of developer that works at the same time on the project. It's not actually a Metal related problem at the moment (they have a road map of things that they can be achieved with Metal 3 like Mesh shader and Geometry shader).
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Is there a good reason to not allow vulkan on macos as another option?
What you asked is already existed for at least 8 years. Yeah EIGHT years. It's called "MoltenVK". So far it's the only implementation of Vulkan for macOS. Basically it's a wrapper that runs on top of Metal API.
clspv
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Vcc – The Vulkan Clang Compiler
See https://github.com/google/clspv for an OpenCL implementation on Vulkan Compute. There are plenty of quirks involved because the two standards use different varieties of SPIR-V ("kernels" vs. "shaders") and provide different guarantees (Vulkan Compute doesn't care much about numerical accuracy). The Mesa folks are also looking into this as part of their RustiCL (a modern OpenCL implementation) and Zink (implementing OpenGL and perhaps OpenCL itself on Vulkan) projects.
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AMD's CDNA 3 Compute Architecture
Vulkan Compute backends for numerical compute (as typified by both OpenCL and SYCL) are challenging, you can look at Google's cspv https://github.com/google/clspv project for the nitty gritty details. The lowest-effort path is actually via some combination of Rocm (for hardware that AMD bothers to support themselves) and the Mesa project's Rusticl backend (for everything else).
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WSL with CUDA Support
D3D12 has more compute features than Vulkan has. It works out for DXVK because games often don’t use those, but it’ll cause much more issues with CLon12.
By the way, if you are ready to have a _limited_ implementation without a full feature set because of Vulkan API limitations, clvk is a thing. The list of limitations of that approach is at https://github.com/google/clspv/blob/master/docs/OpenCLCOnVu...
tldr: Vulkan and OpenCL SPIR-V dialects are different, and the former has significant limitations affecting this use case
- Resources for Vulkan GPGPU searched
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Low overhead C++ interface for Apple's Metal API
For OpenCL on DX12, the test suite doesn't pass yet. Every Khronos OpenCL 1.2 CTS test passes on at least one hardware driver, but there's none that pass them all. That is why CLon12 isn't submitted to Khronos's compliant products list yet.
The pointer semantics that Vulkan has aren't very amenable to implementing a compliant OpenCL implementation on top of. There are also some other limitatons: https://github.com/google/clspv/blob/master/docs/OpenCLCOnVu....
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[Hardware Unboxed] - Apple M1 Pro Review - Is It Really Faster than Intel/AMD?
Vulkan is much more limited, notably because of Vulkan's SPIR-V dialect limitations. That makes a compliant OpenCL 1.2 impl on top of Vulkan impossible. (see: https://github.com/google/clspv/blob/master/docs/OpenCLCOnVulkan.md)
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Cross Platform GPU-Capable Framework?
OpenCL really is your best bet for a cross-platform GPU-capable framework. OpenCL 3.0 cleared out a lot of the cruft from OpenCL 2.x so it's seeing a lot more adoption. The most cross-platform solution is still OpenCL 1.2, largely for MacOS, but OpenCL 3.0 is becoming more and more common for Windows and Linux and multiple devices. Even on platforms without native OpenCL support there are compatibility layers that implement OpenCL on top of DirectX (OpenCLOn12) or Vulkan (clvk and clspv).
What are some alternatives?
DXVK-macOS - Vulkan-based implementation of D3D10 and D3D11 for macOS / Wine
OpenCLOn12 - The OpenCL-on-D3D12 mapping layer
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++.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
MoltenGL
GLSL - GLSL Shading Language Issue Tracker
FF14-MAC_ModSupport - Alternative method of running FFXIV on Mac with Mod Support.
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
SPIRV-VM - Virtual machine for executing SPIR-V
dxvk-async
clvk - Implementation of OpenCL 3.0 on Vulkan