An excerpt from the repository, fetched Nov 13, 2026.
Read the project’s introduction
CautionDeprecation notice: Khronos has deprecated MoltenVK, its Vulkan-on-Metal implementation. This repository is now maintained by the community on a best-effort basis.
For Vulkan on Metal, Khronos now recommends KosmicKrisp on Apple Silicon Macs. MoltenVK remains the recommended option for Intel-based Macs and for iOS.
You can get KosmicKrisp in either of two ways:
Install the latest macOS Vulkan SDK from vulkan.lunarg.com.
Build the KosmicKrisp driver from the Mesa project source.
MoltenVK
Copyright (c) 2015-2026 The Brenwill Workshop Ltd.
Table of Contents
Introduction to MoltenVK
Developing Vulkan Applications on macOS, iOS, tvOS, and visionOS
Using the Vulkan SDK
Using MoltenVK Directly
Fetching MoltenVK Source Code
Building MoltenVK
Building With Xcode
Building From the Command Line
Hiding Vulkan API Symbols
Accessing Metal Private API Calls
Install MoltenVK to Replace The Vulkan SDK libMoltenVK.dylib
Running MoltenVK Demo Applications
Using MoltenVK in Your Application
MoltenVK and Vulkan Compliance
Getting Support
Contributing to MoltenVK Development
Introduction to MoltenVK
MoltenVK is a layered implementation of Vulkan 1.4
graphics and compute functionality, that is built on Apple's Metal
graphics and compute framework on macOS, iOS, tvOS, and visionOS. 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, visionOS, Simulators, and Mac Catalyst,
and all Apple architectures, including Apple Silicon.
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, tvOS, and visionOS 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.
The MoltenVK runtime package contains two products:
MoltenVK is a implementation of an almost-complete subset of the
Vulkan 1.4 graphics and compute API.
MoltenVKShaderConverter converts SPIR-V shader code to Metal Shading Language (MSL) shader code.
The converter is embedded in the MoltenVK runtime to automatically convert SPIR-V shaders
to their MSL equivalents. In addition, the SPIR-V converter is packaged into a stand-alone command-line
MoltenVKShaderConverter macOS tool for converting shaders at development time from the command line.
Developing Vulkan Applications for macOS, iOS, tvOS, and visionOS
Using the Vulkan SDK
The recommended method for developing a Vulkan application for macOS is to use the
Vulkan SDK.
The Vulkan SDK includes a MoltenVK runtime library for macOS. Vulkan is a layered
architecture that allows applications to add additional functionality without modifying the
application itself. The Validation Layers included in the Vulkan SDK are an essential debugging
tool for application developers because they identify inappropriate use of the Vulkan API.
If you are developing a Vulkan application for macOS, it is highly recommended that you use the
Vulkan SDK and the MoltenVK library included in it.
Refer to the Vulkan SDK Getting Started
document for more info.
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.
Using MoltenVK Directly
If you are developing a Vulkan application for iOS, tvOS, or visionOS, or are
developing a Vulkan application for macOS and want to use a different version or
build of the MoltenVK runtime library than provided in the macOS Vulkan SDK,
you can access a pre-built MoltenVK binary library from the MoltenVK repository, by
selecting a repository commit from the list,
and downloading the associated MoltenVK runtime library artifact.
Finally, if you want a customized build of MoltenVK, you can follow the instructions below
to create a MoltenVK runtime library by fetching and building the MoltenVK source code.
To learn how to integrate the MoltenVK runtime library into a game or application,
see the MoltenVK_Runtime_UserGuide.md
document in the Docs directory.
Fetching MoltenVK Source Code
To fetch MoltenVK source code, clone this MoltenVK repository, and then run the
fetchDependencies script to retrieve and build several external open-source libraries
on which MoltenVK relies:
Ensure you have cmake and python3 installed:
brew install cmake
brew install python3
For faster dependency builds, you can also optionally install ninja:
brew install ninja
Clone the MoltenVK repository:
git clone https://github.com/KhronosGroup/MoltenVK.git
Retrieve and build the external libraries:
cd MoltenVK
./fetchDependencies [platform...]
When running the fetchDependencies script, you must specify one or more platforms
for which to build the external libraries. The platform choices include:
--all
--macos
--ios
--iossim
--maccat
--tvos
--tvossim
You can specify multiple of these selections. The result is a single XCFramework
for each external dependency library, with each XCFramework containing binaries for
each of the requested platforms.
The --all selection is the same as entering all of the other platform choices,
and will result in a single XCFramework for each external dependency library,
with each XCFramework containing binaries for all supported platforms and simulators
Read the full README on GitHub