

Lmk if you want to see my whole CMakeLists.txt or some relevant source code, etc, I'd be happy to link it and explain more. I've had a pleasurable experience with MoltenVK thus far buuuuut, I'd still recommend using Linux: RenderDoc is indispensable for graphics debugging! I've found graphics debugging on mac to be in a truly dire state, and I cannot recommend one use Mac OSX as their primary dev platform (if they're doing graphics work) for that reason.

I didn't have to change any of my windowing and input handling code to accomodate Mac OSX, since I was using glfw3 and MoltenVK AFAIK Molten doesn't support compute, tessellation or geometry shaders. Here's an article that takes you through the steps: Dual Booting Linux and Mac OS X on VirtualBox. Why choose when you can get the best of both worlds by dual-booting Heres how to install Windows on your Mac using Boot Camp so you can jump back and forth. Then, remember to link to the found library AND glfw3 - glfw3 can still handle all the input and windowing stuff even if you're on a Mac. I'd go with dual boot and developing on Linux, while MoltenVK may be an alternative for porting existings Vulkan applications to MacOS/iOS it doesn't support all Vulkan features that may be supported by the GPU. There are a few ways to dual boot Mac and Linux, but the simplest (and most secure) way is by running them side-by-side on either VirtualBox or VMware. MoltenVk has worked fine for me: I don't use XCode, so I just set it up via CMake: that did require some tweaking, so I'll go through my process for that really quick.įIND_LIBRARY(MoltenVK NAMES "libMoltenVK.dylib" HINTS "$/ext/MoltenVK/include") This is far from the dream of simply dual-booting Linux on an M1 Mac, and you might be better off using Parallels or other virtual machines (when they’re ready) to run other operating systems.
