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title: "@rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't inclu" author: "NOTimothyLottes" handle: "@NOTimothyLottes" post_url: "https://x.com/NOTimothyLottes/status/1588515348223254528" post_id: "1588515348223254528" timestamp: "2022-11-04 12:55:46" post_count: 3 reply_count: 1 repost_count: 0 like_count: 0 view_count: 0

@NOTimothyLottes — @rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't inclu

Post 1 (2022-11-04 00:43:16)

I am not huge fan of “patches and wires” but Vulkan might be a sweet spot for that. Kinda like what the Xcode visualization of metal does. But reverse.

Post 2 (2022-11-04 12:55:46) — reply to Post 1

@rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't include) for complete hotrod bind-everything-only-once compute-only gfx engine. Not a fan of VK bloatware API complexity, but frankly it can be minimized, and exposes enough to do wonderfull things to the hardware.

Post 3 (2022-11-04 15:57:54) — reply to Post 2

@NOTimothyLottes Welcome Not Back! 🤘🏻♥️