Private
Public Access
31 lines
1.1 KiB
Markdown
31 lines
1.1 KiB
Markdown
← [Back to Twitter thread index](../README.md)
|
|
|
|
---
|
|
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! 🤘🏻♥️
|