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3-post thread with @rianflo, Nov 4 2022. Vulkan 'patches and wires' might be a sweet spot (kinda like Xcode visualization of Metal but reverse). VK: ~1500 lines of overhead (including header src, no includes) for complete hotrod bind-everything-only-once compute-only gfx engine. Not a fan of VK bloatware API complexity but can be minimized and exposes enough to do 'wonderfull things to the hardware.' Earliest known line-count for his VK engine - context for the Dec 2023 retrospective (1736161886079533186) which shows the fully-articulated design.
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title, author, handle, post_url, post_id, timestamp, post_count, reply_count, repost_count, like_count, view_count
| title | author | handle | post_url | post_id | timestamp | post_count | reply_count | repost_count | like_count | view_count |
|---|---|---|---|---|---|---|---|---|---|---|
| @rianflo Vulkan: ~1500 lines of overhead (including header src, as I don't inclu | NOTimothyLottes | @NOTimothyLottes | https://x.com/NOTimothyLottes/status/1588515348223254528 | 1588515348223254528 | 2022-11-04 12:55:46 | 3 | 1 | 0 | 0 | 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! 🤘🏻♥️