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> Tutorials and Examples > Is Sebastian Aaltonen's "NoAPI" Vulkan in reach? |
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bitRAKE 17 Aug 2026, 09:31
How close can we get to Sebastian Aaltonen's "No Graphics API" thesis [Blog] [Video] [X][code] today — GPU pointers instead of descriptors, one root pointer for shader inputs, no PSOs, no barriers, no layout transitions? The interesting thing is that Vulkan has been converging on almost exactly that list, one extension at a time.
I would say it is "Low API" than "No API": This first example is the shortcut path to the Vulkan triangle rendering. It seems large, but that's because it includes the Vulkan API generator and an automatic loader system based on API usage! This work builds on (in no particular order): - NEWCOFF bigobj format and COMDAT support. - Vulkan SDK - MS and LLVM dev tools. - Powershell. - and of course, fasm2.
Last edited by bitRAKE on 05 Sep 2026, 21:15; edited 1 time in total |
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Roman 17 Aug 2026, 16:19
Quote:
And using vulkan api Funny |
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bitRAKE 18 Aug 2026, 06:08
Roman wrote: This cool, but not help for big mesh. |
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