All hail the mighty triangle
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All hail the mighty triangle!
Wanted to try dynamic rendering, and all the nice extensions that have come out since the last time I wrote a #Vulkan
renderer from scratch (2020).
That was also my very first renderer, and I had a very thin grasp on graphics, so it’ll be nice to compare how it feels now.I’m running it over #MoltenVK atm and the plan is to add a #Metal
backend with metal-cpp.
Good to have #Slang now so I can share shader code without a macro horror show. -
All hail the mighty triangle!
Wanted to try dynamic rendering, and all the nice extensions that have come out since the last time I wrote a #Vulkan
renderer from scratch (2020).
That was also my very first renderer, and I had a very thin grasp on graphics, so it’ll be nice to compare how it feels now.I’m running it over #MoltenVK atm and the plan is to add a #Metal
backend with metal-cpp.
Good to have #Slang now so I can share shader code without a macro horror show.@javier_salcedo how many lines of code did it take to get to the victory triangle?
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@javier_salcedo how many lines of code did it take to get to the victory triangle?
@aeva ~900 loc + utils like logging, a `stringify(VkResult)` function, a `defer` macro, etc, etc
Around 1300 loc total.Which is actually a bit more than what I expected. I remember the first one taking ~1kloc, and that was with render targets and frame buffers.