16 hourspic.twitter.com/zbDUVUyO6r
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It could have been 12, but by accident I copied my vertex data into the framebuffer instead of the vertex buffer and spent the last four hours being extremely angry about things



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That moment Vladimir realized, he could just code a ray-tracing renderer based engine by the time he drew an infamous VkTriangle. :P
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I expected it much worse to be honest ;) I could also just try with some ready-made example code, but I wanted to go the hard way by reading directly the spec to get the full picture.
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Handy tip: remove all linefeed's to reduce lines of code.
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... but I guess the preprocessor requires each statement on a new line, right? Well then.pic.twitter.com/6acRw6o0gE
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Nice :) I guess that wins the prive for 'least-lines-of-code to triangle' in Vulkan so far?
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I could have cheated a bit more and load a pipeline cache instead of the verbose manual setup, saving some ~200 lines, but that would be maybe too far :) Frankly I think the specs could be relaxed a bit and allow sane zero-filled defaults on a bit more places.
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Das Laden scheint etwas zu dauern.
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Under 512 lines and 16 hours of work, though I cheated a bit and I'm saving a PNG instead of messing with the swapchain. I also hand-crafted the SPIR-V bytecode instead of compiling GLSL. Full thing with lots being hardcoded: