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warrenm's profile
Warren Moore
Warren Moore
Warren Moore
@warrenm

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Warren Moore

@warrenm

Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”

San Francisco, CA
metalbyexample.com
Joined April 2008

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    Warren Moore‏ @warrenm Feb 26

    Having spent ~1hr getting acquainted with the MoltenVK SDK, I have to say that it’s quite straightforward to use, if verbose (because Vk). Here’s a cheeky little cube (3.2kLOC):pic.twitter.com/oCVYJmaqfv

    11:44 AM - 26 Feb 2018
    • 11 Retweets
    • 78 Likes
    • Gereon Noah Witherspoon Andre Elijah Skye Book Nat Brown Nick Arner Abdullah alotaibi Reza Ali Abhishek Sagi
    9 replies 11 retweets 78 likes
      1. New conversation
      2. Skye Book‏ @sbook Feb 26
        Replying to @warrenm

        Really curious about LunarG

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Feb 26
        Replying to @sbook

        What specifically? As I understand it, they’re a Colorado company that’s closely partnered with Khronos to develop software for the Vulkan ecosystem (https://www.lunarg.com/about/ ).

        1 reply 0 retweets 0 likes
      4. Skye Book‏ @sbook Feb 26
        Replying to @warrenm

        Yeah more about the integration between MoltenVK and the LunarG SDK. MoltenVK seems to use LunarG, is that where the core Vulkan SDK is coming from or is it just for additional tooling?

        1 reply 0 retweets 0 likes
      5. Warren Moore‏ @warrenm Feb 26
        Replying to @sbook

        I’ll be honest: I don’t know the exact relationships/partnerships among Brenwill, LunarG, Valve, and Khronos that brought this about.

        1 reply 0 retweets 1 like
      6. Nat Brown‏ @natbro Feb 27
        Replying to @warrenm @sbook

        Valve is one of many Khronos members who contribute to the (ongoing) Vulkan specification. We support FOSS SDKs and tools to make Vulkan a more complete ecosystem. We strive to put our own game workloads on drivers and use the tools & SDKs to help improve them.

        1 reply 0 retweets 1 like
      7. Nat Brown‏ @natbro Feb 27
        Replying to @natbro @warrenm @sbook

        Everybody involved thought integrating MoltenVK into LunarG so SDKs and tools worked seamlessly, have a loader, eventually support layers, (and MoltenVK could run all SDK samples) would make developers' lives easier. Hope it was an OK call :)

        1 reply 0 retweets 1 like
      8. Warren Moore‏ @warrenm Feb 27
        Replying to @natbro @sbook

        I think it’s terrific! It’s been fun getting acquainted with Vulkan via MoltenVK, even though I’m likely to remain Metal-centric for the foreseeable 🙂

        1 reply 0 retweets 0 likes
      9. Nat Brown‏ @natbro Feb 27
        Replying to @warrenm @sbook

        Using Metal is A-OK and great :) - our SteamVR compositor is native Metal to maximize VR performance. What I like about MoltenVK is it's so thin you can easily reach through to Metal as needed. More graphics programmers on macOS and iOS will always be a good thing.

        2 replies 0 retweets 3 likes
      10. 2 more replies
      1. New conversation
      2. Chris W‏ @_psonice Feb 26
        Replying to @warrenm

        3.2kLOC?!! Wtf! Even allowing for a lot of “pointless, but doing it by the book” code, thats… a lot past a lot. Comparison: My entire Metal-based IDE with UI, multipass rendering and such is 2,755 LOC.

        2 replies 0 retweets 5 likes
      3. Warren Moore‏ @warrenm Feb 26
        Replying to @_psonice

        It’s just this with all of the platform-specific stuff stripped: https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/blob/master/demos/cube.c … I think it could be tersified down to, perhaps, 700 LOC, but not much less.

        1 reply 0 retweets 1 like
      4. Chris W‏ @_psonice Feb 26
        Replying to @warrenm

        Would be interesting to see how far it can be squeezed. Be surprised if it can’t be done in ~20 lines in metal. Doesn’t give me much faith in VK, its giving so much extra scope for bugs and performance issues to creep in :(

        1 reply 0 retweets 0 likes
      5. Warren Moore‏ @warrenm Feb 26
        Replying to @_psonice

        It’s ~75 lines in Metal if you lean on MetalKit and Model I/O. That’s without golfing down to the bare minimum.

        1 reply 0 retweets 1 like
      6. Chris W‏ @_psonice Feb 26
        Replying to @warrenm

        10:1. To me, a good API is clear and concise. Vulkan is failing very hard at concise :( Which tends to have a negative effect on clear too. Then again, it shows how nice Metal is!

        4 replies 0 retweets 0 likes
      7. Warren Moore‏ @warrenm Mar 2
        Replying to @_psonice

        Turns out 700 was overly optimistic. I was able to whittle it down to about 1500 sloc: https://github.com/warrenm/HelloVulkanMac/blob/master/HelloVulkanMac/Renderer.m …

        1 reply 0 retweets 3 likes
      8. Chris W‏ @_psonice Mar 3
        Replying to @warrenm

        Oof. I can see there being some benefits, but imagine your productivity levels, trying to code something non-trivial like that!

        0 replies 0 retweets 0 likes
      9. End of conversation
      1. New conversation
      2. Vince‏ @hot_coffee_boy Feb 27
        Replying to @warrenm

        3.2k loc? How much is that compared to a pure native Vulkan equivalent?

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Feb 27
        Replying to @hot_coffee_boy

        The same, give or take some windowing code.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Michael Sänger  ✈️ TheBeautyShow‏ @abductee_org Feb 27
        Replying to @warrenm

        i love cubes.

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Feb 27
        Replying to @abductee_org

        Next up: a chrome sphere on a checkerboard.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Nat Brown‏ @natbro Feb 26
        Replying to @warrenm

        thanks for taking it for a whirl - feedback appreciated :)

        1 reply 0 retweets 2 likes
      3. Warren Moore‏ @warrenm Feb 27
        Replying to @natbro

        One small nit: why require a view instance on Vk*OSSurfaceCreateInfoMVK? It seems like a CAMetalLayer would do just as well.

        1 reply 0 retweets 0 likes
      4. Nat Brown‏ @natbro Feb 27
        Replying to @warrenm

        a valid point - intended to match the view/window mapping of other platforms' Vk*SurfaceCreateInfoKHR. it might make sense to support either a CAMetalLayer-backed view or just a CAMetalLayer.

        0 replies 0 retweets 1 like
      5. End of conversation

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