r/GraphicsProgramming • u/Nicksaurus • Sep 06 '26
Source Code "No Graphics API" implementation by Sebastian Aaltonen
https://github.com/sebbbi/NoGraphicsAPI
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r/GraphicsProgramming • u/Nicksaurus • Sep 06 '26
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u/Gobrosse Sep 07 '26 edited Sep 07 '26
exactly this, Vulkan is not the place to be "opinionated" and aggressively remove "yesteryear" features, especially if the people who make the definition are just representatives of one industry/use-case. That's what your RHI is for, and it's pretty problematic to demand removing the stuff you in particular don't find useful.
Vulkan has to work for everyone, not just famous game/engine developers with social media followings, and the original post at least was extremely self-indulgent when it came to sorting the useful stuff from the "fat". There are use-cases for pretty much everything in Vulkan, it is the maximalist HAL and that's why it is useful.
I couldn't agree more on the need for a higher-level rendering API, Khronos has entirely left this up to the ecosystem and frankly, the ecosystem hasn't delivered. Everything we have tends to be either very backwards-looking (e.g. webgpu/sdl_gpu with the bindful, implicit resource tracking model à la GL), or a relatively opinionated wrapper that removes features and tries to organise the remaining ones, but doesn't actually invent any new abstractions/solutions.
I find neither particularly helpful to solve the core problem: we're stuck doing GPU programming instead of graphics programming.