00:10 mareko: it's uncanny how Vulkan 1.0 matches GCN design and limitations
00:13 HdkR: lol
00:21 mareko: it's like AMD going to Khronos and saying "here's our GCN API, you're gonna adopt it, you're gonna use it, and you're gonna like it"
01:55 mareko: though the story I've heard is that when MS copied Mantle and called it DX12, it made one OpenGL guy at AMD so angry that he just handed Mantle to Khronos
05:40 mattst88: mareko: hahaha, that's awesome
11:10 glehmann: mareko: but mantle, d3d12 and vulkan all have different ways to handle descriptors
11:10 glehmann: I think mantle allowed things like linked lists of descriptor sets, that probably only amd can implement
11:11 glehmann: while d3d12 basically copied the nvidia image/sampler heap model, but for some reason they also put buffer descriptors into the image heap
11:31 mareko: NV likely had a say in d3d12 design, given that the API came after the HW
11:35 mareko: it looks like everybody complains about LLVM compile times: https://c3.handmade.network/blog/p/8852-how_bad_is_llvm_really
18:41 alyssa: hopefully nobody's complaining about NIR compile times
18:41 alyssa:sweats
21:11 HdkR: alyssa: I could complain if you want. It's just not fast enough! I need to to run arbitrarily faster!
21:12 HdkR: My 192 core system should be able to chew through fossilize in seconds! Not minutes!
22:37 mareko: try LLVM :)