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The MapLibre project is currently looking for a future direction for their graphics API and renderer abstraction, see maplibre/maplibre-native#317
I considered Vulkan API with MoltenVK for Apple platforms a valid choice; primarily to simplify development.
However, the runtime lib shipping with the Vulkan SDK for macOS is a massive ~14MB in size ([...]/VulkanSDK/1.3.224.1/MoltenVK/dylib/macOS/libMoltenVK.dylib).
Now, I'm not sure what flags this library was built with etc., so it might be a debug build or similar, but even after stripping, it was still 11MB.
Is there some way to massively reduce the size of MoltenVK?
What is causing the huge size of MoltenVK?
What is the smallest possible overhead (in terms of size) we can expect in terms of MoltenVK?
Assuming offline / compile-time shader translation from GLSL → SPIR-V → MSL, would it be possible to remove the (a) SPIR-V and (b) translation related code from MoltenVK to safe size? (assuming this would safe a lot?)
Is there another solution to reduce size of applications? Is there some common method to install MoltenVK as shared dependency between different apps on iOS / macOS (to remove update size and overall storage size)?
Are there similar, but more lightweight options (possibly only implementing a subset of Vulkan features)?
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The MapLibre project is currently looking for a future direction for their graphics API and renderer abstraction, see maplibre/maplibre-native#317
I considered Vulkan API with MoltenVK for Apple platforms a valid choice; primarily to simplify development.
However, the runtime lib shipping with the Vulkan SDK for macOS is a massive ~14MB in size ([...]/VulkanSDK/1.3.224.1/MoltenVK/dylib/macOS/libMoltenVK.dylib).
Now, I'm not sure what flags this library was built with etc., so it might be a debug build or similar, but even after stripping, it was still 11MB.
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