Updated readme
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12
README.md
12
README.md
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@ -71,7 +71,7 @@ int main() {
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// 2. Run compute shader synchronously
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mgr.evalOpDefault<kp::OpAlgoBase<>>(
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{ tensorA, tensorB },
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shader); // "shader" explained below, and can be glsl/spirv string or path to file
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shaderData); // "shaderData" defined below, and can be glsl/spirv string or path to file
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// 3. Map results back from GPU memory to print the results
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mgr.evalOpDefault<kp::OpTensorSyncLocal>({ tensorA, tensorB })
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@ -101,7 +101,7 @@ static std::string shaderString = (R"(
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pa[index] = index;
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}
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)");
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static std::vector<char> shader(shaderString.begin(), shaderString.end());
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static std::vector<char> shaderData(shaderString.begin(), shaderString.end());
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```
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#### Passing SPIR-V Bytes array
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@ -109,15 +109,15 @@ static std::vector<char> shader(shaderString.begin(), shaderString.end());
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You can use the Kompute [shader-to-cpp-header CLI](https://kompute.cc/overview/shaders-to-headers.html) to convert your GLSL/HLSL or SPIRV shader into C++ header file (see documentation link for more info). This is useful if you want your binary to be compiled with all relevant artifacts.
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```c++
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static std::vector<char> shader = { 0x03, //... spirv bytes go here)
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static std::vector<uint8_t> shaderData = { 0x03, //... spirv bytes go here)
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```
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#### Path to file containing raw glsl/hlsl or SPIRV bytes
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```c++
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static std::string shader = "path/to/shader.glsl";
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static std::string shaderData = "path/to/shader.glsl";
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// Or SPIR-V
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static std::string shader = "path/to/shader.glsl.spv";
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static std::string shaderData = "path/to/shader.glsl.spv";
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```
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## Architectural Overview
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@ -204,7 +204,7 @@ int main() {
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// 3. Run compute shader Asynchronously with explicit dispatch layout
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mgr.evalOpAsyncDefault<kp::OpAlgoBase<3, 1, 1>>(
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{ tensorA, tensorB },
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shader); // Using the same shader as above
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shaderData); // Using the same shaderData defined above in the "simple example"
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// 3.1. Before submitting sequence batch we wait for the async operation
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mgr.evalOpAwaitDefault();
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