From 4e7248e09bbc2be3b9fcf75d9a78e604ab04e2ba Mon Sep 17 00:00:00 2001 From: Alejandro Saucedo Date: Wed, 21 Jul 2021 20:44:34 +0100 Subject: [PATCH] Updated section on shaders --- docs/overview/shaders-to-headers.rst | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/overview/shaders-to-headers.rst b/docs/overview/shaders-to-headers.rst index e805c3f8d..53817c85e 100644 --- a/docs/overview/shaders-to-headers.rst +++ b/docs/overview/shaders-to-headers.rst @@ -6,12 +6,13 @@ Processing Shaders with Kompute Demo / testing function to compile shaders ---------------------------------- -GLSLANG was initially integrated as part of the framework but it now has been removed due to the license of the glslang pre-processor being under a custom NVIDIA license which explicitly excludes grant of any licenses to NVIDIA's patents in the preprocessor. +GLSLANG was initially integrated as part of the framework but it now has been removed due to the license of the glslang pre-processor being under a custom NVIDIA license which explicitly excludes grant of any licenses to NVIDIA's patents in the preprocessor. This is covered in more detail here: https://github.com/EthicalML/vulkan-kompute/pull/235 For users that are looking to quickly test the processors it is possible to use the function that is provided in the examples which provides a (non-thread-safe / non-robust) implementation that compiles a shader string into spirv bytes. It is not recommended to use in production but it does enable for faster iteration cycles during development. .. code-block:: cpp :linenos: + static std::vector compileSource( const std::string& source)