Updated section on shaders

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Alejandro Saucedo 2021-07-21 20:44:34 +01:00
parent 96768a3302
commit 4e7248e09b

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@ -6,12 +6,13 @@ Processing Shaders with Kompute
Demo / testing function to compile shaders
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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<uint32_t>
compileSource(
const std::string& source)