Updated section on shaders
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@ -6,12 +6,13 @@ Processing Shaders with Kompute
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Demo / testing function to compile shaders
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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.
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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. This is covered in more detail here: https://github.com/EthicalML/vulkan-kompute/pull/235
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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.
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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.
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.. code-block:: cpp
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.. code-block:: cpp
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:linenos:
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:linenos:
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static std::vector<uint32_t>
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static std::vector<uint32_t>
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compileSource(
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compileSource(
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const std::string& source)
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const std::string& source)
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