Updated readme
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README.md
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README.md
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Kompute is provided as a single header file [`Kompute.hpp`](#setup). See [build-system section](#build-overview) for configurations available.
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#### Your First Kompute (Simple)
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### Your First Kompute (SIMPLE)
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This simple example will show the basics of Kompute through the high level API, including:
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@ -62,7 +62,7 @@ View [more examples](https://kompute.cc/overview/advanced-examples.html#simple-e
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```c++
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int main() {
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// Default manager selects device 0 and first compute queue
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// Default manager selects device 0 and first available compute compatible GPU queue
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kp::Manager mgr;
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// 1. Create and initialise a set of data tensors for processing
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Your shader can be provided as raw glsl/hlsl string, SPIR-V bytes array (using our CLI), or string path to file containing either. Below are the examples of the valid ways of providing shader.
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##### Raw GLSL/HLSL as std::string
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#### Raw GLSL/HLSL as std::string
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```c++
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static std::string shaderString = (R"(
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static std::vector<char> shader(shaderString.begin(), shaderString.end());
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```
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##### SPIR-V Bytes as uint8_t / char array (using our CLI)
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#### SPIR-V Bytes as uint8_t / char array (using our CLI)
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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).
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@ -113,7 +113,7 @@ You can use the Kompute [shader-to-cpp-header CLI](https://kompute.cc/overview/s
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static std::vector<char> shader = { 0x03, //... spirv bytes go here)
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```
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##### File path to file containing raw glsl/hlsl or SPIRV bytes
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#### File 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 shader = "path/to/shader.glsl.spv";
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```
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#### Your First Kompute (Extended)
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### Your First Kompute (EXTENDED)
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We will cover the same example as above but leveraging more advanced Kompute features:
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