Updated examples to match new shader api
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10 changed files with 20 additions and 59 deletions
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@ -1,6 +1,6 @@
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#pragma once
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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#if VK_USE_PLATFORM_ANDROID_KHR
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#include <android/log.h>
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#include <kompute_vk_ndk_wrapper.hpp>
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// VK_NO_PROTOTYPES required before vulkan import but after wrapper.hpp
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@ -82,7 +82,7 @@ extern py::object kp_debug, kp_info, kp_warning, kp_error;
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#else
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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#define SPDLOG_WARN(message, ...) \
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((void)__android_log_print(ANDROID_LOG_INFO, KOMPUTE_LOG_TAG, message))
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((void)__android_log_print(ANDROID_LOG_WARN, KOMPUTE_LOG_TAG, message))
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#elif defined(KOMPUTE_BUILD_PYTHON)
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#define SPDLOG_WARN(message, ...) kp_warning(message);
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#else
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@ -96,7 +96,7 @@ extern py::object kp_debug, kp_info, kp_warning, kp_error;
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#else
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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#define SPDLOG_ERROR(message, ...) \
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((void)__android_log_print(ANDROID_LOG_INFO, KOMPUTE_LOG_TAG, message))
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((void)__android_log_print(ANDROID_LOG_ERROR, KOMPUTE_LOG_TAG, message))
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#elif defined(KOMPUTE_BUILD_PYTHON)
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#define SPDLOG_ERROR(message, ...) kp_error(message);
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#else
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@ -4,12 +4,12 @@
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#include <iostream>
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#include <vector>
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#include "Core.hpp"
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#include <glslang/Public/ShaderLang.h>
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#include <StandAlone/ResourceLimits.h>
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#include <SPIRV/GlslangToSpv.h>
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#include "kompute/Core.hpp"
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namespace kp {
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/**
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