diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /examples/hello/README.md | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'examples/hello/README.md')
| -rw-r--r-- | examples/hello/README.md | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/examples/hello/README.md b/examples/hello/README.md new file mode 100644 index 000000000..410bbd7bb --- /dev/null +++ b/examples/hello/README.md @@ -0,0 +1,9 @@ +Spire "Hello World" Example +=========================== + +The goal of this example is to demonstrate an almost minimal application that uses Spire for shading, and D3D11 for rendering. + +The `hello.spire` file contains a simple declaration of a Spire *shader module*, along with a *pipeline declaration* that will be used for mapping shader code to the capabilities of the "engine" (in this case, just vertex and fragment shaders). +The `hello.cpp` file contains the C++ application code, showing how to use the Spire C API to load and compile the shader code, and construct a (trivial) executable shader from Spire modules. + +Note that this example is not intended to demonstrate good practices for integrating Spire into a production engine; the goal is merely to use the minimum amount of code possible to demonstrate a complete applicaiton that uses Spire. |
