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Eliminate runtime kernel/shader code generation completely #5

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@softcookiepp

The original dlprimitives generates kernel code at runtime and caches it.
This works for OpenCL, since OpenCL C code is compiled by the target OpenCL platform's implementation.

In Vulkan, it is different. The code is first compiled from a shader language (this dlprimitives fork uses GLSL) to SPIR-V, then the SPIR-V is compiled by the Vulkan driver itself. This means the project has to bundle a shader compiler in order for any of the generated code to be usable.

Eliminating code generation at runtime and instead producing all required SPIR-V when building dlprimitives would mean eventually a shader compiler would not need to be distributed with this project.

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