Project settings, shader paths

This commit is contained in:
saschawillems 2016-02-28 22:29:36 +01:00
parent e45c90f180
commit 65c619ddf8
2 changed files with 16 additions and 13 deletions

View file

@ -224,7 +224,7 @@ public:
assert(!err);
vkGetImageMemoryRequirements(device, offScreenFrameBuf.textureTarget.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
assert(getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &memAllocInfo.memoryTypeIndex));
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &memAllocInfo.memoryTypeIndex);
err = vkAllocateMemory(device, &memAllocInfo, nullptr, &offScreenFrameBuf.textureTarget.deviceMemory);
assert(!err);
err = vkBindImageMemory(device, offScreenFrameBuf.textureTarget.image, offScreenFrameBuf.textureTarget.deviceMemory, 0);
@ -845,11 +845,11 @@ public:
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmap/quad.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmap/quad.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/quad.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/quad.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/smap/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/smap/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
@ -876,11 +876,11 @@ public:
// 3D scene
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmap/scene.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmap/scene.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/scene.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/scene.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/smap/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/smap/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
rasterizationState.cullMode = VK_CULL_MODE_NONE;
@ -890,11 +890,11 @@ public:
// Offscreen pipeline
#ifdef USE_GLSL
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmap/offscreen.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmap/offscreen.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShaderGLSL("./../data/shaders/shadowmapping/offscreen.vert", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShaderGLSL("./../data/shaders/shadowmapping/offscreen.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
#else
shaderStages[0] = loadShader("./../data/shaders/smap/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/smap/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader("./../data/shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
#endif
pipelineCreateInfo.layout = pipelineLayouts.offscreen;