Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
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cac1d2e850
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1043 changed files with 1207 additions and 1201 deletions
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@ -19,6 +19,11 @@ const std::string getAssetPath()
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#endif
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}
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const std::string getShadersPath()
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{
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return getAssetPath() + "shaders/glsl/";
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}
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namespace vks
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{
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namespace tools
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@ -152,7 +157,7 @@ namespace vks
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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// Image is a transfer source
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// Image is a transfer source
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// Make sure any reads from the image have been finished
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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break;
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@ -60,6 +60,7 @@
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#endif
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const std::string getAssetPath();
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const std::string getShadersPath();
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namespace vks
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{
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@ -113,7 +114,7 @@ namespace vks
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void exitFatal(std::string message, int32_t exitCode);
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void exitFatal(std::string message, VkResult resultCode);
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// Load a SPIR-V shader (binary)
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// Load a SPIR-V shader (binary)
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#if defined(__ANDROID__)
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VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device);
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#else
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@ -17,7 +17,7 @@ VkResult VulkanExampleBase::createInstance(bool enableValidation)
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// Validation can also be forced via a define
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#if defined(_VALIDATION)
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this->settings.validation = true;
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#endif
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#endif
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VkApplicationInfo appInfo = {};
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appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
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@ -66,7 +66,7 @@ VkResult VulkanExampleBase::createInstance(bool enableValidation)
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if (settings.validation)
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{
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// The VK_LAYER_KHRONOS_validation contains all current validation functionality.
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// Note that on Android this layer requires at least NDK r20
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// Note that on Android this layer requires at least NDK r20
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const char* validationLayerName = "VK_LAYER_KHRONOS_validation";
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// Check if this layer is available at instance level
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uint32_t instanceLayerCount;
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@ -155,8 +155,8 @@ void VulkanExampleBase::prepare()
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UIOverlay.device = vulkanDevice;
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UIOverlay.queue = queue;
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UIOverlay.shaders = {
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loadShader(getAssetPath() + "shaders/base/uioverlay.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/base/uioverlay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT),
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loadShader(getShadersPath() + "base/uioverlay.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "base/uioverlay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT),
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};
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UIOverlay.prepareResources();
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UIOverlay.preparePipeline(pipelineCache, renderPass);
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@ -685,7 +685,7 @@ VulkanExampleBase::VulkanExampleBase(bool enableValidation)
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benchmark.outputFrameTimes = true;
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}
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}
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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// Vulkan library is loaded dynamically on Android
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bool libLoaded = vks::android::loadVulkanLibrary();
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@ -822,7 +822,7 @@ bool VulkanExampleBase::initVulkan()
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// Defaults to the first device unless specified by command line
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uint32_t selectedDevice = 0;
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#if !defined(VK_USE_PLATFORM_ANDROID_KHR)
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#if !defined(VK_USE_PLATFORM_ANDROID_KHR)
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// GPU selection via command line argument
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for (size_t i = 0; i < args.size(); i++)
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{
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@ -832,11 +832,11 @@ bool VulkanExampleBase::initVulkan()
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char* endptr;
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uint32_t index = strtol(args[i + 1], &endptr, 10);
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if (endptr != args[i + 1])
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{
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{
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if (index > gpuCount - 1)
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{
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std::cerr << "Selected device index " << index << " is out of range, reverting to device 0 (use -listgpus to show available Vulkan devices)" << std::endl;
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}
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}
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else
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{
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std::cout << "Selected Vulkan device " << index << std::endl;
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@ -1794,7 +1794,7 @@ xcb_window_t VulkanExampleBase::setupWindow()
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&(atom_wm_fullscreen->atom));
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free(atom_wm_fullscreen);
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free(atom_wm_state);
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}
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}
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xcb_map_window(connection, window);
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@ -1888,7 +1888,7 @@ void VulkanExampleBase::handleEvent(const xcb_generic_event_t *event)
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break;
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}
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}
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break;
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break;
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case XCB_KEY_RELEASE:
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{
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const xcb_key_release_event_t *keyEvent = (const xcb_key_release_event_t *)event;
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@ -2127,7 +2127,7 @@ void VulkanExampleBase::windowResize()
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vkDestroyImageView(device, depthStencil.view, nullptr);
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vkDestroyImage(device, depthStencil.image, nullptr);
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vkFreeMemory(device, depthStencil.mem, nullptr);
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setupDepthStencil();
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setupDepthStencil();
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for (uint32_t i = 0; i < frameBuffers.size(); i++) {
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vkDestroyFramebuffer(device, frameBuffers[i], nullptr);
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}
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@ -2200,7 +2200,7 @@ void VulkanExampleBase::initSwapchain()
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{
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#if defined(_WIN32)
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swapChain.initSurface(windowInstance, window);
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#elif defined(VK_USE_PLATFORM_ANDROID_KHR)
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#elif defined(VK_USE_PLATFORM_ANDROID_KHR)
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swapChain.initSurface(androidApp->window);
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#elif (defined(VK_USE_PLATFORM_IOS_MVK) || defined(VK_USE_PLATFORM_MACOS_MVK))
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swapChain.initSurface(view);
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