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
This commit is contained in:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -31,7 +31,7 @@
class VulkanExample : public VulkanExampleBase
{
public:
enum RenderMode {
enum RenderMode {
SINGLE_CB_RECREATE = 0,
MULTIPLE_CB_STATIC = 1,
};
@ -128,7 +128,7 @@ public:
renderMode = mode;
vkDeviceWaitIdle(device);
switch (renderMode) {
case SINGLE_CB_RECREATE:
case SINGLE_CB_RECREATE:
std::cout << "Using single command buffer, recreating each frame" << std::endl;
break;
case MULTIPLE_CB_STATIC:
@ -193,9 +193,9 @@ public:
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0 : Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 3 : UV
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8) // Location 3 : Cpöpr
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8) // Location 3 : Cp<EFBFBD>pr
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
@ -206,8 +206,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
loadShader(getAssetPath() + "shaders/pushconstants/lights.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getAssetPath() + "shaders/pushconstants/lights.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
loadShader(getShadersPath() + "pushconstants/lights.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getShadersPath() + "pushconstants/lights.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
};
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
@ -228,11 +228,11 @@ public:
void prepareUniformBuffers()
{
/*
Single command buffer
Single command buffer
*/
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&singleCB.uniformBuffer,
sizeof(ShaderValues)));
VK_CHECK_RESULT(singleCB.uniformBuffer.map());
@ -242,7 +242,7 @@ public:
*/
for (auto i = 0; i < multiCB.uniformBuffers.size(); i++) {
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&multiCB.uniformBuffers[i],
sizeof(ShaderValues)));
@ -404,7 +404,7 @@ public:
/*
Multiple command buffers rendering to different framebuffers
*/
void recordCommandBuffers()
void recordCommandBuffers()
{
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
@ -592,7 +592,7 @@ public:
case 0x32:
setRenderMode(MULTIPLE_CB_STATIC);
break;
}
}
}
#endif
};