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

@ -142,7 +142,7 @@ public:
vkDestroyCommandPool(device, compute.commandPool, nullptr);
}
// Enable physical device features required for this example
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
if (deviceFeatures.samplerAnisotropy) {
@ -156,7 +156,7 @@ public:
modelSphere.loadFromFile(getAssetPath() + "models/geosphere.obj", vertexLayout, compute.ubo.sphereRadius * 0.05f, vulkanDevice, queue);
}
void addGraphicsToComputeBarriers(VkCommandBuffer commandBuffer)
void addGraphicsToComputeBarriers(VkCommandBuffer commandBuffer)
{
if (specializedComputeQueue) {
VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
@ -179,9 +179,9 @@ public:
static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
0, nullptr);
}
}
}
void addComputeToComputeBarriers(VkCommandBuffer commandBuffer)
void addComputeToComputeBarriers(VkCommandBuffer commandBuffer)
{
VkBufferMemoryBarrier bufferBarrier = vks::initializers::bufferMemoryBarrier();
bufferBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
@ -202,7 +202,7 @@ public:
0, nullptr,
static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
0, nullptr);
}
}
void addComputeToGraphicsBarriers(VkCommandBuffer commandBuffer)
{
@ -227,7 +227,7 @@ public:
static_cast<uint32_t>(bufferBarriers.size()), bufferBarriers.data(),
0, nullptr);
}
}
}
void buildCommandBuffers()
{
@ -386,7 +386,7 @@ public:
VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
// Staging
// SSBO won't be changed on the host after upload so copy to device local memory
// SSBO won't be changed on the host after upload so copy to device local memory
vks::Buffer stagingBuffer;
@ -415,7 +415,7 @@ public:
copyRegion.size = storageBufferSize;
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.input.buffer, 1, &copyRegion);
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.output.buffer, 1, &copyRegion);
// Add an initial release barrier to the graphics queue,
// Add an initial release barrier to the graphics queue,
// so that when the compute command buffer executes for the first time
// it doesn't complain about a lack of a corresponding "release" to its "acquire"
addGraphicsToComputeBarriers(copyCmd);
@ -489,7 +489,7 @@ public:
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo =
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
@ -533,8 +533,8 @@ public:
// Rendering pipeline
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/computecloth/cloth.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/computecloth/cloth.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "computecloth/cloth.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computecloth/cloth.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
@ -542,7 +542,7 @@ public:
renderPass,
0);
// Input attributes
// Input attributes
// Binding description
std::vector<VkVertexInputBindingDescription> inputBindings = {
@ -590,8 +590,8 @@ public:
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssemblyState.primitiveRestartEnable = VK_FALSE;
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
shaderStages[0] = loadShader(getAssetPath() + "shaders/computecloth/sphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/computecloth/sphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "computecloth/sphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computecloth/sphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipelines.sphere));
}
@ -626,7 +626,7 @@ public:
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
// Create two descriptor sets with input and output buffers switched
// Create two descriptor sets with input and output buffers switched
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSets[0]));
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSets[1]));
@ -642,9 +642,9 @@ public:
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
// Create pipeline
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computecloth/cloth.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computecloth/cloth.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
// Separate command pool as queue family for compute may be different than graphics
@ -656,7 +656,7 @@ public:
// Create a command buffer for compute operations
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 2);
vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 2);
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffers[0]));
@ -679,7 +679,7 @@ public:
&compute.uniformBuffer,
sizeof(compute.ubo));
VK_CHECK_RESULT(compute.uniformBuffer.map());
// Initial values
float dx = cloth.size.x / (cloth.gridsize.x - 1);
float dy = cloth.size.y / (cloth.gridsize.y - 1);