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

@ -1,5 +1,5 @@
/*
* Vulkan Example - Minimal headless compute example
* Vulkan Example - Minimal headless compute example
*
* Copyright (C) 2017 by Sascha Willems - www.saschawillems.de
*
@ -51,7 +51,7 @@ static VKAPI_ATTR VkBool32 VKAPI_CALL debugMessageCallback(
int32_t messageCode,
const char* pLayerPrefix,
const char* pMessage,
void* pUserData)
void* pUserData)
{
LOG("[VALIDATION]: %s - %s\n", pLayerPrefix, pMessage);
return VK_FALSE;
@ -62,7 +62,7 @@ class VulkanExample
public:
VkInstance instance;
VkPhysicalDevice physicalDevice;
VkDevice device;
VkDevice device;
uint32_t queueFamilyIndex;
VkPipelineCache pipelineCache;
VkQueue queue;
@ -133,8 +133,8 @@ public:
appInfo.pEngineName = "VulkanExample";
appInfo.apiVersion = VK_API_VERSION_1_0;
/*
Vulkan instance creation (without surface extensions)
/*
Vulkan instance creation (without surface extensions)
*/
VkInstanceCreateInfo instanceCreateInfo = {};
instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
@ -197,10 +197,10 @@ public:
}
#endif
/*
Vulkan device creation
/*
Vulkan device creation
*/
// Physical device (always use first)
// Physical device (always use first)
uint32_t deviceCount = 0;
VK_CHECK_RESULT(vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr));
std::vector<VkPhysicalDevice> physicalDevices(deviceCount);
@ -245,7 +245,7 @@ public:
cmdPoolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &commandPool));
/*
/*
Prepare storage buffers
*/
std::vector<uint32_t> computeInput(BUFFER_ELEMENTS);
@ -314,7 +314,7 @@ public:
vkFreeCommandBuffers(device, commandPool, 1, &copyCmd);
}
/*
/*
Prepare compute pipeline
*/
{
@ -351,7 +351,7 @@ public:
pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
VK_CHECK_RESULT(vkCreatePipelineCache(device, &pipelineCacheCreateInfo, nullptr, &pipelineCache));
// Create pipeline
// Create pipeline
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(pipelineLayout, 0);
// Pass SSBO size via specialization constant
@ -365,9 +365,9 @@ public:
shaderStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
#if defined(VK_USE_PLATFORM_ANDROID_KHR)
shaderStage.module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/computeheadless/headless.comp.spv").c_str(), device);
shaderStage.module = vks::tools::loadShader(androidapp->activity->assetManager, (getShadersPath() + "computeheadless/headless.comp.spv").c_str(), device);
#else
shaderStage.module = vks::tools::loadShader((getAssetPath() + "shaders/computeheadless/headless.comp.spv").c_str(), device);
shaderStage.module = vks::tools::loadShader((getShadersPath() + "computeheadless/headless.comp.spv").c_str(), device);
#endif
shaderStage.pName = "main";
shaderStage.pSpecializationInfo = &specializationInfo;
@ -387,7 +387,7 @@ public:
VK_CHECK_RESULT(vkCreateFence(device, &fenceCreateInfo, nullptr, &fence));
}
/*
/*
Command buffer creation (for compute work submission)
*/
{