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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1043 changed files with 1207 additions and 1201 deletions
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@ -539,8 +539,8 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/computeparticles/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/computeparticles/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "computeparticles/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "computeparticles/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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@ -652,7 +652,7 @@ public:
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// Create pipeline
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VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
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computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computeparticles/particle.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
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VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
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// Separate command pool as queue family for compute may be different than graphics
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