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

@ -71,9 +71,9 @@ public:
} ubo;
} compute;
// SSBO sphere declaration
// SSBO sphere declaration
struct Sphere { // Shader uses std140 layout (so we only use vec4 instead of vec3)
glm::vec3 pos;
glm::vec3 pos;
float radius;
glm::vec3 diffuse;
float specular;
@ -166,9 +166,9 @@ public:
tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
vks::tools::setImageLayout(
layoutCmd,
layoutCmd,
tex->image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
tex->imageLayout);
@ -500,8 +500,8 @@ public:
// Display pipeline
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/computeraytracing/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/computeraytracing/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "computeraytracing/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "computeraytracing/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
@ -626,7 +626,7 @@ public:
compute.pipelineLayout,
0);
computePipelineCreateInfo.stage = loadShader(getAssetPath() + "shaders/computeraytracing/raytracing.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computeraytracing/raytracing.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
@ -711,7 +711,7 @@ public:
setupDescriptorPool();
setupDescriptorSet();
prepareCompute();
buildCommandBuffers();
buildCommandBuffers();
prepared = true;
}