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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cac1d2e850
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1043 changed files with 1207 additions and 1201 deletions
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@ -85,7 +85,7 @@ public:
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node->mesh->uniformBuffer.descriptorSet
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};
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, static_cast<uint32_t>(descriptorsets.size()), descriptorsets.data(), 0, NULL);
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struct PushBlock {
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glm::vec4 baseColorFactor;
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} pushBlock;
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@ -152,7 +152,7 @@ public:
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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const VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scene.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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@ -244,8 +244,8 @@ public:
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pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
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const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getAssetPath() + "shaders/conditionalrender/model.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/conditionalrender/model.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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loadShader(getShadersPath() + "conditionalrender/model.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "conditionalrender/model.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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