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

@ -55,7 +55,7 @@ public:
struct Models {
vks::Model cube;
} models;
VkPipeline pipeline;
VkPipelineLayout pipelineLayout;
@ -126,7 +126,7 @@ public:
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.cube.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.cube.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
/*
/*
[POI] Render cubes with separate descriptor sets
*/
for (auto cube : cubes) {
@ -158,7 +158,7 @@ public:
/*
Descriptor set layout
The layout describes the shader bindings and types used for a certain descriptor layout and as such must match the shader bindings
Shader bindings used in this example:
@ -185,7 +185,7 @@ public:
setLayoutBindings[0].descriptorCount = 1;
/*
Binding 1: Combined image sampler (used to pass per object texture information)
Binding 1: Combined image sampler (used to pass per object texture information)
*/
setLayoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
setLayoutBindings[1].binding = 1;
@ -198,7 +198,7 @@ public:
descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptorLayoutCI.bindingCount = static_cast<uint32_t>(setLayoutBindings.size());
descriptorLayoutCI.pBindings = setLayoutBindings.data();
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout));
/*
@ -232,7 +232,7 @@ public:
descriptorPoolCI.pPoolSizes = descriptorPoolSizes.data();
// Max. number of descriptor sets that can be allocted from this pool (one per object)
descriptorPoolCI.maxSets = static_cast<uint32_t>(cubes.size());
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
/*
@ -293,7 +293,7 @@ public:
void preparePipelines()
{
/*
[POI] Create a pipeline layout used for our graphics pipeline
[POI] Create a pipeline layout used for our graphics pipeline
*/
VkPipelineLayoutCreateInfo pipelineLayoutCI{};
pipelineLayoutCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
@ -318,7 +318,7 @@ public:
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
@ -340,8 +340,8 @@ public:
pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
loadShader(getAssetPath() + "shaders/descriptorsets/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getAssetPath() + "shaders/descriptorsets/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
loadShader(getShadersPath() + "descriptorsets/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getShadersPath() + "descriptorsets/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
};
pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());