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

@ -90,7 +90,7 @@ public:
~VulkanExample()
{
// Clean up used Vulkan resources
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.solid, nullptr);
if (pipelines.wireframe != VK_NULL_HANDLE) {
@ -106,7 +106,7 @@ public:
textures.colorHeightMap.destroy();
}
// Enable physical device features required for this example
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Tessellation shader support is required for this example
@ -284,13 +284,13 @@ public:
{
// Binding 0 : Tessellation control shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
0),
// Binding 1 : Tessellation evaluation shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
1),
// Binding 2 : Combined color (rgb) and height (alpha) map
vks::initializers::descriptorSetLayoutBinding(
@ -386,10 +386,10 @@ public:
// Tessellation pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
shaderStages[0] = loadShader(getShadersPath() + "displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getShadersPath() + "displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getShadersPath() + "displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(