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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@ -121,7 +121,7 @@ public:
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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// Clean up texture resources
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@ -342,8 +342,8 @@ public:
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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@ -355,7 +355,7 @@ public:
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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0);
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vks::initializers::vertexInputAttributeDescription(
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@ -379,7 +379,7 @@ public:
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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@ -391,17 +391,17 @@ public:
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader image sampler
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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// Binding 2 : Fragment shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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@ -410,7 +410,7 @@ public:
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2)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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@ -427,7 +427,7 @@ public:
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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@ -448,14 +448,14 @@ public:
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSets.sdf,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.vs.descriptor),
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// Binding 1 : Fragment shader texture sampler
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vks::initializers::writeDescriptorSet(
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descriptorSets.sdf,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptor),
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// Binding 2 : Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(
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@ -524,7 +524,7 @@ public:
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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@ -554,8 +554,8 @@ 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/distancefieldfonts/sdf.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/sdf.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "distancefieldfonts/sdf.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "distancefieldfonts/sdf.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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@ -577,8 +577,8 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sdf));
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// Default bitmap font rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "distancefieldfonts/bitmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "distancefieldfonts/bitmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bitmap));
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}
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