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

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