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

@ -51,7 +51,7 @@ void* alignedAlloc(size_t size, size_t alignment)
void *data = nullptr;
#if defined(_MSC_VER) || defined(__MINGW32__)
data = _aligned_malloc(size, alignment);
#else
#else
int res = posix_memalign(&data, alignment, size);
if (res != 0)
data = nullptr;
@ -63,7 +63,7 @@ void alignedFree(void* data)
{
#if defined(_MSC_VER) || defined(__MINGW32__)
_aligned_free(data);
#else
#else
free(data);
#endif
}
@ -126,7 +126,7 @@ public:
alignedFree(uboDataDynamic.model);
}
// Clean up used Vulkan resources
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipeline, nullptr);
@ -224,8 +224,8 @@ public:
{ { -1.0f, 1.0f, -1.0f },{ 0.0f, 0.0f, 0.0f } },
};
std::vector<uint32_t> indices = {
0,1,2, 2,3,0, 1,5,6, 6,2,1, 7,6,5, 5,4,7, 4,0,3, 3,7,4, 4,5,1, 1,0,4, 3,2,6, 6,7,3,
std::vector<uint32_t> indices = {
0,1,2, 2,3,0, 1,5,6, 6,2,1, 7,6,5, 5,4,7, 4,0,3, 3,7,4, 4,5,1, 1,0,4, 3,2,6, 6,7,3,
};
indexCount = static_cast<uint32_t>(indices.size());
@ -322,7 +322,7 @@ public:
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0 : Projection/View matrix uniform buffer
// Binding 0 : Projection/View matrix uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.view.descriptor),
// Binding 1 : Instance matrix as dynamic uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, &uniformBuffers.dynamic.descriptor),
@ -383,8 +383,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/dynamicuniformbuffer/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/dynamicuniformbuffer/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "dynamicuniformbuffer/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "dynamicuniformbuffer/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
@ -507,7 +507,7 @@ public:
animationTimer = 0.0f;
memcpy(uniformBuffers.dynamic.mapped, uboDataDynamic.model, uniformBuffers.dynamic.size);
// Flush to make changes visible to the host
// Flush to make changes visible to the host
VkMappedMemoryRange memoryRange = vks::initializers::mappedMemoryRange();
memoryRange.memory = uniformBuffers.dynamic.memory;
memoryRange.size = uniformBuffers.dynamic.size;