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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1043 changed files with 1207 additions and 1201 deletions
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@ -83,7 +83,7 @@ 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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vkDestroyPipeline(device, pipelines.solid, nullptr);
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vkDestroyPipeline(device, pipelines.normals, nullptr);
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@ -97,7 +97,7 @@ public:
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uniformBuffers.VS.destroy();
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}
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// Enable physical device features required for this example
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Geometry shader support is required for this example
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@ -352,9 +352,9 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/geometryshader/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/geometryshader/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/geometryshader/normaldebug.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "geometryshader/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "geometryshader/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "geometryshader/normaldebug.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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@ -378,8 +378,8 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.normals));
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// Solid rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/geometryshader/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/geometryshader/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "geometryshader/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "geometryshader/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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pipelineCreateInfo.stageCount = 2;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
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}
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