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

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