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

@ -805,8 +805,8 @@ public:
pipelineCreateInfo.pVertexInputState = &emptyInputState;
// Final fullscreen composition pass pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.layout = pipelineLayouts.composition;
pipelineCreateInfo.renderPass = renderPass;
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
@ -815,8 +815,8 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.composition));
// Bloom pass
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "hdr/bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
colorBlendState.pAttachments = &blendAttachmentState;
blendAttachmentState.colorWriteMask = 0xF;
blendAttachmentState.blendEnable = VK_TRUE;
@ -871,8 +871,8 @@ public:
colorBlendState.attachmentCount = 2;
colorBlendState.pAttachments = blendAttachmentStates.data();
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Set constant parameters via specialization constants
specializationMapEntries[0] = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));