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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
|
|
@ -98,7 +98,7 @@ public:
|
|||
|
||||
/*
|
||||
[POI] Enable extensions required for inline uniform blocks
|
||||
*/
|
||||
*/
|
||||
enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
|
||||
enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
|
||||
enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
|
|
@ -159,7 +159,7 @@ public:
|
|||
for (uint32_t x = 0; x < objcount; x++) {
|
||||
/*
|
||||
[POI] Bind descriptor sets
|
||||
Set 0 = Scene matrices:
|
||||
Set 0 = Scene matrices:
|
||||
Set 1 = Object inline uniform block (In shader pbr.frag: layout (set = 1, binding = 0) uniform UniformInline ... )
|
||||
*/
|
||||
std::vector<VkDescriptorSet> descriptorSets = {
|
||||
|
|
@ -335,8 +335,8 @@ public:
|
|||
pipelineCreateInfoCI.pStages = shaderStages.data();
|
||||
pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
shaderStages[0] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue