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

@ -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));
}