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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cac1d2e850
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1043 changed files with 1207 additions and 1201 deletions
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@ -102,7 +102,7 @@ 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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for (uint32_t i = 0; i < attachments.size(); i++) {
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@ -230,7 +230,7 @@ public:
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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// Input attachments
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// These will be written in the first subpass, transitioned to input attachments
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// These will be written in the first subpass, transitioned to input attachments
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// and then read in the secod subpass
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// Color
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@ -282,7 +282,7 @@ public:
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VkAttachmentReference inputReferences[2];
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inputReferences[0] = { 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
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inputReferences[1] = { 2, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
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// Use the attachments filled in the first pass as input attachments
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subpassDescriptions[1].inputAttachmentCount = 2;
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subpassDescriptions[1].pInputAttachments = inputReferences;
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@ -444,9 +444,9 @@ public:
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*/
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0: Color input attachment
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// Binding 0: Color input attachment
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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// Binding 1: Depth input attachment
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// Binding 1: Depth input attachment
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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// Binding 2: Display parameters uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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@ -522,7 +522,7 @@ public:
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// Attribute descriptions
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Normal
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};
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@ -535,9 +535,9 @@ public:
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pipelineCI.pVertexInputState = &vertexInputStateCI;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentwrite.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentwrite.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "inputattachments/attachmentwrite.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "inputattachments/attachmentwrite.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.attachmentWrite));
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/*
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@ -556,8 +556,8 @@ public:
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rasterizationStateCI.cullMode = VK_CULL_MODE_NONE;
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depthStencilStateCI.depthWriteEnable = VK_FALSE;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentread.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentread.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "inputattachments/attachmentread.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "inputattachments/attachmentread.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.attachmentRead));
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}
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