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

@ -10,7 +10,7 @@
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <time.h>
#include <time.h>
#include <vector>
#include <random>
@ -121,14 +121,14 @@ public:
uniformBuffers.scene.destroy();
}
// Enable physical device features required for this example
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
// Enable texture compression
// Enable texture compression
if (deviceFeatures.textureCompressionBC) {
enabledFeatures.textureCompressionBC = VK_TRUE;
}
@ -138,7 +138,7 @@ public:
else if (deviceFeatures.textureCompressionETC2) {
enabledFeatures.textureCompressionETC2 = VK_TRUE;
}
};
};
void buildCommandBuffers()
{
@ -236,7 +236,7 @@ public:
void setupDescriptorPool()
{
// Example uses one ubo
// Example uses one ubo
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
@ -286,23 +286,23 @@ public:
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo descripotrSetAllocInfo;
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
descripotrSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);;
// Instanced rocks
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descripotrSetAllocInfo, &descriptorSets.instancedRocks));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.instancedRocks, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor), // Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.instancedRocks, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.rocks.descriptor) // Binding 1 : Color map
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.instancedRocks, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor), // Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.instancedRocks, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.rocks.descriptor) // Binding 1 : Color map
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Planet
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descripotrSetAllocInfo, &descriptorSets.planet));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.planet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor), // Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.planet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.planet.descriptor) // Binding 1 : Color map
vks::initializers::writeDescriptorSet(descriptorSets.planet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor), // Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.planet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.planet.descriptor) // Binding 1 : Color map
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
@ -399,9 +399,9 @@ public:
attributeDescriptions = {
// Per-vertex attributees
// These are advanced for each vertex fetched by the vertex shader
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
// Per-Instance attributes
// These are fetched for each instance rendered
@ -416,16 +416,16 @@ public:
pipelineCreateInfo.pVertexInputState = &inputState;
// Instancing pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/instancing/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/instancing/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "instancing/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "instancing/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Use all input bindings and attribute descriptions
inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(bindingDescriptions.size());
inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(attributeDescriptions.size());
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.instancedRocks));
// Planet rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/instancing/planet.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/instancing/planet.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "instancing/planet.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "instancing/planet.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Only use the non-instanced input bindings and attribute descriptions
inputState.vertexBindingDescriptionCount = 1;
inputState.vertexAttributeDescriptionCount = 4;
@ -434,8 +434,8 @@ public:
// Star field pipeline
rasterizationState.cullMode = VK_CULL_MODE_NONE;
depthStencilState.depthWriteEnable = VK_FALSE;
shaderStages[0] = loadShader(getAssetPath() + "shaders/instancing/starfield.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/instancing/starfield.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "instancing/starfield.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "instancing/starfield.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertices are generated in the vertex shader
inputState.vertexBindingDescriptionCount = 0;
inputState.vertexAttributeDescriptionCount = 0;
@ -452,7 +452,7 @@ public:
std::uniform_int_distribution<uint32_t> rndTextureIndex(0, textures.rocks.layerCount);
// Distribute rocks randomly on two different rings
for (auto i = 0; i < INSTANCE_COUNT / 2; i++) {
for (auto i = 0; i < INSTANCE_COUNT / 2; i++) {
glm::vec2 ring0 { 7.0f, 11.0f };
glm::vec2 ring1 { 14.0f, 18.0f };
@ -480,7 +480,7 @@ public:
instanceBuffer.size = instanceData.size() * sizeof(InstanceData);
// Staging
// Instanced data is static, copy to device local memory
// Instanced data is static, copy to device local memory
// This results in better performance
struct {