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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1043 changed files with 1207 additions and 1201 deletions
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@ -90,7 +90,7 @@ 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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vkDestroyPipeline(device, pipelines.MSAA, nullptr);
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vkDestroyPipeline(device, pipelines.MSAASampleShading, nullptr);
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@ -113,7 +113,7 @@ public:
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uniformBuffer.destroy();
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}
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// Enable physical device features required for this example
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Enable sample rate shading filtering if supported
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@ -122,7 +122,7 @@ public:
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}
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}
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// Creates a multi sample render target (image and view) that is used to resolve
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// Creates a multi sample render target (image and view) that is used to resolve
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// into the visible frame buffer target in the render pass
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void setupMultisampleTarget()
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{
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@ -204,7 +204,7 @@ public:
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{
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &multisampleTarget.depth.memory));
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vkBindImageMemory(device, multisampleTarget.depth.image, multisampleTarget.depth.memory, 0);
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@ -223,8 +223,8 @@ public:
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VK_CHECK_RESULT(vkCreateImageView(device, &viewInfo, nullptr, &multisampleTarget.depth.view));
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}
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// Setup a render pass for using a multi sampled attachment
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// and a resolve attachment that the msaa image is resolved
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// Setup a render pass for using a multi sampled attachment
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// and a resolve attachment that the msaa image is resolved
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// to at the end of the render pass
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void setupRenderPass()
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{
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@ -323,8 +323,8 @@ public:
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
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}
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// Frame buffer attachments must match with render pass setup,
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// so we need to adjust frame buffer creation to cover our
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// Frame buffer attachments must match with render pass setup,
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// so we need to adjust frame buffer creation to cover our
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// multisample target
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void setupFrameBuffer()
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{
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@ -470,7 +470,7 @@ public:
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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@ -479,7 +479,7 @@ public:
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffer.descriptor),
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// Binding 1 : Color map
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// Binding 1 : Color map
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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@ -555,7 +555,7 @@ public:
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vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
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@ -570,11 +570,11 @@ public:
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pipelineCI.pVertexInputState = &vertexInputState;
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// MSAA rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/multisampling/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/multisampling/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "multisampling/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "multisampling/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Setup multi sampling
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multisampleState.rasterizationSamples = sampleCount; // Number of samples to use for rasterization
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.MSAA));
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