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

@ -60,7 +60,7 @@ public:
VkPipelineLayout pipelineLayout;
VkCommandBuffer primaryCommandBuffer;
// Secondary scene command buffers used to store backgdrop and user interface
struct SecondaryCommandBuffers {
VkCommandBuffer background;
@ -81,7 +81,7 @@ public:
glm::mat4 mvp;
glm::vec3 color;
};
struct ObjectData {
glm::mat4 model;
glm::vec3 pos;
@ -144,7 +144,7 @@ public:
~VulkanExample()
{
// Clean up used Vulkan resources
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.phong, nullptr);
vkDestroyPipeline(device, pipelines.starsphere, nullptr);
@ -194,7 +194,7 @@ public:
for (uint32_t i = 0; i < numThreads; i++) {
ThreadData *thread = &threadData[i];
// Create one command pool for each thread
VkCommandPoolCreateInfo cmdPoolInfo = vks::initializers::commandPoolCreateInfo();
cmdPoolInfo.queueFamilyIndex = swapChain.queueNodeIndex;
@ -228,7 +228,7 @@ public:
thread->pushConstBlock[j].color = glm::vec3(rnd(1.0f), rnd(1.0f), rnd(1.0f));
}
}
}
// Builds the secondary command buffer for each thread
@ -238,7 +238,7 @@ public:
ObjectData *objectData = &thread->objectData[cmdBufferIndex];
// Check visibility against view frustum
objectData->visible = frustum.checkSphere(objectData->pos, objectSphereDim * 0.5f);
objectData->visible = frustum.checkSphere(objectData->pos, objectSphereDim * 0.5f);
if (!objectData->visible)
{
@ -359,8 +359,8 @@ public:
VK_CHECK_RESULT(vkEndCommandBuffer(secondaryCommandBuffers.ui));
}
// Updates the secondary command buffers using a thread pool
// and puts them into the primary command buffer that's
// Updates the secondary command buffers using a thread pool
// and puts them into the primary command buffer that's
// lat submitted to the queue for rendering
void updateCommandBuffers(VkFramebuffer frameBuffer)
{
@ -412,7 +412,7 @@ public:
threadPool.threads[t]->addJob([=] { threadRenderCode(t, i, inheritanceInfo); });
}
}
threadPool.wait();
// Only submit if object is within the current view frustum
@ -534,7 +534,7 @@ public:
};
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Color
};
@ -547,15 +547,15 @@ public:
pipelineCI.pVertexInputState = &vertexInputStateCI;
// Object rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "multithreading/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "multithreading/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
// Star sphere rendering pipeline
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
depthStencilState.depthWriteEnable = VK_FALSE;
shaderStages[0] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/multithreading/starsphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "multithreading/starsphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "multithreading/starsphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.starsphere));
}