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

@ -54,7 +54,7 @@ public:
vks::Buffer verticesYDown;
vks::Buffer indicesCCW;
vks::Buffer indicesCW;
void destroy()
void destroy()
{
verticesYUp.destroy();
verticesYDown.destroy();
@ -157,7 +157,7 @@ public:
textures.CW.loadFromFile(getAssetPath() + "textures/texture_orientation_cw_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.CCW.loadFromFile(getAssetPath() + "textures/texture_orientation_ccw_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
// [POI] Create two quads with different Y orientations
// [POI] Create two quads with different Y orientations
struct Vertex {
float pos[3];
@ -166,7 +166,7 @@ public:
const float ar = (float)height / (float)width;
// OpenGL style (y points upwards)
// OpenGL style (y points upwards)
std::vector<Vertex> verticesYPos = {
{ -1.0f * ar, 1.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f * ar, -1.0f, 1.0f, 0.0f, 0.0f },
@ -209,10 +209,10 @@ public:
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
VkDescriptorSetAllocateInfo descriptorSetAI = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAI, &descriptorSets.CW));
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAI, &descriptorSets.CCW));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.CW, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &textures.CW.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.CCW, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &textures.CCW.descriptor)
@ -248,7 +248,7 @@ public:
vks::initializers::vertexInputBindingDescription(0, sizeof(float) * 5, VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // uv
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
@ -269,8 +269,8 @@ public:
pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
loadShader(getAssetPath() + "shaders/negativeviewportheight/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getAssetPath() + "shaders/negativeviewportheight/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
loadShader(getShadersPath() + "negativeviewportheight/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
loadShader(getShadersPath() + "negativeviewportheight/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
};
pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());