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

@ -535,9 +535,9 @@ public:
const uint32_t shaderIndexClosestHit = 2;
std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
shaderStages[shaderIndexRaygen] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_basic/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_NV);
shaderStages[shaderIndexMiss] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_basic/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_NV);
shaderStages[shaderIndexClosestHit] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_basic/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV);
shaderStages[shaderIndexRaygen] = loadShader(getShadersPath() + "nv_ray_tracing_basic/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_NV);
shaderStages[shaderIndexMiss] = loadShader(getShadersPath() + "nv_ray_tracing_basic/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_NV);
shaderStages[shaderIndexClosestHit] = loadShader(getShadersPath() + "nv_ray_tracing_basic/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV);
/*
Setup ray tracing shader groups
@ -607,7 +607,7 @@ public:
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_RAY_TRACING_NV, pipeline);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_RAY_TRACING_NV, pipelineLayout, 0, 1, &descriptorSet, 0, 0);
// Calculate shader binding offsets, which is pretty straight forward in our example
// Calculate shader binding offsets, which is pretty straight forward in our example
VkDeviceSize bindingOffsetRayGenShader = rayTracingProperties.shaderGroupHandleSize * INDEX_RAYGEN;
VkDeviceSize bindingOffsetMissShader = rayTracingProperties.shaderGroupHandleSize * INDEX_MISS;
VkDeviceSize bindingOffsetHitShader = rayTracingProperties.shaderGroupHandleSize * INDEX_CLOSEST_HIT;