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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@ -549,9 +549,9 @@ public:
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const uint32_t shaderIndexClosestHit = 2;
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std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
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shaderStages[shaderIndexRaygen] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_reflections/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_NV);
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shaderStages[shaderIndexMiss] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_reflections/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_NV);
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shaderStages[shaderIndexClosestHit] = loadShader(getAssetPath() + "shaders/nv_ray_tracing_reflections/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV);
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shaderStages[shaderIndexRaygen] = loadShader(getShadersPath() + "nv_ray_tracing_reflections/raygen.rgen.spv", VK_SHADER_STAGE_RAYGEN_BIT_NV);
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shaderStages[shaderIndexMiss] = loadShader(getShadersPath() + "nv_ray_tracing_reflections/miss.rmiss.spv", VK_SHADER_STAGE_MISS_BIT_NV);
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shaderStages[shaderIndexClosestHit] = loadShader(getShadersPath() + "nv_ray_tracing_reflections/closesthit.rchit.spv", VK_SHADER_STAGE_CLOSEST_HIT_BIT_NV);
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// Pass recursion depth for reflections to ray generation shader via specialization constant
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VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
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@ -630,7 +630,7 @@ public:
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_RAY_TRACING_NV, pipeline);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_RAY_TRACING_NV, pipelineLayout, 0, 1, &descriptorSet, 0, 0);
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// Calculate shader binding offsets, which is pretty straight forward in our example
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// Calculate shader binding offsets, which is pretty straight forward in our example
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VkDeviceSize bindingOffsetRayGenShader = rayTracingProperties.shaderGroupHandleSize * INDEX_RAYGEN;
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VkDeviceSize bindingOffsetMissShader = rayTracingProperties.shaderGroupHandleSize * INDEX_MISS;
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VkDeviceSize bindingOffsetHitShader = rayTracingProperties.shaderGroupHandleSize * INDEX_CLOSEST_HIT;
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