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

@ -95,7 +95,7 @@ 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.solid, nullptr);
vkDestroyPipeline(device, pipelines.occluder, nullptr);
@ -130,7 +130,7 @@ public:
{
// We use vkGetQueryResults to copy the results into a host visible buffer
vkGetQueryPoolResults(
device,
device,
queryPool,
0,
2,
@ -468,8 +468,8 @@ public:
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/occlusionquery/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/occlusionquery/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
@ -491,15 +491,15 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
// Basic pipeline for coloring occluded objects
shaderStages[0] = loadShader(getAssetPath() + "shaders/occlusionquery/simple.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/occlusionquery/simple.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/simple.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/simple.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
rasterizationState.cullMode = VK_CULL_MODE_NONE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.simple));
// Visual pipeline for the occluder
shaderStages[0] = loadShader(getAssetPath() + "shaders/occlusionquery/occluder.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/occlusionquery/occluder.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/occluder.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/occluder.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable blending
blendAttachmentState.blendEnable = VK_TRUE;