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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cac1d2e850
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1043 changed files with 1207 additions and 1201 deletions
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@ -93,7 +93,7 @@ public:
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};
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struct OffscreenPass {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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VkRenderPass renderPass;
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VkSampler sampler;
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@ -119,7 +119,7 @@ public:
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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// Frame buffer
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@ -324,7 +324,7 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
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// Fill a descriptor for later use in a descriptor set
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// Fill a descriptor for later use in a descriptor set
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offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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offscreenPass.descriptor.imageView = offscreenPass.color.view;
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offscreenPass.descriptor.sampler = offscreenPass.sampler;
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@ -681,15 +681,15 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "offscreen/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "offscreen/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Vertex bindings and attributes
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const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: UV
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Color
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vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Normal
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@ -715,8 +715,8 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.debug));
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// Mirror
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shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/mirror.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/mirror.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "offscreen/mirror.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "offscreen/mirror.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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rasterizationState.cullMode = VK_CULL_MODE_NONE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.mirror));
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@ -726,8 +726,8 @@ public:
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// Phong shading pipelines
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pipelineCI.layout = pipelineLayouts.shaded;
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// Scene
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shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "offscreen/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "offscreen/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.shaded));
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// Offscreen
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// Flip culling
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@ -754,14 +754,14 @@ public:
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&uniformBuffers.vsMirror,
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sizeof(uboShared)));
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// Offscreen vertex shader uniform buffer block
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// Offscreen vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.vsOffScreen,
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sizeof(uboShared)));
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// Debug quad vertex shader uniform buffer block
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// Debug quad vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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