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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@ -112,7 +112,7 @@ public:
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}
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}
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// Setup a query pool for storing pipeline statistics
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// Setup a query pool for storing pipeline statistics
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void setupQueryPool()
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{
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pipelineStatNames = {
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@ -305,7 +305,7 @@ public:
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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@ -346,7 +346,7 @@ public:
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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, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6) // Location 3 : Color
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};
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@ -380,14 +380,14 @@ public:
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
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shaderStages.resize(tessellation ? 4 : 2);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "pipelinestatistics/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pipelinestatistics/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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if (tessellation) {
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inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
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pipelineCreateInfo.pTessellationState = &tessellationState;
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shaderStages[2] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "pipelinestatistics/scene.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "pipelinestatistics/scene.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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}
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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