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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@ -47,7 +47,7 @@ public:
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} models;
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vks::Buffer uniformBuffer;
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 modelView;
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@ -80,7 +80,7 @@ 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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vkDestroyPipeline(device, pipelines.solid, nullptr);
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@ -223,7 +223,7 @@ public:
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void setupDescriptorPool()
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{
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// Example uses one ubo
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// Example uses one ubo
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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@ -266,7 +266,7 @@ public:
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// 6 * 4 * 4 = 96 bytes
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// Spec requires a minimum of 128 bytes, bigger values
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// need to be checked against maxPushConstantsSize
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// But even at only 128 bytes, lots of stuff can fit
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// But even at only 128 bytes, lots of stuff can fit
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// inside push constants
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VkPushConstantRange pushConstantRange =
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vks::initializers::pushConstantRange(
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@ -355,8 +355,8 @@ 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/pushconstants/lights.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/pushconstants/lights.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "pushconstants/lights.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pushconstants/lights.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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@ -419,7 +419,7 @@ public:
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VulkanExampleBase::prepare();
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// Check requested push constant size against hardware limit
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// Specs require 128 bytes, so if the device complies our push constant buffer should always fit into memory
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// Specs require 128 bytes, so if the device complies our push constant buffer should always fit into memory
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assert(sizeof(pushConstants) <= vulkanDevice->properties.limits.maxPushConstantsSize);
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loadAssets();
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