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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@ -3,9 +3,9 @@
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*
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* Note: Requires a device that supports the VK_KHR_push_descriptor extension
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*
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* Push descriptors apply the push constants concept to descriptor sets. So instead of creating
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* per-model descriptor sets (along with a pool for each descriptor type) for rendering multiple objects,
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* this example uses push descriptors to pass descriptor sets for per-model textures and matrices
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* Push descriptors apply the push constants concept to descriptor sets. So instead of creating
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* per-model descriptor sets (along with a pool for each descriptor type) for rendering multiple objects,
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* this example uses push descriptors to pass descriptor sets for per-model textures and matrices
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* at command buffer creation time.
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*
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* Copyright (C) 2018 by Sascha Willems - www.saschawillems.de
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@ -202,7 +202,7 @@ public:
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{};
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descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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// Setting this flag tells the descriptor set layouts that no actual descriptor sets are allocated but instead pushed at command buffer creation time
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descriptorLayoutCI.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
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@ -232,7 +232,7 @@ public:
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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_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV
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vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
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@ -254,8 +254,8 @@ public:
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pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
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const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getAssetPath() + "shaders/pushdescriptors/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/pushdescriptors/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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loadShader(getShadersPath() + "pushdescriptors/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "pushdescriptors/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
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};
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pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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@ -334,7 +334,7 @@ public:
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Extension specific functions
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*/
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// The push descriptor update function is part of an extension so it has to be manually loaded
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// The push descriptor update function is part of an extension so it has to be manually loaded
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vkCmdPushDescriptorSetKHR = (PFN_vkCmdPushDescriptorSetKHR)vkGetDeviceProcAddr(device, "vkCmdPushDescriptorSetKHR");
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if (!vkCmdPushDescriptorSetKHR) {
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vks::tools::exitFatal("Could not get a valid function pointer for vkCmdPushDescriptorSetKHR", -1);
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