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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@ -55,7 +55,7 @@ static VKAPI_ATTR VkBool32 VKAPI_CALL debugMessageCallback(
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int32_t messageCode,
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const char* pLayerPrefix,
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const char* pMessage,
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void* pUserData)
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void* pUserData)
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{
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LOG("[VALIDATION]: %s - %s\n", pLayerPrefix, pMessage);
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return VK_FALSE;
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@ -66,7 +66,7 @@ class VulkanExample
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public:
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VkInstance instance;
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VkPhysicalDevice physicalDevice;
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VkDevice device;
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VkDevice device;
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uint32_t queueFamilyIndex;
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VkPipelineCache pipelineCache;
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VkQueue queue;
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@ -135,7 +135,7 @@ public:
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/*
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Submit command buffer to a queue and wait for fence until queue operations have been finished
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*/
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void submitWork(VkCommandBuffer cmdBuffer, VkQueue queue)
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void submitWork(VkCommandBuffer cmdBuffer, VkQueue queue)
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{
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VkSubmitInfo submitInfo = vks::initializers::submitInfo();
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submitInfo.commandBufferCount = 1;
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@ -504,7 +504,7 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &framebufferCreateInfo, nullptr, &framebuffer));
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}
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/*
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/*
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Prepare graphics pipeline
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*/
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{
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@ -527,7 +527,7 @@ public:
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pipelineCacheCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
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VK_CHECK_RESULT(vkCreatePipelineCache(device, &pipelineCacheCreateInfo, nullptr, &pipelineCache));
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// Create pipeline
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// Create pipeline
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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@ -598,17 +598,17 @@ public:
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].pName = "main";
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#if defined(VK_USE_PLATFORM_ANDROID_KHR)
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shaderStages[0].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader(androidapp->activity->assetManager, (getAssetPath() + "shaders/renderheadless/triangle.frag.spv").c_str(), device);
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shaderStages[0].module = vks::tools::loadShader(androidapp->activity->assetManager, (getShadersPath() + "renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader(androidapp->activity->assetManager, (getShadersPath() + "renderheadless/triangle.frag.spv").c_str(), device);
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#else
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shaderStages[0].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader((getAssetPath() + "shaders/renderheadless/triangle.frag.spv").c_str(), device);
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shaderStages[0].module = vks::tools::loadShader((getShadersPath() + "renderheadless/triangle.vert.spv").c_str(), device);
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shaderStages[1].module = vks::tools::loadShader((getShadersPath() + "renderheadless/triangle.frag.spv").c_str(), device);
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#endif
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shaderModules = { shaderStages[0].module, shaderStages[1].module };
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
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/*
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/*
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Command buffer creation
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*/
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{
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@ -617,7 +617,7 @@ public:
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vks::initializers::commandBufferAllocateInfo(commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1);
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VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &commandBuffer));
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VkCommandBufferBeginInfo cmdBufInfo =
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VkCommandBufferBeginInfo cmdBufInfo =
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vks::initializers::commandBufferBeginInfo();
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VK_CHECK_RESULT(vkBeginCommandBuffer(commandBuffer, &cmdBufInfo));
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