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
This commit is contained in:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -33,8 +33,8 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/cimport.h>
@ -235,8 +235,8 @@ private:
// We will be using a push constant block to pass material properties to the fragment shaders
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(
VK_SHADER_STAGE_FRAGMENT_BIT,
sizeof(SceneMaterialProperties),
VK_SHADER_STAGE_FRAGMENT_BIT,
sizeof(SceneMaterialProperties),
0);
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
@ -343,7 +343,7 @@ private:
// For better performance we only create one index and vertex buffer to keep number of memory allocations down
size_t vertexDataSize = vertices.size() * sizeof(Vertex);
size_t indexDataSize = indices.size() * sizeof(uint32_t);
vks::Buffer vertexStaging, indexStaging;
// Vertex buffer
@ -600,7 +600,7 @@ public:
delete(scene);
}
// Enable physical device features required for this example
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Fill mode non solid is required for wireframe display
@ -751,8 +751,8 @@ public:
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
// Solid rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/scenerendering/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/scenerendering/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "scenerendering/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "scenerendering/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(