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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@ -135,7 +135,7 @@ public:
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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@ -149,7 +149,7 @@ public:
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{
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), // Binding 0: Vertex shader uniform buffer
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
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@ -165,7 +165,7 @@ public:
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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// Vertex bindings and attributes
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// Binding description
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@ -185,8 +185,8 @@ public:
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
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loadShader(getAssetPath() + "shaders/screenshot/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/screenshot/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT),
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loadShader(getShadersPath() + "screenshot/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getShadersPath() + "screenshot/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT),
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};
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VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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@ -242,7 +242,7 @@ public:
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supportsBlit = false;
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}
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// Check if the device supports blitting to linear images
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// Check if the device supports blitting to linear images
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vkGetPhysicalDeviceFormatProperties(physicalDevice, VK_FORMAT_R8G8B8A8_UNORM, &formatProps);
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if (!(formatProps.linearTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT)) {
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std::cerr << "Device does not support blitting to linear tiled images, using copy instead of blit!" << std::endl;
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@ -251,7 +251,7 @@ public:
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// Source for the copy is the last rendered swapchain image
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VkImage srcImage = swapChain.images[currentBuffer];
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// Create the linear tiled destination image to copy to and to read the memory from
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VkImageCreateInfo imageCreateCI(vks::initializers::imageCreateInfo());
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imageCreateCI.imageType = VK_IMAGE_TYPE_2D;
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@ -396,7 +396,7 @@ public:
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// If source is BGR (destination is always RGB) and we can't use blit (which does automatic conversion), we'll have to manually swizzle color components
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bool colorSwizzle = false;
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// Check if source is BGR
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// Check if source is BGR
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// Note: Not complete, only contains most common and basic BGR surface formats for demonstation purposes
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if (!supportsBlit)
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{
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@ -405,13 +405,13 @@ public:
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}
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// ppm binary pixel data
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for (uint32_t y = 0; y < height; y++)
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for (uint32_t y = 0; y < height; y++)
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{
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unsigned int *row = (unsigned int*)data;
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for (uint32_t x = 0; x < width; x++)
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for (uint32_t x = 0; x < width; x++)
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{
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if (colorSwizzle)
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{
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if (colorSwizzle)
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{
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file.write((char*)row+2, 1);
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file.write((char*)row+1, 1);
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file.write((char*)row, 1);
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