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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ca884587a4
1043 changed files with 1207 additions and 1201 deletions
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@ -142,7 +142,7 @@ 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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// Frame buffer
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@ -273,7 +273,7 @@ public:
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depthStencilView.image = offscreenPass.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
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// Create sampler to sample from to depth attachment
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// Create sampler to sample from to depth attachment
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// Used to sample in the fragment shader for shadowed rendering
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VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = SHADOWMAP_FILTER;
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@ -293,7 +293,7 @@ public:
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// Create frame buffer
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VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 1;
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fbufCreateInfo.pAttachments = &offscreenPass.depth.view;
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fbufCreateInfo.width = offscreenPass.width;
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@ -321,7 +321,7 @@ public:
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*/
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{
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clearValues[0].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
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@ -331,7 +331,7 @@ public:
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renderPassBeginInfo.pClearValues = clearValues;
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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@ -584,8 +584,8 @@ public:
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// Shadow mapping debug quad display
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rasterizationStateCI.cullMode = VK_CULL_MODE_NONE;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Empty vertex input state
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VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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pipelineCI.pVertexInputState = &emptyInputState;
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@ -596,7 +596,7 @@ public:
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color
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vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal
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@ -610,8 +610,8 @@ public:
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// Scene rendering with shadows applied
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rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Use specialization constants to select between horizontal and vertical blur
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uint32_t enablePCF = 0;
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VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
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@ -624,7 +624,7 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.sceneShadowPCF));
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// Offscreen pipeline (vertex shader only)
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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pipelineCI.stageCount = 1;
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// No blend attachment states (no color attachments used)
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colorBlendStateCI.attachmentCount = 0;
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@ -662,7 +662,7 @@ public:
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&uniformBuffers.offscreen,
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sizeof(uboOffscreenVS)));
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// Scene vertex shader uniform buffer block
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// Scene vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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