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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@ -28,7 +28,7 @@
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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class VulkanExample: public VulkanExampleBase
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class VulkanExample: public VulkanExampleBase
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{
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public:
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struct {
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@ -87,7 +87,7 @@ public:
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vkDestroyPipeline(device, pipelines.phong, nullptr);
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vkDestroyPipeline(device, pipelines.textured, nullptr);
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vkDestroyPipeline(device, pipelines.toon, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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@ -97,7 +97,7 @@ public:
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}
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void buildCommandBuffers()
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{
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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@ -138,7 +138,7 @@ public:
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viewport.width = (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0);
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// Center
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@ -229,7 +229,7 @@ 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),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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};
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@ -259,7 +259,7 @@ public:
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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),
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colormap.descriptor),
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};
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@ -371,8 +371,8 @@ public:
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// Create pipelines
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// All pipelines will use the same "uber" shader and specialization constants to change branching and parameters of that shader
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shaderStages[0] = loadShader(getAssetPath() + "shaders/specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "specializationconstants/uber.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "specializationconstants/uber.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Specialization info is assigned is part of the shader stage (modul) and must be set after creating the module and before creating the pipeline
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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@ -451,7 +451,7 @@ public:
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}
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}
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virtual void windowResized()
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virtual void windowResized()
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{
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updateUniformBuffers();
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}
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