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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@ -122,7 +122,7 @@ 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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vkDestroyPipeline(device, pipelines.terrain, nullptr);
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if (pipelines.wireframe != VK_NULL_HANDLE) {
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@ -153,7 +153,7 @@ public:
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}
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}
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// Enable physical device features required for this example
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Tessellation shader support is required for this example
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@ -175,7 +175,7 @@ public:
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if (deviceFeatures.samplerAnisotropy) {
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enabledFeatures.samplerAnisotropy = VK_TRUE;
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}
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// Enable texture compression
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// Enable texture compression
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if (deviceFeatures.textureCompressionBC) {
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enabledFeatures.textureCompressionBC = VK_TRUE;
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}
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@ -353,7 +353,7 @@ public:
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// Terrain
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if (deviceFeatures.pipelineStatisticsQuery) {
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// Begin pipeline statistics query
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// Begin pipeline statistics query
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vkCmdBeginQuery(drawCmdBuffers[i], queryPool, 0, 0);
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}
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// Render
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@ -387,7 +387,7 @@ public:
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HeightMap(std::string filename, uint32_t patchsize, AAssetManager* assetManager)
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#else
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HeightMap(std::string filename, uint32_t patchsize)
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#endif
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#endif
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{
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ktxResult result;
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ktxTexture* ktxTexture;
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@ -416,7 +416,7 @@ public:
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};
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~HeightMap()
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{
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{
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delete[] heightdata;
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}
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@ -431,7 +431,7 @@ public:
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};
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// Generate a terrain quad patch for feeding to the tessellation control shader
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void generateTerrain()
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void generateTerrain()
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{
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struct Vertex {
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glm::vec3 pos;
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@ -444,7 +444,7 @@ public:
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const uint32_t vertexCount = PATCH_SIZE * PATCH_SIZE;
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Vertex *vertices = new Vertex[vertexCount];
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const float wx = 2.0f;
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const float wy = 2.0f;
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@ -469,7 +469,7 @@ public:
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for (auto x = 0; x < PATCH_SIZE; x++)
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{
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for (auto y = 0; y < PATCH_SIZE; y++)
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{
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{
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// Get height samples centered around current position
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float heights[3][3];
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for (auto hx = -1; hx <= 1; hx++)
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@ -613,7 +613,7 @@ public:
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{
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// Binding 0 : Shared Tessellation shader ubo
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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0),
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// Binding 1 : Height map
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@ -667,9 +667,9 @@ public:
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{
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// Binding 0 : Shared tessellation shader ubo
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vks::initializers::writeDescriptorSet(
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descriptorSets.terrain,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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descriptorSets.terrain,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.terrainTessellation.descriptor),
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// Binding 1 : Displacement map
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vks::initializers::writeDescriptorSet(
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@ -785,10 +785,10 @@ public:
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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// Terrain tessellation pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "terraintessellation/terrain.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "terraintessellation/terrain.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "terraintessellation/terrain.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "terraintessellation/terrain.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(pipelineLayouts.terrain, renderPass, 0);
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@ -824,8 +824,8 @@ public:
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depthStencilState.depthWriteEnable = VK_FALSE;
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pipelineCreateInfo.stageCount = 2;
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pipelineCreateInfo.layout = pipelineLayouts.skysphere;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/terraintessellation/skysphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/terraintessellation/skysphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "terraintessellation/skysphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "terraintessellation/skysphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skysphere));
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}
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