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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1043 changed files with 1207 additions and 1201 deletions
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@ -59,7 +59,7 @@ public:
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struct {
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vks::Buffer tessControl, tessEval;
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} uniformBuffers;
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struct UBOTessControl {
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float tessLevel = 3.0f;
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} uboTessControl;
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@ -76,7 +76,7 @@ public:
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VkPipeline solidPassThrough;
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VkPipeline wirePassThrough = VK_NULL_HANDLE;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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@ -93,7 +93,7 @@ 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.solid, nullptr);
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if (pipelines.wire != VK_NULL_HANDLE) {
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@ -113,7 +113,7 @@ public:
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textures.colorMap.destroy();
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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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// Example uses tessellation shaders
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@ -317,7 +317,7 @@ public:
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.tessControl.descriptor),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.tessEval.descriptor),
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// Binding 2 : Color map
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// Binding 2 : Color map
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.colorMap.descriptor)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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@ -380,10 +380,10 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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@ -415,8 +415,8 @@ public:
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// Pass through pipelines
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// Load pass through tessellation shaders (Vert and frag are reused)
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shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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// Solid
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rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
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@ -483,7 +483,7 @@ public:
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preparePipelines();
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setupDescriptorPool();
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setupDescriptorSet();
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buildCommandBuffers();
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buildCommandBuffers();
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prepared = true;
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}
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