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
This commit is contained in:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -232,7 +232,7 @@ public:
VkCommandBuffer copyCmd;
cmdBufAllocateInfo.commandBufferCount = 1;
VK_CHECK_RESULT(vkAllocateCommandBuffers(vulkanDevice->logicalDevice, &cmdBufAllocateInfo, &copyCmd));
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VK_CHECK_RESULT(vkBeginCommandBuffer(copyCmd, &cmdBufInfo));
@ -391,7 +391,7 @@ public:
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(1, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(glm::vec2)), // Location 1: UV
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
@ -493,7 +493,7 @@ public:
VK_CHECK_RESULT(vkCreateRenderPass(vulkanDevice->logicalDevice, &renderPassInfo, nullptr, &renderPass));
}
// Map buffer
// Map buffer
void beginTextUpdate()
{
VK_CHECK_RESULT(vkMapMemory(vulkanDevice->logicalDevice, memory, 0, VK_WHOLE_SIZE, 0, (void **)&mapped));
@ -655,7 +655,7 @@ public:
VkPipelineLayout pipelineLayout;
VkPipeline pipeline;
VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSet descriptorSet;
@ -739,7 +739,7 @@ public:
textOverlay->addText(ss.str(), 5.0f, 25.0f, TextOverlay::alignLeft);
textOverlay->addText(deviceProperties.deviceName, 5.0f, 45.0f, TextOverlay::alignLeft);
// Display projected cube vertices
for (int32_t x = -1; x <= 1; x += 2)
{
@ -838,7 +838,7 @@ public:
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
@ -851,8 +851,8 @@ public:
// Shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/textoverlay/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/textoverlay/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "textoverlay/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "textoverlay/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCreateInfo.pVertexInputState = &vertexInputState;
@ -896,8 +896,8 @@ public:
{
// Load the text rendering shaders
std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
shaderStages.push_back(loadShader(getAssetPath() + "shaders/textoverlay/text.vert.spv", VK_SHADER_STAGE_VERTEX_BIT));
shaderStages.push_back(loadShader(getAssetPath() + "shaders/textoverlay/text.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT));
shaderStages.push_back(loadShader(getShadersPath() + "textoverlay/text.vert.spv", VK_SHADER_STAGE_VERTEX_BIT));
shaderStages.push_back(loadShader(getShadersPath() + "textoverlay/text.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT));
textOverlay = new TextOverlay(
vulkanDevice,