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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@ -140,7 +140,7 @@ public:
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vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
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}
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result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
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#endif
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#endif
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assert(result == KTX_SUCCESS);
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texture.width = ktxTexture->baseWidth;
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@ -171,7 +171,7 @@ public:
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bufferCreateInfo.size = ktxTextureSize;
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// This buffer is used as a transfer source for the buffer copy
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bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
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bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VK_CHECK_RESULT(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer));
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vkGetBufferMemoryRequirements(device, stagingBuffer, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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@ -263,7 +263,7 @@ public:
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// Copy down mips from n-1 to n
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for (int32_t i = 1; i < texture.mipLevels; i++)
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{
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VkImageBlit imageBlit{};
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VkImageBlit imageBlit{};
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// Source
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imageBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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@ -468,7 +468,7 @@ public:
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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VERTEX_BUFFER_BIND_ID,
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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@ -481,7 +481,7 @@ public:
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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0);
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vks::initializers::vertexInputAttributeDescription(
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@ -513,7 +513,7 @@ public:
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_SAMPLER, 3), // 3 samplers (array)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
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@ -545,7 +545,7 @@ public:
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2,
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3));
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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static_cast<uint32_t>(setLayoutBindings.size()));
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@ -614,7 +614,7 @@ public:
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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@ -644,8 +644,8 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/texturemipmapgen/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/texturemipmapgen/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "texturemipmapgen/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "texturemipmapgen/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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