Browse Source

Moved test framework shaders to DX/VK subfolders

Jorrit Rouwe 7 months ago
parent
commit
f25e6c572e
34 changed files with 59 additions and 57 deletions
  1. 1 1
      .gitignore
  2. 0 0
      Assets/Shaders/DX/FontPixelShader.hlsl
  3. 0 0
      Assets/Shaders/DX/FontVertexShader.hlsl
  4. 0 0
      Assets/Shaders/DX/LinePixelShader.hlsl
  5. 0 0
      Assets/Shaders/DX/LineVertexShader.hlsl
  6. 0 0
      Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
  7. 0 0
      Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
  8. 0 0
      Assets/Shaders/DX/TrianglePixelShader.hlsl
  9. 0 0
      Assets/Shaders/DX/TriangleVertexShader.hlsl
  10. 0 0
      Assets/Shaders/DX/UIPixelShader.hlsl
  11. 0 0
      Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
  12. 0 0
      Assets/Shaders/DX/UIVertexShader.hlsl
  13. 0 0
      Assets/Shaders/DX/VertexConstants.h
  14. 0 0
      Assets/Shaders/VK/FontPixelShader.frag
  15. 1 1
      Assets/Shaders/VK/FontVertexShader.vert
  16. 0 0
      Assets/Shaders/VK/LinePixelShader.frag
  17. 1 1
      Assets/Shaders/VK/LineVertexShader.vert
  18. 0 0
      Assets/Shaders/VK/TriangleDepthPixelShader.frag
  19. 1 1
      Assets/Shaders/VK/TriangleDepthVertexShader.vert
  20. 0 0
      Assets/Shaders/VK/TrianglePixelShader.frag
  21. 1 1
      Assets/Shaders/VK/TriangleVertexShader.vert
  22. 0 0
      Assets/Shaders/VK/UIPixelShader.frag
  23. 0 0
      Assets/Shaders/VK/UIPixelShaderUntextured.frag
  24. 1 1
      Assets/Shaders/VK/UIVertexShader.vert
  25. 0 0
      Assets/Shaders/VK/VertexConstants.h
  26. 8 6
      TestFramework/Renderer/DX12/RendererDX12.cpp
  27. 2 2
      TestFramework/Renderer/DX12/RendererDX12.h
  28. 6 6
      TestFramework/Renderer/DebugRendererImp.cpp
  29. 2 2
      TestFramework/Renderer/Font.cpp
  30. 2 2
      TestFramework/Renderer/Renderer.h
  31. 4 4
      TestFramework/Renderer/VK/RendererVK.cpp
  32. 2 2
      TestFramework/Renderer/VK/RendererVK.h
  33. 24 24
      TestFramework/TestFramework.cmake
  34. 3 3
      TestFramework/UI/UIManager.cpp

+ 1 - 1
.gitignore

@@ -6,4 +6,4 @@
 /snapshot.bin
 /*.jor
 /detlog.txt
-/Assets/Shaders/*.spv
+/Assets/Shaders/VK/*.spv

+ 0 - 0
Assets/Shaders/FontPixelShader.hlsl → Assets/Shaders/DX/FontPixelShader.hlsl


+ 0 - 0
Assets/Shaders/FontVertexShader.hlsl → Assets/Shaders/DX/FontVertexShader.hlsl


+ 0 - 0
Assets/Shaders/LinePixelShader.hlsl → Assets/Shaders/DX/LinePixelShader.hlsl


+ 0 - 0
Assets/Shaders/LineVertexShader.hlsl → Assets/Shaders/DX/LineVertexShader.hlsl


+ 0 - 0
Assets/Shaders/TriangleDepthPixelShader.hlsl → Assets/Shaders/DX/TriangleDepthPixelShader.hlsl


+ 0 - 0
Assets/Shaders/TriangleDepthVertexShader.hlsl → Assets/Shaders/DX/TriangleDepthVertexShader.hlsl


+ 0 - 0
Assets/Shaders/TrianglePixelShader.hlsl → Assets/Shaders/DX/TrianglePixelShader.hlsl


+ 0 - 0
Assets/Shaders/TriangleVertexShader.hlsl → Assets/Shaders/DX/TriangleVertexShader.hlsl


+ 0 - 0
Assets/Shaders/UIPixelShader.hlsl → Assets/Shaders/DX/UIPixelShader.hlsl


+ 0 - 0
Assets/Shaders/UIPixelShaderUntextured.hlsl → Assets/Shaders/DX/UIPixelShaderUntextured.hlsl


+ 0 - 0
Assets/Shaders/UIVertexShader.hlsl → Assets/Shaders/DX/UIVertexShader.hlsl


+ 0 - 0
Assets/Shaders/VertexConstants.h → Assets/Shaders/DX/VertexConstants.h


+ 0 - 0
Assets/Shaders/FontPixelShader.frag → Assets/Shaders/VK/FontPixelShader.frag


+ 1 - 1
Assets/Shaders/FontVertexShader.vert → Assets/Shaders/VK/FontVertexShader.vert

@@ -1,6 +1,6 @@
 #version 450
 
-#include "VertexConstantsVK.h"
+#include "VertexConstants.h"
 
 layout(location = 0) in vec3 vPos;
 layout(location = 1) in vec2 vTex;

+ 0 - 0
Assets/Shaders/LinePixelShader.frag → Assets/Shaders/VK/LinePixelShader.frag


+ 1 - 1
Assets/Shaders/LineVertexShader.vert → Assets/Shaders/VK/LineVertexShader.vert

@@ -1,6 +1,6 @@
 #version 450
 
-#include "VertexConstantsVK.h"
+#include "VertexConstants.h"
 
 layout(location = 0) in vec3 iPosition;
 layout(location = 1) in vec4 iColor;

+ 0 - 0
Assets/Shaders/TriangleDepthPixelShader.frag → Assets/Shaders/VK/TriangleDepthPixelShader.frag


+ 1 - 1
Assets/Shaders/TriangleDepthVertexShader.vert → Assets/Shaders/VK/TriangleDepthVertexShader.vert

@@ -1,6 +1,6 @@
 #version 450
 
-#include "VertexConstantsVK.h"
+#include "VertexConstants.h"
 
 layout(location = 0) in vec3 vPos;
 layout(location = 1) in vec3 vNorm;

+ 0 - 0
Assets/Shaders/TrianglePixelShader.frag → Assets/Shaders/VK/TrianglePixelShader.frag


+ 1 - 1
Assets/Shaders/TriangleVertexShader.vert → Assets/Shaders/VK/TriangleVertexShader.vert

@@ -1,6 +1,6 @@
 #version 450
 
-#include "VertexConstantsVK.h"
+#include "VertexConstants.h"
 
 layout(location = 0) in vec3 vPos;
 layout(location = 1) in vec3 vNorm;

+ 0 - 0
Assets/Shaders/UIPixelShader.frag → Assets/Shaders/VK/UIPixelShader.frag


+ 0 - 0
Assets/Shaders/UIPixelShaderUntextured.frag → Assets/Shaders/VK/UIPixelShaderUntextured.frag


+ 1 - 1
Assets/Shaders/UIVertexShader.vert → Assets/Shaders/VK/UIVertexShader.vert

@@ -1,6 +1,6 @@
 #version 450
 
-#include "VertexConstantsVK.h"
+#include "VertexConstants.h"
 
 layout(location = 0) in vec3 vPos;
 layout(location = 1) in vec2 vTex;

+ 0 - 0
Assets/Shaders/VertexConstantsVK.h → Assets/Shaders/VK/VertexConstants.h


+ 8 - 6
TestFramework/Renderer/DX12/RendererDX12.cpp

@@ -512,7 +512,7 @@ Ref<Texture> RendererDX12::CreateTexture(const Surface *inSurface)
 	return new TextureDX12(this, inSurface);
 }
 
-Ref<VertexShader> RendererDX12::CreateVertexShader(const char *inFileName)
+Ref<VertexShader> RendererDX12::CreateVertexShader(const char *inName)
 {
 	UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
 #ifdef JPH_DEBUG
@@ -525,13 +525,14 @@ Ref<VertexShader> RendererDX12::CreateVertexShader(const char *inFileName)
 	};
 
 	// Read shader source file
-	Array<uint8> data = ReadData((String(inFileName) + ".hlsl").c_str());
+	String file_name = String("Assets/Shaders/DX/") + inName + ".hlsl";
+	Array<uint8> data = ReadData(file_name.c_str());
 
 	// Compile source
 	ComPtr<ID3DBlob> shader_blob, error_blob;
 	HRESULT hr = D3DCompile(&data[0],
 							(uint)data.size(),
-							inFileName,
+							file_name.c_str(),
 							defines,
 							D3D_COMPILE_STANDARD_FILE_INCLUDE,
 							"main",
@@ -551,7 +552,7 @@ Ref<VertexShader> RendererDX12::CreateVertexShader(const char *inFileName)
 	return new VertexShaderDX12(shader_blob);
 }
 
-Ref<PixelShader> RendererDX12::CreatePixelShader(const char *inFileName)
+Ref<PixelShader> RendererDX12::CreatePixelShader(const char *inName)
 {
 	UINT flags = D3DCOMPILE_ENABLE_STRICTNESS;
 #ifdef JPH_DEBUG
@@ -564,13 +565,14 @@ Ref<PixelShader> RendererDX12::CreatePixelShader(const char *inFileName)
 	};
 
 	// Read shader source file
-	Array<uint8> data = ReadData((String(inFileName) + ".hlsl").c_str());
+	String file_name = String("Assets/Shaders/DX/") + inName + ".hlsl";
+	Array<uint8> data = ReadData(file_name.c_str());
 
 	// Compile source
 	ComPtr<ID3DBlob> shader_blob, error_blob;
 	HRESULT hr = D3DCompile(&data[0],
 							(uint)data.size(),
-							inFileName,
+							file_name.c_str(),
 							defines,
 							D3D_COMPILE_STANDARD_FILE_INCLUDE,
 							"main",

+ 2 - 2
TestFramework/Renderer/DX12/RendererDX12.h

@@ -26,8 +26,8 @@ public:
 	virtual void					SetProjectionMode() override;
 	virtual void					SetOrthoMode() override;
 	virtual Ref<Texture>			CreateTexture(const Surface *inSurface) override;
-	virtual Ref<VertexShader>		CreateVertexShader(const char *inFileName) override;
-	virtual Ref<PixelShader>		CreatePixelShader(const char *inFileName) override;
+	virtual Ref<VertexShader>		CreateVertexShader(const char *inName) override;
+	virtual Ref<PixelShader>		CreatePixelShader(const char *inName) override;
 	virtual unique_ptr<PipelineState> CreatePipelineState(const VertexShader *inVertexShader, const PipelineState::EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShader *inPixelShader, PipelineState::EDrawPass inDrawPass, PipelineState::EFillMode inFillMode, PipelineState::ETopology inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode) override;
 	virtual RenderPrimitive *		CreateRenderPrimitive(PipelineState::ETopology inType) override;
 	virtual RenderInstances *		CreateRenderInstances() override;

+ 6 - 6
TestFramework/Renderer/DebugRendererImp.cpp

@@ -27,8 +27,8 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
 	};
 
 	// Lines
-	Ref<VertexShader> vtx_line = mRenderer->CreateVertexShader("Assets/Shaders/LineVertexShader");
-	Ref<PixelShader> pix_line = mRenderer->CreatePixelShader("Assets/Shaders/LinePixelShader");
+	Ref<VertexShader> vtx_line = mRenderer->CreateVertexShader("LineVertexShader");
+	Ref<PixelShader> pix_line = mRenderer->CreatePixelShader("LinePixelShader");
 	mLineState = mRenderer->CreatePipelineState(vtx_line, line_vertex_desc, std::size(line_vertex_desc), pix_line, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Line, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 
 	// Create input layout for triangles
@@ -44,15 +44,15 @@ DebugRendererImp::DebugRendererImp(Renderer *inRenderer, const Font *inFont) :
 	};
 
 	// Triangles
-	Ref<VertexShader> vtx_triangle = mRenderer->CreateVertexShader("Assets/Shaders/TriangleVertexShader");
-	Ref<PixelShader> pix_triangle  = mRenderer->CreatePixelShader("Assets/Shaders/TrianglePixelShader");
+	Ref<VertexShader> vtx_triangle = mRenderer->CreateVertexShader("TriangleVertexShader");
+	Ref<PixelShader> pix_triangle  = mRenderer->CreatePixelShader("TrianglePixelShader");
 	mTriangleStateBF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 	mTriangleStateFF = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
 	mTriangleStateWire = mRenderer->CreatePipelineState(vtx_triangle, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_triangle, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 
 	// Shadow pass
-	Ref<VertexShader> vtx_shadow = mRenderer->CreateVertexShader("Assets/Shaders/TriangleDepthVertexShader");
-	Ref<PixelShader> pix_shadow = mRenderer->CreatePixelShader("Assets/Shaders/TriangleDepthPixelShader");
+	Ref<VertexShader> vtx_shadow = mRenderer->CreateVertexShader("TriangleDepthVertexShader");
+	Ref<PixelShader> pix_shadow = mRenderer->CreatePixelShader("TriangleDepthPixelShader");
 	mShadowStateBF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 	mShadowStateFF = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::FrontFace);
 	mShadowStateWire = mRenderer->CreatePipelineState(vtx_shadow, triangles_vertex_desc, std::size(triangles_vertex_desc), pix_shadow, PipelineState::EDrawPass::Shadow, PipelineState::EFillMode::Wireframe, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::On, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);

+ 2 - 2
TestFramework/Renderer/Font.cpp

@@ -145,10 +145,10 @@ try_again:;
 	};
 
 	// Load vertex shader
-	Ref<VertexShader> vtx = mRenderer->CreateVertexShader("Assets/Shaders/FontVertexShader");
+	Ref<VertexShader> vtx = mRenderer->CreateVertexShader("FontVertexShader");
 
 	// Load pixel shader
-	Ref<PixelShader> pix = mRenderer->CreatePixelShader("Assets/Shaders/FontPixelShader");
+	Ref<PixelShader> pix = mRenderer->CreatePixelShader("FontPixelShader");
 
 	mPipelineState = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 

+ 2 - 2
TestFramework/Renderer/Renderer.h

@@ -51,10 +51,10 @@ public:
 	virtual Ref<Texture>			CreateTexture(const Surface *inSurface) = 0;
 
 	/// Compile a vertex shader
-	virtual Ref<VertexShader>		CreateVertexShader(const char *inFileName) = 0;
+	virtual Ref<VertexShader>		CreateVertexShader(const char *inName) = 0;
 
 	/// Compile a pixel shader
-	virtual Ref<PixelShader>		CreatePixelShader(const char *inFileName) = 0;
+	virtual Ref<PixelShader>		CreatePixelShader(const char *inName) = 0;
 
 	/// Create pipeline state object that defines the complete state of how primitives should be rendered
 	virtual unique_ptr<PipelineState> CreatePipelineState(const VertexShader *inVertexShader, const PipelineState::EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShader *inPixelShader, PipelineState::EDrawPass inDrawPass, PipelineState::EFillMode inFillMode, PipelineState::ETopology inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode) = 0;

+ 4 - 4
TestFramework/Renderer/VK/RendererVK.cpp

@@ -965,9 +965,9 @@ Ref<Texture> RendererVK::CreateTexture(const Surface *inSurface)
 	return new TextureVK(this, inSurface);
 }
 
-Ref<VertexShader> RendererVK::CreateVertexShader(const char *inFileName)
+Ref<VertexShader> RendererVK::CreateVertexShader(const char *inName)
 {
-	Array<uint8> data = ReadData((String(inFileName) + ".vert.spv").c_str());
+	Array<uint8> data = ReadData((String("Assets/Shaders/VK/") + inName + ".vert.spv").c_str());
 
 	VkShaderModuleCreateInfo create_info = {};
 	create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
@@ -979,9 +979,9 @@ Ref<VertexShader> RendererVK::CreateVertexShader(const char *inFileName)
 	return new VertexShaderVK(mDevice, shader_module);
 }
 
-Ref<PixelShader> RendererVK::CreatePixelShader(const char *inFileName)
+Ref<PixelShader> RendererVK::CreatePixelShader(const char *inName)
 {
-	Array<uint8> data = ReadData((String(inFileName) + ".frag.spv").c_str());
+	Array<uint8> data = ReadData((String("Assets/Shaders/VK/") + inName + ".frag.spv").c_str());
 
 	VkShaderModuleCreateInfo create_info = {};
 	create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;

+ 2 - 2
TestFramework/Renderer/VK/RendererVK.h

@@ -26,8 +26,8 @@ public:
 	virtual void					SetProjectionMode() override;
 	virtual void					SetOrthoMode() override;
 	virtual Ref<Texture>			CreateTexture(const Surface *inSurface) override;
-	virtual Ref<VertexShader>		CreateVertexShader(const char *inFileName) override;
-	virtual Ref<PixelShader>		CreatePixelShader(const char *inFileName) override;
+	virtual Ref<VertexShader>		CreateVertexShader(const char *inName) override;
+	virtual Ref<PixelShader>		CreatePixelShader(const char *inName) override;
 	virtual unique_ptr<PipelineState> CreatePipelineState(const VertexShader *inVertexShader, const PipelineState::EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShader *inPixelShader, PipelineState::EDrawPass inDrawPass, PipelineState::EFillMode inFillMode, PipelineState::ETopology inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode) override;
 	virtual RenderPrimitive *		CreateRenderPrimitive(PipelineState::ETopology inType) override;
 	virtual RenderInstances *		CreateRenderInstances() override;

+ 24 - 24
TestFramework/TestFramework.cmake

@@ -114,28 +114,28 @@ if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32))
 
 		# All shaders
 		set(TEST_FRAMEWORK_SRC_FILES_SHADERS
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstants.h
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
 		)
 
 		# HLSL vertex shaders
 		set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIVertexShader.hlsl
 		)
 		set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
 		set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
 
 		# HLSL pixel shaders
 		set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.hlsl
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontPixelShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShaderUntextured.hlsl
 		)
 		set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
 		set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
@@ -194,22 +194,22 @@ if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32))
 		# GLSL headers
 		set(TEST_FRAMEWORK_SRC_FILES_SHADERS
 			${TEST_FRAMEWORK_SRC_FILES_SHADERS}
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstantsVK.h
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/VertexConstants.h
 		)
 
 		# GLSL shaders
 		set(TEST_FRAMEWORK_GLSL_SHADERS
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.vert
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.vert
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.vert
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.vert
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.vert
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.frag
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.frag
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.frag
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.frag
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.frag
-			${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
+			${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShaderUntextured.frag
 		)
 
 		# Compile GLSL shaders

+ 3 - 3
TestFramework/UI/UIManager.cpp

@@ -38,11 +38,11 @@ UIManager::UIManager(Renderer *inRenderer) :
 	};
 
 	// Load vertex shader
-	Ref<VertexShader> vtx = mRenderer->CreateVertexShader("Assets/Shaders/UIVertexShader");
+	Ref<VertexShader> vtx = mRenderer->CreateVertexShader("UIVertexShader");
 
 	// Load pixel shader
-	Ref<PixelShader> pix_textured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShader");
-	Ref<PixelShader> pix_untextured = mRenderer->CreatePixelShader("Assets/Shaders/UIPixelShaderUntextured");
+	Ref<PixelShader> pix_textured = mRenderer->CreatePixelShader("UIPixelShader");
+	Ref<PixelShader> pix_untextured = mRenderer->CreatePixelShader("UIPixelShaderUntextured");
 
 	mTextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_textured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);
 	mUntextured = mRenderer->CreatePipelineState(vtx, vertex_desc, std::size(vertex_desc), pix_untextured, PipelineState::EDrawPass::Normal, PipelineState::EFillMode::Solid, PipelineState::ETopology::Triangle, PipelineState::EDepthTest::Off, PipelineState::EBlendMode::AlphaBlend, PipelineState::ECullMode::Backface);