Example #1
0
        /// <summary>
        /// Initialize the graphic library.
        /// </summary>
        public override void Initialize()
        {
            base.Initialize();

            // - Create a Vulkan instance, this instance must be alive during all the game execution
            Library.Initialize(TargetSurface);

            // - Makes a new device manager
            PhysicalDevice.Initialize(TargetSurface);

            // - Initialize the physical device on this drawing area
            GraphicDevice.Initialize();

            // - Initialize index and vert manager
            VertexManager.Setup();
            IndexManager.Setup();

            // - Makes syncronization semaphores and fances CPU<->GPU
            for (int i = 0; i < MaxFrameInFlight; ++i)
            {
                CommandBuffers.Add(null);
                Commands.Add(GraphicDevice.Handle.CreateCommandPool(GraphicDevice.GraphicQueueIndex, CommandPoolCreateFlags.ResetCommandBuffer));
                ImageAvailableSemaphores.Add(GraphicDevice.Handle.CreateSemaphore());
                RenderFinishedSemaphores.Add(GraphicDevice.Handle.CreateSemaphore());
                InFlightFences.Add(GraphicDevice.Handle.CreateFence(FenceCreateFlags.Signaled));
            }
        }
Example #2
0
        /// <summary>
        /// Implement IDisposable.
        /// </summary>
        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);

            GraphicDevice.Handle.WaitForFences(InFlightFences.ToArray(), true, UInt64.MaxValue);

            // - Wait the GPU (we must operate only when GPU is idle)
            GraphicDevice.Handle.WaitIdle();

            // - Dispose render pass
            DefaultRenderPass.Dispose();

            // - Dispose the pipeline
            Pipeline.Dispose();

            // - Dipose current swapchain
            Swapchain.Dispose();

            // - Dispose vertex and index managers
            VertexManager.Dispose();
            IndexManager.Dispose();

            // - Release all VK shaders
            ShaderManager.Dispose();

            for (int i = 0; i < MaxFrameInFlight; ++i)
            {
                if (CommandBuffers[i] != null)
                {
                    foreach (var buffer in CommandBuffers[i])
                    {
                        buffer.Reset();
                    }
                }
            }

            foreach (CommandPool pool in Commands)
            {
                pool?.Destroy();
            }
            foreach (Fence fence in InFlightFences)
            {
                fence?.Destroy();
            }
            foreach (Semaphore sem in ImageAvailableSemaphores)
            {
                sem?.Destroy();
            }
            foreach (Semaphore sem in RenderFinishedSemaphores)
            {
                sem?.Destroy();
            }

            // - Dispose device
            GraphicDevice.Dispose();

            // - Dispose vulkan
            Library.Dispose();
        }