void init(VkSampleCountFlags samples = VkSampleCountFlags.SampleCount4) { descriptorPool = new DescriptorPool(dev, 2, new VkDescriptorPoolSize(VkDescriptorType.UniformBuffer), new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler) ); descLayoutMatrix = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); descLayoutTextures = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); dsMats = descriptorPool.Allocate(descLayoutMatrix); GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, samples); cfg.Layout = new PipelineLayout(dev, descLayoutMatrix, descLayoutTextures); cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf <Matrix4x4> ()), new VkPushConstantRange(VkShaderStageFlags.Fragment, (uint)Marshal.SizeOf <Model.PbrMaterial> (), 64) ); cfg.RenderPass = new RenderPass(dev, swapChain.ColorFormat, dev.GetSuitableDepthFormat(), samples); cfg.AddVertexBinding <Model.Vertex> (0); cfg.SetVertexAttributes(0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat); cfg.AddShader(VkShaderStageFlags.Vertex, "shaders/pbrtest.vert.spv"); cfg.AddShader(VkShaderStageFlags.Fragment, "shaders/pbrtest.frag.spv"); pipeline = new GraphicPipeline(cfg); cfg.ResetShadersAndVerticesInfos(); cfg.AddShader(VkShaderStageFlags.Vertex, "shaders/FullScreenQuad.vert.spv"); cfg.AddShader(VkShaderStageFlags.Fragment, "shaders/simpletexture.frag.spv"); cfg.blendAttachments[0] = new VkPipelineColorBlendAttachmentState(true); uiPipeline = new GraphicPipeline(cfg); uboMats = new HostBuffer(dev, VkBufferUsageFlags.UniformBuffer, (ulong)Marshal.SizeOf <Matrices>()); uboMats.Map(); //permanent map DescriptorSetWrites uboUpdate = new DescriptorSetWrites(dsMats, descLayoutMatrix.Bindings[0]); uboUpdate.Write(dev, uboMats.Descriptor); cfg.Layout.SetName("Main Pipeline layout"); uboMats.SetName("uboMats"); descriptorPool.SetName("main pool"); descLayoutTextures.SetName("descLayoutTextures"); statPool = new PipelineStatisticsQueryPool(dev, VkQueryPipelineStatisticFlags.InputAssemblyVertices | VkQueryPipelineStatisticFlags.InputAssemblyPrimitives | VkQueryPipelineStatisticFlags.ClippingInvocations | VkQueryPipelineStatisticFlags.ClippingPrimitives | VkQueryPipelineStatisticFlags.FragmentShaderInvocations); timestampQPool = new TimestampQueryPool(dev); }