Esempio n. 1
0
        public void InitVulkan()
        {
            VkResult err;

            err = CreateInstance(true);
            if (err != VkResult.Success)
            {
                throw new InvalidOperationException("Could not create Vulkan instance.");
            }

            if (Settings.Validation)
            {
            }

            // Physical Device
            uint gpuCount = 0;

            Util.CheckResult(vkEnumeratePhysicalDevices(Instance, &gpuCount, null));
            Debug.Assert(gpuCount > 0);
            // Enumerate devices
            IntPtr *physicalDevices = stackalloc IntPtr[(int)gpuCount];

            err = vkEnumeratePhysicalDevices(Instance, &gpuCount, (VkPhysicalDevice *)physicalDevices);
            if (err != VkResult.Success)
            {
                throw new InvalidOperationException("Could not enumerate physical devices.");
            }

            // GPU selection

            // Select physical Device to be used for the Vulkan example
            // Defaults to the first Device unless specified by command line

            uint selectedDevice = 0;

            // TODO: Implement arg parsing, etc.

            PhysicalDevice = ((VkPhysicalDevice *)physicalDevices)[selectedDevice];

            // Store properties (including limits) and features of the phyiscal Device
            // So examples can check against them and see if a feature is actually supported
            VkPhysicalDeviceProperties deviceProperties;

            vkGetPhysicalDeviceProperties(PhysicalDevice, &deviceProperties);
            DeviceProperties = deviceProperties;

            VkPhysicalDeviceFeatures deviceFeatures;

            vkGetPhysicalDeviceFeatures(PhysicalDevice, &deviceFeatures);
            DeviceFeatures = deviceFeatures;

            // Gather physical Device memory properties
            VkPhysicalDeviceMemoryProperties deviceMemoryProperties;

            vkGetPhysicalDeviceMemoryProperties(PhysicalDevice, &deviceMemoryProperties);
            DeviceMemoryProperties = deviceMemoryProperties;

            // Derived examples can override this to set actual features (based on above readings) to enable for logical device creation
            getEnabledFeatures();

            // Vulkan Device creation
            // This is handled by a separate class that gets a logical Device representation
            // and encapsulates functions related to a Device
            VulkanDevice = new vksVulkanDevice(PhysicalDevice);
            VkResult res = VulkanDevice.CreateLogicalDevice(EnabledFeatures, EnabledExtensions);

            if (res != VkResult.Success)
            {
                throw new InvalidOperationException("Could not create Vulkan Device.");
            }
            Device = VulkanDevice.LogicalDevice;

            // Get a graphics queue from the Device
            VkQueue queue;

            vkGetDeviceQueue(Device, VulkanDevice.QFIndices.Graphics, 0, &queue);
            Queue = queue;

            // Find a suitable depth format
            VkFormat depthFormat;
            uint     validDepthFormat = Tools.getSupportedDepthFormat(PhysicalDevice, &depthFormat);

            Debug.Assert(validDepthFormat == True);
            DepthFormat = depthFormat;

            Swapchain.Connect(Instance, PhysicalDevice, Device);

            // Create synchronization objects
            VkSemaphoreCreateInfo semaphoreCreateInfo = Initializers.SemaphoreCreateInfo();

            // Create a semaphore used to synchronize image presentation
            // Ensures that the image is displayed before we start submitting new commands to the queu
            Util.CheckResult(vkCreateSemaphore(Device, &semaphoreCreateInfo, null, &GetSemaphoresPtr()->PresentComplete));
            // Create a semaphore used to synchronize command submission
            // Ensures that the image is not presented until all commands have been sumbitted and executed
            Util.CheckResult(vkCreateSemaphore(Device, &semaphoreCreateInfo, null, &GetSemaphoresPtr()->RenderComplete));
            // Create a semaphore used to synchronize command submission
            // Ensures that the image is not presented until all commands for the text overlay have been sumbitted and executed
            // Will be inserted after the render complete semaphore if the text overlay is enabled
            Util.CheckResult(vkCreateSemaphore(Device, &semaphoreCreateInfo, null, &GetSemaphoresPtr()->TextOverlayComplete));

            // Set up submit info structure
            // Semaphores will stay the same during application lifetime
            // Command buffer submission info is set by each example
            SubmitInfo = Initializers.SubmitInfo();
            SubmitInfo.pWaitDstStageMask    = (VkPipelineStageFlags *)submitPipelineStages.Data;
            SubmitInfo.waitSemaphoreCount   = 1;
            SubmitInfo.pWaitSemaphores      = &GetSemaphoresPtr()->PresentComplete;
            SubmitInfo.signalSemaphoreCount = 1;
            SubmitInfo.pSignalSemaphores    = &GetSemaphoresPtr()->RenderComplete;
        }