public Triangle() { InitializeComponent(); InitializeVulkan(); _Bitmap = new Bitmap(640, 480); _Framebuffer = new Framebuffer(_Device, 640, 480); VkPipelineLayout dummyLayout = _Device.CreatePipelineLayout(VkPipelineLayoutCreateFlag.NONE, null, null); _VertexShader = _Device.CreateShaderModule(VkShaderModuleCreateFlag.NONE, System.IO.File.ReadAllBytes("./Shaders/vertexShader.spv")); _FramgemtShader = _Device.CreateShaderModule(VkShaderModuleCreateFlag.NONE, System.IO.File.ReadAllBytes("./Shaders/fragmentShader.spv")); _GraphicsPipeline = new Pipeline(_Framebuffer, dummyLayout, _VertexShader, "main", _FramgemtShader, "main"); // Finally we will need a fence for our submission in order to wait on it _Fence = _Device.CreateFence(VkFenceCreateFlag.NONE); // VkBuffer indexBuffer = _Device.CreateBuffer(0, 3 * sizeof(Int32), VkBufferUsageFlag.VK_BUFFER_USAGE_INDEX_BUFFER, VkSharingMode.VK_SHARING_MODE_CONCURRENT, new VkQueueFamilyProperties[] { _Queue.Family }); // VkBuffer vertexBuffer = _Device.CreateBuffer(0, 3 * sizeof(float), VkBufferUsageFlag.VK_BUFFER_USAGE_VERTEX_BUFFER, VkSharingMode.VK_SHARING_MODE_CONCURRENT, new VkQueueFamilyProperties[] { _Queue.Family }); // Now we need to create a command buffer and we will fill it with a single command: // Fill the image with the color (0.1f, 0.75f, 1.0f, 1.0f) which is a Sky blue. VkClearValue.VkClearColorValue.Float color = new VkClearValue.VkClearColorValue.Float(); color.float32[0] = 0.1f; color.float32[1] = 0.75f; color.float32[2] = 1.0f; color.float32[3] = 1.0f; VkCommandPool Pool = _Device.CreateCommandPool(VkCommandPoolCreateFlag.NONE, _Queue.Family); _CommandBuffer = Pool.AllocateCommandBuffer(VkCommandBufferLevel.VK_COMMAND_BUFFER_LEVEL_PRIMARY); _CommandBuffer.Begin(VkCommandBufferUsageFlag.NONE); _CommandBuffer.CmdBeginRenderPass(_Framebuffer.RenderPass, new VkRect2D(0, 0, (uint)640, (uint)480), _Framebuffer.GetFramebuffer(), new VkClearValue[] { color }, VkSubpassContents.VK_SUBPASS_CONTENTS_INLINE); _GraphicsPipeline.BindPipeline(_CommandBuffer); _CommandBuffer.CmdDraw(3, 1, 0, 0); _CommandBuffer.CmdEndRenderPass(); _CommandBuffer.cmdCopyImageToBuffer(_Framebuffer.FrameBufferColor, VkImageLayout.VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, _Framebuffer._TransferBuffer, new VkBufferImageCopy[] { new VkBufferImageCopy() { bufferImageHeight = (uint)_Framebuffer.Height, bufferOffset = 0, bufferRowLength = (uint)_Framebuffer.Width, imageExtent = new VkExtent3D() { depth = 1, width = (uint)_Framebuffer.Width, height = (uint)_Framebuffer.Height }, imageSubresource = new VkImageSubresourceLayers() { aspectMask = VkImageAspectFlag.VK_IMAGE_ASPECT_COLOR_BIT, baseArrayLayer = 0, layerCount = 1, mipLevel = 0 } } }); _CommandBuffer.End(); }
public ClearImage() { InitializeComponent(); _Bitmap = new Bitmap(640, 480); // Create the VUlkan instance that we will use for this app _Instance = new VkInstance("ClearImage - Sample", 1, "Ratchet", 1); // Now lets walk all physical device and find the first one that supports graphics queue foreach (VkPhysicalDevice physicalDevice in _Instance.vkEnumeratePhysicalDevices()) { foreach (VkQueueFamilyProperties queueFamilly in physicalDevice.QueueFamilies) { if ((queueFamilly.queueFlags & VkQueueFlags.VK_QUEUE_GRAPHICS) != 0) { // We have a physical device that supports graphics queue, we can now create a Device on it // with one queue and use it as our main device for this sample _Device = physicalDevice.CreateDevice(new VkDeviceQueueCreateInfo[] { new VkDeviceQueueCreateInfo() { queueCount = 1, queueFamily = queueFamilly, queuePriorities = new float[] { 1.0f } } }); // Ok now lets grab the graphics queue back. Technically there should only be one // But just to be clean we do an iteration and look for the queue that matches our // need foreach (VkQueue queue in _Device.Queues) { if (queue.Family.queueFlags == queueFamilly.queueFlags) { _Queue = queue; break; } } // Now it is time to create the image that we will fill wih the solid color _Image = _Device.CreateImage( VkImageCreateFlag.NONE, VkFormat.VK_FORMAT_B8G8R8A8_SRGB, _Bitmap.Width, _Bitmap.Height, 1, 1, VkSampleCountFlag.VK_SAMPLE_COUNT_1, VkImageTiling.VK_IMAGE_TILING_LINEAR, VkImageUsageFlag.VK_IMAGE_USAGE_TRANSFER_SRC | VkImageUsageFlag.VK_IMAGE_USAGE_TRANSFER_DST, VkSharingMode.VK_SHARING_MODE_EXCLUSIVE, null, VkImageLayout.VK_IMAGE_LAYOUT_GENERAL); // We will back this image with Host Accessible Memomy so we can map it an copy // the content from the Host. // To do so we need to find the right memory type first. VkMemoryType HostMemory = new VkMemoryType(); foreach (VkMemoryType memoryType in _Image.MemoryRequirements.memoryTypes) { // Pick the first memory type that can be mapped into host memory if ((memoryType.propertyFlags & VkMemoryPropertyFlags.VK_MEMORY_PROPERTY_HOST_VISIBLE) != 0) { HostMemory = memoryType; break; } } // Allocate the backing memory for this image VkDeviceMemory Memory = _Device.AllocateMemory(_Image.MemoryRequirements.size, HostMemory); _Image.BindMemory(Memory, 0); // Create the CPU mapping _ImagePtr = Memory.Map(0, _Image.MemoryRequirements.size, VkMemoryMapFlag.NONE); // Now we need to create a command buffer and we will fill it with a single command: // Fill the image with the color (0.1f, 0.75f, 1.0f, 1.0f) which is a Sky blue. VkCommandPool Pool = _Device.CreateCommandPool(VkCommandPoolCreateFlag.NONE, _Queue.Family); _CommandBuffer = Pool.AllocateCommandBuffer(VkCommandBufferLevel.VK_COMMAND_BUFFER_LEVEL_PRIMARY); _CommandBuffer.Begin(VkCommandBufferUsageFlag.NONE); _CommandBuffer.CmdClearColorImage( _Image, VkImageLayout.VK_IMAGE_LAYOUT_GENERAL, 0.1f, 0.75f, 1.0f, 1.0f, new VkImageSubresourceRange[] { new VkImageSubresourceRange() { aspectMask = VkImageAspectFlag.VK_IMAGE_ASPECT_COLOR_BIT, baseArrayLayer = 0, baseMipLevel = 0, layerCount = 1, levelCount = 1 } }); _CommandBuffer.End(); // Finally we will need a fence for our submission in order to wait on it _Fence = _Device.CreateFence(VkFenceCreateFlag.NONE); break; } } } }