예제 #1
0
        void setupDescriptorSetLayout()
        {
            FixedArray2<VkDescriptorSetLayoutBinding> setLayoutBindings = new FixedArray2<VkDescriptorSetLayoutBinding>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VkDescriptorType.UniformBuffer,
                    VkShaderStageFlags.Vertex,
                    0),
                // Binding 1 : Fragment shader image sampler
                Initializers.descriptorSetLayoutBinding(
                    VkDescriptorType.CombinedImageSampler,
                    VkShaderStageFlags.Fragment,
                    1));

            VkDescriptorSetLayoutCreateInfo descriptorLayout =
                Initializers.descriptorSetLayoutCreateInfo(
                    &setLayoutBindings.First,
                    setLayoutBindings.Count);

            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout));

            var dsl = descriptorSetLayout;
            VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
                Initializers.pipelineLayoutCreateInfo(
                    &dsl,
                    1);

            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayout));
        }
예제 #2
0
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            VkDescriptorImageInfo texDescriptor =
                Initializers.descriptorImageInfo(
                    textures_colorMap.sampler,
                    textures_colorMap.view,
                    VkImageLayout.General);

            var temp = uniformBuffers_scene.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &temp),
                // Binding 1 : Color map
                Initializers.writeDescriptorSet(
                    descriptorSet,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &texDescriptor));

            vkUpdateDescriptorSets(device, (writeDescriptorSets.Count), ref writeDescriptorSets.First, 0, null);
        }
예제 #3
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = renderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                ulong offsets = 0;

                // 3D scene
                vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_scene, 0, 1, ref descriptorSets_scene, 0, null);
                vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines_phongPass);

                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_example.vertices.buffer, &offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], models_example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
                vkCmdDrawIndexed(drawCmdBuffers[i], models_example.indexCount, 1, 0, 0, 0);

                // Fullscreen triangle (clipped to a quad) with radial blur
                if (blur)
                {
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_radialBlur, 0, 1, ref descriptorSets_radialBlur, 0, null);
                    vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (displayTexture) ? pipelines_offscreenDisplay : pipelines_radialBlur);
                    vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
                }

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #4
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        void setupDescriptorSets()
        {
            // Image descriptor for the cube map texture
            VkDescriptorImageInfo textureDescriptor =
                Initializers.descriptorImageInfo(
                    cubeMap.sampler,
                    cubeMap.view,
                    cubeMap.imageLayout);

            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            // 3D object descriptor set
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_object));

            var bufferInfo = uniformBuffers_object.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>
                                                                     (
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_object,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &bufferInfo),
                // Binding 1 : Fragment shader cubemap sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_object,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &textureDescriptor));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, ref writeDescriptorSets.First, 0, null);

            // Sky box descriptor set
            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSets_skybox));

            var descriptor = uniformBuffers_skybox.descriptor;

            writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>
                                  (
                // Binding 0 : Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_skybox,
                    VkDescriptorType.UniformBuffer,
                    0,
                    &descriptor),
                // Binding 1 : Fragment shader cubemap sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_skybox,
                    VkDescriptorType.CombinedImageSampler,
                    1,
                    &textureDescriptor));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, ref writeDescriptorSets.First, 0, null);
        }
        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = renderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);

                ulong offsets = 0;
                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref vertexBuffer.buffer, &offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);

                // Render multiple objects using different model matrices by dynamically offsetting into one uniform buffer
                for (uint j = 0; j < OBJECT_INSTANCES; j++)
                {
                    // One dynamic offset per dynamic descriptor to offset into the ubo containing all model matrices
                    uint dynamicOffset = j * (uint)(dynamicAlignment);
                    // Bind the descriptor set for rendering a mesh using the dynamic offset
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, ref descriptorSet, 1, &dynamicOffset);

                    vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
                }

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #6
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        // Sets up the command buffer that renders the scene to the offscreen frame buffer
        void buildOffscreenCommandBuffer()
        {
            if (offscreenPass.commandBuffer == NullHandle)
            {
                offscreenPass.commandBuffer = createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
            }
            if (offscreenPass.semaphore == NullHandle)
            {
                VkSemaphoreCreateInfo semaphoreCreateInfo = Initializers.semaphoreCreateInfo();
                Util.CheckResult(vkCreateSemaphore(device, &semaphoreCreateInfo, null, out offscreenPass.semaphore));
            }

            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color = new VkClearColorValue {
                float32_0 = 0.0f, float32_1 = 0.0f, float32_2 = 0.0f, float32_3 = 0.0f
            };
            clearValues.Second.depthStencil = new VkClearDepthStencilValue {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = offscreenPass.renderPass;
            renderPassBeginInfo.framebuffer              = offscreenPass.frameBuffer;
            renderPassBeginInfo.renderArea.extent.width  = offscreenPass.width;
            renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            Util.CheckResult(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));

            VkViewport viewport = Initializers.viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);

            vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);

            VkRect2D scissor = Initializers.rect2D(offscreenPass.width, offscreenPass.height, 0, 0);

            vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);

            vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

            vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts_scene, 0, 1, ref descriptorSets_scene, 0, null);
            vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines_colorPass);

            ulong offsets = 0;

            vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, ref models_example.vertices.buffer, &offsets);
            vkCmdBindIndexBuffer(offscreenPass.commandBuffer, models_example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
            vkCmdDrawIndexed(offscreenPass.commandBuffer, models_example.indexCount, 1, 0, 0, 0);

            vkCmdEndRenderPass(offscreenPass.commandBuffer);

            Util.CheckResult(vkEndCommandBuffer(offscreenPass.commandBuffer));
        }
예제 #7
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        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();

            FixedArray2<VkClearValue> clearValues = new FixedArray2<VkClearValue>();
            clearValues.First.color = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue { depth = 1.0f, stencil = 0 };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();
            renderPassBeginInfo.renderPass = renderPass;
            renderPassBeginInfo.renderArea.offset.x = 0;
            renderPassBeginInfo.renderArea.offset.y = 0;
            renderPassBeginInfo.renderArea.extent.width = width;
            renderPassBeginInfo.renderArea.extent.height = height;
            renderPassBeginInfo.clearValueCount = 2;
            renderPassBeginInfo.pClearValues = &clearValues.First;

            for (int i = 0; i < drawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = frameBuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = Initializers.viewport((float)width, (float)height, 0.0f, 1.0f);
                vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(width, height, 0, 0);
                vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

                ulong offsets = 0;

                // Skybox
                if (displaySkybox)
                {
                    vkCmdBindDescriptorSets(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSets_skybox, 0, null);
                    vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref models_skybox.vertices.buffer, ref offsets);
                    vkCmdBindIndexBuffer(drawCmdBuffers[i], models_skybox.indices.buffer, 0, VkIndexType.Uint32);
                    vkCmdBindPipeline(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_skybox);
                    vkCmdDrawIndexed(drawCmdBuffers[i], models_skybox.indexCount, 1, 0, 0, 0);
                }

                // 3D object
                vkCmdBindDescriptorSets(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSets_object, 0, null);
                var vbuffer = models_objects[(int)models_objectIndex].vertices.buffer;
                vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vbuffer, ref offsets);
                vkCmdBindIndexBuffer(drawCmdBuffers[i], models_objects[(int)models_objectIndex].indices.buffer, 0, VkIndexType.Uint32);
                vkCmdBindPipeline(drawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelines_reflect);
                vkCmdDrawIndexed(drawCmdBuffers[i], models_objects[(int)models_objectIndex].indexCount, 1, 0, 0, 0);

                vkCmdEndRenderPass(drawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(drawCmdBuffers[i]));
            }
        }
예제 #8
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        void setupDescriptorSet()
        {
            VkDescriptorSetAllocateInfo descriptorSetAllocInfo;

            // Scene rendering
            var dsl = descriptorSetLayouts_scene;

            descriptorSetAllocInfo = Initializers.descriptorSetAllocateInfo(descriptorPool, &dsl, 1);
            Util.CheckResult(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, out descriptorSets_scene));

            var descriptor0 = uniformBuffers_scene.descriptor;
            var descriptor1 = textures_gradient.descriptor;
            NativeList <VkWriteDescriptorSet> offScreenWriteDescriptorSets = new NativeList <VkWriteDescriptorSet>
            {
                // Binding 0: Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_scene,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    0,
                    &descriptor0),
                // Binding 1: Color gradient sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_scene,
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    1,
                    &descriptor1),
            };

            vkUpdateDescriptorSets(device, offScreenWriteDescriptorSets.Count, offScreenWriteDescriptorSets.Data, 0, null);

            // Fullscreen radial blur
            dsl = descriptorSetLayouts_radialBlur;
            descriptorSetAllocInfo = Initializers.descriptorSetAllocateInfo(descriptorPool, &dsl, 1);
            Util.CheckResult(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, out descriptorSets_radialBlur));

            descriptor0 = uniformBuffers_blurParams.descriptor;
            descriptor1 = offscreenPass.descriptor;
            NativeList <VkWriteDescriptorSet> writeDescriptorSets = new NativeList <VkWriteDescriptorSet>
            {
                // Binding 0: Vertex shader uniform buffer
                Initializers.writeDescriptorSet(
                    descriptorSets_radialBlur,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    0,
                    &descriptor0),
                // Binding 0: Fragment shader texture sampler
                Initializers.writeDescriptorSet(
                    descriptorSets_radialBlur,
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    1,
                    &descriptor1),
            };

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, writeDescriptorSets.Data, 0, null);
        }
예제 #9
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        protected void createCommandBuffers()
        {
            // Create one command buffer for each swap chain image and reuse for rendering
            drawCmdBuffers.Resize(Swapchain.ImageCount);
            drawCmdBuffers.Count = Swapchain.ImageCount;

            VkCommandBufferAllocateInfo cmdBufAllocateInfo =
                Initializers.CommandBufferAllocateInfo(cmdPool, VkCommandBufferLevel.Primary, drawCmdBuffers.Count);

            Util.CheckResult(vkAllocateCommandBuffers(device, ref cmdBufAllocateInfo, (VkCommandBuffer *)drawCmdBuffers.Data));
        }
예제 #10
0
        void setupDescriptorSetLayout()
        {
            NativeList <VkDescriptorSetLayoutBinding> setLayoutBindings;
            VkDescriptorSetLayoutCreateInfo           descriptorLayout;
            VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo;

            // Scene rendering
            setLayoutBindings = new NativeList <VkDescriptorSetLayoutBinding>
            {
                // Binding 0: Vertex shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    VK_SHADER_STAGE_VERTEX_BIT,
                    0),
                // Binding 1: Fragment shader image sampler
                Initializers.descriptorSetLayoutBinding(
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    VK_SHADER_STAGE_FRAGMENT_BIT,
                    1),
                // Binding 2: Fragment shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    VK_SHADER_STAGE_FRAGMENT_BIT,
                    2)
            };

            descriptorLayout = Initializers.descriptorSetLayoutCreateInfo((VkDescriptorSetLayoutBinding *)setLayoutBindings.Data, setLayoutBindings.Count);
            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayouts_scene));
            var dsl = descriptorSetLayouts_scene;

            pPipelineLayoutCreateInfo = Initializers.pipelineLayoutCreateInfo(&dsl, 1);
            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayouts_scene));

            // Fullscreen radial blur
            setLayoutBindings = new NativeList <VkDescriptorSetLayoutBinding>
            {
                // Binding 0 : Vertex shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    VK_SHADER_STAGE_FRAGMENT_BIT,
                    0),
                // Binding 0: Fragment shader image sampler
                Initializers.descriptorSetLayoutBinding(
                    VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
                    VK_SHADER_STAGE_FRAGMENT_BIT,
                    1)
            };
            descriptorLayout = Initializers.descriptorSetLayoutCreateInfo((VkDescriptorSetLayoutBinding *)setLayoutBindings.Data, setLayoutBindings.Count);
            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayouts_radialBlur));
            dsl = descriptorSetLayouts_radialBlur;
            pPipelineLayoutCreateInfo = Initializers.pipelineLayoutCreateInfo(&dsl, 1);
            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayouts_radialBlur));
        }
예제 #11
0
        protected override void buildCommandBuffers()
        {
            VkCommandBufferBeginInfo cmdBufInfo = Initializers.CommandBufferBeginInfo();

            FixedArray2 <VkClearValue> clearValues = new FixedArray2 <VkClearValue>();

            clearValues.First.color         = defaultClearColor;
            clearValues.Second.depthStencil = new VkClearDepthStencilValue()
            {
                depth = 1.0f, stencil = 0
            };

            VkRenderPassBeginInfo renderPassBeginInfo = Initializers.renderPassBeginInfo();

            renderPassBeginInfo.renderPass               = RenderPass;
            renderPassBeginInfo.renderArea.offset.x      = 0;
            renderPassBeginInfo.renderArea.offset.y      = 0;
            renderPassBeginInfo.renderArea.extent.width  = Width;
            renderPassBeginInfo.renderArea.extent.height = Height;
            renderPassBeginInfo.clearValueCount          = 2;
            renderPassBeginInfo.pClearValues             = &clearValues.First;

            for (int i = 0; i < DrawCmdBuffers.Count; ++i)
            {
                // Set target frame buffer
                renderPassBeginInfo.framebuffer = Framebuffers[i];

                Util.CheckResult(vkBeginCommandBuffer(DrawCmdBuffers[i], &cmdBufInfo));

                vkCmdBeginRenderPass(DrawCmdBuffers[i], &renderPassBeginInfo, VkSubpassContents.Inline);

                VkViewport viewport = Initializers.viewport((float)Width, (float)Height, 0.0f, 1.0f);
                vkCmdSetViewport(DrawCmdBuffers[i], 0, 1, &viewport);

                VkRect2D scissor = Initializers.rect2D(Width, Height, 0, 0);
                vkCmdSetScissor(DrawCmdBuffers[i], 0, 1, &scissor);

                vkCmdBindDescriptorSets(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, pipelineLayout, 0, 1, ref descriptorSet, 0, null);
                vkCmdBindPipeline(DrawCmdBuffers[i], VkPipelineBindPoint.Graphics, wireframe ? pipelines_wireframe : pipelines_solid);

                ulong offsets = 0;
                // Bind mesh vertex buffer
                vkCmdBindVertexBuffers(DrawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, ref model_vertices_buffer, ref offsets);
                // Bind mesh index buffer
                vkCmdBindIndexBuffer(DrawCmdBuffers[i], model_indices_buffer, 0, VkIndexType.Uint32);
                // Render mesh vertex buffer using it's indices
                vkCmdDrawIndexed(DrawCmdBuffers[i], (uint)model_indices_count, 1, 0, 0, 0);

                vkCmdEndRenderPass(DrawCmdBuffers[i]);

                Util.CheckResult(vkEndCommandBuffer(DrawCmdBuffers[i]));
            }
        }
예제 #12
0
        void setupDescriptorPool()
        {
            // Example uses one ubo
            VkDescriptorPoolSize poolSizes = Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 1);

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    1,
                    &poolSizes,
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #13
0
        void setupDescriptorPool()
        {
            FixedArray2<VkDescriptorPoolSize> poolSizes = new FixedArray2<VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 2),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 2));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    &poolSizes.First,
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
        void setupDescriptorPool()
        {
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    (uint)(poolSizes.Count),
                    &poolSizes.First,
                    1);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #15
0
        void setupDescriptorPool()
        {
            // Example uses one ubo and one combined image sampler
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 1),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 1));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    &poolSizes.First,
                    1);

            Util.CheckResult(vkCreateDescriptorPool(Device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #16
0
        void setupVertexDescriptions()
        {
            // Binding description
            vertices_bindingDescriptions.Count = 1;
            vertices_bindingDescriptions[0]    =
                Initializers.vertexInputBindingDescription(
                    VERTEX_BUFFER_BIND_ID,
                    (uint)sizeof(Vertex),
                    VkVertexInputRate.Vertex);

            // Attribute descriptions
            // Describes memory layout and shader positions
            vertices_attributeDescriptions.Count = 4;
            // Location 0 : Position
            vertices_attributeDescriptions[0] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    0,
                    VkFormat.R32g32b32Sfloat,
                    Vertex.PositionOffset);
            // Location 1 : Normal
            vertices_attributeDescriptions[1] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    1,
                    VkFormat.R32g32b32Sfloat,
                    Vertex.NormalOffset);
            // Location 2 : Texture coordinates
            vertices_attributeDescriptions[2] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    2,
                    VkFormat.R32g32Sfloat,
                    Vertex.UvOffset);
            // Location 3 : Color
            vertices_attributeDescriptions[3] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    3,
                    VkFormat.R32g32b32Sfloat,
                    Vertex.ColorOffset);

            vertices_inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices_inputState.vertexBindingDescriptionCount   = (vertices_bindingDescriptions.Count);
            vertices_inputState.pVertexBindingDescriptions      = (VkVertexInputBindingDescription *)vertices_bindingDescriptions.Data;
            vertices_inputState.vertexAttributeDescriptionCount = (vertices_attributeDescriptions.Count);
            vertices_inputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)vertices_attributeDescriptions.Data;
        }
        void setupDescriptorPool()
        {
            // Example uses one ubo and one image sampler
            FixedArray3 <VkDescriptorPoolSize> poolSizes = new FixedArray3 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1),
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1));

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    (uint)(poolSizes.Count),
                    &poolSizes.First,
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #18
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        void setupDescriptorPool()
        {
            // Example uses one ubo and one image sampler
            FixedArray2 <VkDescriptorPoolSize> poolSizes = new FixedArray2 <VkDescriptorPoolSize>(
                Initializers.descriptorPoolSize(VkDescriptorType.UniformBuffer, 1),
                Initializers.descriptorPoolSize(VkDescriptorType.CombinedImageSampler, 1)
                );

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    (VkDescriptorPoolSize *)Unsafe.AsPointer(ref poolSizes),
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
        void updateDynamicUniformBuffer(bool force = false)
        {
            // Update at max. 60 fps
            animationTimer += (frameTimer * 100.0f);
            if ((animationTimer <= 1.0f / 60.0f) && (!force))
            {
                return;
            }

            // Dynamic ubo with per-object model matrices indexed by offsets in the command buffer
            uint    dim    = (uint)(Math.Pow(OBJECT_INSTANCES, (1.0f / 3.0f)));
            Vector3 offset = new Vector3(5.0f);

            for (uint x = 0; x < dim; x++)
            {
                for (uint y = 0; y < dim; y++)
                {
                    for (uint z = 0; z < dim; z++)
                    {
                        uint index = x * dim * dim + y * dim + z;

                        // Aligned offset
                        Matrix4x4 *modelMat = (Matrix4x4 *)(((ulong)uboDataDynamic_model + (index * (ulong)dynamicAlignment)));

                        // Update rotations
                        rotations[index] += animationTimer * rotationSpeeds[index];

                        // Update matrices
                        Vector3 pos      = new Vector3(-((dim * offset.X) / 2.0f) + offset.X / 2.0f + x * offset.X, -((dim * offset.Y) / 2.0f) + offset.Y / 2.0f + y * offset.Y, -((dim * offset.Z) / 2.0f) + offset.Z / 2.0f + z * offset.Z);
                        *       modelMat = Matrix4x4.CreateTranslation(pos);
                        *       modelMat = Matrix4x4.CreateRotationX(Util.DegreesToRadians(rotations[index].X)) * *modelMat;
                        *       modelMat = Matrix4x4.CreateRotationY(Util.DegreesToRadians(rotations[index].Y)) * *modelMat;
                        *       modelMat = Matrix4x4.CreateRotationZ(Util.DegreesToRadians(rotations[index].Z)) * *modelMat;
                    }
                }
            }

            animationTimer = 0.0f;

            Unsafe.CopyBlock(uniformBuffers_dynamic.mapped, uboDataDynamic_model, (uint)uniformBuffers_dynamic.size);
            // Flush to make changes visible to the host
            VkMappedMemoryRange memoryRange = Initializers.mappedMemoryRange();

            memoryRange.memory = uniformBuffers_dynamic.memory;
            memoryRange.size   = uniformBuffers_dynamic.size;
            vkFlushMappedMemoryRanges(device, 1, &memoryRange);
        }
예제 #20
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        void setupVertexDescriptions()
        {
            // Binding description
            vertices_bindingDescriptions.Count = 1;
            vertices_bindingDescriptions[0]    =
                Initializers.vertexInputBindingDescription(
                    VERTEX_BUFFER_BIND_ID,
                    vertexLayout.stride(),
                    VK_VERTEX_INPUT_RATE_VERTEX);

            // Attribute descriptions
            vertices_attributeDescriptions.Count = 4;
            // Location 0 : Position
            vertices_attributeDescriptions[0] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    0,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    0);
            // Location 1 : Texture coordinates
            vertices_attributeDescriptions[1] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    1,
                    VK_FORMAT_R32G32_SFLOAT,
                    sizeof(float) * 3);
            // Location 2 : Color
            vertices_attributeDescriptions[2] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    2,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    sizeof(float) * 5);
            // Location 3 : Normal
            vertices_attributeDescriptions[3] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    3,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    sizeof(float) * 8);

            vertices_inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices_inputState.vertexBindingDescriptionCount   = vertices_bindingDescriptions.Count;
            vertices_inputState.pVertexBindingDescriptions      = (VkVertexInputBindingDescription *)vertices_bindingDescriptions.Data;
            vertices_inputState.vertexAttributeDescriptionCount = vertices_attributeDescriptions.Count;
            vertices_inputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)vertices_attributeDescriptions.Data;
        }
예제 #21
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        protected VkCommandBuffer createCommandBuffer(VkCommandBufferLevel level, bool begin)
        {
            VkCommandBuffer cmdBuffer;

            VkCommandBufferAllocateInfo cmdBufAllocateInfo = Initializers.CommandBufferAllocateInfo(cmdPool, level, 1);

            Util.CheckResult(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, out cmdBuffer));

            // If requested, also start the new command buffer
            if (begin)
            {
                VkCommandBufferBeginInfo cmdBufInfo = Initializers.commandBufferBeginInfo();
                Util.CheckResult(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo));
            }

            return(cmdBuffer);
        }
예제 #22
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        void setupDescriptorPool()
        {
            // Example uses three ubos and one image sampler
            NativeList <VkDescriptorPoolSize> poolSizes = new NativeList <VkDescriptorPoolSize>
            {
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
                Initializers.descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
            };

            VkDescriptorPoolCreateInfo descriptorPoolInfo =
                Initializers.descriptorPoolCreateInfo(
                    poolSizes.Count,
                    (VkDescriptorPoolSize *)poolSizes.Data,
                    2);

            Util.CheckResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, null, out descriptorPool));
        }
예제 #23
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        void setupDescriptorSet()
        {
            VkDescriptorSetAllocateInfo allocInfo = VkDescriptorSetAllocateInfo.New();

            allocInfo.descriptorPool     = descriptorPool;
            allocInfo.pSetLayouts        = (VkDescriptorSetLayout *)descriptorSetLayout.Data.ToPointer();
            allocInfo.descriptorSetCount = 1;
            Util.CheckResult(vkAllocateDescriptorSets(Device, &allocInfo, out descriptorSet));

            var descriptor = uniformBuffer.descriptor;
            VkWriteDescriptorSet writeDescriptorSets = Initializers.writeDescriptorSet(
                descriptorSet,
                VkDescriptorType.UniformBuffer,
                0,
                &descriptor);

            vkUpdateDescriptorSets(Device, 1, ref writeDescriptorSets, 0, null);
        }
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            var descriptor1 = uniformBuffer.descriptor;
            var descriptor2 = textures_colormap.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor1),
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &descriptor2));

            vkUpdateDescriptorSets(device, (uint)(writeDescriptorSets.Count), &writeDescriptorSets.First, 0, null);
        }
예제 #25
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        void setupDescriptorSetLayout()
        {
            VkDescriptorSetLayoutBinding setLayoutBindings =
                // Binding 0 : Vertex shader uniform buffer
                Initializers.descriptorSetLayoutBinding(
                    VkDescriptorType.UniformBuffer,
                    VkShaderStageFlags.Vertex,
                    0);

            VkDescriptorSetLayoutCreateInfo descriptorLayout =
                Initializers.descriptorSetLayoutCreateInfo(
                    &setLayoutBindings,
                    1);

            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout));

            var dsl = descriptorSetLayout;
            VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
                Initializers.pipelineLayoutCreateInfo(
                    &dsl,
                    1);

            // Define push constant
            // Example uses six light positions as push constants
            // 6 * 4 * 4 = 96 bytes
            // Spec requires a minimum of 128 bytes, bigger values
            // need to be checked against maxPushConstantsSize
            // But even at only 128 bytes, lots of stuff can fit
            // inside push constants
            VkPushConstantRange pushConstantRange =
                Initializers.pushConstantRange(
                    VkShaderStageFlags.Vertex,
                    pushConstants.Count * (uint)sizeof(Vector4),
                    0);

            // Push constant ranges are part of the pipeline layout
            pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
            pipelineLayoutCreateInfo.pPushConstantRanges    = &pushConstantRange;

            Util.CheckResult(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, null, out pipelineLayout));
        }
예제 #26
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        void setupVertexDescriptions()
        {
            // Binding description
            vertices.bindingDescriptions.Count = 1;
            vertices.bindingDescriptions[0] =
                Initializers.vertexInputBindingDescription(
                    VERTEX_BUFFER_BIND_ID,
                    vertexLayout.GetStride(),
                    VkVertexInputRate.Vertex);

            // Attribute descriptions
            // Describes memory layout and shader positions
            vertices.attributeDescriptions.Count = 3;
            // Location 0 : Position
            vertices.attributeDescriptions[0] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    0,
                    VkFormat.R32g32b32Sfloat,
                    0);
            // Location 1 : Normal
            vertices.attributeDescriptions[1] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    1,
                    VkFormat.R32g32b32Sfloat,
                    sizeof(float) * 3);
            // Location 2 : Texture coordinates
            vertices.attributeDescriptions[2] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    2,
                    VkFormat.R32g32Sfloat,
                    sizeof(float) * 5);

            vertices.inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.Count;
            vertices.inputState.pVertexBindingDescriptions = (VkVertexInputBindingDescription*)vertices.bindingDescriptions.Data;
            vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.Count;
            vertices.inputState.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription*)vertices.attributeDescriptions.Data;
        }
예제 #27
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파일: VulkanDevice.cs 프로젝트: gomson/vk
        /**
         * Create a buffer on the device
         *
         * @param usageFlags Usage flag bitmask for the buffer (i.e. index, vertex, uniform buffer)
         * @param memoryPropertyFlags Memory properties for this buffer (i.e. device local, host visible, coherent)
         * @param size Size of the buffer in byes
         * @param buffer Pointer to the buffer handle acquired by the function
         * @param memory Pointer to the memory handle acquired by the function
         * @param data Pointer to the data that should be copied to the buffer after creation (optional, if not set, no data is copied over)
         *
         * @return VK_SUCCESS if buffer handle and memory have been created and (optionally passed) data has been copied
         */
        public VkResult createBuffer(VkBufferUsageFlags usageFlags, VkMemoryPropertyFlags memoryPropertyFlags, ulong size, VkBuffer *buffer, VkDeviceMemory *memory, void *data = null)
        {
            // Create the buffer handle
            VkBufferCreateInfo bufferCreateInfo = Initializers.bufferCreateInfo(usageFlags, size);

            bufferCreateInfo.sharingMode = VkSharingMode.Exclusive;
            Util.CheckResult(vkCreateBuffer(LogicalDevice, &bufferCreateInfo, null, buffer));

            // Create the memory backing up the buffer handle
            VkMemoryRequirements memReqs;
            VkMemoryAllocateInfo memAlloc = Initializers.memoryAllocateInfo();

            vkGetBufferMemoryRequirements(LogicalDevice, *buffer, &memReqs);
            memAlloc.allocationSize = memReqs.size;
            // Find a memory type index that fits the properties of the buffer
            memAlloc.memoryTypeIndex = GetMemoryType(memReqs.memoryTypeBits, memoryPropertyFlags);
            Util.CheckResult(vkAllocateMemory(LogicalDevice, &memAlloc, null, memory));

            // If a pointer to the buffer data has been passed, map the buffer and copy over the data
            if (data != null)
            {
                void *mapped;
                Util.CheckResult(vkMapMemory(LogicalDevice, *memory, 0, size, 0, &mapped));
                Unsafe.CopyBlock(mapped, data, (uint)size);
                // If host coherency hasn't been requested, do a manual flush to make writes visible
                if ((memoryPropertyFlags & VkMemoryPropertyFlags.HostCoherent) == 0)
                {
                    VkMappedMemoryRange mappedRange = Initializers.mappedMemoryRange();
                    mappedRange.memory = *memory;
                    mappedRange.offset = 0;
                    mappedRange.size   = size;
                    vkFlushMappedMemoryRanges(LogicalDevice, 1, &mappedRange);
                }
                vkUnmapMemory(LogicalDevice, *memory);
            }

            // Attach the memory to the buffer object
            Util.CheckResult(vkBindBufferMemory(LogicalDevice, *buffer, *memory, 0));

            return(VkResult.Success);
        }
        void setupDescriptorSet()
        {
            var dsl = descriptorSetLayout;
            VkDescriptorSetAllocateInfo allocInfo =
                Initializers.descriptorSetAllocateInfo(
                    descriptorPool,
                    &dsl,
                    1);

            Util.CheckResult(vkAllocateDescriptorSets(device, &allocInfo, out descriptorSet));

            var descriptor0 = uniformBuffers_view.descriptor;
            var descriptor1 = uniformBuffers_dynamic.descriptor;
            FixedArray2 <VkWriteDescriptorSet> writeDescriptorSets = new FixedArray2 <VkWriteDescriptorSet>(
                // Binding 0 : Projection/View matrix uniform buffer
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor0),
                // Binding 1 : Instance matrix as dynamic uniform buffer
                Initializers.writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, &descriptor1));

            vkUpdateDescriptorSets(device, writeDescriptorSets.Count, &writeDescriptorSets.First, 0, null);
        }
        void setupDescriptorSetLayout()
        {
            FixedArray2 <VkDescriptorSetLayoutBinding> setLayoutBindings = new FixedArray2 <VkDescriptorSetLayoutBinding>(
                Initializers.descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
                Initializers.descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1));

            VkDescriptorSetLayoutCreateInfo descriptorLayout =
                Initializers.descriptorSetLayoutCreateInfo(
                    &setLayoutBindings.First,
                    setLayoutBindings.Count);

            Util.CheckResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, null, out descriptorSetLayout));

            var dsl = descriptorSetLayout;
            VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
                Initializers.pipelineLayoutCreateInfo(
                    &dsl,
                    1);

            Util.CheckResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, null, out pipelineLayout));
        }
        void setupVertexDescriptions()
        {
            // Binding description
            vertices_bindingDescriptions = new NativeList <VkVertexInputBindingDescription>
            {
                Initializers.vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, (uint)sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
            };

            // Attribute descriptions
            vertices_attributeDescriptions = new NativeList <VkVertexInputAttributeDescription>
            {
                Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0),                     // Location 0 : Position
                Initializers.vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, (uint)sizeof(Vector3)), // Location 1 : Color
            };

            vertices_inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices_inputState.vertexBindingDescriptionCount   = vertices_bindingDescriptions.Count;
            vertices_inputState.pVertexBindingDescriptions      = (VkVertexInputBindingDescription *)vertices_bindingDescriptions.Data;
            vertices_inputState.vertexAttributeDescriptionCount = vertices_attributeDescriptions.Count;
            vertices_inputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)vertices_attributeDescriptions.Data;
        }