create vulkan compute shader in csharp in csharp

To create a Vulkan compute shader in C#, you will need to use the Vulkan API bindings for C#. Here are the steps to follow:

  1. Install the Vulkan API bindings for C# using NuGet package manager in Visual Studio.

  2. Create an instance of the VulkanInstance class, which represents a Vulkan instance.

main.cs
Instance instance = new Instance();
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  1. Create a window using the GLFW library.
main.cs
GLFW.WindowHint(GLFW.WindowHintClientAPI, GLFW.WindowHintOpenGLESAPI);
GLFW.WindowHint(GLFW.WindowHintContextVersionMajor, 3);
GLFW.WindowHint(GLFW.WindowHintContextVersionMinor, 0);
GLFW.WindowHint(GLFW.WindowHintContextCreationAPI, GLFW.WindowHintNativeContextAPI);

GLFW.Window window = GLFW.CreateWindow(800, 600, "Vulkan Compute Shader", null, null);
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  1. Get the physical device and queue families that support compute operations.
main.cs
PhysicalDevice physicalDevice = instance.EnumeratePhysicalDevices()[0];

int queueFamilyIndex = -1;

QueueFamilyProperties[] queueFamilyProperties = physicalDevice.GetQueueFamilyProperties();

for (int i = 0; i < queueFamilyProperties.Length; i++)
{
    if ((queueFamilyProperties[i].QueueFlags & QueueFlags.Compute) == QueueFlags.Compute)
    {
        queueFamilyIndex = i;
        break;
    }
}

if (queueFamilyIndex == -1)
{
    throw new InvalidOperationException("Could not find a queue family that supports compute operations.");
}
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  1. Create a logical device, which represents a Vulkan device.
main.cs
Device device = physicalDevice.CreateDevice(new DeviceCreateInfo
{
    QueueCreateInfos = new[] { new DeviceQueueCreateInfo { QueueFamilies = new[] { queueFamilyIndex }, QueuePriorities = new[] { 1f } } }
});
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  1. Create a compute shader module and pipeline.
main.cs
byte[] code = File.ReadAllBytes("shader.comp.spv");

ShaderModuleCreateInfo createInfo = new ShaderModuleCreateInfo(code);

ShaderModule module = device.CreateShaderModule(createInfo);

PipelineShaderStageCreateInfo shaderStage = new PipelineShaderStageCreateInfo(ShaderStageFlags.Compute, module, "main");

PipelineLayout layout = device.CreatePipelineLayout(new PipelineLayoutCreateInfo());

ComputePipelineCreateInfo pipelineCreateInfo = new ComputePipelineCreateInfo { Stage = shaderStage };

Pipeline pipeline = device.CreateComputePipelines(null, new[] { pipelineCreateInfo })[0];
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  1. Create a command pool and buffer.
main.cs
CommandPool commandPool = device.CreateCommandPool(new CommandPoolCreateInfo(queueFamilyIndex));

CommandBufferAllocateInfo commandBufferAllocateInfo = new CommandBufferAllocateInfo(commandPool, CommandBufferLevel.Primary, 1);

CommandBuffer commandBuffer = device.AllocateCommandBuffers(commandBufferAllocateInfo)[0];
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  1. Dispatch the compute shader.
main.cs
commandBuffer.Begin();

commandBuffer.BindPipeline(PipelineBindPoint.Compute, pipeline);

commandBuffer.Dispatch(1, 1, 1);

commandBuffer.End();

Queue queue = device.GetQueue(queueFamilyIndex, 0);

queue.Submit(new SubmitInfo { CommandBuffers = new[] { commandBuffer } });

device.WaitIdle();
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This is a basic example of how to create a Vulkan compute shader in C#. You can customize it according to your needs.

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