use sdl for rendering a triangle in vulkan in csharp

To use SDL for rendering a triangle in Vulkan in C#, you can follow these steps:

  1. Set up SDL window and Vulkan instance as usual.
main.cs
// Initialize SDL
SDL.SDL_Init(SDL.SDL_INIT_VIDEO);

// Create window
SDL.SDL_Window window = SDL.SDL_CreateWindow("Vulkan Triangle", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, 800, 600, SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN);

// Create Vulkan instance and surface
VulkanInstance vulkanInstance = new VulkanInstance();
VkInstance instance = vulkanInstance.CreateInstance();
VkSurfaceKHR surface = vulkanInstance.CreateSurface(window);
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  1. Create Vulkan device and graphics pipeline.
main.cs
// Create Vulkan device
VkPhysicalDevice physicalDevice = vulkanInstance.PickPhysicalDevice(surface);
VkDevice device = vkCreateDevice(physicalDevice, ...);

// Create graphics pipeline
VkPipelineLayout pipelineLayout = CreatePipelineLayout(device);
VkPipeline graphicsPipeline = CreateGraphicsPipeline(device, pipelineLayout, ...);
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  1. Create vertex buffer and fill it with triangle data.
main.cs
// Create vertex buffer and memory
VkBuffer vertexBuffer = CreateBuffer(device, ...);
VkDeviceMemory vertexBufferMemory = AllocateMemory(device, physicalDevice, vertexBuffer, ...);

// Fill vertex buffer with data
Vertex[] triangleData = new Vertex[]
{
    new Vertex(new Vector2(-0.5f, -0.5f), new Vector3(1.0f, 0.0f, 0.0f)),
    new Vertex(new Vector2(0.5f, -0.5f), new Vector3(0.0f, 1.0f, 0.0f)),
    new Vertex(new Vector2(0.0f, 0.5f), new Vector3(0.0f, 0.0f, 1.0f))
};
vertexBufferMemory.WriteToArray(triangleData);
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  1. Create command buffer and draw triangle.
main.cs
// Create command pool and command buffer
VkCommandPool commandPool = CreateCommandPool(device, ...);
VkCommandBuffer commandBuffer = AllocateCommandBuffer(device, commandPool, ...);

// Begin command buffer
VkCommandBufferBeginInfo beginInfo = new VkCommandBufferBeginInfo { sType = VkStructureType.VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO };
vkBeginCommandBuffer(commandBuffer, ref beginInfo);

// Bind graphics pipeline and vertex buffer
vkCmdBindPipeline(commandBuffer, VkPipelineBindPoint.VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
vkCmdBindVertexBuffers(commandBuffer, 0, 1, new VkBuffer[] { vertexBuffer }, new ulong[] { 0 });

// Draw triangle
vkCmdDraw(commandBuffer, 3, 1, 0, 0);

// End command buffer
vkEndCommandBuffer(commandBuffer);

// Submit command buffer
VkSubmitInfo submitInfo = new VkSubmitInfo { sType = VkStructureType.VK_STRUCTURE_TYPE_SUBMIT_INFO, commandBufferCount = 1, pCommandBuffers = new VkCommandBuffer[] { commandBuffer } };
vkQueueSubmit(queue, 1, new VkSubmitInfo[] { submitInfo }, VkFence.VK_NULL_HANDLE);
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  1. Present image.
main.cs
// Present image
int imageIndex = vkAcquireNextImageKHR(device, swapchain, ulong.MaxValue, imageAvailableSemaphore, VkFence.VK_NULL_HANDLE);
VkPresentInfoKHR presentInfo = new VkPresentInfoKHR { sType = VkStructureType.VK_STRUCTURE_TYPE_PRESENT_INFO_KHR, swapchainCount = 1, pSwapchains = new VkSwapchainKHR[] { swapchain }, pImageIndices = new uint[] { (uint)imageIndex } };
vkQueuePresentKHR(queue, ref presentInfo);
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Note that there are many details omitted in these code snippets, so you should refer to official Vulkan and SDL documentation when implementing this in your own program.

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