To use SDL for rendering Vulkan in C#, you need to:
Install the SDL2 library: Download SDL2.dll from the official website or use a package manager like NuGet.
Add bindings for the SDL2 library to your C# project: You can use a library like FNA or SharpDX, which provide managed bindings for SDL2.
Set up the Vulkan renderer using SDL2: This involves creating a window, a Vulkan instance, and a Vulkan surface.
Create a Vulkan device and swap chain: This determines how to render images to the screen.
Finally, render graphics to the screen using Vulkan.
Here's an example of how to do this using SharpDX:
main.cs
// Import the SDL2 and Vulkan librariesusing System;
using SharpDX;
using SharpDX.Diagnostics;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using SharpDX.Mathematics.Interop;
using SharpDX.SDL2;
using SharpDX.Win32;
using Device = SharpDX.Direct3D11.Device;
// Create a class for the Vulkan rendererclassVulkanRenderer {
public IntPtr WindowHandle;
private VkInstance _instance;
private VkPhysicalDevice _device;
private VkSurface _surface;
private VkDevice _logicalDevice;
private VkSwapchain _swapchain;
// Initialize the renderer with SDL2publicvoidInit() {
// Create an SDL window SDL.SDL_Init(SDL.SDL_INIT_VIDEO);
WindowHandle = SDL.SDL_CreateWindow("SDL2 Vulkan Renderer",
SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
640, 480, SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN | SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN);
// Create the Vulkan instance and surface VkInstance.CreateInfo createInfo = new VkInstance.CreateInfo();
createInfo.applicationInfo = new VkApplicationInfo();
createInfo.applicationInfo.sType = VkStructureType.ApplicationInfo;
createInfo.applicationInfo.pApplicationName = "SDL2 Vulkan Renderer";
createInfo.applicationInfo.applicationVersion = new VkVersion();
createInfo.applicationInfo.applicationVersion.major = 1;
createInfo.applicationInfo.applicationVersion.minor = 0;
createInfo.applicationInfo.engineVersion = new VkVersion();
createInfo.applicationInfo.engineVersion.major = 1;
createInfo.applicationInfo.engineVersion.minor = 0;
createInfo.applicationInfo.apiVersion = new VkVersion();
VkInstanceExtensions extensions = new VkInstanceExtensions();
extensions.AddInstanceExtension<VkSurfaceKHR>(this.GetWindowSurface.InstanceExtension);
createInfo.enabledExtensionCount = (uint)extensions.EnabledInstanceExtensions.Count;
createInfo.ppEnabledExtensionNames = extensions.EnabledInstanceExtensions.ToArray();
_instance = VkInstance.Create(createInfo);
_surface = VkSurface.FromHandle(this.GetWindowSurface(WindowHandle));
}
// Create a Vulkan device and swap chainpublicvoidCreateDeviceAndSwapchain() {
// Get the physical device VkPhysicalDevice[] devices = _instance.EnumeratePhysicalDevices();
_device = devices[0]; // For simplicity, just use the first physical device// Create the logical device and swap chain _logicalDevice = _device.CreateLogicalDevice(_surface);
_swapchain = _logicalDevice.CreateSwapchain(_surface);
}
// Render graphics to the screen using VulkanpublicvoidRender() {
// TODO: Implement Vulkan rendering code }
}
// Test the Vulkan rendererclassProgram {
staticvoidMain(string[] args) {
VulkanRenderer renderer = new VulkanRenderer();
renderer.Init();
renderer.CreateDeviceAndSwapchain();
// Enter the main game loopwhile (true) {
renderer.Render();
}
}
}