use sdl for rendering vulkan in csharp in javascript

Here's an example of how you could use SDL with Vulkan for rendering in C#:

main.cs
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using SDL2;

namespace VulkanSDL
{
    class Program
    {
        static void Main(string[] args)
        {
            // Initialize SDL
            SDL.SDL_Init(SDL.SDL_INIT_VIDEO);
            SDL.SDL_Window window = SDL.SDL_CreateWindow("VulkanSDL", 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
            Vk.Instance instance = Vk.Instance.Create();

            // Get the list of available physical devices
            List<Vk.PhysicalDevice> physicalDevices = instance.EnumeratePhysicalDevices();

            // Select the first physical device
            Vk.PhysicalDevice physicalDevice = physicalDevices[0];

            // Create the Vulkan device
            Vk.Device device = Vk.Device.Create(physicalDevice);

            // Get the queue family indices
            Vk.QueueFamilyIndices indices = physicalDevice.FindQueueFamilies();

            // Create the command pool
            Vk.CommandPool commandPool = device.CreateCommandPool(indices);

            // Create the swapchain
            Vk.Swapchain swapchain = device.CreateSwapchain(window, indices);

            // Create a command buffer
            Vk.CommandBuffer commandBuffer = commandPool.AllocateCommandBuffer();

            // Initialize the clear color
            Vk.ClearValue clearValue = new Vk.ClearValue();
            clearValue.color.float32_0 = 0.0f;
            clearValue.color.float32_1 = 0.0f;
            clearValue.color.float32_2 = 0.0f;
            clearValue.color.float32_3 = 1.0f;

            // Begin the command buffer
            commandBuffer.Begin();

            // Begin the render pass
            swapchain.BeginRenderPass(commandBuffer, clearValue);

            // Draw a triangle
            swapchain.DrawTriangle(commandBuffer);

            // End the render pass
            swapchain.EndRenderPass(commandBuffer);

            // End the command buffer
            commandBuffer.End();

            // Submit the command buffer
            device.Submit(commandBuffer);

            // Present the swapchain image
            swapchain.Present(device);

            // Wait for the device to finish
            device.WaitIdle();

            // Cleanup
            swapchain.Cleanup();
            commandPool.Cleanup();
            device.Cleanup();
            instance.Cleanup();
            SDL.SDL_DestroyWindow(window);
            SDL.SDL_Quit();
        }
    }
}
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This example creates a window using SDL with the SDL_WINDOW_VULKAN flag to enable Vulkan rendering. It then uses the Vk library to create a Vulkan instance, device, and swapchain. Finally, it draws a triangle to the swapchain image and presents it to the window. The code should be easy to understand if you're familiar with Vulkan, but let me know if you have any questions!

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