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License: Boost Software License 1.0
C# binding generator for Vulkan (Working Example!)
License: Boost Software License 1.0
The return type is currently IntPtr[]
, it should be byte[]
In VulkanBindings.cs, you have
const string DllName = "vulkan-1-1-0-8-0.dll";
I would suggest using vulkan-1.dll instead to get the latest version of the bindings.
Tanagra/TanagraExample/ExampleRenderToWindow.cs
Lines 201 to 206 in 9ecfc53
Here you transition the swapchain images without having Acquired them. This is not allowed.
Use of a presentable image must occur only after the image is returned by vkAcquireNextImageKHR, and before it is presented by vkQueuePresentKHR. This includes transitioning the image layout and rendering commands.
You can instead set the old layout in createCommandBuffer
to undefined. Transitioning away from undefined
is always allowed and implies that you don't care about the existing data.
For more info see http://stackoverflow.com/q/37524032/731620
Incorrectly generated as an IntPtr[]
, it should be an array of bytes
I don't currently have easy access to a Linux machine that is also Vulkan capable. I'll hopefully have time to partition my main development machine this weekend.
If anyone can run the RenderToDisk example on a Linux machine before then I'd love to know how it goes.
Vulkan spec §2.5. Threading Behavior:
All commands support being called concurrently from multiple threads, but certain parameters,
or components of parameters are defined to be externally synchronized. This means that the
caller must guarantee that no more than one thread is using such a parameter at a given time.
There is currently an experimental feature of the generator, LockExternSync
which when set to True
will generate a lock()
statement in commands that use arguments marked as ExternSync
and are not also optional.
In general, I don't have as much experience in multithreading as I'd like, and threading in C# can get pretty muddy when things like async
are brought into the picture.
Ideas about how to make Tanagra work with C#'s threading infrastructure would be greatly appreciated.
Hello
The wiki of Vulkan redirect to Tanagra Github when we want Vulkan C# my question is why call you this Vulkan C# Tanagra ?
Thanks
QueryResultFlags
is the object of interest in this function call
See also KhronosGroup/Vulkan-Docs#814
Would be quite useful! Thanks.
Currently the generator places structs into large Structs.cs
files. This makes it difficult to easily see changes to single structures in commit logs and in other areas. They should be split up so that each struct is in it's own file.
It looks like GetShaderStageCreateInfo function is called with the path "./texture.vert.spv". The files are located in the Shaders folder, which would make the necessary path "Shaders/texture.vert.spv".
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