fix: VK_INDEX_TYPE_UINT32 (was UINT16) + remove unused depth from pipeline
- vkCmdBindIndexBuffer indexType changed from 0 (UINT16) to 1 (UINT32) to match uint[] index data — this was causing black screen - Removed depth stencil state, depth attachment format, and depth rendering attachment from pipeline/renderer (depth buffer still created in swapchain but unused)
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@@ -1,11 +1,8 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec3 fragNormal;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec3 lightDir = normalize(vec3(0.5, 0.8, 0.3));
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float diff = max(dot(normalize(fragNormal), lightDir), 0.2);
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outColor = vec4(fragColor * diff, 1.0);
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outColor = vec4(fragColor, 1.0);
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}
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@@ -5,19 +5,23 @@ layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragNormal;
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layout(row_major, set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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};
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layout(row_major, push_constant) uniform PC {
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mat4 model;
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layout(push_constant) uniform PC {
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float angle;
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} pc;
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void main() {
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gl_Position = vp * pc.model * vec4(inPosition, 1.0);
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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float c = cos(pc.angle);
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float s = sin(pc.angle);
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vec3 rotated = vec3(
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inPosition.x * c - inPosition.y * s,
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inPosition.x * s + inPosition.y * c,
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inPosition.z
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);
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gl_Position = vp * vec4(rotated, 1.0);
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fragColor = inColor;
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fragNormal = mat3(pc.model) * inNormal;
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}
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@@ -14,7 +14,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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private readonly VkDevice _device;
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private bool _disposed;
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public VulkanPipeline(VkDevice device, VkFormat colorFormat, VkFormat depthFormat, byte[] vertSpv, byte[] fragSpv)
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public VulkanPipeline(VkDevice device, VkFormat colorFormat, byte[] vertSpv, byte[] fragSpv)
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{
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_device = device;
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VertModule = CreateShaderModule(vertSpv);
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@@ -115,16 +115,6 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sampleShadingEnable = VkBool32.False,
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};
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var depthStencilState = new VkPipelineDepthStencilStateCreateInfo
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{
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sType = VkStructureType.PipelineDepthStencilStateCreateInfo,
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depthTestEnable = VkBool32.False,
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depthWriteEnable = VkBool32.False,
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depthCompareOp = VkCompareOp.Less,
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depthBoundsTestEnable = VkBool32.False,
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stencilTestEnable = VkBool32.False,
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};
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var blendAttachment = new VkPipelineColorBlendAttachmentState
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{
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blendEnable = VkBool32.False,
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@@ -154,7 +144,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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{
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stageFlags = VkShaderStageFlags.Vertex,
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offset = 0,
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size = 64,
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size = 4,
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};
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var descLayout = DescriptorSetLayout;
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@@ -179,7 +169,6 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sType = VkStructureType.PipelineRenderingCreateInfo,
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colorAttachmentCount = 1,
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pColorAttachmentFormats = &colorFormat,
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depthAttachmentFormat = depthFormat,
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};
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var pipelineInfo = new VkGraphicsPipelineCreateInfo
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@@ -193,7 +182,6 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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pViewportState = &viewportState,
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pRasterizationState = &rasterizationState,
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pMultisampleState = &multisampleState,
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pDepthStencilState = &depthStencilState,
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pColorBlendState = &colorBlendState,
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pDynamicState = &dynamicState,
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layout = PipelineLayout,
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@@ -34,7 +34,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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var vertSpv = LoadShader("Shaders/triangle.vert.spv");
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var fragSpv = LoadShader("Shaders/triangle.frag.spv");
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_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, swapchain.DepthFormat, vertSpv, fragSpv);
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_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, vertSpv, fragSpv);
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_frameResources = new VulkanFrameResources(ctx.Device, ctx.GraphicsQueueFamilyIndex,
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swapchain.ImageCount, ctx, _pipeline.DescriptorSetLayout);
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@@ -115,11 +115,6 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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0, 0,
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0x400, 0x100);
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TransitionImageLayoutDepth(cmd, _swapchain.DepthImage,
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VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
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0, 0,
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0x100, 0x200);
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var clearValue = new VkClearValue
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{
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Color = new VkClearColorValue { Float0 = 0.02f, Float1 = 0.02f, Float2 = 0.02f, Float3 = 1.0f },
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@@ -140,16 +135,6 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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clearValue = clearValue,
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};
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var depthAttachment = new VkRenderingAttachmentInfo
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{
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sType = VkStructureType.RenderingAttachmentInfo,
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imageView = _swapchain.DepthImageView,
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imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
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loadOp = VkAttachmentLoadOp.Clear,
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storeOp = VkAttachmentStoreOp.Store,
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clearValue = depthClearValue,
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};
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var renderingInfo = new VkRenderingInfo
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{
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sType = VkStructureType.RenderingInfo,
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@@ -161,7 +146,6 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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layerCount = 1,
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colorAttachmentCount = 1,
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pColorAttachments = &colorAttachment,
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pDepthAttachment = &depthAttachment,
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};
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Vk.vkCmdBeginRendering(cmd, &renderingInfo);
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@@ -192,11 +176,10 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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ulong offset = 0;
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Vk.vkCmdBindVertexBuffers(cmd, 0, 1, &bufferHandle, &offset);
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Vk.vkCmdBindIndexBuffer(cmd, _indexBuffer.Buffer, 0, 0);
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Vk.vkCmdBindIndexBuffer(cmd, _indexBuffer.Buffer, 0, 1);
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var angle = _totalTime;
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var model = Matrix4x4.CreateRotationZ(angle) * Matrix4x4.CreateRotationX(angle * 0.3f);
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 4, &angle);
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Vk.vkCmdDrawIndexed(cmd, _indexCount, 1, 0, 0, 0);
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@@ -273,8 +256,8 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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{
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var aspect = (float)_swapchain.Extent.Width / (float)_swapchain.Extent.Height;
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, aspect, 0.1f, 100f);
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, 3), Vector3.Zero, Vector3.UnitY);
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return proj * view;
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, -2), Vector3.Zero, Vector3.UnitY);
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return view * proj;
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}
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private static void TransitionImageLayout(VkCommandBuffer cmd, VkImage image,
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