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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@@ -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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