feat: rebuild Vulkan renderer from scratch — pure P/Invoke triangle (Vulkan 1.3)

- Complete rewrite of Engine.Graphics.Vulkan with pure P/Invoke (no wrapper libs)
- Vulkan 1.3: dynamic rendering (vkCmdBeginRendering/vkCmdEndRendering),
  synchronization2 (vkQueueSubmit2, vkCmdPipelineBarrier2)
- Split types into VulkanHandles.cs, VulkanEnums.cs, VulkanStructs.cs
- Staging buffer → device-local vertex buffer pattern
- Correct swapchain semaphore indexing (per-image, not per-frame-in-flight)
- VK_EXT_debug_utils debug messenger with validation layer fallback
- Dynamic viewport/scissor (no pipeline recreation on resize)
- Simplified Program.cs to triangle-only rendering
- Removed old Silk.NET renderer, ImGui, PBR shaders, screenshot code
- Updated VULKAN_IMPLEMENTATION_PLAN.md with full architecture decisions
This commit is contained in:
emil28092005
2026-06-18 01:49:25 +03:00
parent ee98e4ad08
commit 2e0970e769
44 changed files with 3882 additions and 5273 deletions
@@ -1,19 +0,0 @@
#version 450
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inUV;
layout(location = 2) in vec4 inColor;
layout(push_constant) uniform PushConstants {
vec2 scale;
vec2 translate;
} pc;
layout(location = 0) out vec2 fragUV;
layout(location = 1) out vec4 fragColor;
void main() {
fragUV = inUV;
fragColor = inColor;
gl_Position = vec4(inPos * pc.scale + pc.translate, 0.0, 1.0);
}