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
@@ -1,40 +1,48 @@
using Engine.Core;
using Engine.Graphics;
namespace Engine.Graphics.Vulkan;
public sealed class VulkanRenderContext : IRenderContext
internal sealed class VulkanRenderContext : IRenderContext
{
private readonly VulkanContext _context;
private readonly VulkanContext _ctx;
private readonly VulkanSwapchain _swapchain;
private readonly VulkanPipeline _pipeline;
private readonly VulkanRenderer _renderer;
private readonly Sdl3Window _window;
private readonly IWindow _window;
private bool _disposed;
public IWindow Window => _window;
public VulkanRenderContext(int width, int height, bool enableValidation)
public VulkanRenderContext(IWindow window, bool enableValidation)
{
_window = new Sdl3Window("Cortex Engine", width, height, vulkanSurface: true);
_context = new VulkanContext(_window, enableValidation);
_swapchain = new VulkanSwapchain(_context, width, height);
_pipeline = new VulkanPipeline(_context, _swapchain.RenderPass);
_renderer = new VulkanRenderer(_context, _swapchain, _pipeline);
_window = window;
_ctx = new VulkanContext(window, enableValidation);
var surfaceFormat = new VkSurfaceFormatKHR
{
format = _ctx.SurfaceFormat,
colorSpace = _ctx.SurfaceColorSpace,
};
_swapchain = new VulkanSwapchain(_ctx.Device, _ctx.PhysicalDevice, _ctx.Surface,
surfaceFormat, window.Width, window.Height);
}
public IRenderer CreateRenderer() => _renderer;
public IRenderer CreateRenderer()
{
return new VulkanRenderer(_ctx, _swapchain);
}
public void Resize(int width, int height)
{
_renderer.OnResize();
_swapchain.Recreate(width, height);
}
public void Dispose()
{
_renderer.Dispose();
_pipeline.Dispose();
_swapchain.Dispose();
_context.Dispose();
_window.Dispose();
if (_disposed) return;
_disposed = true;
_swapchain?.Dispose();
_ctx?.Dispose();
_window?.Dispose();
}
}