Vulkan(0)搭建环境-清空窗口

认识Vulkan

Vulkan是新一代3D图形API,它继承了OpenGL的优点,弥补了OpenGL的缺憾。有点像科创板之于主板,歼20之于歼10,微信之于QQ,网店之于实体店,今日之于昨日。

使用OpenGL时,每次drawcall都需要向OpenGL提交很多数据。而Vulkan可以提前将这些drawcall指令保存到一个buffer(像保存顶点数据到buffer一样),这样就减少了很多开销。

使用OpenGL时,OpenGL的Context会包含很多你并不打算使用的东西,例如线的宽度、混合等。而Vulkan不会提供这些你用不到的东西,你需要什么,你来指定。(当然,你不指定,Vulkan不会自动地提供)

Vulkan还支持多线程,OpenGL这方面就不行了。

Vulkan对GPU的抽象比OpenGL更加细腻。

搭建环境

本文和本系列都将使用C#和Visual Studio 2017来学习使用Vulkan。

首先,在官网(https://vulkan.lunarg.com)下载vulkan-sdk.exe和vulkan-runtime.exe。完后安装。vulkan-runtime.exe也可以在(https://files.cnblogs.com/files/bitzhuwei/vulkan-runtime.rar)下载。vulkan-sdk.exe太大,我就不提供下载了。

然后,下载Vulkan.net库(https://github.com/bitzhuwei/Vulkan.net)。这是本人搜罗整理来的一个Vulkan库,外加一些示例代码。用VS2017打开Vulkan.sln,在这个解决方案下就可以学习使用Vulkan了。

如果读者在Github上的下载速度太慢,可以试试将各个文件单独点开下载。这很笨,但也是个办法。

简单介绍下此解决方案。

Vulkan文件夹下的Vulkan.csproj是对Vulkan API的封装。Vulkan使用了大量的struct、enum,这与OpenGL类似。

Vulkan.Platforms文件夹下的Vulkan.Platforms.csproj是平台相关的一些API。

Lesson01Clear文件夹下的是第一个示例,展示了Vulkan清空窗口的代码。以后会逐步添加更多的示例。

有了这个库,读者就可以运行示例程序,一点点地读代码,慢慢理解Vulkan了。这也是本人用的最多的学习方法。遇到不懂的就上网搜索,毕竟我没有别人可以问。

这个库还很不成熟,以后会有大的改动。但这不妨碍学习,反而是学习的好资料,在变动的过程中方能体会软件工程的精髓。

清空窗口

用Vulkan写个清空窗口的程序,就像是用C写个hello world。

外壳

新建Windows窗体应用程序。

 

 添加对类库Vulkan和Vulkan.Platforms的引用:

 

 添加此项目的核心类型LessonClear。Vulkan需要初始化(Init)一些东西,在每次渲染时,渲染(Render)一些东西。

 1 namespace Lesson01Clear {
 2     unsafe class LessonClear {
 3     
 4         bool isInitialized = false;
 5 
 6         public void Init() {
 7             if (this.isInitialized) { return; }
 8 
 9             this.isInitialized = true;
10         }
11 
12         public void Render() {
13             if (!isInitialized) return;
14 
15         }
16     }
17 }

 

添加一个User Control,用以调用LessonClear。

 1 namespace Lesson01Clear {
 2     public partial class UCClear : UserControl {
 3 
 4         LessonClear lesson;
 5 
 6         public UCClear() {
 7             InitializeComponent();
 8         }
 9 
10         protected override void OnLoad(EventArgs e) {
11             base.OnLoad(e);
12 
13             this.lesson = new LessonClear();
14             this.lesson.Init();
15         }
16 
17         protected override void OnPaintBackground(PaintEventArgs e) {
18             var lesson = this.lesson;
19             if (lesson != null) {
20                 lesson.Render();
21             }
22         }
23     }
24 }

 

在主窗口中添加一个自定义控件UCClear。这样,在窗口启动时,就会自动执行LessonClear的初始化和渲染功能了。

 

 此时的解决方案如下:

 

 

初始化

要初始化的东西比较多,我们一项一项来看。

VkInstance

在LessonClear中添加成员变量VkInstance vkIntance,在InitInstance()函数中初始化它。

 1     unsafe class LessonClear {
 2         VkInstance vkIntance;
 3         bool isInitialized = false;
 4 
 5         public void Init() {
 6             if (this.isInitialized) { return; }
 7 
 8             this.vkIntance = InitInstance();
 9 
10             this.isInitialized = true;
11         }
12 
13         private VkInstance InitInstance() {
14             VkLayerProperties[] layerProperties;
15             Layer.EnumerateInstanceLayerProperties(out layerProperties);
16             string[] layersToEnable = layerProperties.Any(l => StringHelper.ToStringAnsi(l.LayerName) == "VK_LAYER_LUNARG_standard_validation")
17                 ? new[] { "VK_LAYER_LUNARG_standard_validation" }
18                 : new string[0];
19 
20             var appInfo = new VkApplicationInfo();
21             {
22                 appInfo.SType = VkStructureType.ApplicationInfo;
23                 uint version = Vulkan.Version.Make(1, 0, 0);
24                 appInfo.ApiVersion = version;
25             }
26 
27             var extensions = new string[] { "VK_KHR_surface", "VK_KHR_win32_surface", "VK_EXT_debug_report" };
28 
29             var info = new VkInstanceCreateInfo();
30             {
31                 info.SType = VkStructureType.InstanceCreateInfo;
32                 extensions.Set(ref info.EnabledExtensionNames, ref info.EnabledExtensionCount);
33                 layersToEnable.Set(ref info.EnabledLayerNames, ref info.EnabledLayerCount);
34                 info.ApplicationInfo = (IntPtr)(&appInfo);
35             }
36 
37             VkInstance result;
38             VkInstance.Create(ref info, null, out result).Check();
39 
40             return result;
41         }
42     }

 VkInstance的extension和layer是什么,一时难以说清,先不管。VkInstance像是一个缓存,它根据用户提供的参数,准备好了用户可能要用的东西。在创建VkInstance时,我明显感到程序卡顿了1秒。如果用户稍后请求的东西在缓存中,VkInstance就立即提供给他;如果不在,VkInstance就不给,并抛出VkResult。

以“Vk”开头的一般是Vulkan的结构体,或者对某种Vulkan对象的封装。

VkInstance就是一个对Vulkan对象的封装。创建一个VkInstance对象时,Vulkan的API只会返回一个 IntPtr 指针。在本库中,用一个class VkInstance将其封装起来,以便使用。

创建一个VkInstance对象时,需要我们提供给Vulkan API一个对应的 VkInstanceCreateInfo 结构体。这个结构体包含了创建VkInstance所需的各种信息,例如我们想让这个VkInstance支持哪些extension、哪些layer等。对于extension,显然,这必须用一个数组指针IntPtr和extension的总数来描述。

 1     public struct VkInstanceCreateInfo {
 2         public VkStructureType SType;
 3         public IntPtr Next;
 4         public UInt32 Flags;
 5         public IntPtr ApplicationInfo;
 6         public UInt32 EnabledLayerCount;
 7         public IntPtr EnabledLayerNames;
 8         public UInt32 EnabledExtensionCount; // 数组元素的数量
 9         public IntPtr EnabledExtensionNames; // 数组指针
10     }

 

这样的情况在Vulkan十分普遍,所以本库提供一个扩展方法来执行这一操作:

 1     /// <summary>
 2     /// Set an array of structs to specified <paramref name="target"/> and <paramref name="count"/>.
 3     /// <para>Enumeration types are not allowed to use this method.
 4     /// If you have to, convert them to byte/short/ushort/int/uint according to their underlying types first.</para>
 5     /// </summary>
 6     /// <param name="value"></param>
 7     /// <param name="target">address of first element/array.</param>
 8     /// <param name="count">How many elements?</param>
 9     public static void Set<T>(this T[] value, ref IntPtr target, ref UInt32 count) where T : struct {
10         {   // free unmanaged memory.
11             if (target != IntPtr.Zero) {
12                 Marshal.FreeHGlobal(target);
13                 target = IntPtr.Zero;
14                 count = 0;
15             }
16         }
17         {
18             count = (UInt32)value.Length;
19 
20             int elementSize = Marshal.SizeOf<T>();
21             int byteLength = (int)(count * elementSize);
22             IntPtr array = Marshal.AllocHGlobal(byteLength);
23             var dst = (byte*)array;
24             GCHandle pin = GCHandle.Alloc(value, GCHandleType.Pinned);
25             IntPtr address = Marshal.UnsafeAddrOfPinnedArrayElement(value, 0);
26             var src = (byte*)address;
27             for (int i = 0; i < byteLength; i++) {
28                 dst[i] = src[i];
29             }
30             pin.Free();
31 
32             target = array;
33         }
34     }

 这个Set<T>()函数的核心作用是:在非托管内存上创建一个数组,将托管内存中的数组T[] value中的数据复制过去,然后,记录非托管内存中的数组的首地址(target)和元素数量(count)。当然,如果这不是第一次让target记录非托管内存中的某个数组,那就意味着首先应当将target指向的数组释放掉。

如果这里的T是枚举类型, Marshal.SizeOf() 会抛出异常,所以,必须先将枚举数组转换为 byte/short/ushort/int/uint 类型的数组。至于Marshal.SizeOf为什么会抛异常,我也不知道。

如果这里的T是string,那么必须用另一个变种函数代替:

 1     /// <summary>
 2     /// Set an array of strings to specified <paramref name="target"/> and <paramref name="count"/>.
 3     /// </summary>
 4     /// <param name="value"></param>
 5     /// <param name="target">address of first element/array.</param>
 6     /// <param name="count">How many elements?</param>
 7     public static void Set(this string[] value, ref IntPtr target, ref UInt32 count) {
 8         {   // free unmanaged memory.
 9             var pointer = (IntPtr*)(target.ToPointer());
10             if (pointer != null) {
11                 for (int i = 0; i < count; i++) {
12                     Marshal.FreeHGlobal(pointer[i]);
13                 }
14             }
15         }
16         {
17             int length = value.Length;
18             if (length > 0) {
19                 int elementSize = Marshal.SizeOf(typeof(IntPtr));
20                 int byteLength = (int)(length * elementSize);
21                 IntPtr array = Marshal.AllocHGlobal(byteLength);
22                 IntPtr* pointer = (IntPtr*)array.ToPointer();
23                 for (int i = 0; i < length; i++) {
24                     IntPtr str = Marshal.StringToHGlobalAnsi(value[i]);
25                     pointer[i] = str;
26                 }
27                 target = array;
28             }
29             count = (UInt32)length;
30         }
31     }

public static void Set(this string[] value, ref IntPtr target, ref UInt32 count)

 

实现和解释起来略显复杂,但使用起来十分简单:

1 var extensions = new string[] { "VK_KHR_surface", "VK_KHR_win32_surface", "VK_EXT_debug_report" };
2 extensions.Set(ref info.EnabledExtensionNames, ref info.EnabledExtensionCount);
3 var layersToEnable = new[] { "VK_LAYER_LUNARG_standard_validation" };
4 layersToEnable.Set(ref info.EnabledLayerNames, ref info.EnabledLayerCount);

 在后续创建其他Vulkan对象时,我们将多次使用这一方法。

创建VkInstance的内部过程,就是调用Vulkan API的问题:

 1 namespace Vulkan {
 2     public unsafe partial class VkInstance : IDisposable {
 3         public readonly IntPtr handle;
 4         private readonly UnmanagedArray<VkAllocationCallbacks> callbacks;
 5 
 6         public static VkResult Create(ref VkInstanceCreateInfo createInfo, UnmanagedArray<VkAllocationCallbacks> callbacks, out VkInstance instance) {
 7             VkResult result = VkResult.Success;
 8             var handle = new IntPtr();
 9             VkAllocationCallbacks* pAllocator = callbacks != null ? (VkAllocationCallbacks*)callbacks.header : null;
10             fixed (VkInstanceCreateInfo* pCreateInfo = &createInfo) {
11                 vkAPI.vkCreateInstance(pCreateInfo, pAllocator, &handle).Check();
12             }
13 
14             instance = new VkInstance(callbacks, handle);
15 
16             return result;
17         }
18 
19         private VkInstance(UnmanagedArray<VkAllocationCallbacks> callbacks, IntPtr handle) {
20             this.callbacks = callbacks;
21             this.handle = handle;
22         }
23 
24         public void Dispose() {
25             VkAllocationCallbacks* pAllocator = callbacks != null ? (VkAllocationCallbacks*)callbacks.header : null;
26             vkAPI.vkDestroyInstance(this.handle, pAllocator);
27         }
28     }
29     
30     class vkAPI {
31         const string VulkanLibrary = "vulkan-1";
32 
33         [DllImport(VulkanLibrary, CallingConvention = CallingConvention.Winapi)]
34         internal static unsafe extern VkResult vkCreateInstance(VkInstanceCreateInfo* pCreateInfo, VkAllocationCallbacks* pAllocator, IntPtr* pInstance);
35 
36         [DllImport(VulkanLibrary, CallingConvention = CallingConvention.Winapi)]
37         internal static unsafe extern void vkDestroyInstance(IntPtr instance, VkAllocationCallbacks* pAllocator);
38     }
39 }

在 public static VkResult Create(ref VkInstanceCreateInfo createInfo, UnmanagedArray<VkAllocationCallbacks> callbacks, out VkInstance instance); 函数中:

第一个参数用ref标记,是因为这样就会强制程序员提供一个 VkInstanceCreateInfo 结构体。如果改用 VkInstanceCreateInfo* ,那么程序员就有可能提供一个null指针,这对于Vulkan API的 vkCreateInstance() 是没有应用意义的。

对第二个参数提供null指针是有应用意义的,但是,如果用 VkAllocationCallbacks* ,那么此参数指向的对象仍旧可能位于托管内存中(从而,在后续阶段,其位置有可能被GC改变)。用 UnmanagedArray<VkAllocationCallbacks> 就可以保证它位于非托管内存

对于第三个参数,之所以让它用out标记(而不是放到返回值上),是因为 vkCreateInstance() 的返回值是 VkResult 。这样写,可以保持代码的风格与Vulkan一致。如果以后需要用切面编程之类的的方式添加log等功能,这样的一致性就会带来便利。

在函数中声明的结构体变量(例如这里的 var handle = new IntPtr(); ),可以直接取其地址( &handle )。

创建VkInstance的方式方法流程,与创建其他Vulkan对象的方式方法流程是极其相似的。读者可以触类旁通。

VkSurfaceKhr

在LessonClear中添加成员变量VkSurfaceKhr vkSurface,在InitSurface()函数中初始化它。

 1 namespace Lesson01Clear {
 2     unsafe class LessonClear {
 3         VkInstance vkIntance;
 4         VkSurfaceKhr vkSurface;
 5         bool isInitialized = false;
 6 
 7         public void Init(IntPtr hwnd, IntPtr processHandle) {
 8             if (this.isInitialized) { return; }
 9 
10             this.vkIntance = InitInstance();
11             this.vkSurface = InitSurface(this.vkIntance, hwnd, processHandle);
12             
13             this.isInitialized = true;
14         }
15 
16         private VkSurfaceKhr InitSurface(VkInstance instance, IntPtr hwnd, IntPtr processHandle) {
17             var info = new VkWin32SurfaceCreateInfoKhr {
18                 SType = VkStructureType.Win32SurfaceCreateInfoKhr,
19                 Hwnd = hwnd, // handle of User Control.
20                 Hinstance = processHandle, //Process.GetCurrentProcess().Handle
21             };
22             return instance.CreateWin32SurfaceKHR(ref info, null);
23         }
24     }
25 }

 可见,VkSurfaceKhr的创建与VkInstance遵循同样的模式,只是CreateInfo内容比较少。VkSurfaceKhr需要知道窗口句柄和进程句柄,这样它才能渲染到相应的窗口/控件上。

VkPhysicalDevice

这里的物理设备指的就是我们的计算机上的GPU了。

 1 namespace Lesson01Clear {
 2     unsafe class LessonClear {
 3         VkInstance vkIntance;
 4         VkSurfaceKhr vkSurface;
 5         VkPhysicalDevice vkPhysicalDevice;
 6         bool isInitialized = false;
 7 
 8         public void Init(IntPtr hwnd, IntPtr processHandle) {
 9             if (this.isInitialized) { return; }
10 
11             this.vkIntance = InitInstance();
12             this.vkSurface = InitSurface(this.vkIntance, hwnd, processHandle);
13             this.vkPhysicalDevice = InitPhysicalDevice();
14 
15             this.isInitialized = true;
16         }
17 
18         private VkPhysicalDevice InitPhysicalDevice() {
19             VkPhysicalDevice[] physicalDevices;
20             this.vkIntance.EnumeratePhysicalDevices(out physicalDevices);
21             return physicalDevices[0];
22         }
23     }
24 }

 

创建VkPhysicalDivice对象不需要Callback:

 1 namespace Vulkan {
 2     public unsafe partial class VkPhysicalDevice {
 3         public readonly IntPtr handle;
 4 
 5         public static VkResult Enumerate(VkInstance instance, out VkPhysicalDevice[] physicalDevices) {
 6             if (instance == null) { physicalDevices = null; return VkResult.Incomplete; }
 7 
 8             UInt32 count;
 9             VkResult result = vkAPI.vkEnumeratePhysicalDevices(instance.handle, &count, null).Check();
10             var handles = stackalloc IntPtr[(int)count];
11             if (count > 0) {
12                 result = vkAPI.vkEnumeratePhysicalDevices(instance.handle, &count, handles).Check();
13             }
14 
15             physicalDevices = new VkPhysicalDevice[count];
16             for (int i = 0; i < count; i++) {
17                 physicalDevices[i] = new VkPhysicalDevice(handles[i]);
18             }
19 
20             return result;
21         }
22 
23         private VkPhysicalDevice(IntPtr handle) {
24             this.handle = handle;
25         }
26     }
27 }

在函数中声明的变量(例如这里的 var handle = new IntPtr(); ),可以直接取其地址( &handle )。

但是在函数中声明的数组,数组本身是在中的,不能直接取其地址。为了能够取其地址,可以用( var handles = stackalloc IntPtr[(int)count]; )这样的方式,这会将数组本身创建到函数自己的空间,从而可以直接取其地址了。

VkDevice

这个设备是对物理设备的缓存\抽象\接口,我们想使用物理设备的哪些功能,就在CreateInfo中指定,然后创建VkDevice。(不指定的功能,以后就无法使用。)后续各种对象,都是用VkDevice创建的。

namespace Lesson01Clear {
    unsafe class LessonClear {
        VkInstance vkIntance;
        VkSurfaceKhr vkSurface;
        VkPhysicalDevice vkPhysicalDevice;
        VkDevice vkDevice;
        
        bool isInitialized = false;

        public void Init(IntPtr hwnd, IntPtr processHandle) {
            if (this.isInitialized) { return; }

            this.vkIntance = InitInstance();
            this.vkSurface = InitSurface(this.vkIntance, hwnd, processHandle);
            this.vkPhysicalDevice = InitPhysicalDevice();
            VkSurfaceFormatKhr surfaceFormat = SelectFormat(this.vkPhysicalDevice, this.vkSurface);
            VkSurfaceCapabilitiesKhr surfaceCapabilities;
            this.vkPhysicalDevice.GetSurfaceCapabilitiesKhr(this.vkSurface, out surfaceCapabilities);

            this.vkDevice = InitDevice(this.vkPhysicalDevice, this.vkSurface);

            this.isInitialized = true;
        }

        private VkDevice InitDevice(VkPhysicalDevice physicalDevice, VkSurfaceKhr surface) {
            VkQueueFamilyProperties[] properties = physicalDevice.GetQueueFamilyProperties();
            uint index;
            for (index = 0; index < properties.Length; ++index) {
                VkBool32 supported;
                physicalDevice.GetSurfaceSupportKhr(index, surface, out supported);
                if (!supported) { continue; }

                if (properties[index].QueueFlags.HasFlag(VkQueueFlags.QueueGraphics)) break;
            }

            var queueInfo = new VkDeviceQueueCreateInfo();
            {
                queueInfo.SType = VkStructureType.DeviceQueueCreateInfo;
                new float[] { 1.0f }.Set(ref queueInfo.QueuePriorities, ref queueInfo.QueueCount);
                queueInfo.QueueFamilyIndex = index;
            }

            var deviceInfo = new VkDeviceCreateInfo();
            {
                deviceInfo.SType = VkStructureType.DeviceCreateInfo;
                new string[] { "VK_KHR_swapchain" }.Set(ref deviceInfo.EnabledExtensionNames, ref deviceInfo.EnabledExtensionCount);
                new VkDeviceQueueCreateInfo[] { queueInfo }.Set(ref deviceInfo.QueueCreateInfos, ref deviceInfo.QueueCreateInfoCount);
            }

            VkDevice device;
            physicalDevice.CreateDevice(ref deviceInfo, null, out device);

            return device;
        }
    }
}

 后续的Queue、Swapchain、Image、RenderPass、Framebuffer、Fence和Semaphore等都不再一一介绍,毕竟都是十分类似的创建过程。

最后只介绍一下VkCommandBuffer。

VkCommandBuffer

Vulkan可以将很多渲染指令保存到buffer,将buffer一次性上传到GPU内存,这样以后每次调用它即可,不必重复提交这些数据了。

 1 namespace Lesson01Clear {
 2     unsafe class LessonClear {
 3         VkInstance vkIntance;
 4         VkSurfaceKhr vkSurface;
 5         VkPhysicalDevice vkPhysicalDevice;
 6 
 7         VkDevice vkDevice;
 8         VkQueue vkQueue;
 9         VkSwapchainKhr vkSwapchain;
10         VkImage[] vkImages;
11         VkRenderPass vkRenderPass;
12         VkFramebuffer[] vkFramebuffers;
13         VkFence vkFence;
14         VkSemaphore vkSemaphore;
15         VkCommandBuffer[] vkCommandBuffers;
16         bool isInitialized = false;
17 
18         public void Init(IntPtr hwnd, IntPtr processHandle) {
19             if (this.isInitialized) { return; }
20 
21             this.vkIntance = InitInstance();
22             this.vkSurface = InitSurface(this.vkIntance, hwnd, processHandle);
23             this.vkPhysicalDevice = InitPhysicalDevice();
24             VkSurfaceFormatKhr surfaceFormat = SelectFormat(this.vkPhysicalDevice, this.vkSurface);
25             VkSurfaceCapabilitiesKhr surfaceCapabilities;
26             this.vkPhysicalDevice.GetSurfaceCapabilitiesKhr(this.vkSurface, out surfaceCapabilities);
27 
28             this.vkDevice = InitDevice(this.vkPhysicalDevice, this.vkSurface);
29 
30             this.vkQueue = this.vkDevice.GetDeviceQueue(0, 0);
31             this.vkSwapchain = CreateSwapchain(this.vkDevice, this.vkSurface, surfaceFormat, surfaceCapabilities);
32             this.vkImages = this.vkDevice.GetSwapchainImagesKHR(this.vkSwapchain);
33             this.vkRenderPass = CreateRenderPass(this.vkDevice, surfaceFormat);
34             this.vkFramebuffers = CreateFramebuffers(this.vkDevice, this.vkImages, surfaceFormat, this.vkRenderPass, surfaceCapabilities);
35 
36             var fenceInfo = new VkFenceCreateInfo() { SType = VkStructureType.FenceCreateInfo };
37             this.vkFence = this.vkDevice.CreateFence(ref fenceInfo);
38             var semaphoreInfo = new VkSemaphoreCreateInfo() { SType = VkStructureType.SemaphoreCreateInfo };
39             this.vkSemaphore = this.vkDevice.CreateSemaphore(ref semaphoreInfo);
40 
41             this.vkCommandBuffers = CreateCommandBuffers(this.vkDevice, this.vkImages, this.vkFramebuffers, this.vkRenderPass, surfaceCapabilities);
42 
43             this.isInitialized = true;
44         }
45 
46         VkCommandBuffer[] CreateCommandBuffers(VkDevice device, VkImage[] images, VkFramebuffer[] framebuffers, VkRenderPass renderPass, VkSurfaceCapabilitiesKhr surfaceCapabilities) {
47             var createPoolInfo = new VkCommandPoolCreateInfo {
48                 SType = VkStructureType.CommandPoolCreateInfo,
49                 Flags = VkCommandPoolCreateFlags.ResetCommandBuffer
50             };
51             var commandPool = device.CreateCommandPool(ref createPoolInfo);
52             var commandBufferAllocateInfo = new VkCommandBufferAllocateInfo {
53                 SType = VkStructureType.CommandBufferAllocateInfo,
54                 Level = VkCommandBufferLevel.Primary,
55                 CommandPool = commandPool.handle,
56                 CommandBufferCount = (uint)images.Length
57             };
58             VkCommandBuffer[] buffers = device.AllocateCommandBuffers(ref commandBufferAllocateInfo);
59             for (int i = 0; i < images.Length; i++) {
60 
61                 var commandBufferBeginInfo = new VkCommandBufferBeginInfo() {
62                     SType = VkStructureType.CommandBufferBeginInfo
63                 };
64                 buffers[i].Begin(ref commandBufferBeginInfo);
65                 {
66                     var renderPassBeginInfo = new VkRenderPassBeginInfo();
67                     {
68                         renderPassBeginInfo.SType = VkStructureType.RenderPassBeginInfo;
69                         renderPassBeginInfo.Framebuffer = framebuffers[i].handle;
70                         renderPassBeginInfo.RenderPass = renderPass.handle;
71                         new VkClearValue[] { new VkClearValue { Color = new VkClearColorValue(0.9f, 0.7f, 0.0f, 1.0f) } }.Set(ref renderPassBeginInfo.ClearValues, ref renderPassBeginInfo.ClearValueCount);
72                         renderPassBeginInfo.RenderArea = new VkRect2D {
73                             Extent = surfaceCapabilities.CurrentExtent
74                         };
75                     };
76                     buffers[i].CmdBeginRenderPass(ref renderPassBeginInfo, VkSubpassContents.Inline);
77                     {
78                         // nothing to do in this lesson.
79                     }
80                     buffers[i].CmdEndRenderPass();
81                 }
82                 buffers[i].End();
83             }
84             return buffers;
85         }
86     }
87 }

 本例中的VkClearValue用于指定背景色,这里指定了黄色,运行效果如下:

 

 

总结

如果看不懂本文,就去看代码,运行代码,再来看本文。反反复复看,总会懂。

 

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本文链接:https://www.cnblogs.com/bitzhuwei/p/Vulkan-0-Environment-Clear-Window.html