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tanagra's Issues

FileNotFoundException in TanagraExample project

It looks like GetShaderStageCreateInfo function is called with the path "./texture.vert.spv". The files are located in the Shaders folder, which would make the necessary path "Shaders/texture.vert.spv".

Why Tanagra

Hello
The wiki of Vulkan redirect to Tanagra Github when we want Vulkan C# my question is why call you this Vulkan C# Tanagra ?

Thanks

Generated structures should be in individual files

Currently the generator places structs into large Structs.cs files. This makes it difficult to easily see changes to single structures in commit logs and in other areas. They should be split up so that each struct is in it's own file.

Linux/Mono platform test

I don't currently have easy access to a Linux machine that is also Vulkan capable. I'll hopefully have time to partition my main development machine this weekend.

If anyone can run the RenderToDisk example on a Linux machine before then I'd love to know how it goes.

Using lock() to enforce external synchronization

Vulkan spec §2.5. Threading Behavior:

All commands support being called concurrently from multiple threads, but certain parameters, 
or components of parameters are defined to be externally synchronized. This means that the 
caller must guarantee that no more than one thread is using such a parameter at a given time.

There is currently an experimental feature of the generator, LockExternSync which when set to True will generate a lock() statement in commands that use arguments marked as ExternSync and are not also optional.

In general, I don't have as much experience in multithreading as I'd like, and threading in C# can get pretty muddy when things like async are brought into the picture.

Ideas about how to make Tanagra work with C#'s threading infrastructure would be greatly appreciated.

Use a dllmap in VulkanBinding

Instead of targeting vulkan-1.dll the dllName field of DllImport should reference a dllmap so that the vulkan loader is correctly loaded on all platforms.

Seealso #4

You are not allowed to transition images without acquiring them.

cmdBuffer.Begin(beginInfo);
foreach(var img in images)
PipelineBarrierSetLayout(cmdBuffer, img, ImageLayout.Undefined, ImageLayout.PresentSrcKHR, AccessFlags.None, AccessFlags.None);
cmdBuffer.End();

Here you transition the swapchain images without having Acquired them. This is not allowed.

Use of a presentable image must occur only after the image is returned by vkAcquireNextImageKHR, and before it is presented by vkQueuePresentKHR. This includes transitioning the image layout and rendering commands.

You can instead set the old layout in createCommandBuffer to undefined. Transitioning away from undefined is always allowed and implies that you don't care about the existing data.

For more info see http://stackoverflow.com/q/37524032/731620

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