- Create proper sprite shader (vs_sprite.sc, fs_sprite.sc) with GPU instancing
- SpriteInstance struct now 80 bytes (5 x vec4) for GPU layout compatibility
- Add BufferDesc::Layout enum (Raw, PosColor, InstanceData) for proper vertex layouts
- BgfxDevice creates correct VertexLayout based on buffer type
- SpritePass uses PosColor layout for quad vertices (Position + Color0)
- Instance buffer uses 5 x vec4 layout (TexCoord7-3) for i_data0-4
- Add texture support with v_texcoord0 interpolation from instance UVs
- Create default white 1x1 texture fallback
- Compile shaders for SPIRV (Vulkan), GLSL (OpenGL), and Metal
Visual test confirms sprites render correctly at ~545 FPS.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed)
- Implement Option E: inject ShaderHandle via pass constructors
- SpritePass/DebugPass now receive shader in constructor
- RenderPass::execute() takes IRHIDevice& for dynamic buffer updates
- SpritePass::execute() updates instance buffer from FramePacket
- Integrate ShaderManager lifecycle in BgfxRendererModule
- Add test_22_bgfx_sprites.cpp (visual test with SDL2)
- Add test_22_bgfx_sprites_headless.cpp (headless data structure test)
- Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add complete BgfxRenderer module structure (24 files)
- RHI abstraction layer (no bgfx:: exposed outside BgfxDevice.cpp)
- Frame system with lock-free allocator
- RenderGraph with ClearPass, SpritePass, DebugPass
- SceneCollector for IIO message parsing (render:* topics)
- ResourceCache with thread-safe texture/shader caching
- Full IModule integration (config via IDataNode, comm via IIO)
- CMake with FetchContent for bgfx
- Windows build script (build_renderer.bat)
- Documentation (README.md, USER_GUIDE.md, PLAN_BGFX_RENDERER.md)
- Updated .gitignore for Windows builds
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>