- 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>
26 lines
715 B
C++
26 lines
715 B
C++
#include "ClearPass.h"
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#include "../RHI/RHIDevice.h"
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namespace grove {
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void ClearPass::setup(rhi::IRHIDevice& device) {
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// No resources needed for clear pass
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}
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void ClearPass::shutdown(rhi::IRHIDevice& device) {
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// Nothing to clean up
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}
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void ClearPass::execute(const FramePacket& frame, rhi::RHICommandBuffer& cmd) {
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// Clear is handled via view setup in bgfx
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// The clear color is set in BgfxRendererModule before frame execution
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// For command buffer approach, we'd record:
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// cmd.setClear(frame.clearColor);
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// But bgfx handles clear through setViewClear, which is called
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// at the beginning of each frame in the main module
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}
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} // namespace grove
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