- 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>
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#pragma once
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#include "../RHI/RHICommandBuffer.h"
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#include "../Frame/FramePacket.h"
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#include <vector>
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namespace grove {
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namespace rhi { class IRHIDevice; }
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// ============================================================================
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// Render Pass Interface
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// ============================================================================
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class RenderPass {
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public:
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virtual ~RenderPass() = default;
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// Unique identifier
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virtual const char* getName() const = 0;
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// Render order (lower = earlier)
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virtual uint32_t getSortOrder() const = 0;
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// Dependencies (names of passes that must execute before)
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virtual std::vector<const char*> getDependencies() const { return {}; }
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// Execution - MUST be thread-safe
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// frame: read-only
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// cmd: write-only, thread-local
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virtual void execute(const FramePacket& frame, rhi::RHICommandBuffer& cmd) = 0;
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// Initial setup (load shaders, create buffers)
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virtual void setup(rhi::IRHIDevice& device) = 0;
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// Cleanup
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virtual void shutdown(rhi::IRHIDevice& device) = 0;
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};
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} // namespace grove
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