- Fix texture state management in BgfxDevice: defer setTexture until submit() - Add transient instance buffer support for multi-batch rendering - Add ParticlePass with fire, smoke and sparkle particle systems - Load multiple textures from config (texture1..texture10) - Visual test now demonstrates multi-texture sprites and multi-particle effects 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
78 lines
2.9 KiB
C++
78 lines
2.9 KiB
C++
#pragma once
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#include "RHITypes.h"
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#include <memory>
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#include <string>
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namespace grove::rhi {
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// ============================================================================
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// Device Capabilities
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// ============================================================================
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struct DeviceCapabilities {
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uint16_t maxTextureSize = 0;
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uint16_t maxViews = 0;
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uint32_t maxDrawCalls = 0;
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bool instancingSupported = false;
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bool computeSupported = false;
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std::string rendererName;
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std::string gpuName;
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};
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// ============================================================================
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// RHI Device Interface - Abstract GPU access
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// ============================================================================
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class IRHIDevice {
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public:
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virtual ~IRHIDevice() = default;
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// Lifecycle
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// nativeWindowHandle: Window handle (HWND on Windows, X11 Window on Linux)
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// nativeDisplayHandle: Display handle (nullptr on Windows, X11 Display* on Linux)
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virtual bool init(void* nativeWindowHandle, void* nativeDisplayHandle, uint16_t width, uint16_t height) = 0;
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virtual void shutdown() = 0;
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virtual void reset(uint16_t width, uint16_t height) = 0;
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// Capabilities
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virtual DeviceCapabilities getCapabilities() const = 0;
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// Resource creation
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virtual TextureHandle createTexture(const TextureDesc& desc) = 0;
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virtual BufferHandle createBuffer(const BufferDesc& desc) = 0;
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virtual ShaderHandle createShader(const ShaderDesc& desc) = 0;
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virtual UniformHandle createUniform(const char* name, uint8_t numVec4s) = 0;
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// Resource destruction
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virtual void destroy(TextureHandle handle) = 0;
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virtual void destroy(BufferHandle handle) = 0;
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virtual void destroy(ShaderHandle handle) = 0;
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virtual void destroy(UniformHandle handle) = 0;
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// Dynamic updates
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virtual void updateBuffer(BufferHandle handle, const void* data, uint32_t size) = 0;
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virtual void updateTexture(TextureHandle handle, const void* data, uint32_t size) = 0;
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// Transient instance buffers (frame-local, for multi-batch rendering)
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// These are automatically freed at end of frame - no manual cleanup needed
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// Returns buffer with data pointer for CPU-side writing
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virtual TransientInstanceBuffer allocTransientInstanceBuffer(uint32_t count) = 0;
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// View setup
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virtual void setViewClear(ViewId id, uint32_t rgba, float depth) = 0;
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virtual void setViewRect(ViewId id, uint16_t x, uint16_t y, uint16_t w, uint16_t h) = 0;
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virtual void setViewTransform(ViewId id, const float* view, const float* proj) = 0;
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// Frame
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virtual void frame() = 0;
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// Command buffer execution
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virtual void executeCommandBuffer(const class RHICommandBuffer& cmdBuffer) = 0;
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// Factory
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static std::unique_ptr<IRHIDevice> create();
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};
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} // namespace grove::rhi
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