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-rw-r--r--src/platform/vulkan/vulkan_context.h41
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diff --git a/src/platform/vulkan/vulkan_context.h b/src/platform/vulkan/vulkan_context.h
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+#pragma once
+
+// Pure-C++ interface to the Vulkan backend (no vulkan.h leaks into the rest of
+// the engine; the implementation lives in VulkanContext.cpp). On macOS Vulkan
+// runs through MoltenVK (Vulkan -> Metal).
+namespace Donut
+{
+ class VulkanContext
+ {
+ public:
+ VulkanContext();
+ ~VulkanContext();
+
+ // Creates the instance, picks a physical device, and creates the logical
+ // device + graphics queue. Returns false (and logs) on failure.
+ auto init() -> bool;
+ auto shutdown() -> void;
+
+ // Phase 1 verification: renders a known clear colour into an offscreen
+ // image and reads it back, confirming instance -> device -> render pass
+ // -> command buffer -> submit -> read-back all work end to end.
+ auto self_test_clear() -> bool;
+
+ // Phase 2/3 verification: builds a graphics pipeline from Slang-compiled
+ // SPIR-V and draws a full-screen gradient triangle into the offscreen
+ // image, confirming the SPIR-V -> pipeline -> draw path works.
+ auto self_test_triangle() -> bool;
+
+ // B-3: renders the geodesic (black hole) fragment shader through Vulkan
+ // into an offscreen image and writes it to pngPath. Exercises UBOs,
+ // descriptor sets, a cubemap sampler and the geodesic pipeline.
+ auto render_geodesic(const char* pngPath) -> bool;
+
+ private:
+ struct Impl;
+ Impl* m_impl = nullptr;
+ };
+
+ // Convenience one-shot: init() + self_test_clear() + shutdown(). Logs results.
+ auto vulkan_self_test() -> bool;
+}