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-rw-r--r--src/rendering/rhi/rhi.h131
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diff --git a/src/rendering/rhi/rhi.h b/src/rendering/rhi/rhi.h
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-#pragma once
-
-// Donut RHI (Render Hardware Interface): a small, portable GPU abstraction that
-// OpenGL, Vulkan (and later Metal / D3D12) implement behind ONE interface, so the
-// app's rendering — the black hole, the scene — is written ONCE on top and runs
-// on any backend. The shape is modelled on the explicit APIs (baked pipelines,
-// recorded command lists, explicit render targets); OpenGL emulates that, which
-// is easy, whereas the reverse (making Vulkan speak GL's immediate mode) is not.
-
-#include "core/memory.h"
-#include <glm/glm.hpp>
-#include <cstdint>
-#include <string>
-#include <vector>
-#include <functional>
-
-namespace Donut::rhi
-{
- enum class Format
- {
- RGBA8, // 8-bit unorm colour (swapchain / LDR targets)
- RGBA16F, // half-float colour (HDR / cubemap)
- D32, // 32-bit depth
- };
-
- enum class BufferType { Vertex, Index, Uniform };
- enum class Topology { Triangles, Lines };
- enum class CullMode { None, Back, Front };
- enum class BlendMode { Opaque, AlphaBlend };
- enum class CompareOp { Always, Less, LessEqual };
- enum class Filter { Nearest, Linear };
-
- // One vertex attribute; offsets/stride are in bytes. `components` is 1..4 floats.
- struct VertexAttribute { uint32_t location; uint32_t components; uint32_t offset; };
- struct VertexLayout { uint32_t stride = 0; std::vector<VertexAttribute> attributes; };
-
- // A shader resource slot the pipeline exposes. `binding` is the set-0 binding
- // index shared by the GLSL/SPIR-V (the app binds resources to these before a draw).
- enum class ResourceKind { UniformBuffer, Texture };
- struct ResourceSlot { ResourceKind kind; uint32_t binding; };
-
- // --- opaque GPU resources (backends subclass) --------------------------
- class Buffer { public: virtual ~Buffer() = default; virtual auto update(const void* data, size_t size) -> void = 0; };
- class Texture { public: virtual ~Texture() = default; };
- class Pipeline{ public: virtual ~Pipeline() = default; };
-
- // An off-screen target (colour, optional depth). The swapchain is the implicit
- // default target, addressed by passing nullptr to begin_render_pass.
- class RenderTarget
- {
- public:
- virtual ~RenderTarget() = default;
- virtual auto width() const -> int = 0;
- virtual auto height() const -> int = 0;
- virtual auto color_texture() -> Texture* = 0; // to sample this target's colour
- };
-
- struct PipelineDesc
- {
- std::string shader; // base name; backend loads .spv or .glsl
- VertexLayout vertex_layout;
- std::vector<ResourceSlot> resources; // UBO/texture slots the shader reads
- Topology topology = Topology::Triangles;
- CullMode cull = CullMode::None;
- BlendMode blend = BlendMode::Opaque;
- bool depth_test = false;
- bool depth_write = false;
- CompareOp depth_op = CompareOp::Less;
- Format color_format = Format::RGBA8; // format of the target it renders into
- bool has_depth = false; // target has a depth attachment
- };
-
- // Records draws for one frame. Obtained from Device::begin_frame (targets the
- // swapchain) or created transiently for off-screen passes via the Device.
- class CommandList
- {
- public:
- virtual ~CommandList() = default;
-
- // target == nullptr renders to the swapchain; otherwise to the RenderTarget.
- virtual auto begin_render_pass(RenderTarget* target, const glm::vec4& clear) -> void = 0;
- virtual auto end_render_pass() -> void = 0;
-
- virtual auto bind_pipeline(Pipeline* pipeline) -> void = 0;
- virtual auto set_viewport(int x, int y, int w, int h, bool flip_y = false) -> void = 0;
-
- virtual auto bind_uniform(uint32_t binding, Buffer* ubo) -> void = 0;
- virtual auto bind_texture(uint32_t binding, Texture* texture) -> void = 0;
-
- virtual auto bind_vertex_buffer(Buffer* vb) -> void = 0;
- virtual auto bind_index_buffer(Buffer* ib) -> void = 0; // 32-bit indices
-
- virtual auto draw(uint32_t vertex_count) -> void = 0;
- virtual auto draw_indexed(uint32_t index_count) -> void = 0;
- };
-
- // The backend root: owns the device/swapchain and creates every resource.
- class Device
- {
- public:
- virtual ~Device() = default;
-
- // glfwWindow: opaque GLFW handle (GL context for OpenGL, NO_API otherwise).
- virtual auto init(void* glfwWindow, int width, int height) -> bool = 0;
- virtual auto shutdown() -> void = 0;
- virtual auto resize(int width, int height) -> void = 0;
- virtual auto wait_idle() -> void = 0;
-
- virtual auto create_buffer(BufferType type, size_t size, const void* data = nullptr) -> Ref<Buffer> = 0;
- virtual auto create_texture(int width, int height, Format format, Filter filter, const void* data = nullptr) -> Ref<Texture> = 0;
- virtual auto create_cubemap_from_hdri(const std::string& equirect_path) -> Ref<Texture> = 0;
- virtual auto create_render_target(int width, int height, Format color, bool with_depth,
- Filter sample_filter = Filter::Linear, int mip_levels = 1) -> Ref<RenderTarget> = 0;
- virtual auto create_pipeline(const PipelineDesc& desc) -> Ref<Pipeline> = 0;
-
- // Frame loop: begin_frame returns the swapchain command list (or nullptr if
- // the frame is skipped, e.g. minimised); record into it, then end_frame
- // submits + presents. record_offscreen runs a self-contained pass whose
- // command list targets a RenderTarget (used before the swapchain frame).
- virtual auto begin_frame(const glm::vec4& clear) -> CommandList* = 0;
- virtual auto end_frame() -> void = 0;
- virtual auto record_offscreen(const std::function<void(CommandList&)>& record) -> void = 0;
-
- // ImGui lives above the RHI but its platform/render backend is per-device.
- virtual auto init_imgui() -> void = 0;
- virtual auto imgui_new_frame() -> void = 0;
- virtual auto imgui_render(CommandList& swapchain_cmds) -> void = 0;
-
- virtual auto device_name() const -> const std::string& = 0;
- };
-}