#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; }