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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.
bool Init();
void Shutdown();
// 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.
bool SelfTestClear();
// 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.
bool SelfTestTriangle();
// 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.
bool RenderGeodesic(const char* pngPath);
private:
struct Impl;
Impl* m_Impl = nullptr;
};
// Convenience one-shot: Init() + SelfTestClear() + Shutdown(). Logs results.
bool VulkanSelfTest();
}
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