Move rhi implementation and add vulkan profiles
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// vim:fileencoding=utf-8:foldmethod=marker
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//
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// Prism RHI — Render Hardware Interface
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//
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// Design based on the How To Vulkan tutorial (https://www.howtovulkan.com/)
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// which uses these modern Vulkan features:
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// - Vulkan 1.3 core (dynamic rendering, synchronization2, buffer device
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// address)
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// - Descriptor indexing (bindless with variable descriptor count)
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// - Dynamic state (viewport, scissor)
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// - VMA for memory management
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// - Vulkan profiles for device selection
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// - Slang for shader compilation (SPIR-V output)
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//
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// This RHI abstracts those features behind platform-agnostic types.
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// Backend selection is compile-time — define PR_RHI_VULKAN, PR_RHI_D3D12,
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// or PR_RHI_METAL at build time.
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//
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// Creation functions return the object directly or abort on failure.
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// Only swapchain acquire/present return a b8 — the caller can detect
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// out-of-date and recreate.
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#ifndef PR_RHI_H
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#define PR_RHI_H
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#include "pr_rhi_types.h"
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// ======================================================================
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// Instance
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// ======================================================================
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PrRhiInstance *prRhiCreateInstance(PrRhiInstanceDesc desc, WpAllocator *alloc);
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void prRhiDestroyInstance(PrRhiInstance *inst, WpAllocator *alloc);
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// ======================================================================
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// Physical device enumeration
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// ======================================================================
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PrRhiPhysicalDeviceArray prRhiGetPhysicalDevices(PrRhiInstance *inst, const WpAllocator *scratch);
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void prRhiGetPhysicalDeviceName(PrRhiPhysicalDevice *pdev, WpStr8 *out);
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void prRhiGetPhysicalDeviceDriverInfo(PrRhiPhysicalDevice *pdev, WpStr8 *out);
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// ======================================================================
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// Surface (platform-specific)
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// ======================================================================
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PrRhiSurface *prRhiCreateSurface(PrRhiInstance *inst, void *window_handle, WpAllocator *alloc);
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void prRhiDestroySurface(PrRhiInstance *inst, PrRhiSurface *surface, WpAllocator *alloc);
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PrRhiSurfaceCapabilities prRhiGetSurfaceCapabilities(PrRhiPhysicalDevice *pdev,
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PrRhiSurface *surface);
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// ======================================================================
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// Device
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// ======================================================================
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PrRhiDevice *prRhiCreateDevice(PrRhiPhysicalDevice *pdev, PrRhiSurface *surface,
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PrRhiDeviceDesc desc, WpAllocator *alloc);
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void prRhiDestroyDevice(PrRhiDevice *device, WpAllocator *alloc);
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void prRhiDeviceWaitIdle(PrRhiDevice *device);
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// ======================================================================
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// Swapchain
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// ======================================================================
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PrRhiSwapchain *prRhiCreateSwapchain(PrRhiDevice *device, PrRhiSwapchainDesc desc,
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WpAllocator *alloc);
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void prRhiDestroySwapchain(PrRhiDevice *device, PrRhiSwapchain *swapchain,
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WpAllocator *alloc);
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PrRhiSwapchainResult prRhiAcquireNextImage(PrRhiDevice *device, PrRhiSwapchain *swapchain,
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PrRhiSemaphore *signal_semaphore, u32 *out_image_index);
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PrRhiSwapchainResult prRhiPresent(PrRhiDevice *device, PrRhiSwapchain *swapchain,
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PrRhiSemaphore *wait_semaphore);
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void prRhiRecreateSwapchain(PrRhiDevice *device, PrRhiSwapchain **swapchain,
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u32 width, u32 height, WpAllocator *alloc);
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PrRhiTexture *prRhiGetSwapchainTexture(PrRhiSwapchain *swapchain, u32 image_index);
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PrRhiTexture *prRhiGetSwapchainDepthTexture(PrRhiSwapchain *swapchain);
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// ======================================================================
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// Buffers
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// ======================================================================
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PrRhiBuffer *prRhiCreateBuffer(PrRhiDevice *device, PrRhiBufferDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyBuffer(PrRhiDevice *device, PrRhiBuffer *buffer, WpAllocator *alloc);
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void *prRhiBufferMap(PrRhiDevice *device, PrRhiBuffer *buffer);
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void prRhiBufferUnmap(PrRhiDevice *device, PrRhiBuffer *buffer);
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PrRhiDeviceAddress prRhiGetBufferDeviceAddress(PrRhiDevice *device, PrRhiBuffer *buffer);
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// ======================================================================
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// Textures
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// ======================================================================
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PrRhiTexture *prRhiCreateTexture(PrRhiDevice *device, PrRhiTextureDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyTexture(PrRhiDevice *device, PrRhiTexture *texture,
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WpAllocator *alloc);
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// ======================================================================
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// Samplers
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// ======================================================================
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PrRhiSampler *prRhiCreateSampler(PrRhiDevice *device, PrRhiSamplerDesc desc,
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WpAllocator *alloc);
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void prRhiDestroySampler(PrRhiDevice *device, PrRhiSampler *sampler,
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WpAllocator *alloc);
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// ======================================================================
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// Shaders (from SPIR-V)
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// ======================================================================
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PrRhiShader *prRhiCreateShader(PrRhiDevice *device, PrRhiShaderDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyShader(PrRhiDevice *device, PrRhiShader *shader, WpAllocator *alloc);
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// ======================================================================
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// Pipeline layouts
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// ======================================================================
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PrRhiPipelineLayout *prRhiCreatePipelineLayout(PrRhiDevice *device,
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PrRhiPipelineLayoutDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyPipelineLayout(PrRhiDevice *device,
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PrRhiPipelineLayout *layout,
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WpAllocator *alloc);
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// ======================================================================
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// Pipelines
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// ======================================================================
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PrRhiPipeline *prRhiCreateGraphicsPipeline(PrRhiDevice *device,
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PrRhiGraphicsPipelineDesc desc,
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WpAllocator *alloc);
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PrRhiPipeline *prRhiCreateComputePipeline(PrRhiDevice *device,
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PrRhiComputePipelineDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyPipeline(PrRhiDevice *device, PrRhiPipeline *pipeline,
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WpAllocator *alloc);
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// ======================================================================
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// Descriptor set layouts
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// ======================================================================
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PrRhiDescriptorSetLayout *prRhiCreateDescriptorSetLayout(PrRhiDevice *device,
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PrRhiDescriptorSetLayoutDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyDescriptorSetLayout(PrRhiDevice *device,
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PrRhiDescriptorSetLayout *layout,
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WpAllocator *alloc);
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// ======================================================================
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// Descriptor pools
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// ======================================================================
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PrRhiDescriptorPool *prRhiCreateDescriptorPool(PrRhiDevice *device,
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PrRhiDescriptorPoolDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyDescriptorPool(PrRhiDevice *device,
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PrRhiDescriptorPool *pool,
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WpAllocator *alloc);
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// ======================================================================
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// Descriptor sets
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// ======================================================================
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PrRhiDescriptorSet *prRhiAllocateDescriptorSet(PrRhiDevice *device, PrRhiDescriptorPool *pool,
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PrRhiDescriptorSetLayout *layout,
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u32 variable_count, WpAllocator *alloc);
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void prRhiFreeDescriptorSet(PrRhiDevice *device, PrRhiDescriptorPool *pool,
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PrRhiDescriptorSet *set, WpAllocator *alloc);
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void prRhiUpdateDescriptorSet(PrRhiDevice *device, PrRhiWriteDescriptorSetArray writes);
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// ======================================================================
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// Fences and semaphores
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// ======================================================================
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PrRhiFence *prRhiCreateFence(PrRhiDevice *device, PrRhiFenceDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyFence(PrRhiDevice *device, PrRhiFence *fence, WpAllocator *alloc);
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void prRhiWaitForFences(PrRhiDevice *device, PrRhiFenceArray fences, u32 count,
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b8 wait_all, u64 timeout_ns);
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void prRhiResetFences(PrRhiDevice *device, PrRhiFenceArray fences, u32 count);
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PrRhiSemaphore *prRhiCreateSemaphore(PrRhiDevice *device, WpAllocator *alloc);
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void prRhiDestroySemaphore(PrRhiDevice *device, PrRhiSemaphore *semaphore,
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WpAllocator *alloc);
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// ======================================================================
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// Command pools and command buffers
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// ======================================================================
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PrRhiCommandPool *prRhiCreateCommandPool(PrRhiDevice *device, PrRhiCommandPoolDesc desc,
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WpAllocator *alloc);
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void prRhiDestroyCommandPool(PrRhiDevice *device, PrRhiCommandPool *pool,
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WpAllocator *alloc);
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PrRhiCommandBufferArray prRhiAllocateCommandBuffers(PrRhiDevice *device, PrRhiCommandPool *pool,
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u32 count, WpAllocator *alloc);
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void prRhiFreeCommandBuffers(PrRhiDevice *device, PrRhiCommandPool *pool,
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u32 count, PrRhiCommandBufferArray buffers);
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// ======================================================================
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// Command buffer recording
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// ======================================================================
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void prRhiBeginCommandBuffer(PrRhiCommandBuffer *cb);
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void prRhiEndCommandBuffer(PrRhiCommandBuffer *cb);
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void prRhiResetCommandBuffer(PrRhiCommandBuffer *cb);
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// --- Pipeline barriers (synchronization2 style) ---
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void prRhiCmdPipelineBarrier(PrRhiCommandBuffer *cb,
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PrRhiImageMemoryBarrierArray image_barriers,
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PrRhiBufferMemoryBarrierArray buffer_barriers);
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// --- Dynamic rendering ---
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void prRhiCmdBeginRendering(PrRhiCommandBuffer *cb,
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PrRhiColorAttachmentArray color_attachments,
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const PrRhiDepthAttachment *depth_attachment);
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void prRhiCmdEndRendering(PrRhiCommandBuffer *cb);
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// --- Dynamic state ---
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void prRhiCmdSetViewport(PrRhiCommandBuffer *cb, f32 x, f32 y, f32 width, f32 height);
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void prRhiCmdSetScissor(PrRhiCommandBuffer *cb, i32 x, i32 y, u32 width, u32 height);
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// --- Binding ---
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void prRhiCmdBindPipeline(PrRhiCommandBuffer *cb, PrRhiPipelineBindPoint bind_point,
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PrRhiPipeline *pipeline);
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void prRhiCmdBindDescriptorSets(PrRhiCommandBuffer *cb, PrRhiPipelineBindPoint bind_point,
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PrRhiPipelineLayout *layout, u32 first_set,
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PrRhiDescriptorSetArray sets);
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void prRhiCmdPushConstants(PrRhiCommandBuffer *cb, PrRhiPipelineLayout *layout,
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PrRhiShaderStage stage_flags, u32 offset, u32 size,
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const void *data);
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// --- Vertex / index buffers ---
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void prRhiCmdBindVertexBuffers(PrRhiCommandBuffer *cb, u32 first_binding,
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PrRhiBufferArray buffers, const u64 *offsets, u32 count);
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void prRhiCmdBindIndexBuffer(PrRhiCommandBuffer *cb, PrRhiBuffer *buffer, u64 offset,
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PrRhiIndexType index_type);
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// --- Draw calls ---
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void prRhiCmdDraw(PrRhiCommandBuffer *cb, u32 vertex_count, u32 instance_count,
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u32 first_vertex, u32 first_instance);
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void prRhiCmdDrawIndexed(PrRhiCommandBuffer *cb, u32 index_count, u32 instance_count,
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u32 first_index, i32 vertex_offset, u32 first_instance);
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// --- Copy ---
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void prRhiCmdCopyBufferToImage(PrRhiCommandBuffer *cb, PrRhiBuffer *src, PrRhiTexture *dst);
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// ======================================================================
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// Queue submission
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// ======================================================================
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void prRhiQueueSubmit(PrRhiDevice *device, PrRhiCommandBuffer *cb,
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PrRhiSemaphore *wait_semaphore,
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PrRhiSemaphore *signal_semaphore, PrRhiFence *fence);
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// ======================================================================
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// Backend dispatch
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// ======================================================================
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#if defined(PR_RHI_VULKAN)
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# include "vulkan/pr_rhi_vk_aliases.h"
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#elif defined(PR_RHI_D3D12)
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# error "D3D12 backend not yet implemented"
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#elif defined(PR_RHI_METAL)
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# error "Metal backend not yet implemented"
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#else
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# error "Define one of: PR_RHI_VULKAN, PR_RHI_D3D12, PR_RHI_METAL"
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#endif
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#endif
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