forked from Misaki/GhostEngine
Refactor pipeline state and render output abstractions
- Replace old pipeline enums/structs with new strongly-typed PipelineState and enums (ZTest, ZWrite, Cull, Blend, ColorWriteMask) - Redesign pipeline keying: introduce 128-bit GraphicsPipelineKey, MaterialPipelineKey, and PassPipelineKey for robust PSO caching - Replace IRenderTargetStrategy with IRenderOutput; add SwapChainRenderOutput and TextureRenderOutput - Update renderer and window code to use new render output abstraction and handle viewport/scissor updates - Make ShaderPass a readonly struct and Shader a struct; use ID-based pass lookup for efficiency - Materials now support per-pass pipeline overrides with new keying - Add defensive checks in D3D12CommandBuffer; update D3D12PipelineLibrary for new keying/state - Move test shader to test.gsdef and update for new pipeline state syntax - Remove obsolete files/interfaces and perform general code cleanups - Update all usages and parsing logic for new pipeline state system
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@@ -22,5 +22,6 @@ public interface IPipelineLibrary : IDisposable
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/// <param name="filePath">File path. If null, load default library.</param>
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void InitializeLibrary(string? filePath);
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void SaveLibraryToDisk(string filePath);
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bool HasPipeline(GraphicsPipelineKey key);
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Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
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}
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