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
This commit is contained in:
@@ -18,11 +18,11 @@ internal class PropertySemantic
|
||||
|
||||
internal class PipelineSemantic
|
||||
{
|
||||
public ZTestOptions? zTest;
|
||||
public ZWriteOptions? zWrite;
|
||||
public CullOptions? cull;
|
||||
public BlendOptions? blend;
|
||||
public uint? colorMask;
|
||||
public ZTest? zTest;
|
||||
public ZWrite? zWrite;
|
||||
public Cull? cull;
|
||||
public Blend? blend;
|
||||
public ColorWriteMask? colorMask;
|
||||
}
|
||||
|
||||
internal class PassSemantic
|
||||
|
||||
Reference in New Issue
Block a user