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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@@ -5,7 +5,7 @@ using System.Numerics;
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//ShaderStructGenerator.GenerateHLSL([typeof(TestStruct), typeof(TestEnum), typeof(TestEnumFlags)], PackingRules.Exact, "C:/Users/Misaki/Downloads/Archive/Test.cs.hlsl");
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//return;
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#if false
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var source = File.ReadAllText("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader");
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var lexer = new Lexer(source);
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@@ -33,7 +33,7 @@ var descriptor = SDLCompiler.ResolveShader(model);
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SDLCompiler.GenerateShaderCode(descriptor, "C:/Users/Misaki/Downloads/Archive");
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Console.WriteLine("Shader compiled successfully:");
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#endif
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public struct TestStruct
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{
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