Files
GhostEngine/Ghost.Graphics/Core/RenderOutput.cs
Misaki a89719bfc9 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
2025-12-24 19:06:34 +09:00

86 lines
1.7 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics.Core;
internal class SwapChainRenderOutput : IRenderOutput
{
private readonly ISwapChain _swapChain;
public ViewportDesc Viewport
{
get; set;
}
public RectDesc Scissor
{
get; set;
}
public SwapChainRenderOutput(ISwapChain swapChain)
{
_swapChain = swapChain;
Viewport = new ViewportDesc { Width = swapChain.Width, Height = swapChain.Height, MinDepth = 0, MaxDepth = 1 };
Scissor = new RectDesc { Right = swapChain.Width, Bottom = swapChain.Height };
}
public Handle<Texture> GetRenderTarget()
{
return _swapChain.GetCurrentBackBuffer();
}
public void BeginRender(ICommandBuffer cmd)
{
cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.Present, ResourceState.RenderTarget);
}
public void EndRender(ICommandBuffer cmd)
{
cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.RenderTarget, ResourceState.Present);
}
public void Present()
{
_swapChain.Present();
}
}
internal class TextureRenderOutput : IRenderOutput
{
private readonly Handle<Texture> _texture;
public ViewportDesc Viewport
{
get; set;
}
public RectDesc Scissor
{
get; set;
}
public TextureRenderOutput(Handle<Texture> texture)
{
_texture = texture;
}
public Handle<Texture> GetRenderTarget()
{
return _texture;
}
public void BeginRender(ICommandBuffer cmd)
{
}
public void EndRender(ICommandBuffer cmd)
{
}
public void Present()
{
}
}