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:
84
Ghost.Core/Graphics/PipelineState.cs
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84
Ghost.Core/Graphics/PipelineState.cs
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namespace Ghost.Core.Graphics;
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public enum ZTest
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{
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Disabled,
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Less,
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LessEqual,
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Equal,
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GreaterEqual,
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Greater,
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NotEqual,
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Always
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}
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public enum ZWrite
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{
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Off,
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On
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}
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public enum Cull
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{
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Off,
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Front,
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Back
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}
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public enum Blend
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{
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Opaque,
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Alpha,
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Additive,
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Multiply,
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PremultipliedAlpha
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}
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[Flags]
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public enum ColorWriteMask
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{
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None = 0,
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Red = 1 << 0,
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Green = 1 << 1,
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Blue = 1 << 2,
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Alpha = 1 << 3,
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All = Red | Green | Blue | Alpha
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}
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public struct PipelineState
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{
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public ZTest ZTest
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{
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get; set;
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}
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public ZWrite ZWrite
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{
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get; set;
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}
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public Cull Cull
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{
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get; set;
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}
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public Blend Blend
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{
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get; set;
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}
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public ColorWriteMask ColorMask
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{
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get; set;
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}
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public static PipelineState Default => new PipelineState
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{
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ZTest = ZTest.LessEqual,
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ZWrite = ZWrite.On,
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Cull = Cull.Back,
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Blend = Blend.Opaque,
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ColorMask = ColorWriteMask.All
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};
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}
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