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:
2025-12-24 19:06:34 +09:00
parent b8ce824292
commit a89719bfc9
25 changed files with 575 additions and 363 deletions

View File

@@ -33,24 +33,6 @@ public struct KeywordsGroup
public List<string>? keywords;
}
public struct PipelineDescriptor
{
public ZTestOptions zTest;
public ZWriteOptions zWrite;
public CullOptions cull;
public BlendOptions blend;
public uint colorMask;
public static PipelineDescriptor Default = new PipelineDescriptor
{
zTest = ZTestOptions.LessEqual,
zWrite = ZWriteOptions.On,
cull = CullOptions.Back,
blend = BlendOptions.Opaque,
colorMask = 0
};
}
public interface IPassDescriptor
{
public string Identifier
@@ -81,7 +63,7 @@ public class FullPassDescriptor : IPassDescriptor
public ShaderEntryPoint pixelShader;
public List<string>? defines;
public List<KeywordsGroup>? keywords;
public PipelineDescriptor localPipeline;
public PipelineState localPipeline;
public string Identifier => uniqueIdentifier;
public string Name => name;