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