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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@@ -4,16 +4,16 @@ using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.Contracts;
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public interface IRenderTargetStrategy
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public interface IRenderOutput
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{
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ViewportDesc Viewport
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{
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get;
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get; set;
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}
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RectDesc Scissor
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{
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get;
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get; set;
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}
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/// <summary>
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@@ -21,16 +21,19 @@ public interface IRenderTargetStrategy
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/// </summary>
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/// <returns>A handle to the texture that is currently set as the render target.</returns>
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Handle<Texture> GetRenderTarget();
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/// <summary>
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/// Begins a rendering operation using the specified command buffer. Typically this will include resource barriers,
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/// </summary>
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/// <param name="cmd">The command buffer that records rendering commands.</param>
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///
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void BeginRender(ICommandBuffer cmd);
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/// <summary>
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/// Finalizes the rendering process using the specified command buffer.
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/// </summary>
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/// <param name="cmd">The command buffer that contains the rendering commands to be finalized.</param>
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void EndRender(ICommandBuffer cmd);
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/// <summary>
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/// Displays the current frame to the output device or screen.
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/// </summary>
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