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:
85
Ghost.Graphics/Core/RenderOutput.cs
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85
Ghost.Graphics/Core/RenderOutput.cs
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.Core;
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internal class SwapChainRenderOutput : IRenderOutput
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{
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private readonly ISwapChain _swapChain;
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public ViewportDesc Viewport
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{
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get; set;
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}
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public RectDesc Scissor
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{
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get; set;
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}
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public SwapChainRenderOutput(ISwapChain swapChain)
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{
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_swapChain = swapChain;
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Viewport = new ViewportDesc { Width = swapChain.Width, Height = swapChain.Height, MinDepth = 0, MaxDepth = 1 };
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Scissor = new RectDesc { Right = swapChain.Width, Bottom = swapChain.Height };
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}
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public Handle<Texture> GetRenderTarget()
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{
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return _swapChain.GetCurrentBackBuffer();
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}
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public void BeginRender(ICommandBuffer cmd)
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{
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cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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public void EndRender(ICommandBuffer cmd)
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{
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cmd.ResourceBarrier(GetRenderTarget().AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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public void Present()
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{
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_swapChain.Present();
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}
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}
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internal class TextureRenderOutput : IRenderOutput
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{
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private readonly Handle<Texture> _texture;
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public ViewportDesc Viewport
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{
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get; set;
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}
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public RectDesc Scissor
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{
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get; set;
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}
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public TextureRenderOutput(Handle<Texture> texture)
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{
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_texture = texture;
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}
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public Handle<Texture> GetRenderTarget()
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{
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return _texture;
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}
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public void BeginRender(ICommandBuffer cmd)
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{
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}
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public void EndRender(ICommandBuffer cmd)
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{
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}
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public void Present()
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{
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}
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}
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