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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@@ -22,7 +22,7 @@ internal class D3D12Renderer : IRenderer
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// NOTE: Testing only.
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private readonly MeshRenderPass _pass;
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public IRenderTargetStrategy? RenderTargetStrategy
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public IRenderOutput? RenderOutput
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{
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get; set;
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}
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@@ -47,31 +47,31 @@ internal class D3D12Renderer : IRenderer
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public Result Render(ICommandAllocator commandAllocator)
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{
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if (RenderTargetStrategy is null)
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if (RenderOutput is null)
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{
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return Result.Failure("Render target strategy is not set.");
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}
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var target = RenderTargetStrategy.GetRenderTarget();
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var target = RenderOutput.GetRenderTarget();
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if (target.IsInvalid)
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{
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return Result.Failure("Render target is invalid.");
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}
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_commandBuffer.Begin(commandAllocator);
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RenderTargetStrategy.BeginRender(_commandBuffer);
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RenderOutput.BeginRender(_commandBuffer);
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// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
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// HACK: This is hard coded for testing purposes only.
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var error = RenderScene(target, RenderTargetStrategy.Viewport, RenderTargetStrategy.Scissor);
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var error = RenderScene(target, RenderOutput.Viewport, RenderOutput.Scissor);
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if (error != ErrorStatus.None)
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{
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_commandBuffer.End();
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return Result.Failure(error);
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}
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RenderTargetStrategy.EndRender(_commandBuffer);
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RenderOutput.EndRender(_commandBuffer);
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var r = _commandBuffer.End();
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if (r.IsFailure)
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{
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@@ -79,7 +79,7 @@ internal class D3D12Renderer : IRenderer
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}
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_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
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RenderTargetStrategy.Present();
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RenderOutput.Present();
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return Result.Success();
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}
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