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

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