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

27
Ghost.Graphics/test.gsdef Normal file
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shader "MyShader/Standard"
{
properties
{
float4 color = float4(1, 1, 1, 1);
tex2d texture1 = tex2d(black);
tex2d texture2 = tex2d(white);
tex2d texture3 = tex2d(grey);
tex2d texture4 = tex2d(normal);
sampler tex_sampler;
}
pass "Forward"
{
pipeline
{
ztest = disable;
zwrite = off;
cull = off;
blend = opaque;
color_mask = all;
}
ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
}
}