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