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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@@ -128,20 +128,20 @@ internal static class SDLCompiler
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return $"{shader.name}_{pass.name}";
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}
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private static PipelineDescriptor MeragePipeline(PipelineSemantic? semantic, PipelineDescriptor parent)
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private static PipelineState MeragePipeline(PipelineSemantic? semantic, PipelineState parent)
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{
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if (semantic == null)
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{
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return parent;
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}
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return new PipelineDescriptor
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return new PipelineState
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{
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zTest = semantic.zTest ?? parent.zTest,
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zWrite = semantic.zWrite ?? parent.zWrite,
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cull = semantic.cull ?? parent.cull,
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blend = semantic.blend ?? parent.blend,
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colorMask = semantic.colorMask ?? parent.colorMask
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ZTest = semantic.zTest ?? parent.ZTest,
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ZWrite = semantic.zWrite ?? parent.ZWrite,
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Cull = semantic.cull ?? parent.Cull,
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Blend = semantic.blend ?? parent.Blend,
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ColorMask = semantic.colorMask ?? parent.ColorMask
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};
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}
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@@ -208,7 +208,7 @@ internal static class SDLCompiler
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{
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foreach (var pass in semantics.passes)
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{
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var localPipeline = MeragePipeline(pass.localPipeline, PipelineDescriptor.Default);
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var localPipeline = MeragePipeline(pass.localPipeline, PipelineState.Default);
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var fullPass = new FullPassDescriptor
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{
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uniqueIdentifier = GetPassUniqueId(semantics, pass),
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