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

@@ -18,11 +18,11 @@ internal class PropertySemantic
internal class PipelineSemantic
{
public ZTestOptions? zTest;
public ZWriteOptions? zWrite;
public CullOptions? cull;
public BlendOptions? blend;
public uint? colorMask;
public ZTest? zTest;
public ZWrite? zWrite;
public Cull? cull;
public Blend? blend;
public ColorWriteMask? colorMask;
}
internal class PassSemantic