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				|  | @ -0,0 +1,31 @@ | |||
| --- | ||||
| title: "Graphics Pipeline" | ||||
| date: 2021-01-28T13:30:11-08:00 | ||||
| weight: 10 | ||||
| --- | ||||
| 
 | ||||
| Finally, we have everything we need to build the graphics pipeline. We just need to pass our various structures into a `GraphicsPipelineCreateInfo` object. | ||||
| 
 | ||||
| ```cs | ||||
| var myGraphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo | ||||
| { | ||||
|     ColorBlendState = myColorBlendState, | ||||
|     DepthStencilState = myDepthStencilState, | ||||
|     VertexShaderState = myVertexShaderState, | ||||
|     FragmentShaderState = myFragmentShaderState, | ||||
|     MultisampleState = myMultisampleState, | ||||
|     PipelineLayoutInfo = myPipelineLayoutInfo, | ||||
|     RasterizerState = myRasterizerState, | ||||
|     PrimitiveType = PrimitiveType.TriangleList, | ||||
|     VertexInputState = myVertexInputState, | ||||
|     ViewportState = myViewportState, | ||||
|     RenderPass = myRenderPass | ||||
| }; | ||||
| 
 | ||||
| var myGraphicsPipeline = new GraphicsPipeline( | ||||
|     GraphicsDevice, | ||||
|     myGraphicsPipelineCreateInfo | ||||
| ); | ||||
| ``` | ||||
| 
 | ||||
| Finally! That's it! You might have noticed that a lot of this structure can be reused across pipelines. I strongly recommend creating individual container objects for the various states your renderer uses so you don't have to repeat yourself a whole bunch. | ||||
|  | @ -1,5 +1,5 @@ | |||
| --- | ||||
| title: "ViewportState" | ||||
| title: "Viewport State" | ||||
| date: 2021-01-28T13:20:55-08:00 | ||||
| weight: 8 | ||||
| --- | ||||
|  |  | |||
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