graphics pipeline final
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
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---
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title: "Graphics Pipeline"
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date: 2021-01-28T13:30:11-08:00
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weight: 10
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---
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Finally, we have everything we need to build the graphics pipeline. We just need to pass our various structures into a `GraphicsPipelineCreateInfo` object.
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```cs
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var myGraphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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ColorBlendState = myColorBlendState,
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DepthStencilState = myDepthStencilState,
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VertexShaderState = myVertexShaderState,
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FragmentShaderState = myFragmentShaderState,
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MultisampleState = myMultisampleState,
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PipelineLayoutInfo = myPipelineLayoutInfo,
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RasterizerState = myRasterizerState,
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PrimitiveType = PrimitiveType.TriangleList,
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VertexInputState = myVertexInputState,
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ViewportState = myViewportState,
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RenderPass = myRenderPass
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};
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var myGraphicsPipeline = new GraphicsPipeline(
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GraphicsDevice,
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myGraphicsPipelineCreateInfo
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);
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```
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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.
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---
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title: "ViewportState"
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title: "Viewport State"
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date: 2021-01-28T13:20:55-08:00
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date: 2021-01-28T13:20:55-08:00
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weight: 8
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weight: 8
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---
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---
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