Started implementing Pipeline system for RenderDriver
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@@ -7,15 +7,27 @@
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#pragma once
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namespace Nova {
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enum class CullMode { NONE, FRONT, BACK };
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enum class FrontFace { CLOCKWISE, COUNTER_CLOCKWISE };
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enum class PipelineType { GRAPHICS, COMPUTE };
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enum class PrimitiveTopology { POINT_LIST, LINE_LIST, LINE_STRIP, TRIANGLE_LIST, TRIANGLE_STRIP };
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enum class RenderAPI { DX12, VULKAN };
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enum class ShaderStage { VERTEX, FRAGMENT, GEOMETRY, TESS_CONTROL, TESS_EVAL, COMPUTE, MESH, TASK };
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class RenderDriver;
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struct RenderDevice;
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struct GraphicsPipelineParams;
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struct ComputePipelineParams;
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struct Pipeline;
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struct RenderPass;
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struct Shader;
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struct Surface;
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struct Swapchain;
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using PipelineID = Pipeline*;
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using RenderPassID = RenderPass*;
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using ShaderID = Shader*;
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using SurfaceID = Surface*;
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using SwapchainID = Swapchain*;
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