Previously we started working on creating render items and we got pretty far in the implementation. The only major part that's left to do is the creation of unique pipeline state objects, or PSOs, for our render items. In this video we're going to look at how these PSOs are created and shared between render items.
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00:00 - intro
00:52 - creating pipeline sub-object stream helper class
02:57 - add depth/stencil and blend states
06:45 - explain calculating a CRC32 for the stream to create unique PSOs
09:22 - filling in the pipeline sub-object stream helper class
14:28 - calculate streams CRC32 code and create unique PSOs
18:00 - finish render item functions and add them to the renderer interface
20:16 - test the code and fix bugs
keywords: graphics, renderer, material, texture, shader
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries