f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
148 lines
4.7 KiB
Markdown
148 lines
4.7 KiB
Markdown
---
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id: wiki-2026-0508-render-state
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title: Render State
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [GPU Render State, Pipeline State, Graphics State]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [graphics, gpu, rendering, pipeline]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: hlsl/glsl
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framework: vulkan/d3d12
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---
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# Render State
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## 매 한 줄
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> **"매 GPU 명령마다 어떤 컨텍스트에서 그릴지 결정하는 파라미터 묶음"**. 매 blend mode, depth test, rasterizer setup, shader binding 의 collection. 매 modern Vulkan/D3D12 에서는 PSO (Pipeline State Object) 의 immutable bake — state change cost 의 minimization.
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## 매 핵심
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### 매 구성 요소
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- **Rasterizer state**: cull mode, fill mode, depth bias.
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- **Depth-stencil state**: depth test, stencil ops, write masks.
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- **Blend state**: src/dst factors, blend op, write mask.
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- **Input layout**: vertex attribute format.
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- **Shader stages**: VS / PS / GS / HS / DS / CS bindings.
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- **Descriptor sets / root signature**: resource bindings.
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### 매 진화
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- **OpenGL/D3D9-11**: per-state setter — `glEnable(GL_DEPTH_TEST)` style. Driver 의 lazy validation cost 큼.
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- **D3D12 / Vulkan / Metal**: PSO bake at create time. Runtime change = bind 1 PSO.
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- **WebGPU 2025**: Vulkan style PSO + 동일 abstractions.
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### 매 응용
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1. Forward / deferred 의 pass 별 PSO 분리.
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2. Shadow pass 의 depth-only PSO.
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3. UI overlay 의 alpha-blend PSO.
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## 💻 패턴
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### Vulkan PSO 생성
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```cpp
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VkGraphicsPipelineCreateInfo info{};
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info.stageCount = 2;
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info.pStages = stages; // VS + PS
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info.pVertexInputState = &vi;
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info.pInputAssemblyState = &ia;
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info.pRasterizationState = &rs; // cull, fill
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info.pDepthStencilState = &ds; // test, write
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info.pColorBlendState = &cb; // alpha blend
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info.layout = pipelineLayout;
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info.renderPass = rp;
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vkCreateGraphicsPipelines(dev, cache, 1, &info, nullptr, &pso);
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```
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### State sort 의 draw call batching
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```cpp
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std::sort(drawables.begin(), drawables.end(), [](auto& a, auto& b){
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if (a.psoHash != b.psoHash) return a.psoHash < b.psoHash;
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if (a.materialHash != b.materialHash) return a.materialHash < b.materialHash;
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return a.depth < b.depth;
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});
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for (auto& d : drawables) {
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if (d.psoHash != lastPso) cmd.bindPipeline(d.pso);
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if (d.materialHash != lastMat) cmd.bindDescriptorSets(...);
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cmd.draw(...);
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}
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```
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### Dynamic state subset
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```cpp
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VkPipelineDynamicStateCreateInfo dyn{};
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VkDynamicState ds[] = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
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dyn.dynamicStateCount = 2;
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dyn.pDynamicStates = ds;
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// PSO 는 viewport/scissor 없이 bake → runtime 에서 cmd.setViewport()
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```
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### D3D12 root signature + PSO
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```cpp
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CD3DX12_PIPELINE_STATE_STREAM_DESC desc;
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desc.pRootSignature = rootSig;
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desc.VS = {vsBlob, vsSize};
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desc.PS = {psBlob, psSize};
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desc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
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desc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
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desc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
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device->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&pso));
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```
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### Shader hot-reload + PSO cache
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```cpp
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auto hash = HashShaders(vs, ps) ^ HashState(rs, ds, cb);
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if (auto it = cache.find(hash); it != cache.end()) return it->second;
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auto pso = CreatePso(...);
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cache[hash] = pso;
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return pso;
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```
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### Bindless descriptor + PSO 단순화
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```cpp
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// Descriptor heap 1개 + bindless indexing → PSO 변경 거의 없음
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ConstantBuffer<uint> meshIdx;
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Texture2D<float4> textures[] : register(t0, space0);
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float4 color = textures[NonUniformResourceIndex(materialId)].Sample(...);
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| AAA 엔진, 수만 draw call | PSO + sort by state hash |
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| Indie, simple 2D | Dynamic state OK, PSO 1-2개 |
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| Shader 자주 바뀜 (dev) | PSO cache + hot-reload |
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| Mobile (tile-based) | Render pass 단위 minimization |
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**기본값**: PSO bake at level load + state-sorted draw queue.
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## 🔗 Graph
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- 부모: [[Graphics Pipeline]] · [[GPU]]
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- 응용: [[Deferred Rendering]]
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- Adjacent: [[Vulkan]] · [[WebGPU]]
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## 🤖 LLM 활용
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**언제**: state-sort 알고리즘 작성, PSO cache 설계, Vulkan boilerplate 생성.
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**언제 X**: GPU vendor 별 micro-optimization (driver 의 black-box).
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## ❌ 안티패턴
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- **Per-draw PSO recreation**: stutter 발생. Cache + warmup 필수.
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- **State leak**: legacy GL 코드 의 `glEnable` 후 disable 누락 → 다음 frame corruption.
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- **Over-granular PSO**: 1만 PSO → memory + driver overhead.
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## 🧪 검증 / 중복
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- Verified (Vulkan spec, D3D12 docs, GPU Gems).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Render state full coverage |
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