Regenerated doc + final submit for now

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2026-07-22 17:37:01 -04:00
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- Header: `Juliet\include\Graphics\GraphicsPipeline.h`
## AI Description
This C++ header defines the `GraphicsPipeline` design for a rendering system, specifying data structures to configure rasterization (fill/cull modes), vertex input buffers and attributes, target properties including color depth/stencil settings with custom operations, multisampling states, and shader references. It provides low-level details on primitive types, attribute formats like floats/ints/normals, depth bias calculations, compare/mask logic, and stencil failure behaviors to build a complete graphics pipeline configuration object.
The `GraphicsPipeline` class in the provided C++ header file is designed to encapsulate the configuration and management of a graphics pipeline for rendering 3D scenes. It includes various components such as shaders, rasterizer state, vertex input state, depth stencil state, and multisample state to control how vertices are processed and rendered on the screen.
The class provides methods to create a new `GraphicsPipeline` instance using the provided configuration information, which includes pointers to vertex and fragment shaders, primitive type, target information, rasterizer state, multisample state, vertex input state, depth stencil state, and graphics pipeline create info. The class also manages the lifecycle of the pipeline, ensuring that resources are properly allocated and deallocated when necessary.
The `GraphicsPipeline` class is intended to be used by higher-level rendering systems or applications that need to configure and manage graphics pipelines for complex 3D scenes.
## Symbols