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PSO Management in practice

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I am doing a DX12 API abstraction layer for my engine. In the first step I just want a naïve straight forward implementation which wraps a DX11-like interface. The biggest roadblock right now is implementing the pipeline state objects from DX11-like sub-pipeline states like RasterizerState, BlendState, etc. I guess that in this case a call to MyDevice::SetRasterizerState(RasterizerState* myState) would not trigger an API call internally like the DX11 implementation, but instead it could make the currently bound pipeline state "dirty". If the pipeline state is dirty on the next draw call, then I could either retrieve a PSO if it already exists, or create one. The missing link for me is what data structure could I use here to track PSOs? What is a common/practical approach? Unfortunately I couldn't find a concreate example for this yet.

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