RHI: Remove无效的动态状态方法 - SetDepthStencilState/SetBlendState

重构原因:
- D3D12 PSO是不可变的,SetDepthStencilState/SetBlendState调用原本就是空实现(TODO)
- 这些方法在D3D12中完全无效,是死代码

移除的方法:
- SetDepthStencilState(const DepthStencilState&) - D3D12空实现,OpenGL直接调用GL函数
- SetBlendState(const BlendState&) - D3D12只设置BlendFactor其他忽略,OpenGL直接调用GL函数

保留的真正动态状态:
- SetViewport/SetViewports
- SetScissorRect/SetScissorRects
- SetStencilRef (D3D12动态状态)
- SetBlendFactor (D3D12动态状态)

注:PrimitiveTopology保留在CommandList,因为D3D12允许动态改变topology type

测试状态:150个RHI单元测试全部通过,8个集成测试全部通过
This commit is contained in:
2026-03-25 00:37:18 +08:00
parent f8a2507bdf
commit a2fc8eca02
8 changed files with 31 additions and 132 deletions

View File

@@ -549,14 +549,6 @@ void D3D12CommandList::SetStencilRef(uint8_t stencilRef) {
m_commandList->OMSetStencilRef(stencilRef);
}
void D3D12CommandList::SetDepthStencilState(const DepthStencilState& state) {
// TODO: Implement depth stencil state
}
void D3D12CommandList::SetBlendState(const BlendState& state) {
m_commandList->OMSetBlendFactor(state.blendFactor);
}
void D3D12CommandList::SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp) {
}