RHI: Remove无效的SetGlobal*方法 - 死代码清理
问题:SetGlobal*方法(SetGlobalInt/SetGlobalFloat/SetGlobalVec3/SetGlobalVec4/SetGlobalMat4/SetGlobalTexture)在D3D12和OpenGL中都只是缓存值,从不提交到GPU。 移除内容: - RHICommandList.h: 移除6个SetGlobal*纯虚方法声明 - D3D12CommandList.h/cpp: 移除6个override声明+6个缓存变量+6个方法实现+Shutdown()中的缓存清理 - OpenGLCommandList.h/cpp: 同上 原因: - SetGlobal*从未被代码库调用(死代码) - SetUniform*已正常工作,使用shader reflection+实际GPU绑定 - 移除后无功能损失 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
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@@ -43,13 +43,6 @@ public:
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void SetUniformVec4(const char* name, float x, float y, float z, float w) override;
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void SetUniformMat4(const char* name, const float* value) override;
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void SetGlobalInt(const char* name, int value) override;
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void SetGlobalFloat(const char* name, float value) override;
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void SetGlobalVec3(const char* name, float x, float y, float z) override;
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void SetGlobalVec4(const char* name, float x, float y, float z, float w) override;
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void SetGlobalMat4(const char* name, const float* value) override;
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void SetGlobalTexture(const char* name, RHIResourceView* texture) override;
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void TransitionBarrier(RHIResourceView* resource, ResourceStates stateBefore, ResourceStates stateAfter) override;
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void TransitionBarrier(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter);
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void TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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@@ -164,12 +157,6 @@ private:
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D3D12Shader* m_currentShader;
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class D3D12PipelineLayout* m_currentPipelineLayout;
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std::unordered_map<std::string, int> m_globalIntCache;
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std::unordered_map<std::string, float> m_globalFloatCache;
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std::unordered_map<std::string, std::vector<float>> m_globalVec3Cache;
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std::unordered_map<std::string, std::vector<float>> m_globalVec4Cache;
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std::unordered_map<std::string, std::vector<float>> m_globalMat4Cache;
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std::unordered_map<std::string, RHIResourceView*> m_globalTextureCache;
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};
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} // namespace RHI
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@@ -60,13 +60,6 @@ public:
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void SetUniformVec4(const char* name, float x, float y, float z, float w) override;
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void SetUniformMat4(const char* name, const float* value) override;
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void SetGlobalInt(const char* name, int value) override;
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void SetGlobalFloat(const char* name, float value) override;
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void SetGlobalVec3(const char* name, float x, float y, float z) override;
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void SetGlobalVec4(const char* name, float x, float y, float z, float w) override;
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void SetGlobalMat4(const char* name, const float* value) override;
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void SetGlobalTexture(const char* name, RHIResourceView* texture) override;
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void SetPipelineState(RHIPipelineState* pipelineState) override;
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void SetGraphicsDescriptorSets(
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uint32_t firstSet,
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@@ -203,12 +196,6 @@ private:
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unsigned int m_currentVAO;
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unsigned int m_currentProgram;
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OpenGLShader* m_currentShader;
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std::unordered_map<std::string, int> m_globalIntCache;
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std::unordered_map<std::string, float> m_globalFloatCache;
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std::unordered_map<std::string, std::vector<float>> m_globalVec3Cache;
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std::unordered_map<std::string, std::vector<float>> m_globalVec4Cache;
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std::unordered_map<std::string, std::vector<float>> m_globalMat4Cache;
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std::unordered_map<std::string, RHIResourceView*> m_globalTextureCache;
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};
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} // namespace RHI
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@@ -70,13 +70,6 @@ public:
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virtual void SetUniformVec4(const char* name, float x, float y, float z, float w) = 0;
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virtual void SetUniformMat4(const char* name, const float* value) = 0;
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virtual void SetGlobalInt(const char* name, int value) = 0;
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virtual void SetGlobalFloat(const char* name, float value) = 0;
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virtual void SetGlobalVec3(const char* name, float x, float y, float z) = 0;
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virtual void SetGlobalVec4(const char* name, float x, float y, float z, float w) = 0;
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virtual void SetGlobalMat4(const char* name, const float* value) = 0;
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virtual void SetGlobalTexture(const char* name, RHIResourceView* texture) = 0;
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virtual void SetPipelineState(RHIPipelineState* pso) = 0;
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virtual void SetGraphicsDescriptorSets(
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uint32_t firstSet,
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@@ -63,12 +63,6 @@ void D3D12CommandList::Shutdown() {
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m_resourceStateMap.clear();
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m_trackedResources.clear();
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m_currentShader = nullptr;
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m_globalIntCache.clear();
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m_globalFloatCache.clear();
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m_globalVec3Cache.clear();
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m_globalVec4Cache.clear();
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m_globalMat4Cache.clear();
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m_globalTextureCache.clear();
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}
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void D3D12CommandList::Reset() {
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@@ -163,30 +157,6 @@ void D3D12CommandList::SetUniformMat4(const char* name, const float* value) {
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}
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}
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void D3D12CommandList::SetGlobalInt(const char* name, int value) {
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m_globalIntCache[name] = value;
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}
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void D3D12CommandList::SetGlobalFloat(const char* name, float value) {
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m_globalFloatCache[name] = value;
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}
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void D3D12CommandList::SetGlobalVec3(const char* name, float x, float y, float z) {
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m_globalVec3Cache[name] = { x, y, z };
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}
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void D3D12CommandList::SetGlobalVec4(const char* name, float x, float y, float z, float w) {
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m_globalVec4Cache[name] = { x, y, z, w };
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}
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void D3D12CommandList::SetGlobalMat4(const char* name, const float* value) {
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m_globalMat4Cache[name] = std::vector<float>(value, value + 16);
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}
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void D3D12CommandList::SetGlobalTexture(const char* name, RHIResourceView* texture) {
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m_globalTextureCache[name] = texture;
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}
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void D3D12CommandList::TransitionBarrier(RHIResourceView* resource, ResourceStates stateBefore, ResourceStates stateAfter) {
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if (!resource || !resource->IsValid()) return;
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D3D12ResourceView* d3d12View = static_cast<D3D12ResourceView*>(resource);
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@@ -429,12 +429,6 @@ void OpenGLCommandList::PopDebugGroup() {
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void OpenGLCommandList::Shutdown() {
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m_currentShader = nullptr;
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m_globalIntCache.clear();
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m_globalFloatCache.clear();
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m_globalVec3Cache.clear();
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m_globalVec4Cache.clear();
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m_globalMat4Cache.clear();
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m_globalTextureCache.clear();
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}
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void OpenGLCommandList::Reset() {
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@@ -480,30 +474,6 @@ void OpenGLCommandList::SetUniformMat4(const char* name, const float* value) {
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}
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}
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void OpenGLCommandList::SetGlobalInt(const char* name, int value) {
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m_globalIntCache[name] = value;
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}
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void OpenGLCommandList::SetGlobalFloat(const char* name, float value) {
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m_globalFloatCache[name] = value;
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}
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void OpenGLCommandList::SetGlobalVec3(const char* name, float x, float y, float z) {
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m_globalVec3Cache[name] = {x, y, z};
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}
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void OpenGLCommandList::SetGlobalVec4(const char* name, float x, float y, float z, float w) {
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m_globalVec4Cache[name] = {x, y, z, w};
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}
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void OpenGLCommandList::SetGlobalMat4(const char* name, const float* value) {
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m_globalMat4Cache[name] = std::vector<float>(value, value + 16);
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}
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void OpenGLCommandList::SetGlobalTexture(const char* name, RHIResourceView* texture) {
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m_globalTextureCache[name] = texture;
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}
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void OpenGLCommandList::TransitionBarrier(RHIResourceView* resource, ResourceStates stateBefore, ResourceStates stateAfter) {
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(void)resource;
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(void)stateBefore;
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