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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "DeviceCommandContext.h"
#include "renderer/backend/dummy/Buffer.h"
#include "renderer/backend/dummy/Device.h"
#include "renderer/backend/dummy/Framebuffer.h"
#include "renderer/backend/dummy/ShaderProgram.h"
#include "renderer/backend/dummy/Texture.h"
namespace Renderer
{
namespace Backend
{
namespace Dummy
{
// static
std::unique_ptr<CDeviceCommandContext> CDeviceCommandContext::Create(CDevice* device)
{
std::unique_ptr<CDeviceCommandContext> deviceCommandContext(new CDeviceCommandContext());
deviceCommandContext->m_Device = device;
return deviceCommandContext;
}
CDeviceCommandContext::CDeviceCommandContext() = default;
CDeviceCommandContext::~CDeviceCommandContext() = default;
IDevice* CDeviceCommandContext::GetDevice()
{
return m_Device;
}
void CDeviceCommandContext::SetGraphicsPipelineState(
const GraphicsPipelineStateDesc&)
{
}
void CDeviceCommandContext::UploadTexture(
ITexture*, const Format, const void*, const size_t,
const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadTextureRegion(
ITexture*, const Format, const void*, const size_t,
const uint32_t, const uint32_t, const uint32_t, const uint32_t,
const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadBuffer(IBuffer*, const void*, const uint32_t)
{
}
void CDeviceCommandContext::UploadBuffer(IBuffer*, const UploadBufferFunction&)
{
}
void CDeviceCommandContext::UploadBufferRegion(
IBuffer*, const void*, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadBufferRegion(
IBuffer*, const uint32_t, const uint32_t, const UploadBufferFunction&)
{
}
void CDeviceCommandContext::BeginScopedLabel(const char*)
{
}
void CDeviceCommandContext::EndScopedLabel()
{
}
void CDeviceCommandContext::Flush()
{
}
void CDeviceCommandContext::BlitFramebuffer(IFramebuffer*, IFramebuffer*)
{
}
void CDeviceCommandContext::ClearFramebuffer()
{
}
void CDeviceCommandContext::ClearFramebuffer(const bool, const bool, const bool)
{
}
void CDeviceCommandContext::SetFramebuffer(IFramebuffer*)
{
}
void CDeviceCommandContext::ReadbackFramebufferSync(
const uint32_t, const uint32_t, const uint32_t, const uint32_t, void*)
{
}
void CDeviceCommandContext::SetScissors(const uint32_t, const Rect*)
{
}
void CDeviceCommandContext::SetViewports(const uint32_t, const Rect*)
{
}
void CDeviceCommandContext::SetVertexAttributeFormat(
const VertexAttributeStream, const Format,
const uint32_t, const uint32_t, const VertexAttributeRate, const uint32_t)
{
}
void CDeviceCommandContext::SetVertexBuffer(const uint32_t, IBuffer*)
{
}
void CDeviceCommandContext::SetVertexBufferData(
const uint32_t, const void*, const uint32_t)
{
}
void CDeviceCommandContext::SetIndexBuffer(IBuffer*)
{
}
void CDeviceCommandContext::SetIndexBufferData(const void*, const uint32_t)
{
}
void CDeviceCommandContext::BeginPass()
{
}
void CDeviceCommandContext::EndPass()
{
}
void CDeviceCommandContext::Draw(const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::DrawIndexed(const uint32_t, const uint32_t, const int32_t)
{
}
void CDeviceCommandContext::DrawInstanced(
const uint32_t, const uint32_t, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::DrawIndexedInstanced(
const uint32_t, const uint32_t, const uint32_t, const uint32_t, const int32_t)
{
}
void CDeviceCommandContext::DrawIndexedInRange(
const uint32_t, const uint32_t, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::SetTexture(const int32_t, ITexture*)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, const float)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(
const int32_t, const float, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(
const int32_t, const float, const float, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, PS::span<const float>)
{
}
} // namespace Dummy
} // namespace Backend
} // namespace Renderer
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