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/* Copyright (C) 2024 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 "Buffer.h"
#include "renderer/backend/dummy/Device.h"
namespace Renderer
{
namespace Backend
{
namespace Dummy
{
// static
std::unique_ptr<IBuffer> CBuffer::Create(
CDevice* device, const Type type, const uint32_t size, const uint32_t usage)
{
std::unique_ptr<CBuffer> buffer(new CBuffer());
buffer->m_Device = device;
buffer->m_Type = type;
buffer->m_Size = size;
buffer->m_Usage = usage;
return buffer;
}
CBuffer::CBuffer() = default;
CBuffer::~CBuffer() = default;
IDevice* CBuffer::GetDevice()
{
return m_Device;
}
} // namespace Dummy
} // namespace Backend
} // namespace Renderer
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