/* 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 . */ #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::Create(CDevice* device) { std::unique_ptr deviceCommandContext(new CDeviceCommandContext()); deviceCommandContext->m_Device = device; return deviceCommandContext; } CDeviceCommandContext::CDeviceCommandContext() = default; CDeviceCommandContext::~CDeviceCommandContext() = default; IDevice* CDeviceCommandContext::GetDevice() { return m_Device; } void CDeviceCommandContext::SetGraphicsPipelineState( IGraphicsPipelineState*) { } void CDeviceCommandContext::SetComputePipelineState( IComputePipelineState*) { } 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*, const Rect&, const Rect&, const Sampler::Filter) { } void CDeviceCommandContext::ResolveFramebuffer(IFramebuffer*, IFramebuffer*) { } void CDeviceCommandContext::ClearFramebuffer(const bool, const bool, const bool) { } void CDeviceCommandContext::BeginFramebufferPass(IFramebuffer*) { } void CDeviceCommandContext::EndFramebufferPass() { } 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::SetVertexInputLayout(IVertexInputLayout*) { } void CDeviceCommandContext::SetVertexBuffer(const uint32_t, IBuffer*, const uint32_t) { } 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::BeginComputePass() { } void CDeviceCommandContext::EndComputePass() { } void CDeviceCommandContext::Dispatch(const uint32_t, const uint32_t, const uint32_t) { } void CDeviceCommandContext::SetTexture(const int32_t, ITexture*) { } void CDeviceCommandContext::SetStorageTexture(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) { } } // namespace Dummy } // namespace Backend } // namespace Renderer