/* 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 . */ #include "precompiled.h" #include "Texture.h" #include "renderer/backend/dummy/Device.h" namespace Renderer { namespace Backend { namespace Dummy { // static std::unique_ptr CTexture::Create( CDevice* device, const Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const uint32_t MIPLevelCount) { std::unique_ptr texture(new CTexture()); texture->m_Device = device; texture->m_Type = type; texture->m_Usage = usage; texture->m_Format = format; texture->m_Width = width; texture->m_Height = height; texture->m_MIPLevelCount = MIPLevelCount; return texture; } CTexture::CTexture() = default; CTexture::~CTexture() = default; IDevice* CTexture::GetDevice() { return m_Device; } } // namespace Dummy } // namespace Backend } // namespace Renderer