/* 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