2022-05-08 15:02:46 -07:00
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/* Copyright (C) 2022 Wildfire Games.
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2023-12-02 16:30:12 -08:00
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* This file is part of 0 A.D.
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2022-05-08 15:02:46 -07:00
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*
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2023-12-02 16:30:12 -08:00
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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2023-12-02 16:30:12 -08:00
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Texture.h"
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#include "renderer/backend/dummy/Device.h"
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namespace Renderer
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{
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namespace Backend
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{
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namespace Dummy
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{
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// static
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std::unique_ptr<ITexture> CTexture::Create(
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CDevice* device, const Type type, const uint32_t usage, const Format format,
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const uint32_t width, const uint32_t height,
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const uint32_t MIPLevelCount)
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{
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std::unique_ptr<CTexture> texture(new CTexture());
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texture->m_Device = device;
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texture->m_Type = type;
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texture->m_Usage = usage;
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texture->m_Format = format;
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texture->m_Width = width;
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texture->m_Height = height;
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texture->m_MIPLevelCount = MIPLevelCount;
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return texture;
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}
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CTexture::CTexture() = default;
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CTexture::~CTexture() = default;
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IDevice* CTexture::GetDevice()
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{
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return m_Device;
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}
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} // namespace Dummy
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} // namespace Backend
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} // namespace Renderer
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