/* Copyright (C) 2026 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 "SwapChain.h" #include "renderer/backend/dummy/Device.h" #include "renderer/backend/dummy/Framebuffer.h" namespace Renderer { namespace Backend { namespace Dummy { // static std::unique_ptr CSwapChain::Create(CDevice* device) { std::unique_ptr swapChain(new CSwapChain()); swapChain->m_Device = device; swapChain->m_Backbuffer = device->CreateFramebuffer("Backbuffer", nullptr, nullptr); return swapChain; } CSwapChain::CSwapChain() = default; CSwapChain::~CSwapChain() = default; IDevice* CSwapChain::GetDevice() { return m_Device; } bool CSwapChain::AcquireNextBackbuffer() { // We have nothing to acquire. return true; } IFramebuffer* CSwapChain::GetCurrentBackbuffer( const AttachmentLoadOp, const AttachmentStoreOp, const AttachmentLoadOp, const AttachmentStoreOp) { return m_Backbuffer.get(); } void CSwapChain::Present() { // We have nothing to present. } } // namespace Dummy } // namespace Backend } // namespace Renderer