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It allows us more flexibility on how we control swapchain. That includes toggling V-Sync in real time.
75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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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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* 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 "SwapChain.h"
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#include "renderer/backend/dummy/Device.h"
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#include "renderer/backend/dummy/Framebuffer.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<ISwapChain> CSwapChain::Create(CDevice* device)
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{
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std::unique_ptr<CSwapChain> swapChain(new CSwapChain());
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swapChain->m_Device = device;
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swapChain->m_Backbuffer =
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device->CreateFramebuffer("Backbuffer", nullptr, nullptr);
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return swapChain;
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}
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CSwapChain::CSwapChain() = default;
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CSwapChain::~CSwapChain() = default;
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IDevice* CSwapChain::GetDevice()
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{
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return m_Device;
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}
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bool CSwapChain::AcquireNextBackbuffer()
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{
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// We have nothing to acquire.
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return true;
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}
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IFramebuffer* CSwapChain::GetCurrentBackbuffer(
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const AttachmentLoadOp, const AttachmentStoreOp,
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const AttachmentLoadOp, const AttachmentStoreOp)
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{
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return m_Backbuffer.get();
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}
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void CSwapChain::Present()
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{
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// We have nothing to present.
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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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