0ad/source/renderer/backend/dummy/DeviceCommandContext.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

218 lines
4.7 KiB
C++
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/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "DeviceCommandContext.h"
#include "renderer/backend/dummy/Buffer.h"
#include "renderer/backend/dummy/Device.h"
#include "renderer/backend/dummy/Framebuffer.h"
#include "renderer/backend/dummy/ShaderProgram.h"
#include "renderer/backend/dummy/Texture.h"
namespace Renderer
{
namespace Backend
{
namespace Dummy
{
// static
std::unique_ptr<CDeviceCommandContext> CDeviceCommandContext::Create(CDevice* device)
{
std::unique_ptr<CDeviceCommandContext> deviceCommandContext(new CDeviceCommandContext());
deviceCommandContext->m_Device = device;
return deviceCommandContext;
}
CDeviceCommandContext::CDeviceCommandContext() = default;
CDeviceCommandContext::~CDeviceCommandContext() = default;
IDevice* CDeviceCommandContext::GetDevice()
{
return m_Device;
}
void CDeviceCommandContext::SetGraphicsPipelineState(
IGraphicsPipelineState*)
{
}
void CDeviceCommandContext::UploadTexture(
ITexture*, const Format, const void*, const size_t,
const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadTextureRegion(
ITexture*, const Format, const void*, const size_t,
const uint32_t, const uint32_t, const uint32_t, const uint32_t,
const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadBuffer(IBuffer*, const void*, const uint32_t)
{
}
void CDeviceCommandContext::UploadBuffer(IBuffer*, const UploadBufferFunction&)
{
}
void CDeviceCommandContext::UploadBufferRegion(
IBuffer*, const void*, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::UploadBufferRegion(
IBuffer*, const uint32_t, const uint32_t, const UploadBufferFunction&)
{
}
void CDeviceCommandContext::BeginScopedLabel(const char*)
{
}
void CDeviceCommandContext::EndScopedLabel()
{
}
void CDeviceCommandContext::Flush()
{
}
void CDeviceCommandContext::BlitFramebuffer(
IFramebuffer*, IFramebuffer*, const Rect&, const Rect&, const Sampler::Filter)
{
}
void CDeviceCommandContext::ResolveFramebuffer(IFramebuffer*, IFramebuffer*)
{
}
void CDeviceCommandContext::ClearFramebuffer(const bool, const bool, const bool)
{
}
void CDeviceCommandContext::BeginFramebufferPass(IFramebuffer*)
{
}
void CDeviceCommandContext::EndFramebufferPass()
{
}
void CDeviceCommandContext::ReadbackFramebufferSync(
const uint32_t, const uint32_t, const uint32_t, const uint32_t, void*)
{
}
void CDeviceCommandContext::SetScissors(const uint32_t, const Rect*)
{
}
void CDeviceCommandContext::SetViewports(const uint32_t, const Rect*)
{
}
void CDeviceCommandContext::SetVertexInputLayout(IVertexInputLayout*)
{
}
void CDeviceCommandContext::SetVertexBuffer(const uint32_t, IBuffer*, const uint32_t)
{
}
void CDeviceCommandContext::SetVertexBufferData(
const uint32_t, const void*, const uint32_t)
{
}
void CDeviceCommandContext::SetIndexBuffer(IBuffer*)
{
}
void CDeviceCommandContext::SetIndexBufferData(const void*, const uint32_t)
{
}
void CDeviceCommandContext::BeginPass()
{
}
void CDeviceCommandContext::EndPass()
{
}
void CDeviceCommandContext::Draw(const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::DrawIndexed(const uint32_t, const uint32_t, const int32_t)
{
}
void CDeviceCommandContext::DrawInstanced(
const uint32_t, const uint32_t, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::DrawIndexedInstanced(
const uint32_t, const uint32_t, const uint32_t, const uint32_t, const int32_t)
{
}
void CDeviceCommandContext::DrawIndexedInRange(
const uint32_t, const uint32_t, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::SetTexture(const int32_t, ITexture*)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, const float)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(
const int32_t, const float, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(
const int32_t, const float, const float, const float, const float)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, PS::span<const float>)
{
}
} // namespace Dummy
} // namespace Backend
} // namespace Renderer