bgfx/src/renderer_d3d11.cpp

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2012-07-08 22:10:07 -04:00
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_p.h"
#if BGFX_CONFIG_RENDERER_DIRECT3D11
namespace bgfx
{
void ConstantBuffer::commit()
{
}
void TextVideoMemBlitter::setup()
{
}
void TextVideoMemBlitter::render(uint32_t /*_numIndices*/)
{
}
void Context::flip()
{
}
void Context::rendererInit()
{
}
void Context::rendererShutdown()
{
}
void Context::rendererCreateIndexBuffer(IndexBufferHandle /*_handle*/, Memory* /*_mem*/)
{
}
void Context::rendererDestroyIndexBuffer(IndexBufferHandle /*_handle*/)
{
}
void Context::rendererCreateVertexDecl(VertexDeclHandle /*_handle*/, const VertexDecl& /*_decl*/)
{
}
void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
{
}
void Context::rendererCreateVertexBuffer(VertexBufferHandle /*_handle*/, Memory* /*_mem*/, VertexDeclHandle /*_declHandle*/)
{
}
void Context::rendererDestroyVertexBuffer(VertexBufferHandle /*_handle*/)
{
}
void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle /*_handle*/, uint32_t /*_size*/)
{
}
void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle /*_handle*/, uint32_t /*_offset*/, uint32_t /*_size*/, Memory* /*_mem*/)
{
}
void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle /*_handle*/)
{
}
void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle /*_handle*/, uint32_t /*_size*/)
{
}
void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle /*_handle*/, uint32_t /*_offset*/, uint32_t /*_size*/, Memory* /*_mem*/)
{
}
void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle /*_handle*/)
{
}
void Context::rendererCreateVertexShader(VertexShaderHandle /*_handle*/, Memory* /*_mem*/)
{
}
void Context::rendererDestroyVertexShader(VertexShaderHandle /*_handle*/)
{
}
void Context::rendererCreateFragmentShader(FragmentShaderHandle /*_handle*/, Memory* /*_mem*/)
{
}
void Context::rendererDestroyFragmentShader(FragmentShaderHandle /*_handle*/)
{
}
void Context::rendererCreateMaterial(MaterialHandle /*_handle*/, VertexShaderHandle /*_vsh*/, FragmentShaderHandle /*_fsh*/)
{
}
void Context::rendererDestroyMaterial(FragmentShaderHandle /*_handle*/)
{
}
void Context::rendererCreateTexture(TextureHandle /*_handle*/, Memory* /*_mem*/, uint32_t /*_flags*/)
{
}
void Context::rendererDestroyTexture(TextureHandle /*_handle*/)
{
}
void Context::rendererCreateRenderTarget(RenderTargetHandle /*_handle*/, uint16_t /*_width*/, uint16_t /*_height*/, uint32_t /*_flags*/, uint32_t /*_textureFlags*/)
{
}
void Context::rendererDestroyRenderTarget(RenderTargetHandle /*_handle*/)
{
}
void Context::rendererCreateUniform(UniformHandle /*_handle*/, ConstantType::Enum /*_type*/, uint16_t /*_num*/, const char* /*_name*/)
{
}
void Context::rendererDestroyUniform(UniformHandle /*_handle*/)
{
}
void Context::rendererSaveScreenShot(Memory* /*_mem*/)
{
}
void Context::rendererSubmit()
{
}
}
#endif // BGFX_CONFIG_RENDERER_DIRECT3D11