bgfx/src/renderer_null.cpp

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/*
* 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_NULL
namespace bgfx
{
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void ConstantBuffer::commit()
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{
}
void TextVideoMemBlitter::setup()
{
}
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void TextVideoMemBlitter::render(uint32_t /*_numIndices*/)
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{
}
void Context::flip()
{
}
void Context::rendererInit()
{
}
void Context::rendererShutdown()
{
}
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void Context::rendererCreateIndexBuffer(IndexBufferHandle /*_handle*/, Memory* /*_mem*/)
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{
}
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void Context::rendererDestroyIndexBuffer(IndexBufferHandle /*_handle*/)
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{
}
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void Context::rendererCreateVertexDecl(VertexDeclHandle /*_handle*/, const VertexDecl& /*_decl*/)
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{
}
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void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
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{
}
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void Context::rendererCreateVertexBuffer(VertexBufferHandle /*_handle*/, Memory* /*_mem*/, VertexDeclHandle /*_declHandle*/)
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{
}
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void Context::rendererDestroyVertexBuffer(VertexBufferHandle /*_handle*/)
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{
}
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void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle /*_handle*/, uint32_t /*_size*/)
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{
}
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void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle /*_handle*/, uint32_t /*_offset*/, uint32_t /*_size*/, Memory* /*_mem*/)
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{
}
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void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle /*_handle*/)
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{
}
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void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle /*_handle*/, uint32_t /*_size*/)
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{
}
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void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle /*_handle*/, uint32_t /*_offset*/, uint32_t /*_size*/, Memory* /*_mem*/)
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{
}
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void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle /*_handle*/)
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{
}
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void Context::rendererCreateVertexShader(VertexShaderHandle /*_handle*/, Memory* /*_mem*/)
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{
}
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void Context::rendererDestroyVertexShader(VertexShaderHandle /*_handle*/)
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{
}
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void Context::rendererCreateFragmentShader(FragmentShaderHandle /*_handle*/, Memory* /*_mem*/)
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{
}
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void Context::rendererDestroyFragmentShader(FragmentShaderHandle /*_handle*/)
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{
}
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void Context::rendererCreateMaterial(MaterialHandle /*_handle*/, VertexShaderHandle /*_vsh*/, FragmentShaderHandle /*_fsh*/)
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{
}
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void Context::rendererDestroyMaterial(FragmentShaderHandle /*_handle*/)
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{
}
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void Context::rendererCreateTexture(TextureHandle /*_handle*/, Memory* /*_mem*/, uint32_t /*_flags*/)
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{
}
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void Context::rendererDestroyTexture(TextureHandle /*_handle*/)
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{
}
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void Context::rendererCreateRenderTarget(RenderTargetHandle /*_handle*/, uint16_t /*_width*/, uint16_t /*_height*/, uint32_t /*_flags*/, uint32_t /*_textureFlags*/)
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{
}
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void Context::rendererDestroyRenderTarget(RenderTargetHandle /*_handle*/)
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{
}
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void Context::rendererCreateUniform(UniformHandle /*_handle*/, ConstantType::Enum /*_type*/, uint16_t /*_num*/, const char* /*_name*/)
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{
}
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void Context::rendererDestroyUniform(UniformHandle /*_handle*/)
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{
}
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void Context::rendererSaveScreenShot(Memory* /*_mem*/)
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{
}
void Context::rendererSubmit()
{
}
}
#endif // BGFX_CONFIG_RENDERER_NULL