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
{
void ConstantBuffer::commit(bool _force)
{
}
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::rendererCreateTransientIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
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{
}
void Context::rendererDestroyTransientIndexBuffer(IndexBufferHandle _handle)
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{
}
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::rendererCreateTransientVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
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{
}
void Context::rendererDestroyTransientVertexBuffer(VertexBufferHandle _handle)
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{
}
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)
{
}
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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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{
}
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_NULL