Add support for programmable samplers in shaders
This commit is contained in:
@@ -10,6 +10,7 @@
|
||||
#include "GPUPipelineStateNull.h"
|
||||
#include "GPUTimerQueryNull.h"
|
||||
#include "GPUBufferNull.h"
|
||||
#include "GPUSamplerNull.h"
|
||||
#include "GPUSwapChainNull.h"
|
||||
|
||||
GPUDeviceNull::GPUDeviceNull()
|
||||
@@ -66,6 +67,7 @@ bool GPUDeviceNull::Init()
|
||||
limits.MaximumTexture2DArraySize = 512;
|
||||
limits.MaximumTexture3DSize = 2048;
|
||||
limits.MaximumTextureCubeSize = 16384;
|
||||
limits.MaximumSamplerAnisotropy = 0;
|
||||
|
||||
for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
|
||||
{
|
||||
@@ -177,6 +179,11 @@ GPUBuffer* GPUDeviceNull::CreateBuffer(const StringView& name)
|
||||
return New<GPUBufferNull>();
|
||||
}
|
||||
|
||||
GPUSampler* GPUDeviceNull::CreateSampler()
|
||||
{
|
||||
return New<GPUSamplerNull>();
|
||||
}
|
||||
|
||||
GPUSwapChain* GPUDeviceNull::CreateSwapChain(Window* window)
|
||||
{
|
||||
return New<GPUSwapChainNull>(window);
|
||||
|
||||
Reference in New Issue
Block a user