214 lines
4.5 KiB
C++
214 lines
4.5 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#if GRAPHICS_API_NULL
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#include "Engine/Graphics/GPUContext.h"
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/// <summary>
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/// GPU Context for Null backend.
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/// </summary>
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class GPUContextNull : public GPUContext
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{
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="GPUContextNull"/> class.
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/// </summary>
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/// <param name="device">The device.</param>
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GPUContextNull(GPUDevice* device)
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: GPUContext(device)
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{
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}
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public:
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// [GPUContext]
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#if GPU_ALLOW_PROFILE_EVENTS
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void EventBegin(const Char* name) override
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{
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}
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void EventEnd() override
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{
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}
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#endif
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void* GetNativePtr() const override
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{
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return nullptr;
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}
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bool IsDepthBufferBinded() override
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{
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return false;
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}
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void Clear(GPUTextureView* rt, const Color& color) override
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{
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}
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void ClearDepth(GPUTextureView* depthBuffer, float depthValue) override
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{
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}
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void ClearUA(GPUBuffer* buf, const Vector4& value) override
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{
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}
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void ClearUA(GPUBuffer* buf, const uint32 value[4]) override
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{
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}
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void ClearUA(GPUTexture* texture, const uint32 value[4]) override
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{
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}
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void ResetRenderTarget() override
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{
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}
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void SetRenderTarget(GPUTextureView* rt) override
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{
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}
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override
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{
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}
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void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override
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{
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}
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void ResetSR() override
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{
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}
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void ResetUA() override
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{
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}
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void ResetCB() override
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{
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}
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void BindCB(int32 slot, GPUConstantBuffer* cb) override
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{
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}
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void BindSR(int32 slot, GPUResourceView* view) override
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{
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}
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void BindUA(int32 slot, GPUResourceView* view) override
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{
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}
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void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr) override
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{
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}
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void BindIB(GPUBuffer* indexBuffer) override
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{
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}
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void BindSampler(int32 slot, GPUSampler* sampler) override
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{
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}
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void UpdateCB(GPUConstantBuffer* cb, const void* data) override
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{
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}
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void Dispatch(GPUShaderProgramCS* shader, uint32 threadGroupCountX, uint32 threadGroupCountY, uint32 threadGroupCountZ) override
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{
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}
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void DispatchIndirect(GPUShaderProgramCS* shader, GPUBuffer* bufferForArgs, uint32 offsetForArgs) override
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{
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}
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void ResolveMultisample(GPUTexture* sourceMultisampleTexture, GPUTexture* destTexture, int32 sourceSubResource, int32 destSubResource, PixelFormat format) override
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{
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}
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void DrawInstanced(uint32 verticesCount, uint32 instanceCount, int32 startInstance, int32 startVertex) override
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{
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}
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void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override
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{
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}
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void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override
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{
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}
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void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override
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{
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}
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void SetViewport(const Viewport& viewport) override
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{
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}
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void SetScissor(const Rectangle& scissorRect) override
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{
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}
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GPUPipelineState* GetState() const override
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{
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return nullptr;
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}
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void SetState(GPUPipelineState* state) override
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{
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}
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void ClearState() override
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{
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}
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void FlushState() override
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{
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}
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void Flush() override
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{
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}
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void UpdateBuffer(GPUBuffer* buffer, const void* data, uint32 size, uint32 offset) override
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{
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}
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void CopyBuffer(GPUBuffer* dstBuffer, GPUBuffer* srcBuffer, uint32 size, uint32 dstOffset, uint32 srcOffset) override
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{
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}
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void UpdateTexture(GPUTexture* texture, int32 arrayIndex, int32 mipIndex, const void* data, uint32 rowPitch, uint32 slicePitch) override
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{
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}
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void CopyTexture(GPUTexture* dstResource, uint32 dstSubresource, uint32 dstX, uint32 dstY, uint32 dstZ, GPUTexture* srcResource, uint32 srcSubresource) override
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{
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}
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void ResetCounter(GPUBuffer* buffer) override
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{
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}
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void CopyCounter(GPUBuffer* dstBuffer, uint32 dstOffset, GPUBuffer* srcBuffer) override
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{
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}
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void CopyResource(GPUResource* dstResource, GPUResource* srcResource) override
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{
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}
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void CopySubresource(GPUResource* dstResource, uint32 dstSubresource, GPUResource* srcResource, uint32 srcSubresource) override
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{
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}
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};
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#endif
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