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https://github.com/bailwillharr/engine.git
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49 lines
779 B
C++
49 lines
779 B
C++
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// The implementation of the graphics layer using Vulkan 1.3.
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// This uses SDL specific code
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#ifdef ENGINE_BUILD_NULLGFX
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#include "gfx_device.hpp"
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#include "util.hpp"
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#include "config.h"
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#include "log.hpp"
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namespace engine {
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// class definitions
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struct GFXDevice::Impl {
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};
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GFXDevice::GFXDevice(const char* appName, const char* appVersion, SDL_Window* window)
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{
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pimpl = std::make_unique<Impl>();
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}
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GFXDevice::~GFXDevice()
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{
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TRACE("Destroying GFXDevice...");
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}
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void GFXDevice::draw()
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{
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}
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void GFXDevice::createPipeline(const char* vertShaderPath, const char* fragShaderPath)
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{
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}
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bool GFXDevice::createBuffer(const gfx::BufferDesc& desc, const void* data, gfx::BufferHandle* out)
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{
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return true;
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}
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void GFXDevice::waitIdle()
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{
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}
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}
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#endif
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