engine/src/gfx_device_null.cpp

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2022-10-21 11:31:46 +00:00
// The implementation of the graphics layer using Vulkan 1.3.
// This uses SDL specific code
#ifdef ENGINE_BUILD_NULLGFX
#include "gfx_device.hpp"
#include "util.hpp"
#include "config.h"
#include "log.hpp"
namespace engine {
// class definitions
struct GFXDevice::Impl {
};
GFXDevice::GFXDevice(const char* appName, const char* appVersion, SDL_Window* window)
{
pimpl = std::make_unique<Impl>();
}
GFXDevice::~GFXDevice()
{
TRACE("Destroying GFXDevice...");
}
void GFXDevice::draw()
{
}
void GFXDevice::createPipeline(const char* vertShaderPath, const char* fragShaderPath)
{
}
bool GFXDevice::createBuffer(const gfx::BufferDesc& desc, const void* data, gfx::BufferHandle* out)
{
return true;
}
void GFXDevice::waitIdle()
{
}
}
#endif