// 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(); } 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