/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "RenderDll_precompiled.h" #include "NULL_Renderer.h" #include "I3DEngine.h" //============================================================================ bool CShader::FXSetTechnique([[maybe_unused]] const CCryNameTSCRC& szName) { return true; } bool CShader::FXSetPSFloat([[maybe_unused]] const CCryNameR& NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetPSFloat([[maybe_unused]] const char* NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetVSFloat([[maybe_unused]] const CCryNameR& NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetVSFloat([[maybe_unused]] const char* NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetGSFloat([[maybe_unused]] const CCryNameR& NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetGSFloat([[maybe_unused]] const char* NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetCSFloat([[maybe_unused]] const CCryNameR& NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXSetCSFloat([[maybe_unused]] const char* NameParam, [[maybe_unused]] const Vec4* fParams, [[maybe_unused]] int nParams) { return true; } bool CShader::FXBegin([[maybe_unused]] uint32* uiPassCount, [[maybe_unused]] uint32 nFlags) { return true; } bool CShader::FXBeginPass([[maybe_unused]] uint32 uiPass) { return true; } bool CShader::FXEndPass() { return true; } bool CShader::FXEnd() { return true; } bool CShader::FXCommit([[maybe_unused]] const uint32 nFlags) { return true; } //=================================================================================== FXShaderCache CHWShader::m_ShaderCache; FXShaderCacheNames CHWShader::m_ShaderCacheList; void CRenderer::RefreshSystemShaders() { } SShaderCache::~SShaderCache() { CHWShader::m_ShaderCache.erase(m_Name); SAFE_DELETE(m_pRes[CACHE_USER]); SAFE_DELETE(m_pRes[CACHE_READONLY]); } SShaderCache* CHWShader::mfInitCache([[maybe_unused]] const char* name, [[maybe_unused]] CHWShader* pSH, [[maybe_unused]] bool bCheckValid, [[maybe_unused]] uint32 CRC32, [[maybe_unused]] bool bReadOnly, [[maybe_unused]] bool bAsync) { return NULL; } #if !defined(CONSOLE) bool CHWShader::mfOptimiseCacheFile([[maybe_unused]] SShaderCache* pCache, [[maybe_unused]] bool bForce, [[maybe_unused]] SOptimiseStats* Stats) { return true; } #endif bool CHWShader::PreactivateShaders() { bool bRes = true; return bRes; } void CHWShader::RT_PreactivateShaders() { } const char* CHWShader::GetCurrentShaderCombinations([[maybe_unused]] bool bLevel) { return ""; } void CHWShader::mfFlushPendedShadersWait([[maybe_unused]] int nMaxAllowed) { } void CShaderResources::Rebuild([[maybe_unused]] IShader* pSH, [[maybe_unused]] AzRHI::ConstantBufferUsage usage) { } void CShaderResources::CloneConstants([[maybe_unused]] const IRenderShaderResources* pSrc) { } void CShaderResources::ReleaseConstants() { } void CShaderResources::UpdateConstants([[maybe_unused]] IShader* pSH) { } void CShader::mfFlushPendedShaders() { } void SShaderCache::Cleanup(void) { } void CShaderResources::AdjustForSpec() { }