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o3de/Code/CryEngine/RenderDll/XRenderNULL/NULL_Shaders.cpp

163 lines
4.0 KiB
C++

/*
* 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()
{
}