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