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100 lines
2.9 KiB
C++
100 lines
2.9 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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// Description : NULL device specific implementation and extensions handling.
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#include "RenderDll_precompiled.h"
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#include "NULL_Renderer.h"
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bool CNULLRenderer::SetGammaDelta(const float fGamma)
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{
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m_fDeltaGamma = fGamma;
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return true;
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}
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int CNULLRenderer::EnumDisplayFormats([[maybe_unused]] SDispFormat* Formats)
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{
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return 0;
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}
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bool CNULLRenderer::ChangeResolution([[maybe_unused]] int nNewWidth, [[maybe_unused]] int nNewHeight, [[maybe_unused]] int nNewColDepth, [[maybe_unused]] int nNewRefreshHZ, [[maybe_unused]] bool bFullScreen, [[maybe_unused]] bool bForce)
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{
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return false;
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}
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WIN_HWND CNULLRenderer::Init([[maybe_unused]] int x, [[maybe_unused]] int y, int width, int height, [[maybe_unused]] unsigned int cbpp, [[maybe_unused]] int zbpp, [[maybe_unused]] int sbits, [[maybe_unused]] bool fullscreen, [[maybe_unused]] bool isEditor, [[maybe_unused]] WIN_HINSTANCE hinst, [[maybe_unused]] WIN_HWND Glhwnd, [[maybe_unused]] bool bReInit, [[maybe_unused]] const SCustomRenderInitArgs* pCustomArgs, [[maybe_unused]] bool bShaderCacheGen)
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{
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//=======================================
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// Add init code here
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//=======================================
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FX_SetWireframeMode(R_SOLID_MODE);
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SetWidth(width);
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SetHeight(height);
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m_backbufferWidth = width;
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m_backbufferHeight = height;
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m_Features |= RFT_HW_NVIDIA;
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if (!g_shaderGeneralHeap)
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{
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g_shaderGeneralHeap = CryGetIMemoryManager()->CreateGeneralExpandingMemoryHeap(4 * 1024 * 1024, 0, "Shader General");
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}
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iLog->Log("Init Shaders\n");
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gRenDev->m_cEF.mfInit();
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EF_Init();
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#if NULL_SYSTEM_TRAIT_INIT_RETURNTHIS
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return (WIN_HWND)this;//it just get checked against NULL anyway
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#else
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return (WIN_HWND)GetDesktopWindow();
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#endif
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}
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bool CNULLRenderer::SetCurrentContext([[maybe_unused]] WIN_HWND hWnd)
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{
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return true;
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}
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bool CNULLRenderer::CreateContext([[maybe_unused]] WIN_HWND hWnd, [[maybe_unused]] bool bAllowMSAA, [[maybe_unused]] int SSX, [[maybe_unused]] int SSY)
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{
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return true;
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}
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bool CNULLRenderer::DeleteContext([[maybe_unused]] WIN_HWND hWnd)
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{
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return true;
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}
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void CNULLRenderer::MakeMainContextActive()
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{
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}
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void CNULLRenderer::ShutDown([[maybe_unused]] bool bReInit)
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{
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iLog = nullptr;
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FreeResources(FRR_ALL);
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FX_PipelineShutdown();
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}
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void CNULLRenderer::ShutDownFast()
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{
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FX_PipelineShutdown();
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}
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