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

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