/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2022 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "vk_backend.hh" #include "vk_batch.hh" #include "vk_context.hh" #include "vk_drawlist.hh" #include "vk_framebuffer.hh" #include "vk_index_buffer.hh" #include "vk_query.hh" #include "vk_shader.hh" #include "vk_storage_buffer.hh" #include "vk_texture.hh" #include "vk_uniform_buffer.hh" #include "vk_vertex_buffer.hh" namespace blender::gpu { void VKBackend::delete_resources() { } void VKBackend::samplers_update() { } void VKBackend::compute_dispatch(int /*groups_x_len*/, int /*groups_y_len*/, int /*groups_z_len*/) { } void VKBackend::compute_dispatch_indirect(StorageBuf * /*indirect_buf*/) { } Context *VKBackend::context_alloc(void * /*ghost_window*/, void * /*ghost_context*/) { return new VKContext(); } Batch *VKBackend::batch_alloc() { return new VKBatch(); } DrawList *VKBackend::drawlist_alloc(int /*list_length*/) { return new VKDrawList(); } FrameBuffer *VKBackend::framebuffer_alloc(const char *name) { return new VKFrameBuffer(name); } IndexBuf *VKBackend::indexbuf_alloc() { return new VKIndexBuffer(); } QueryPool *VKBackend::querypool_alloc() { return new VKQueryPool(); } Shader *VKBackend::shader_alloc(const char *name) { return new VKShader(name); } Texture *VKBackend::texture_alloc(const char *name) { return new VKTexture(name); } UniformBuf *VKBackend::uniformbuf_alloc(int size, const char *name) { return new VKUniformBuffer(size, name); } StorageBuf *VKBackend::storagebuf_alloc(int size, GPUUsageType /*usage*/, const char *name) { return new VKStorageBuffer(size, name); } VertBuf *VKBackend::vertbuf_alloc() { return new VKVertexBuffer(); } void VKBackend::render_begin() { } void VKBackend::render_end() { } void VKBackend::render_step() { } } // namespace blender::gpu