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/* 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
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