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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#include "vk_texture.hh"
namespace blender::gpu {
void VKTexture::generate_mipmap()
{
}
void VKTexture::copy_to(Texture * /*tex*/)
{
}
void VKTexture::clear(eGPUDataFormat /*format*/, const void * /*data*/)
{
}
void VKTexture::swizzle_set(const char /*swizzle_mask*/[4])
{
}
void VKTexture::stencil_texture_mode_set(bool /*use_stencil*/)
{
}
void VKTexture::mip_range_set(int /*min*/, int /*max*/)
{
}
void *VKTexture::read(int /*mip*/, eGPUDataFormat /*format*/)
{
return nullptr;
}
void VKTexture::update_sub(int /*mip*/,
int /*offset*/[3],
int /*extent*/[3],
eGPUDataFormat /*format*/,
const void * /*data*/)
{
}
/* TODO(fclem): Legacy. Should be removed at some point. */
uint VKTexture::gl_bindcode_get() const
{
return 0;
}
bool VKTexture::init_internal()
{
return false;
}
bool VKTexture::init_internal(GPUVertBuf * /*vbo*/)
{
return false;
}
bool VKTexture::init_internal(const GPUTexture * /*src*/, int /*mip_offset*/, int /*layer_offset*/)
{
return false;
}
} // namespace blender::gpu
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