/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2023 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #include "vk_state_manager.hh" #include "vk_texture.hh" namespace blender::gpu { void VKStateManager::apply_state() { } void VKStateManager::force_state() { } void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/) { VKContext &context = *VKContext::get(); VKCommandBuffer &command_buffer = context.command_buffer_get(); /* TODO: Pipeline barriers should be added. We might be able to extract it from * the actual pipeline, later on, but for now we submit the work as barrier. */ command_buffer.submit(); } void VKStateManager::texture_bind(Texture * /*tex*/, eGPUSamplerState /*sampler*/, int /*unit*/) { } void VKStateManager::texture_unbind(Texture * /*tex*/) { } void VKStateManager::texture_unbind_all() { } void VKStateManager::image_bind(Texture *tex, int binding) { VKTexture *texture = unwrap(tex); texture->image_bind(binding); } void VKStateManager::image_unbind(Texture * /*tex*/) { } void VKStateManager::image_unbind_all() { } void VKStateManager::texture_unpack_row_length_set(uint /*len*/) { } } // namespace blender::gpu