/* 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*/) { } void VKTexture::update_sub(int /*offset*/[3], int /*extent*/[3], eGPUDataFormat /*format*/, GPUPixelBuffer * /*pixbuf*/) { } /* 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