This patch adds a placeholder for the vulkan backend. When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`) it might open a blender screen, but nothing should be visible as none of the functions are implemented or otherwise crash on a nullptr. This is expected as this is just a placeholder. The goal is to add shader compilation +validation to this backend as one of the next steps so we can validate changes to existing shaders on OpenGL, Metal and Vulkan at the same time. Reviewed By: fclem Differential Revision: https://developer.blender.org/D16338
58 lines
864 B
C++
58 lines
864 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_vertex_buffer.hh"
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namespace blender::gpu {
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void VKVertexBuffer::bind_as_ssbo(uint /*binding*/)
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{
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}
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void VKVertexBuffer::bind_as_texture(uint /*binding*/)
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{
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}
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void VKVertexBuffer::wrap_handle(uint64_t /*handle*/)
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{
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}
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void VKVertexBuffer::update_sub(uint /*start*/, uint /*len*/, const void * /*data*/)
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{
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}
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const void *VKVertexBuffer::read() const
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{
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return nullptr;
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}
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void *VKVertexBuffer::unmap(const void * /*mapped_data*/) const
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{
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return nullptr;
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}
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void VKVertexBuffer::acquire_data()
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{
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}
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void VKVertexBuffer::resize_data()
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{
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}
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void VKVertexBuffer::release_data()
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{
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}
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void VKVertexBuffer::upload_data()
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{
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}
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void VKVertexBuffer::duplicate_data(VertBuf * /*dst*/)
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{
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}
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} // namespace blender::gpu
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