/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "StdAfx.h" #include "NULL_Renderer.h" #include "I3DEngine.h" //============================================================================ bool CShader::FXSetTechnique(const CCryNameTSCRC& szName) { return true; } bool CShader::FXSetPSFloat(const CCryNameR& NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetPSFloat(const char* NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetVSFloat(const CCryNameR& NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetVSFloat(const char* NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetGSFloat(const CCryNameR& NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetGSFloat(const char* NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetCSFloat(const CCryNameR& NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXSetCSFloat(const char* NameParam, const Vec4* fParams, int nParams) { return true; } bool CShader::FXBegin(uint32* uiPassCount, uint32 nFlags) { return true; } bool CShader::FXBeginPass(uint32 uiPass) { return true; } bool CShader::FXEndPass() { return true; } bool CShader::FXEnd() { return true; } bool CShader::FXCommit(const uint32 nFlags) { return true; } //=================================================================================== FXShaderCache CHWShader::m_ShaderCache; FXShaderCacheNames CHWShader::m_ShaderCacheList; void CRenderer::RefreshSystemShaders() { } SShaderCache::~SShaderCache() { CHWShader::m_ShaderCache.erase(m_Name); SAFE_DELETE(m_pRes[CACHE_USER]); SAFE_DELETE(m_pRes[CACHE_READONLY]); } SShaderCache* CHWShader::mfInitCache(const char* name, CHWShader* pSH, bool bCheckValid, uint32 CRC32, bool bReadOnly, bool bAsync) { return NULL; } #if !defined(CONSOLE) bool CHWShader::mfOptimiseCacheFile(SShaderCache* pCache, bool bForce, SOptimiseStats* Stats) { return true; } #endif bool CHWShader::PreactivateShaders() { bool bRes = true; return bRes; } void CHWShader::RT_PreactivateShaders() { } const char* CHWShader::GetCurrentShaderCombinations(bool bLevel) { return ""; } void CHWShader::mfFlushPendedShadersWait(int nMaxAllowed) { } void CShaderResources::Rebuild(IShader* pSH, AzRHI::ConstantBufferUsage usage) { } void CShaderResources::CloneConstants(const IRenderShaderResources* pSrc) { } void CShaderResources::ReleaseConstants() { } void CShaderResources::UpdateConstants(IShader* pSH) { } void CShader::mfFlushPendedShaders() { } void SShaderCache::Cleanup(void) { } void CShaderResources::AdjustForSpec() { }