// Copyright 2023 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build playstation5 // The actual implementation will be provided by -overlay. #include "graphics_playstation5.h" extern "C" ebitengine_Error ebitengine_InitializeGraphics(void) { return {}; } extern "C" ebitengine_Error ebitengine_NewImage(int *image, int width, int height) { return {}; } extern "C" void ebitengine_ReadPixels(int image, uint8_t *pixels, ebitengine_Region region) {} extern "C" ebitengine_Error ebitengine_FlushReadPixels(int image) { return {}; } extern "C" void ebitengine_WritePixels(int image, const uint8_t *pixels, ebitengine_Region region) {} extern "C" ebitengine_Error ebitengine_FlushWritePixels(int image) { return {}; } extern "C" ebitengine_Error ebitengine_NewScreenFramebufferImage(int *image, int width, int height) { return {}; } extern "C" void ebitengine_DisposeImage(int id) {} extern "C" void ebitengine_Begin() {} extern "C" void ebitengine_End(int present) {} extern "C" void ebitengine_SetVertices(const float *vertices, int vertex_count, const uint32_t *indices, int index_count) {} extern "C" ebitengine_Error ebitengine_DrawTriangles(int dst, const int *srcs, int src_count, int shader, const ebitengine_DstRegion *dst_regions, int dst_region_count, int index_offset, ebitengine_Blend blend, const uint32_t *uniforms, int uniform_count, int fill_rule) { return {}; } extern "C" ebitengine_Error ebitengine_NewShader(int *shader, const ebitengine_PrecompiledShader *source) { return {}; } extern "C" void ebitengine_DisposeShader(int id) {}