// 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" ebitengine_Error ebitengine_NewScreenFramebufferImage(int *image, int width, int height) { return {}; } extern "C" void ebitengine_DisposeImage(int id) {} extern "C" void ebitengine_SetVertices(float *vertices, int vertexCount, uint32_t *indices, int indexCount) {} extern "C" ebitengine_Error ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader, ebitengine_DstRegion *dstRegions, int dstRegionCount, int indexOffset, ebitengine_Blend blend, uint32_t *uniforms, int uniformCount, int fillRule) { return {}; } extern "C" ebitengine_Error ebitengine_NewShader(int *shader, const char *source) { return {}; } extern "C" void ebitengine_DisposeShader(int id) {}