ebiten/internal/graphicsdriver/playstation5/graphics_playstation5.cpp

70 lines
2.4 KiB
C++

// 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) {}