#include "Metal/Metal.hpp" #include "math3d.h" #include "filesystem.h" #include "rendering.h" #include "tier0/lib.h" #include "tier1/utlvector.h" #include "tier0/platform.h" #include "rendering.h" mat4 g_cameraView; IStorageBuffer *IRenderer::CreateStorageBuffer( uint32_t uSize ) { } IUniformBuffer *IRenderer::CreateUniformBuffer( uint32_t uSize ) { } IVertexBuffer *IRenderer::CreateVertexBuffer( uint32_t uSize ) { } IIndexBuffer *IRenderer::CreateIndexBuffer( uint32_t uSize ) { } IImage *IRenderer::CreateImage( EImageFormat format, uint32_t usage, uint32_t nWidth, uint32_t nHeight, uint32_t nSamples ) { }; void IRenderer::DestroyBuffer( IBuffer *pBuffer ) { } void IRenderer::DestroyImage( IImage *pImage ) { } void IRenderer::SetConstants( uint32_t nSize, uint32_t nOffset, void *pData ) { } void IRenderer::Barrier( EBarrierStage stageIn, uint32_t stageOut, CUtlVector buffers, CUtlVector images ) { } void IRenderer::BindData( uint32_t binding, IBuffer *pBuffer, IImage* pImage) { } void IRenderer::BindPipeline( IPipeline *pPipeline ) { } void IRenderer::Begin( uint32_t nWidth, uint32_t nHeight, CUtlVector attachments, RenderingDepthAttachment_t depth ) { } void IRenderer::ResetState() { } void IRenderer::SetDepthMode( EDepthMode mode ) { } void IRenderer::Draw( IVertexBuffer *pVertex, IIndexBuffer *pIndex ) { } void IRenderer::End() { } IGraphicsPipeline *IRenderer::CreateGraphicsPipeline( CUtlVector shaders, CUtlVector inputs, uint32_t nConstantsSize, CUtlVector outputFormats ) { }; CUtlVector g_StepPrepass; CUtlVector g_StepMeshRendering; CUtlVector g_StepShading; CUtlVector g_StepPostProcessing; CUtlVector g_StepUI; CRenderingStep::CRenderingStep() { } CRenderingStep::CRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { } CPrepassRenderingStep::CPrepassRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepPrepass.AppendTail({pfn(), szStepName}); } CMeshRenderingStep::CMeshRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepMeshRendering.AppendTail({pfn(), szStepName}); } CShadingRenderingStep::CShadingRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepShading.AppendTail({pfn(), szStepName}); } CPostProcessingRenderingStep::CPostProcessingRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepPostProcessing.AppendTail({pfn(), szStepName}); } CUIRenderingStep::CUIRenderingStep(const char *szStepName, CreateRenderStepFn pfn) { g_StepUI.AppendTail({pfn(), szStepName}); }