For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2023 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_state_manager.hh"
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#include "vk_texture.hh"
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namespace blender::gpu {
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void VKStateManager::apply_state() {}
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void VKStateManager::force_state() {}
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void VKStateManager::issue_barrier(eGPUBarrier /*barrier_bits*/)
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{
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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/* TODO: Pipeline barriers should be added. We might be able to extract it from
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* the actual pipeline, later on, but for now we submit the work as barrier. */
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command_buffer.submit();
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}
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void VKStateManager::texture_bind(Texture * /*tex*/, eGPUSamplerState /*sampler*/, int /*unit*/) {}
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void VKStateManager::texture_unbind(Texture * /*tex*/) {}
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void VKStateManager::texture_unbind_all() {}
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void VKStateManager::image_bind(Texture *tex, int binding)
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{
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VKTexture *texture = unwrap(tex);
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texture->image_bind(binding);
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}
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void VKStateManager::image_unbind(Texture * /*tex*/) {}
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void VKStateManager::image_unbind_all() {}
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void VKStateManager::texture_unpack_row_length_set(uint /*len*/) {}
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} // namespace blender::gpu
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