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gpu/internal/d3d11: stub BlitFramebuffer for D3D11
The compute renderer doesn't run on Windows yet, but the d3d11 backend needs the method to satisfy the driver interface. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -176,6 +176,10 @@ func (b *Backend) BeginFrame(clear bool, viewport image.Point) driver.Framebuffe
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return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
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return &Framebuffer{ctx: b.ctx, dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
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}
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}
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func (b *Backend) BlitFramebuffer(dst, src driver.Framebuffer, srect, drect image.Rectangle) {
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panic("not implemented")
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}
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func (b *Backend) EndFrame() {
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func (b *Backend) EndFrame() {
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}
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}
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@@ -46,6 +46,7 @@ type Device interface {
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BindIndexBuffer(b Buffer)
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BindIndexBuffer(b Buffer)
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BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
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BindImageTexture(unit int, texture Texture, access AccessBits, format TextureFormat)
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BlitFramebuffer(dst, src Framebuffer, srect, drect image.Rectangle)
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MemoryBarrier()
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MemoryBarrier()
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DispatchCompute(x, y, z int)
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DispatchCompute(x, y, z int)
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