void FEmptyDynamicRHI::RHIEndDrawingViewport(FViewportRHIParamRef ViewportRHI,bool bPresent,bool bLockToVsync) { DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport); }
FTexture2DRHIRef FEmptyDynamicRHI::RHIGetViewportBackBuffer(FViewportRHIParamRef ViewportRHI) { DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport); return FTexture2DRHIRef(); }
void FEmptyDynamicRHI::RHIResizeViewport(FViewportRHIParamRef ViewportRHI,uint32 SizeX,uint32 SizeY,bool bIsFullscreen) { check( IsInGameThread() ); DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport); }
void FEmptyDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTargetRHI) { DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport); RHISetRenderTarget(RHIGetViewportBackBuffer(ViewportRHI), NULL); }
void FEmptyDynamicRHI::RHIUnlockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,bool bLockWithinMiptail) { DYNAMIC_CAST_EMPTYRESOURCE(TextureCube,TextureCube); uint32 EmptyFace = GetEmptyCubeFace((ECubeFace)FaceIndex); TextureCube->Surface.Unlock(MipIndex, FaceIndex + ArrayIndex * 6); }
void* FEmptyDynamicRHI::RHILockStructuredBuffer(FStructuredBufferRHIParamRef StructuredBufferRHI,uint32 Offset,uint32 Size,EResourceLockMode LockMode) { DYNAMIC_CAST_EMPTYRESOURCE(StructuredBuffer,StructuredBuffer); return NULL; }
void FEmptyDynamicRHI::RHIUpdateTexture3D(FTexture3DRHIParamRef TextureRHI,uint32 MipIndex,const FUpdateTextureRegion3D& UpdateRegion,uint32 SourceRowPitch,uint32 SourceDepthPitch,const uint8* SourceData) { DYNAMIC_CAST_EMPTYRESOURCE(Texture3D,Texture); }
void* FEmptyDynamicRHI::RHILockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail) { DYNAMIC_CAST_EMPTYRESOURCE(TextureCube,TextureCube); uint32 EmptyFace = GetEmptyCubeFace((ECubeFace)FaceIndex); return TextureCube->Surface.Lock(MipIndex, FaceIndex + 6 * ArrayIndex, LockMode, DestStride); }
void FEmptyDynamicRHI::RHIUnlockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,bool bLockWithinMiptail) { DYNAMIC_CAST_EMPTYRESOURCE(Texture2DArray,Texture); Texture->Surface.Unlock(MipIndex, TextureIndex); }
void* FEmptyDynamicRHI::RHILockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail) { DYNAMIC_CAST_EMPTYRESOURCE(Texture2DArray,Texture); return Texture->Surface.Lock(MipIndex, TextureIndex, LockMode, DestStride); }
FTexture2DRHIRef FEmptyDynamicRHI::RHIAsyncReallocateTexture2D(FTexture2DRHIParamRef OldTextureRHI, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter* RequestStatus) { DYNAMIC_CAST_EMPTYRESOURCE(Texture2D,OldTexture); return NULL; }
void FEmptyDynamicRHI::RHIUnlockIndexBuffer(FIndexBufferRHIParamRef IndexBufferRHI) { DYNAMIC_CAST_EMPTYRESOURCE(IndexBuffer,IndexBuffer); IndexBuffer->Unlock(); }
void* FEmptyDynamicRHI::RHILockIndexBuffer(FIndexBufferRHIParamRef IndexBufferRHI, uint32 Offset, uint32 Size, EResourceLockMode LockMode) { DYNAMIC_CAST_EMPTYRESOURCE(IndexBuffer,IndexBuffer); return (uint8*)IndexBuffer->Lock(LockMode, Size) + Offset; }