godot/servers/rendering/renderer_rd/pipeline_cache_rd.cpp

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/*  pipeline_cache_rd.cpp                                                 */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "pipeline_cache_rd.h"

#include "core/os/memory.h"

RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) {}

void PipelineCacheRD::_clear() {}

void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {}
void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {}

void PipelineCacheRD::update_shader(RID p_shader) {}

void PipelineCacheRD::clear() {}

PipelineCacheRD::PipelineCacheRD() {}

PipelineCacheRD::~PipelineCacheRD() {}