// Copyright (C) 2025 kanel // This file is part of "Pulse" // For conditions of distribution and use, see copyright notice in LICENSE #include #include "../../PulseInternal.h" #include "D3D11.h" #include "D3D11ComputePass.h" #include "D3D11CommandList.h" PulseComputePass Direct3D11CreateComputePass(PulseDevice device, PulseCommandList cmd) { PULSE_UNUSED(device); PulseComputePass pass = (PulseComputePass)calloc(1, sizeof(PulseComputePassHandler)); PULSE_CHECK_ALLOCATION_RETVAL(pass, PULSE_NULL_HANDLE); return pass; } void Direct3D11DestroyComputePass(PulseDevice device, PulseComputePass pass) { } PulseComputePass Direct3D11BeginComputePass(PulseCommandList cmd) { } void Direct3D11EndComputePass(PulseComputePass pass) { } void Direct3D11BindStorageBuffers(PulseComputePass pass, const PulseBuffer* buffers, uint32_t num_buffers) { } void Direct3D11BindUniformData(PulseComputePass pass, uint32_t slot, const void* data, uint32_t data_size) { } void Direct3D11BindStorageImages(PulseComputePass pass, const PulseImage* images, uint32_t num_images) { } void Direct3D11BindComputePipeline(PulseComputePass pass, PulseComputePipeline pipeline) { } void Direct3D11DispatchComputations(PulseComputePass pass, uint32_t groupcount_x, uint32_t groupcount_y, uint32_t groupcount_z) { }