#include #include #include #include #include // extern kinc_g5_pipeline_t *currentProgram; void kinc_g5_internal_destroy_window(int window) { kinc_g4_internal_destroy_window(window); } void kinc_g5_internal_destroy() { kinc_g4_internal_destroy(); } void kinc_g5_internal_init() { kinc_g4_internal_init(); } void kinc_g5_internal_init_window(int window, int depthBufferBits, int stencilBufferBits, bool vsync) { kinc_g4_internal_init_window(window, depthBufferBits, stencilBufferBits, vsync); } // void kinc_g5_draw_indexed_vertices_instanced(int instanceCount) {} // void kinc_g5_draw_indexed_vertices_instanced_from_to(int instanceCount, int start, int count) {} // void kinc_g5_draw_indexed_vertices_instanced_from_to_from(int instanceCount, int start, int count, int vertex_offset) {} void kinc_g5_begin(kinc_g5_render_target_t *renderTarget, int window) {} void kinc_g5_end(int window) {} bool kinc_g5_swap_buffers() { return kinc_g4_swap_buffers(); } void kinc_g5_flush() {} int kinc_g5_max_bound_textures(void) { return kinc_g4_max_bound_textures(); } bool kinc_g5_supports_raytracing() { return false; } bool kinc_g5_supports_instanced_rendering() { return kinc_g4_supports_instanced_rendering(); } bool kinc_g5_supports_compute_shaders() { return kinc_g4_supports_compute_shaders(); } bool kinc_g5_supports_blend_constants() { return kinc_g4_supports_blend_constants(); } bool kinc_g5_supports_non_pow2_textures() { return kinc_g4_supports_non_pow2_textures(); } bool kinc_g5_render_targets_inverted_y() { return kinc_g4_render_targets_inverted_y(); }