// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Device/DeviceBuffer.h" class Device_Null; class TEXTUREGRAPHENGINE_API DeviceBuffer_Null : public DeviceBuffer { protected: virtual DeviceBuffer* CreateFromRaw(RawBufferPtr rawBuffer) override; virtual DeviceBuffer* CreateFromDesc(BufferDescriptor desc, CHashPtr hash) override; virtual AsyncBufferResultPtr TransferFrom(DeviceBufferRef& source); public: DeviceBuffer_Null(Device_Null* device, BufferDescriptor desc, CHashPtr hash); virtual ~DeviceBuffer_Null(); virtual RawBufferPtr Raw_Now(); virtual size_t MemSize() const; virtual AsyncBufferResultPtr Bind(const BlobTransform* transform, const ResourceBindInfo& bindInfo) override; virtual bool IsValid() const; virtual bool IsNull() const; virtual bool IsTransient() const override; };