text: ﻿
  #include "Internal.hpp"
  #if 0
  #include <LuminoCore/Base/LinearAllocator.hpp>
  #include <LuminoGraphics/GraphicsContext.hpp>
  #include <LuminoGraphics/VertexLayout.hpp>
  #include <LuminoGraphics/VertexBuffer.hpp>
  #include <LuminoGraphics/IndexBuffer.hpp>
  #include <LuminoGraphics/Texture.hpp>
  #include <LuminoGraphics/DepthBuffer.hpp>
  #include <LuminoGraphics/SwapChain.hpp>
  #include <LuminoGraphics/GraphicsCommandBuffer.hpp>
  #include <LuminoGraphics/RenderPass.hpp>
  #include <LuminoGraphics/Shader.hpp>
  #include <LuminoGraphics/ShaderDescriptor.hpp>
  #include "GraphicsManager.hpp"
  #include "RHIs/GraphicsDeviceContext.hpp"
  
  namespace ln {
  
  //==============================================================================
  // GraphicsContext
  
  GraphicsContext::GraphicsContext() {
  }
  
  GraphicsContext::~GraphicsContext() {
  }
  
  void GraphicsContext::init() {
      Object::init();
  }
  
  
  } // namespace ln
  
  #endif
  