[Vulkan v2] Physical device, [D3D12] Small cleanup
This commit is contained in:
@@ -50,11 +50,12 @@ class D3D12GraphicsSystem : public GraphicsSystem {
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D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
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DeferredCommandList& command_list);
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private:
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protected:
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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void Swap(xe::ui::UIEvent* e) override;
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private:
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ui::d3d12::D3D12Context* display_context_ = nullptr;
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ID3D12RootSignature* stretch_root_signature_ = nullptr;
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19
src/xenia/gpu/vk/premake5.lua
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19
src/xenia/gpu/vk/premake5.lua
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@@ -0,0 +1,19 @@
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project_root = "../../../.."
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include(project_root.."/tools/build")
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group("src")
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project("xenia-gpu-vk")
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uuid("66c9afbb-798a-405d-80a1-7bda473e700d")
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kind("StaticLib")
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language("C++")
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links({
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"xenia-base",
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"xenia-gpu",
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"xenia-ui",
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"xenia-ui-vk",
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"xxhash",
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})
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local_platform_files()
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files({
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"shaders/bin/*.h",
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})
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46
src/xenia/gpu/vk/vulkan_command_processor.cc
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46
src/xenia/gpu/vk/vulkan_command_processor.cc
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@@ -0,0 +1,46 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2019 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/vk/vulkan_command_processor.h"
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namespace xe {
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namespace gpu {
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namespace vk {
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VulkanCommandProcessor::VulkanCommandProcessor(
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VulkanGraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
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: CommandProcessor(graphics_system, kernel_state) {}
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VulkanCommandProcessor::~VulkanCommandProcessor() = default;
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bool VulkanCommandProcessor::SetupContext() { return true; }
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void VulkanCommandProcessor::ShutdownContext() {}
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void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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uint32_t frontbuffer_width,
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uint32_t frontbuffer_height) {}
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Shader* VulkanCommandProcessor::LoadShader(ShaderType shader_type,
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uint32_t guest_address,
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const uint32_t* host_address,
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uint32_t dword_count) {
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return nullptr;
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}
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bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
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uint32_t index_count,
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IndexBufferInfo* index_buffer_info) {
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return true;
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}
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bool VulkanCommandProcessor::IssueCopy() { return true; }
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} // namespace vk
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} // namespace gpu
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} // namespace xe
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47
src/xenia/gpu/vk/vulkan_command_processor.h
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47
src/xenia/gpu/vk/vulkan_command_processor.h
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@@ -0,0 +1,47 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2019 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_
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#define XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/vk/vulkan_graphics_system.h"
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#include "xenia/kernel/kernel_state.h"
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namespace xe {
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namespace gpu {
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namespace vk {
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class VulkanCommandProcessor : public CommandProcessor {
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public:
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explicit VulkanCommandProcessor(VulkanGraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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~VulkanCommandProcessor();
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protected:
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bool SetupContext() override;
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void ShutdownContext() override;
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void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
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uint32_t frontbuffer_height) override;
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Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address,
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uint32_t dword_count) override;
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bool IssueDraw(PrimitiveType primitive_type, uint32_t index_count,
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IndexBufferInfo* index_buffer_info) override;
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bool IssueCopy() override;
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};
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} // namespace vk
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_
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54
src/xenia/gpu/vk/vulkan_graphics_system.cc
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54
src/xenia/gpu/vk/vulkan_graphics_system.cc
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@@ -0,0 +1,54 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2019 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/vk/vulkan_graphics_system.h"
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#include "xenia/gpu/vk/vulkan_command_processor.h"
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namespace xe {
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namespace gpu {
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namespace vk {
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VulkanGraphicsSystem::VulkanGraphicsSystem() {}
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VulkanGraphicsSystem::~VulkanGraphicsSystem() {}
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std::wstring VulkanGraphicsSystem::name() const { return L"Vulkan Prototype"; }
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X_STATUS VulkanGraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::Window* target_window) {
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provider_ = xe::ui::vk::VulkanProvider::Create(target_window);
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auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
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if (result != X_STATUS_SUCCESS) {
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return result;
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}
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if (target_window) {
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display_context_ =
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reinterpret_cast<xe::ui::vk::VulkanContext*>(target_window->context());
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}
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return X_STATUS_SUCCESS;
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}
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void VulkanGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
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std::unique_ptr<CommandProcessor>
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VulkanGraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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new VulkanCommandProcessor(this, kernel_state_));
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}
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void VulkanGraphicsSystem::Swap(xe::ui::UIEvent* e) {}
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} // namespace vk
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} // namespace gpu
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} // namespace xe
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49
src/xenia/gpu/vk/vulkan_graphics_system.h
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49
src/xenia/gpu/vk/vulkan_graphics_system.h
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@@ -0,0 +1,49 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2019 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_
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#include <memory>
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/ui/vk/vulkan_context.h"
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namespace xe {
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namespace gpu {
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namespace vk {
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class VulkanGraphicsSystem : public GraphicsSystem {
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public:
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VulkanGraphicsSystem();
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~VulkanGraphicsSystem() override;
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static bool IsAvailable() { return true; }
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std::wstring name() const override;
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X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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ui::Window* target_window) override;
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void Shutdown() override;
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protected:
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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void Swap(xe::ui::UIEvent* e) override;
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private:
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ui::vk::VulkanContext* display_context_ = nullptr;
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};
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} // namespace vk
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_
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