[Vulkan v2] Physical device, [D3D12] Small cleanup
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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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/**
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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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