Add a null graphics system (enable with --gpu=null)
Still uses vulkan to drive xenia UI, may look into decoupling later.
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48
src/xenia/gpu/null/null_command_processor.h
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48
src/xenia/gpu/null/null_command_processor.h
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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 2016 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_NULL_NULL_COMMAND_PROCESSOR_H_
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#define XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/xenos.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 null {
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class NullCommandProcessor : public CommandProcessor {
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public:
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NullCommandProcessor(NullGraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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~NullCommandProcessor();
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private:
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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 prim_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 null
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
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