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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53
src/xenia/gpu/null/null_graphics_system.cc
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53
src/xenia/gpu/null/null_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 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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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/null//null_command_processor.h"
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#include "xenia/ui/vulkan/vulkan_provider.h"
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#include "xenia/xbox.h"
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namespace xe {
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namespace gpu {
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namespace null {
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NullGraphicsSystem::NullGraphicsSystem() {}
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NullGraphicsSystem::~NullGraphicsSystem() {}
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X_STATUS NullGraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::Window* target_window) {
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// This is a null graphics system, but we still setup vulkan because UI needs
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// it through us :|
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provider_ = xe::ui::vulkan::VulkanProvider::Create(target_window);
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return GraphicsSystem::Setup(processor, kernel_state, target_window);
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}
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void NullGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
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std::unique_ptr<CommandProcessor> NullGraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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new NullCommandProcessor(this, kernel_state_));
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}
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void NullGraphicsSystem::Swap(xe::ui::UIEvent* e) {
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if (!command_processor_) {
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return;
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}
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auto& swap_state = command_processor_->swap_state();
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std::lock_guard<std::mutex> lock(swap_state.mutex);
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swap_state.pending = false;
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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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