[D3D12] Copy the null graphics system as D3D12

This commit is contained in:
Triang3l
2018-07-18 12:02:00 +03:00
parent c2b2a9f376
commit fde3c1f0e8
5 changed files with 203 additions and 0 deletions

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
namespace xe {
namespace gpu {
namespace d3d12 {
D3D12CommandProcessor::D3D12CommandProcessor(
D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
D3D12CommandProcessor::~D3D12CommandProcessor() = default;
bool D3D12CommandProcessor::SetupContext() {
return CommandProcessor::SetupContext();
}
void D3D12CommandProcessor::ShutdownContext() {
return CommandProcessor::ShutdownContext();
}
void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {}
Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
return nullptr;
}
bool D3D12CommandProcessor::IssueDraw(PrimitiveType prim_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
return true;
}
bool D3D12CommandProcessor::IssueCopy() { return true; }
} // namespace d3d12
} // namespace gpu
} // namespace xe