[D3D12] Copy the null graphics system as D3D12
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50
src/xenia/gpu/d3d12/d3d12_command_processor.cc
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50
src/xenia/gpu/d3d12/d3d12_command_processor.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 2018 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/d3d12/d3d12_command_processor.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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D3D12CommandProcessor::D3D12CommandProcessor(
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D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
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: CommandProcessor(graphics_system, kernel_state) {}
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D3D12CommandProcessor::~D3D12CommandProcessor() = default;
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bool D3D12CommandProcessor::SetupContext() {
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return CommandProcessor::SetupContext();
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}
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void D3D12CommandProcessor::ShutdownContext() {
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return CommandProcessor::ShutdownContext();
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}
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void D3D12CommandProcessor::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* D3D12CommandProcessor::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 D3D12CommandProcessor::IssueDraw(PrimitiveType prim_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 D3D12CommandProcessor::IssueCopy() { return true; }
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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