[D3D12] Copy the null graphics system as D3D12
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@ -29,6 +29,9 @@
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// Available graphics systems:
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// Available graphics systems:
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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/null/null_graphics_system.h"
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#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
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#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
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#if XE_PLATFORM_WIN32
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#endif // XE_PLATFORM_WIN32
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// Available input drivers:
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// Available input drivers:
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#include "xenia/hid/nop/nop_hid.h"
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#include "xenia/hid/nop/nop_hid.h"
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@ -77,6 +80,11 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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if (FLAGS_gpu.compare("vulkan") == 0) {
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if (FLAGS_gpu.compare("vulkan") == 0) {
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return std::unique_ptr<gpu::GraphicsSystem>(
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return std::unique_ptr<gpu::GraphicsSystem>(
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new xe::gpu::vulkan::VulkanGraphicsSystem());
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new xe::gpu::vulkan::VulkanGraphicsSystem());
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#if XE_PLATFORM_WIN32
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} else if (FLAGS_gpu.compare("d3d12") == 0) {
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return std::unique_ptr<gpu::GraphicsSystem>(
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new xe::gpu::d3d12::D3D12GraphicsSystem());
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#endif // XE_PLATFORM_WIN32
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} else if (FLAGS_gpu.compare("null") == 0) {
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} else if (FLAGS_gpu.compare("null") == 0) {
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return std::unique_ptr<gpu::GraphicsSystem>(
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return std::unique_ptr<gpu::GraphicsSystem>(
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new xe::gpu::null::NullGraphicsSystem());
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new xe::gpu::null::NullGraphicsSystem());
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@ -0,0 +1,50 @@
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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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@ -0,0 +1,48 @@
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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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#ifndef XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
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#define XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/d3d12/d3d12_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 d3d12 {
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class D3D12CommandProcessor : public CommandProcessor {
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public:
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D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
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kernel::KernelState* kernel_state);
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~D3D12CommandProcessor();
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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 d3d12
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
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@ -0,0 +1,54 @@
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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_graphics_system.h"
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#include "xenia/gpu/d3d12/d3d12_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 d3d12 {
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D3D12GraphicsSystem::D3D12GraphicsSystem() {}
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D3D12GraphicsSystem::~D3D12GraphicsSystem() {}
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X_STATUS D3D12GraphicsSystem::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 D3D12GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
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std::unique_ptr<CommandProcessor>
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D3D12GraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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new D3D12CommandProcessor(this, kernel_state_));
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}
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void D3D12GraphicsSystem::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 d3d12
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} // namespace gpu
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} // namespace xe
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@ -0,0 +1,43 @@
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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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#ifndef XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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#include <memory>
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/graphics_system.h"
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namespace xe {
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namespace gpu {
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namespace d3d12 {
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class D3D12GraphicsSystem : public GraphicsSystem {
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public:
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D3D12GraphicsSystem();
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~D3D12GraphicsSystem() override;
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std::wstring name() const override { return L"Direct3D 12"; }
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X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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ui::Window* target_window) override;
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void Shutdown() override;
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private:
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std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
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void Swap(xe::ui::UIEvent* e) override;
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};
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} // namespace d3d12
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
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