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https://github.com/hrydgard/ppsspp.git
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We can't create a swapchain in this case but we still want emulation to keep running. So we ditch the last renderpass in VulkanQueueRunner but run all the rest (if PauseWhenMinimized isn't set). Now works without any validation errors or hangs.
49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "Common/GraphicsContext.h"
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#include "Windows/GPU/WindowsGraphicsContext.h"
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#include "Common/GPU/thin3d.h"
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class VulkanContext;
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class VulkanRenderManager;
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class WindowsVulkanContext : public WindowsGraphicsContext {
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public:
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WindowsVulkanContext() : draw_(nullptr) {}
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bool Init(HINSTANCE hInst, HWND window, std::string *error_message) override;
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void Shutdown() override;
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void Resize() override;
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void Poll() override;
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void NotifyWindowRestored() override {
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windowRestored_ = true;
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}
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void *GetAPIContext() override;
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Draw::DrawContext *GetDrawContext() override { return draw_; }
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private:
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Draw::DrawContext *draw_;
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VulkanContext *vulkan_ = nullptr;
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VulkanRenderManager *renderManager_ = nullptr;
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bool windowRestored_ = false;
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};
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