Implement SDL platform, windowing and input handling
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@@ -6,6 +6,7 @@
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#include "../RenderToolsVulkan.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Platform/Window.h"
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void Win32VulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
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{
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@@ -13,8 +14,9 @@ void Win32VulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions,
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extensions.Add(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
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}
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void Win32VulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
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void Win32VulkanPlatform::CreateSurface(Window* window, VkInstance instance, VkSurfaceKHR* surface)
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{
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void* windowHandle = window->GetNativePtr();
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VkWin32SurfaceCreateInfoKHR surfaceCreateInfo;
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RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR);
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surfaceCreateInfo.hinstance = GetModuleHandle(nullptr);
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@@ -17,7 +17,7 @@ class Win32VulkanPlatform : public VulkanPlatformBase
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{
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public:
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static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
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static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface);
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static void CreateSurface(Window* window, VkInstance instance, VkSurfaceKHR* surface);
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};
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typedef Win32VulkanPlatform VulkanPlatform;
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