Implement SDL platform, windowing and input handling
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@@ -192,7 +192,7 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
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ASSERT_LOW_LAYER(_backBuffers.Count() == 0);
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// Create platform-dependent surface
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VulkanPlatform::CreateSurface(windowHandle, GPUDeviceVulkan::Instance, &_surface);
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VulkanPlatform::CreateSurface(_window, GPUDeviceVulkan::Instance, &_surface);
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if (_surface == VK_NULL_HANDLE)
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{
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LOG(Warning, "Failed to create Vulkan surface.");
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