Duplicate source files for Vulkan.

The Vulkan implementation needs a directory for each architectural
layer, similar to the OpenGL ES stack. The entire rendering stack is
duplicated, leaving only Reactor common between them:

Renderer -> Device
Shader -> Pipeline
Common -> System
Main -> WSI

Bug b/117152542

Change-Id: I9c26b23654016d637f88ec2416f019ef65b9afbd
Reviewed-on: https://swiftshader-review.googlesource.com/c/21248
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/System/Socket.cpp b/src/System/Socket.cpp
new file mode 100644
index 0000000..b098031
--- /dev/null
+++ b/src/System/Socket.cpp
@@ -0,0 +1,110 @@
+// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//    http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+#include "Socket.hpp"
+
+#if defined(_WIN32)
+	#include <ws2tcpip.h>
+#else
+	#include <unistd.h>
+	#include <netdb.h>
+	#include <netinet/in.h>
+	#include <sys/select.h>
+#endif
+
+namespace sw
+{
+	Socket::Socket(SOCKET socket) : socket(socket)
+	{
+	}
+
+	Socket::Socket(const char *address, const char *port)
+	{
+		#if defined(_WIN32)
+			socket = INVALID_SOCKET;
+		#else
+			socket = -1;
+		#endif
+
+		addrinfo hints = {};
+		hints.ai_family = AF_INET;
+		hints.ai_socktype = SOCK_STREAM;
+		hints.ai_protocol = IPPROTO_TCP;
+		hints.ai_flags = AI_PASSIVE;
+
+		addrinfo *info = 0;
+		getaddrinfo(address, port, &hints, &info);
+
+		if(info)
+		{
+			socket = ::socket(info->ai_family, info->ai_socktype, info->ai_protocol);
+			bind(socket, info->ai_addr, (int)info->ai_addrlen);
+		}
+	}
+
+	Socket::~Socket()
+	{
+		#if defined(_WIN32)
+			closesocket(socket);
+		#else
+			close(socket);
+		#endif
+	}
+
+	void Socket::listen(int backlog)
+	{
+		::listen(socket, backlog);
+	}
+
+	bool Socket::select(int us)
+	{
+		fd_set sockets;
+		FD_ZERO(&sockets);
+		FD_SET(socket, &sockets);
+
+		timeval timeout = {us / 1000000, us % 1000000};
+
+		return ::select(FD_SETSIZE, &sockets, 0, 0, &timeout) >= 1;
+	}
+
+	Socket *Socket::accept()
+	{
+		return new Socket(::accept(socket, 0, 0));
+	}
+
+	int Socket::receive(char *buffer, int length)
+	{
+		return recv(socket, buffer, length, 0);
+	}
+
+	void Socket::send(const char *buffer, int length)
+	{
+		::send(socket, buffer, length, 0);
+	}
+
+	void Socket::startup()
+	{
+		#if defined(_WIN32)
+			WSADATA winsockData;
+			WSAStartup(MAKEWORD(2, 2), &winsockData);
+		#endif
+	}
+
+	void Socket::cleanup()
+	{
+		#if defined(_WIN32)
+			WSACleanup();
+		#endif
+	}
+}