Zelda64Recomp/include/rt64_layer.h

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#ifndef __RT64_LAYER_H__
#define __RT64_LAYER_H__
#include "../ultramodern/ultramodern.hpp"
#include "../ultramodern/config.hpp"
namespace RT64 {
struct Application;
}
namespace ultramodern {
struct WindowHandle;
}
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RT64::Application* RT64Init(uint8_t* rdram, ultramodern::WindowHandle window_handle, bool developer_mode);
void RT64UpdateConfig(RT64::Application* application, const ultramodern::GraphicsConfig& old_config, const ultramodern::GraphicsConfig& new_config);
void RT64EnableInstantPresent(RT64::Application* application);
void RT64SendDL(uint8_t* rdram, const OSTask* task);
void RT64UpdateScreen(uint32_t vi_origin);
void RT64ChangeWindow();
void RT64Shutdown();
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
bool RT64SamplePositionsSupported();
uint32_t RT64GetDisplayFramerate(RT64::Application* application);
void set_rt64_hooks();
#endif