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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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23eb6b7eea
* 64 bit framebuffer for rt64 * Remove mention of motion blur cap from readme * Add graphics.json option to control high precision framebuffers, disable clamping alpha for accumulation blur when using high precision FBs * Increase dither noise strength at higher resolutions to make it more noticeable --------- Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#ifndef __RT64_LAYER_H__
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#define __RT64_LAYER_H__
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#include "../ultramodern/ultramodern.hpp"
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#include "../ultramodern/config.hpp"
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namespace RT64 {
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struct Application;
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}
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namespace ultramodern {
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enum class RT64SetupResult {
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Success,
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DynamicLibrariesNotFound,
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InvalidGraphicsAPI,
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GraphicsAPINotFound,
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GraphicsDeviceNotFound
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};
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struct WindowHandle;
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struct RT64Context {
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public:
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~RT64Context();
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RT64Context(uint8_t* rdram, WindowHandle window_handle, bool developer_mode);
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bool valid() { return static_cast<bool>(app); }
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RT64SetupResult get_setup_result() { return setup_result; }
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void update_config(const GraphicsConfig& old_config, const GraphicsConfig& new_config);
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void enable_instant_present();
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void send_dl(const OSTask* task);
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void update_screen(uint32_t vi_origin);
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void shutdown();
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void set_dummy_vi();
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uint32_t get_display_framerate();
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float get_resolution_scale();
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void load_shader_cache(std::span<const char> cache_binary);
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private:
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RT64SetupResult setup_result;
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std::unique_ptr<RT64::Application> app;
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};
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RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
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bool RT64SamplePositionsSupported();
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bool RT64HighPrecisionFBEnabled();
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}
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void set_rt64_hooks();
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#endif
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