Zelda64Recomp/include/rt64_layer.h
Reonu 23eb6b7eea
Support for high precision framebuffers and dither noise (RT64) (#252)
* 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

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Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2024-05-26 01:24:46 -04:00

51 lines
1.4 KiB
C++

#ifndef __RT64_LAYER_H__
#define __RT64_LAYER_H__
#include "../ultramodern/ultramodern.hpp"
#include "../ultramodern/config.hpp"
namespace RT64 {
struct Application;
}
namespace ultramodern {
enum class RT64SetupResult {
Success,
DynamicLibrariesNotFound,
InvalidGraphicsAPI,
GraphicsAPINotFound,
GraphicsDeviceNotFound
};
struct WindowHandle;
struct RT64Context {
public:
~RT64Context();
RT64Context(uint8_t* rdram, WindowHandle window_handle, bool developer_mode);
bool valid() { return static_cast<bool>(app); }
RT64SetupResult get_setup_result() { return setup_result; }
void update_config(const GraphicsConfig& old_config, const GraphicsConfig& new_config);
void enable_instant_present();
void send_dl(const OSTask* task);
void update_screen(uint32_t vi_origin);
void shutdown();
void set_dummy_vi();
uint32_t get_display_framerate();
float get_resolution_scale();
void load_shader_cache(std::span<const char> cache_binary);
private:
RT64SetupResult setup_result;
std::unique_ptr<RT64::Application> app;
};
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
bool RT64SamplePositionsSupported();
bool RT64HighPrecisionFBEnabled();
}
void set_rt64_hooks();
#endif