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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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43 lines
1.5 KiB
C
43 lines
1.5 KiB
C
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#ifndef __ZELDA_RENDER_H__
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#define __ZELDA_RENDER_H__
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#include "common/rt64_user_configuration.h"
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#include "ultramodern/renderer_context.hpp"
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namespace RT64 {
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struct Application;
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}
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namespace zelda64 {
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namespace renderer {
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class RT64Context : public ultramodern::renderer::RendererContext {
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public:
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~RT64Context() override;
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RT64Context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
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bool valid() override { return static_cast<bool>(app); }
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bool update_config(const ultramodern::renderer::GraphicsConfig &old_config, const ultramodern::renderer::GraphicsConfig &new_config) override;
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void enable_instant_present() override;
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void send_dl(const OSTask *task) override;
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void update_screen(uint32_t vi_origin) override;
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void shutdown() override;
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uint32_t get_display_framerate() const override;
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float get_resolution_scale() const override;
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void load_shader_cache(std::span<const char> cache_binary) override;
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protected:
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std::unique_ptr<RT64::Application> app;
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};
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std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
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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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}
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#endif
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