Zelda64Recomp/include/zelda_render.h

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#ifndef __ZELDA_RENDER_H__
#define __ZELDA_RENDER_H__
#include "common/rt64_user_configuration.h"
#include "ultramodern/renderer_context.hpp"
namespace RT64 {
struct Application;
}
namespace zelda64 {
namespace renderer {
class RT64Context : public ultramodern::renderer::RendererContext {
public:
~RT64Context() override;
RT64Context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
bool valid() override { return static_cast<bool>(app); }
bool update_config(const ultramodern::renderer::GraphicsConfig &old_config, const ultramodern::renderer::GraphicsConfig &new_config) override;
void enable_instant_present() override;
void send_dl(const OSTask *task) override;
void update_screen(uint32_t vi_origin) override;
void shutdown() override;
uint32_t get_display_framerate() const override;
float get_resolution_scale() const override;
void load_shader_cache(std::span<const char> cache_binary) override;
bool load_texture_packs();
protected:
std::unique_ptr<RT64::Application> app;
bool texture_packs_checked = false;
};
std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
bool RT64SamplePositionsSupported();
bool RT64HighPrecisionFBEnabled();
}
}
#endif