Update RT64 for optimized ubershaders and update recomp runtime

This commit is contained in:
Mr-Wiseguy 2024-11-10 14:55:16 -05:00
parent db4d9c668d
commit 323cf54888
5 changed files with 3 additions and 14 deletions

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@ -29,7 +29,6 @@ namespace zelda64 {
void shutdown() override; void shutdown() override;
uint32_t get_display_framerate() const override; uint32_t get_display_framerate() const override;
float get_resolution_scale() const override; float get_resolution_scale() const override;
void load_shader_cache(std::span<const char> cache_binary) override;
protected: protected:
std::unique_ptr<RT64::Application> app; std::unique_ptr<RT64::Application> app;

@ -1 +1 @@
Subproject commit 3e39c2ec34340e245a5b7e353560b5a793b9990b Subproject commit d5c81d0a6bf2e5f36747a095a7a060d7623bbf58

@ -1 +1 @@
Subproject commit 88c618c1f8d8089f94e78537e49e0d77798fc0be Subproject commit c7e270cf1588b7bbf73913d542ca5d40ee2728a2

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@ -331,6 +331,7 @@ std::vector<recomp::GameEntry> supported_games = {
.internal_name = "ZELDA MAJORA'S MASK", .internal_name = "ZELDA MAJORA'S MASK",
.game_id = u8"mm.n64.us.1.0", .game_id = u8"mm.n64.us.1.0",
.mod_game_id = "mm", .mod_game_id = "mm",
.save_type = recomp::SaveType::Flashram,
.is_enabled = true, .is_enabled = true,
.entrypoint_address = get_entrypoint_address(), .entrypoint_address = get_entrypoint_address(),
.entrypoint = recomp_entrypoint, .entrypoint = recomp_entrypoint,
@ -679,7 +680,6 @@ int main(int argc, char** argv) {
printf("\n"); printf("\n");
recomp::start( recomp::start(
64 * 1024 * 1024, // 64MB to have plenty of room for loading mods
project_version, project_version,
{}, {},
rsp_callbacks, rsp_callbacks,

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@ -397,16 +397,6 @@ float zelda64::renderer::RT64Context::get_resolution_scale() const {
} }
} }
void zelda64::renderer::RT64Context::load_shader_cache(std::span<const char> cache_binary) {
// TODO figure out how to avoid a copy here.
std::istringstream cache_stream{std::string{cache_binary.data(), cache_binary.size()}};
if (!app->rasterShaderCache->loadOfflineList(cache_stream)) {
printf("Failed to preload shader cache!\n");
assert(false);
}
}
RT64::UserConfiguration::Antialiasing zelda64::renderer::RT64MaxMSAA() { RT64::UserConfiguration::Antialiasing zelda64::renderer::RT64MaxMSAA() {
return device_max_msaa; return device_max_msaa;
} }