#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(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 cache_binary) override; bool load_texture_packs(); protected: std::unique_ptr app; bool texture_packs_checked = false; }; std::unique_ptr create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode); RT64::UserConfiguration::Antialiasing RT64MaxMSAA(); bool RT64SamplePositionsSupported(); bool RT64HighPrecisionFBEnabled(); } } #endif