Zelda64Recomp/include/rt64_layer.h

73 lines
2.0 KiB
C

#ifndef __RT64_LAYER_H__
#define __RT64_LAYER_H__
typedef struct {
void* hWnd;
void* hStatusBar;
int Reserved;
unsigned char* HEADER; /* This is the rom header (first 40h bytes of the rom) */
unsigned char* RDRAM;
unsigned char* DMEM;
unsigned char* IMEM;
unsigned int* MI_INTR_REG;
unsigned int* DPC_START_REG;
unsigned int* DPC_END_REG;
unsigned int* DPC_CURRENT_REG;
unsigned int* DPC_STATUS_REG;
unsigned int* DPC_CLOCK_REG;
unsigned int* DPC_BUFBUSY_REG;
unsigned int* DPC_PIPEBUSY_REG;
unsigned int* DPC_TMEM_REG;
unsigned int* VI_STATUS_REG;
unsigned int* VI_ORIGIN_REG;
unsigned int* VI_WIDTH_REG;
unsigned int* VI_INTR_REG;
unsigned int* VI_V_CURRENT_LINE_REG;
unsigned int* VI_TIMING_REG;
unsigned int* VI_V_SYNC_REG;
unsigned int* VI_H_SYNC_REG;
unsigned int* VI_LEAP_REG;
unsigned int* VI_H_START_REG;
unsigned int* VI_V_START_REG;
unsigned int* VI_V_BURST_REG;
unsigned int* VI_X_SCALE_REG;
unsigned int* VI_Y_SCALE_REG;
void (*CheckInterrupts)(void);
// unsigned int version;
// unsigned int* SP_STATUS_REG;
// const unsigned int* RDRAM_SIZE;
} GFX_INFO;
#ifdef _WIN32
#define DLLEXPORT extern "C" __declspec(dllexport)
#define DLLIMPORT extern "C" __declspec(dllimport)
#define CALL __cdecl
#else
#define DLLEXPORT extern "C" __attribute__((visibility("default")))
#define DLLIMPORT extern "C"
#endif
// Dynamic loading
//DLLEXPORT int (CALL *InitiateGFX)(GFX_INFO Gfx_Info) = nullptr;
//DLLEXPORT void (CALL *ProcessRDPList)(void) = nullptr;
//DLLEXPORT void (CALL *ProcessDList)(void) = nullptr;
//DLLEXPORT void (CALL *UpdateScreen)(void) = nullptr;
//DLLEXPORT void (CALL *PumpEvents)(void) = nullptr;
DLLIMPORT int InitiateGFX(GFX_INFO Gfx_Info);
DLLIMPORT void ProcessRDPList(void);
DLLIMPORT void ProcessDList(void);
DLLIMPORT void UpdateScreen(void);
DLLIMPORT void PumpEvents(void);
DLLIMPORT void ChangeWindow(void);
#endif