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https://github.com/jkdansereau/goldeneye-pc-port.git
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Virtual seats, per-seat camera and input routing, aim modes, hot-plugged controllers reopening via a coalesced rescan (D450, dolent's PR #122, merged as the original commit). Rule-2 sign-off for D417. Refs: #99 D416 D417 D418 D419 D422 D428 D448 D450 #122
75 lines
3.3 KiB
C
75 lines
3.3 KiB
C
#ifndef GFX_API_H
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#define GFX_API_H
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#ifndef __cplusplus
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#include <stdint.h>
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#include <stdbool.h>
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#endif
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#include "gfx_rendering_api.h"
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#include "gfx_window_manager_api.h"
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struct XYWidthHeight {
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int16_t x, y;
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uint32_t width, height;
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};
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struct GfxDimensions {
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float internal_mul;
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uint32_t width, height;
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float aspect_ratio;
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};
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struct GfxInitSettings {
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struct GfxWindowManagerAPI *wapi;
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struct GfxRenderingAPI *rapi;
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struct GfxWindowInitSettings window_settings;
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};
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extern struct GfxDimensions gfx_current_window_dimensions; // The dimensions of the window
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extern struct GfxDimensions
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gfx_current_dimensions; // The dimensions of the draw area the game draws to, before scaling (if applicable)
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extern struct XYWidthHeight
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gfx_current_game_window_viewport; // The area of the window the game is drawn to, (0, 0) is top-left corner
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extern uint32_t gfx_msaa_level;
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extern struct XYWidthHeight gfx_current_native_viewport; // The internal/native video mode of the game
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extern float gfx_current_native_aspect; // The aspect ratio of the above mode
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extern bool gfx_framebuffers_enabled;
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extern bool gfx_detail_textures_enabled;
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void gfx_init(const struct GfxInitSettings *settings);
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void gfx_destroy(void);
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struct GfxRenderingAPI* gfx_get_current_rendering_api(void);
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void gfx_start_frame(void);
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void gfx_run(Gfx* commands);
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void gfx_end_frame(void);
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void gfx_set_target_fps(int);
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void gfx_set_texture_filter(enum FilteringMode mode);
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void gfx_set_mipmap_filter(enum MipmapFilteringMode mode);
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void gfx_set_fix_mip_textures(int on);
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void gfx_set_detail_base_tile(int on); /* D236: sample the base image of a DETAIL binding */
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void gfx_set_wrap_fix(int on);
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void gfx_set_anisotropy_level(int level); /* 1 = off; clamped to GL max */
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void gfx_set_split_screen(int on); /* D416: 2+ player stage running -> viewports are sub-rects; safe-area crop must not remap them */
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void gfx_set_safe_area_crop(int on); /* crop the N64 TV-overscan safe-area margin instead of showing it as black bars */
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/* On-window pixel rect (top-left origin) the full VI logical canvas (0,0)-
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* (SCREEN_WIDTH, SCREEN_HEIGHT) currently maps to, honoring the safe-area
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* crop above -- for inverting a window mouse click into logical 2D UI space
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* (see port/src/optionsoverlay.c, D316). */
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void gfx_get_ui_screen_rect(int32_t *outX, int32_t *outY, int32_t *outW, int32_t *outH);
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/* D447: 0 = fill the window; >0 = pillar/letterbox the output to this aspect (call before gfx_start_frame). */
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void gfx_set_output_aspect(float aspect);
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/* Current output rect in window pixels, top-left origin (the whole window when no aspect is forced). */
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void gfx_get_output_rect(int32_t *outX, int32_t *outY, int32_t *outW, int32_t *outH);
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void gfx_texture_cache_clear(void);
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int gfx_texture_cache_count(void); /* D235 */
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void gfx_texture_cache_delete(const uint8_t *orig_addr);
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void gfx_texture_cache_delete_range(const uint8_t *start, const uint8_t *end);
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int gfx_create_framebuffer(uint32_t width, uint32_t height, int upscale, int autoresize);
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void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height, int upscale, int autoresize);
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void gfx_set_framebuffer(int fb, float noise_scale) ;
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void gfx_reset_framebuffer(void);
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void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back);
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#endif
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