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Initial scaffolding for a PC port of GoldenEye 007, modeled on the Perfect Dark PC port (same Rare "Indy" engine). The N64 build (Makefile + IDA) is untouched; the PC build is a parallel CMake build. Build: - CMakeLists.txt: SDL2 + zlib + OpenGL. Compiles src/game/*.c + curated engine files + libultra audio/gu + port/. Per-region macro sets (ROMID US/EU/JP) mirror the N64 Makefile's LCDEFS exactly. - build-pc.sh, cmake/: configure+build helper and target/SDL2 modules. Port layer (port/): - video/audio/input/fs/romdata/config/system/mixer: stubs with TODO(Phase N) markers and correct interfaces. - libultra.c: libultra OS shims (message queues, VI, PI, AI, EEPROM, controller, PFS/motor no-ops, region-gated osTvType). - gesched.c: software-RSP scheduler replacing src/sched.c task submission. - n64stubs.c: inert stubs for N64-boot + rmon symbols. - random.c: PRNG ported verbatim from src/random.s (bit-exact). - ucode.c: RSP/ASP/GSP microcode segment markers (dummies; Phase 3 TODO). Docs: - docs/PCPortResearch.md: architecture, GE-specific deltas, phased plan, and the scaffolding review (findings A1-A4/B1-B4/C1-C2 + resolutions). - PORTING.md: top-level entry point. See docs/PCPortResearch.md for the full plan.
47 lines
1.1 KiB
C
47 lines
1.1 KiB
C
#ifndef PORT_VIDEO_H
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#define PORT_VIDEO_H
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/*
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* Video: SDL2 window + OpenGL context + frame pacing.
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* Modelled on the PD port's port/include/video.h.
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*
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* The game's VI (osViSetMode / osViVSyncCallback / osViWaitVSync) is mapped
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* onto this layer. The software RSP (fast3d) renders into the GL context that
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* this layer owns.
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*/
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#include <PR/ultratypes.h>
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#include <PR/gbi.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Initialize the window + GL context. Returns 0 on success. */
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int videoInit(void);
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void videoDestroy(void);
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/* Frame boundary hooks, driven by the port scheduler (gesched.c). */
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void videoStartFrame(void);
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void videoSubmitCommands(Gfx *cmds); /* runs the software RSP on the list */
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void videoEndFrame(void);
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/* VSync / framerate control. */
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void videoSetVsync(int enabled);
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void videoSetFramerateLimit(int fps); /* 0 = unlimited */
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/* Window state queries (kept in sync with the options menu). */
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int videoGetFullscreen(void);
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void videoSetFullscreen(int enabled);
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int videoGetMaximize(void);
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void videoSetMaximize(int enabled);
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/* Current FPS (measured). */
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float videoGetFPS(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* PORT_VIDEO_H */
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