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2026-04-17 20:09:41 +03:00

57 lines
2.4 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#pragma once
#include <rex/cvar.h>
// Presenter
REXCVAR_DECLARE(bool, present_render_pass_clear);
REXCVAR_DECLARE(bool, present_letterbox);
REXCVAR_DECLARE(int32_t, present_safe_area_x);
REXCVAR_DECLARE(int32_t, present_safe_area_y);
REXCVAR_DECLARE(std::string, present_effect);
REXCVAR_DECLARE(double, present_cas_additional_sharpness);
REXCVAR_DECLARE(int32_t, present_fsr_max_upsampling_passes);
REXCVAR_DECLARE(double, present_fsr_sharpness_reduction);
REXCVAR_DECLARE(std::string, present_fsr_quality_mode);
REXCVAR_DECLARE(bool, present_dither);
REXCVAR_DECLARE(bool, present_allow_overscan_cutoff);
REXCVAR_DECLARE(bool, host_present_from_non_ui_thread);
REXCVAR_DECLARE(int32_t, window_width);
REXCVAR_DECLARE(int32_t, window_height);
REXCVAR_DECLARE(bool, fullscreen);
REXCVAR_DECLARE(int32_t, monitor);
// D3D12
REXCVAR_DECLARE(bool, d3d12_debug);
REXCVAR_DECLARE(bool, d3d12_break_on_error);
REXCVAR_DECLARE(bool, d3d12_break_on_warning);
REXCVAR_DECLARE(int32_t, d3d12_adapter);
REXCVAR_DECLARE(int32_t, d3d12_queue_priority);
REXCVAR_DECLARE(bool, d3d12_allow_variable_refresh_rate_and_tearing);
// Vulkan
REXCVAR_DECLARE(bool, vulkan_log_debug_messages);
REXCVAR_DECLARE(bool, vulkan_allow_present_mode_immediate);
REXCVAR_DECLARE(bool, vulkan_allow_present_mode_mailbox);
REXCVAR_DECLARE(bool, vulkan_allow_present_mode_fifo_relaxed);
REXCVAR_DECLARE(bool, vulkan_validation_enabled);
REXCVAR_DECLARE(int32_t, vulkan_device);
REXCVAR_DECLARE(bool, vulkan_prefer_geometry_shader);
REXCVAR_DECLARE(bool, vulkan_prefer_fragment_stores_and_atomics);
REXCVAR_DECLARE(bool, vulkan_prefer_vertex_pipeline_stores_and_atomics);
REXCVAR_DECLARE(bool, vulkan_prefer_fill_mode_non_solid);
REXCVAR_DECLARE(bool, vulkan_require_geometry_shader);
REXCVAR_DECLARE(bool, vulkan_require_fragment_stores_and_atomics);
REXCVAR_DECLARE(bool, vulkan_require_vertex_pipeline_stores_and_atomics);
REXCVAR_DECLARE(bool, vulkan_require_fill_mode_non_solid);