mirror of
https://github.com/sal063/AC6_recomp
synced 2026-06-11 13:10:45 -04:00
57 lines
2.4 KiB
C++
57 lines
2.4 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*
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* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
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*/
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#pragma once
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#include <rex/cvar.h>
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// Presenter
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REXCVAR_DECLARE(bool, present_render_pass_clear);
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REXCVAR_DECLARE(bool, present_letterbox);
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REXCVAR_DECLARE(int32_t, present_safe_area_x);
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REXCVAR_DECLARE(int32_t, present_safe_area_y);
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REXCVAR_DECLARE(std::string, present_effect);
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REXCVAR_DECLARE(double, present_cas_additional_sharpness);
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REXCVAR_DECLARE(int32_t, present_fsr_max_upsampling_passes);
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REXCVAR_DECLARE(double, present_fsr_sharpness_reduction);
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REXCVAR_DECLARE(std::string, present_fsr_quality_mode);
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REXCVAR_DECLARE(bool, present_dither);
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REXCVAR_DECLARE(bool, present_allow_overscan_cutoff);
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REXCVAR_DECLARE(bool, host_present_from_non_ui_thread);
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REXCVAR_DECLARE(int32_t, window_width);
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REXCVAR_DECLARE(int32_t, window_height);
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REXCVAR_DECLARE(bool, fullscreen);
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REXCVAR_DECLARE(int32_t, monitor);
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// D3D12
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REXCVAR_DECLARE(bool, d3d12_debug);
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REXCVAR_DECLARE(bool, d3d12_break_on_error);
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REXCVAR_DECLARE(bool, d3d12_break_on_warning);
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REXCVAR_DECLARE(int32_t, d3d12_adapter);
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REXCVAR_DECLARE(int32_t, d3d12_queue_priority);
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REXCVAR_DECLARE(bool, d3d12_allow_variable_refresh_rate_and_tearing);
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// Vulkan
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REXCVAR_DECLARE(bool, vulkan_log_debug_messages);
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REXCVAR_DECLARE(bool, vulkan_allow_present_mode_immediate);
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REXCVAR_DECLARE(bool, vulkan_allow_present_mode_mailbox);
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REXCVAR_DECLARE(bool, vulkan_allow_present_mode_fifo_relaxed);
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REXCVAR_DECLARE(bool, vulkan_validation_enabled);
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REXCVAR_DECLARE(int32_t, vulkan_device);
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REXCVAR_DECLARE(bool, vulkan_prefer_geometry_shader);
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REXCVAR_DECLARE(bool, vulkan_prefer_fragment_stores_and_atomics);
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REXCVAR_DECLARE(bool, vulkan_prefer_vertex_pipeline_stores_and_atomics);
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REXCVAR_DECLARE(bool, vulkan_prefer_fill_mode_non_solid);
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REXCVAR_DECLARE(bool, vulkan_require_geometry_shader);
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REXCVAR_DECLARE(bool, vulkan_require_fragment_stores_and_atomics);
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REXCVAR_DECLARE(bool, vulkan_require_vertex_pipeline_stores_and_atomics);
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REXCVAR_DECLARE(bool, vulkan_require_fill_mode_non_solid);
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