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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-07-05 13:44:03 -04:00
Update RT64 and refactor RT64 handling
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@@ -658,10 +658,10 @@ void recomp::set_debug_mode_enabled(bool enabled) {
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}
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void recomp::update_supported_options() {
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msaa2x_supported = RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA2X;
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msaa4x_supported = RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA4X;
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msaa8x_supported = RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA8X;
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sample_positions_supported = RT64SamplePositionsSupported();
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msaa2x_supported = ultramodern::RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA2X;
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msaa4x_supported = ultramodern::RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA4X;
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msaa8x_supported = ultramodern::RT64MaxMSAA() >= RT64::UserConfiguration::Antialiasing::MSAA8X;
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sample_positions_supported = ultramodern::RT64SamplePositionsSupported();
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new_options = ultramodern::get_graphics_config();
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@@ -243,7 +243,7 @@ public:
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// Create vertex buffer for the screen drawer (full-screen triangle).
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screen_vertex_buffer_size_ = sizeof(Rml::Vertex) * 3;
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screen_vertex_buffer_ = render_context->device->createBuffer(RT64::RenderBufferDesc::UploadBuffer(screen_vertex_buffer_size_));
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screen_vertex_buffer_ = render_context->device->createBuffer(RT64::RenderBufferDesc::VertexBuffer(screen_vertex_buffer_size_, RT64::RenderHeapType::UPLOAD));
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Rml::Vertex *vertices = (Rml::Vertex *)(screen_vertex_buffer_->map());
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const Rml::Colourb white(255, 255, 255, 255);
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vertices[0] = Rml::Vertex{ Rml::Vector2f(-1.0f, 1.0f), white, Rml::Vector2f(0.0f, 0.0f) };
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