Expose visible widescreen reveal separately from culling guards

This commit is contained in:
Matthew Stanley
2026-10-02 20:43:41 -07:00
parent 977c25dba3
commit 900e18b306
4 changed files with 11 additions and 1 deletions
+4 -1
View File
@@ -106,8 +106,11 @@ uint32_t psx_mod_alloc_gpu_dma_memory(uint32_t size, uint32_t alignment);
*/
int psx_mod_set_main_ram_8mb(int enabled);
/* Current per-side widescreen reveal in native game pixels (zero at 4:3). */
/* World-culling envelope in native game pixels, including safety guards. */
int32_t psx_mod_widescreen_x_margin(void);
/* Configured per-side visible reveal, excluding culling guards; zero at 4:3.
* Use for screen-space layout, including the first frame of a new scene. */
int32_t psx_mod_widescreen_view_x_margin(void);
/* Mark a guest GPU packet (P_TAG address) as persistent screen-space HUD.
* edge = -1 left, +1 right, 0 clears a reused packet's tag. The native-wide