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The foliage's sun shadows took most of the GPU time: one mesh draw shaded about 1,000 million fragments in the far cascade. The far cascade now shades them at a 2x2 rate, and the two far cascades drop one side of the double-sided cards. At the forest entrance the frame rate went from 18 to about 43 fps on an RX 7900 XT. FSR 3.1, its frame generation and the console mode now take effect without a restart. The full performance overlay lists the settings shown in the options menu. NX2NAVI_GPU_PASSES times each pass and counts its fragments, and NX2NAVI_SET_AT changes settings at a given frame for test runs. Both are off by default. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
16 lines
923 B
C
16 lines
923 B
C
// Shared by the system overrides: runtime/ov_system.c, ov_input.c, ov_media.c and ov_gfx.c, and their probe.
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// oe_push_message, oe_set_focus and ov_nv_state are in gfx.h (the window posts focus messages, the NVN layer
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// allocates through the recorded callbacks).
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#pragma once
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#include <stddef.h>
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#include <stdint.h>
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#include "gfx.h"
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// ---- ov_system.c
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void ov_operation_mode_live(void); // a changed NX2NAVI_OPERATION_MODE goes to the game
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int ov_handheld(void); // NX2NAVI_OPERATION_MODE=handheld (default docked); fatal on another value
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const char *ov_language(void); // the game's language, a Switch language code ("en-US", "zh-Hans", ...)
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const char *ov_shared_font_dir(char *buf, size_t n); // NX2NAVI_SHARED_FONTS, else <romfs>/../../firmware/shared-fonts
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uint64_t ov_bfttf_size(const uint8_t *p, uint64_t len); // decoded font size of a BFTTF image, 0 if it is not one
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