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-rw-r--r--src/mame/includes/pmd85.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mame/includes/pmd85.h b/src/mame/includes/pmd85.h
index 8b02cfedcaf..691b382a478 100644
--- a/src/mame/includes/pmd85.h
+++ b/src/mame/includes/pmd85.h
@@ -24,7 +24,7 @@ public:
TIMER_CASSETTE
};
- pmd85_state(const machine_config &mconfig, device_type type, std::string tag)
+ pmd85_state(const machine_config &mconfig, device_type type, const char *tag)
: driver_device(mconfig, type, tag),
m_maincpu(*this, "maincpu"),
m_ram(*this, RAM_TAG),
c6a38a54a41417a994b7b8f47f6b49'>HLSL: bloom.fx: Return an alpha of 1 rather than texel alpha (fixes GitHub #1... MooglyGuy2023-03-121-1/+1 * hlsl: Fixed regression in distortion shader. [Ryan Holtz] Vas Crabb2023-02-241-1/+1 * render/bgfx: Got rid of a lot of unnecessary object copying during setup. Vas Crabb2023-01-291-1/+1 * Major D3D and BGFX code refactoring and bug fixes: (#10858) [Ryan Holtz] MooglyGuy2023-01-2910-48/+101 * HLSL Color Transforms and 3D LUT (#4043) Westley M. Martinez2018-10-074-78/+258 * HLSL: Move scanline to occur before defocus W. M. Martinez2018-09-142-40/+176 * Revert "New phosphor persistence shaders for HLSL" R. Belmont2017-01-052-200/+11 * Change cached texture format to floating point. Westley M. Martinez2017-01-041-8/+1 * Add LCD ghosting shader for Direct3D Westley M. Martinez2017-01-022-25/+180 * Tweak phosphor parameter scaling, update presets. Westley M. Martinez2016-12-301-1/+1 * Scale and phosphor persistence sliders. Westley M. Martinez2016-12-301-8/+11 * Add gamma correction for proper impulse response. Westley M. Martinez2016-12-301-1/+5 * Remove phosphor burn-in. Westley M. Martinez2016-12-301-0/+7 * Implement LCD persistence shader. Westley M. Martinez2016-12-291-5/+12 * Implement new phosphor shader. Westley M. Martinez2016-12-291-9/+29 * Fix phosphor shader to work properly for multi-screen games and Westley M. Martinez2016-12-121-5/+5 * Fix phosphor persistence shader behavior based on time. Westley M. Martinez2016-12-111-4/+8 * Reduced defocus effect to one pass (HLSL/BGFX)