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* tc009xlvc.cpp : Updates (#5240) cam9002019-06-191-242/+154
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * tc009xlvc.cpp : Updates Internalize on-chip functions (ROM / RAM bankswitching, GFX, IRQ vector and enables, Palette, Vregs), Use address_map_bank_device for ram banks, Simplify handlers, Reduce unnecessary values, Lines, Pointers, Duplicates, Fix spacings, Use shorter / correct type values, Add notes dfruit.cpp, lastbank.cpp : Reduce unnecessary address map lastbank.cpp : Correct audiocpu ROM region size * tc0091lvc.cpp : currently disabled offset check * tc009xlvc.cpp : Use lw8 for bypass unmapped write * tc009xlvc.cpp : Move notes * dfruit.cpp, lastbank.cpp : Add docs for Internal maps * tc009xlvc.cpp : Fix lines * dfruit.cpp, lastbank.cpp : Fix notes * lastbank.cpp : Fix copy-n-paste error * tc009xlvc.cpp : Fix notes * tc009xlvc.cpp : Use lr8 for bankswitched ROM reading * tc009xlvc.cpp : Add notes * tc009xlvc.cpp : Fix notes * tc009xlvc.cpp : Fix notes * tc009xlvc.cpp : Add notes * tc009xlvc.cpp : Fix notes * tc009xlvc.cpp : Reduce duplicate * tc009xlvc.cpp : Externalize internal io maps * dfruit.cpp, lastbank.cpp : Reduce unnecessary changes * tc009xlvc.cpp : Move this, too * dfruit.cpp, lastbank.cpp : Fix address map range * tc009xlvc.cpp : Fix spacing
* (nw) Clean up the mess on master Vas Crabb2019-03-261-1/+1
| | | | | | | | | | | | | This effectively reverts b380514764cf857469bae61c11143a19f79a74c5 and c24473ddff715ecec2e258a6eb38960cf8c8e98e, restoring the state at 598cd5227223c3b04ca31f0dbc1981256d9ea3ff. Before pushing, please check that what you're about to push is sane. Check your local commit log and ensure there isn't anything out-of-place before pushing to mainline. When things like this happen, it wastes everyone's time. I really don't need this in a week when real work™ is busting my balls and I'm behind where I want to be with preparing for MAME release.
* Revert "conflict resolution (nw)" andreasnaive2019-03-251-1/+1
| | | | | This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing changes made to 009cba4fb8102102168ef32870892438327f3705.
* Eliminate the default address map member of address_space_config (nw) AJR2019-02-171-1/+1
| | | | | | Since all device address maps are now class methods defined in ordinary C++, default RAM maps can be provided more simply with an explicit has_configured_map check in an internal map definition. A number of default address maps that probably weren't meant to be overridden have also been changed to ordinary internal maps.
* as if millions of this pointers suddenly cried out in terror, and were ↵ Vas Crabb2018-06-081-8/+8
| | | | | | | suddenly silenced * streamline templates in addrmap.h * get rid of overloads on read/write member names - this will become even more important in the near future
* maps: Finish devices/machine (nw) Olivier Galibert2018-04-201-10/+11
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* destaticify initializations (nw) (#3289) wilbertpol2018-03-041-11/+0
| | | | | | * destaticify initializations (nw) * fix this->set_screen (nw)
* API change: Memory maps are now methods of the owner class [O. Galibert] Olivier Galibert2018-02-121-2/+2
| | | | | Also, a lot more freedom happened, that's going to be more visible soon.
* make device_memory_interface slightly less of a special case, use a typedef ↵ Vas Crabb2017-07-101-2/+2
| | | | to avoid nested templates everywhere (nw)
* dimemory: Lift the cap on the number of address spaces per device [O. Galibert] Olivier Galibert2017-07-031-3/+5
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* drawgfx: Make the palette optional [O. Galibert] Olivier Galibert2017-05-281-1/+1
| | | | | | | | | | | | | | | | | | | | device_gfx_interface does two things: - go from a possibly weird rom layout to a one-byte-per-pixel tiled layout - draw the tiles so created The second part requires a palette, but the first doesn't. And low-level emulations of individual graphic chips (konami tilemap or sprite generators for instance) are not supposed to care about the palette. They just output bits which are partly indexes into palettes, and partly not, and in any case become pen ids only much further in the rendering chain. But they need access to the decoding step, because one-byte-per-pixel is real nice.. So now such a device, which inherits from device_gfx_interface, can call set_palette_disable(true) and no palette tag will be required. Calling the draw functions will segfault though. As a side effect, the gfx_element constructor now takes a palette pointer instead of a reference, since it's now optional.
* Move static data out of devices into the device types. This is a ↵ Vas Crabb2017-05-141-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | significant change, so please pay attention. The core changes are: * Short name, full name and source file are no longer members of device_t, they are part of the device type * MACHINE_COFIG_START no longer needs a driver class * MACHINE_CONFIG_DERIVED_CLASS is no longer necessary * Specify the state class you want in the GAME/COMP/CONS line * The compiler will work out the base class where the driver init member is declared * There is one static device type object per driver rather than one per machine configuration Use DECLARE_DEVICE_TYPE or DECLARE_DEVICE_TYPE_NS to declare device type. * DECLARE_DEVICE_TYPE forward-declares teh device type and class, and declares extern object finders. * DECLARE_DEVICE_TYPE_NS is for devices classes in namespaces - it doesn't forward-declare the device type. Use DEFINE_DEVICE_TYPE or DEFINE_DEVICE_TYPE_NS to define device types. * These macros declare storage for the static data, and instantiate the device type and device finder templates. The rest of the changes are mostly just moving stuff out of headers that shouldn't be there, renaming stuff for consistency, and scoping stuff down where appropriate. Things I've actually messed with substantially: * More descriptive names for a lot of devices * Untangled the fantasy sound from the driver state, which necessitates breaking up sound/flip writes * Changed DECO BSMT2000 ready callback into a device delegate * Untangled Microprose 3D noise from driver state * Used object finders for CoCo multipak, KC85 D002, and Irem sound subdevices * Started to get TI-99 stuff out of the TI-990 directory and arrange bus devices properly * Started to break out common parts of Samsung ARM SoC devices * Turned some of FM, SID, SCSP DSP, EPIC12 and Voodoo cores into something resmbling C++ * Tried to make Z180 table allocation/setup a bit safer * Converted generic keyboard/terminal to not use WRITE8 - space/offset aren't relevant * Dynamically allocate generic terminal buffer so derived devices (e.g. teleprinter) can specify size * Imporved encapsulation of Z80DART channels * Refactored the SPC7110 bit table generator loop to make it more readable * Added wrappers for SNES PPU operations so members can be made protected * Factored out some boilerplate for YM chips with PSG * toaplan2 gfx * stic/intv resolution * Video System video * Out Run/Y-board sprite alignment * GIC video hookup * Amstrad CPC ROM box members * IQ151 ROM cart region * MSX cart IRQ callback resolution time * SMS passthrough control devices starting subslots I've smoke-tested several drivers, but I've probably missed something. Things I've missed will likely blow up spectacularly with failure to bind errors and the like. Let me know if there's more subtle breakage (could have happened in FM or Voodoo). And can everyone please, please try to keep stuff clean. In particular, please stop polluting the global namespace. Keep things out of headers that don't need to be there, and use things that can be scoped down rather than macros. It feels like an uphill battle trying to get this stuff under control while more of it's added.
* New device interface for palettes AJR2017-04-061-1/+1
| | | | | | - Create device_palette_interface, which takes over most functionality from palette_device except for the initialization/decoding routines and RAM interface. - Update screen_device and device_gfx_interface to use a device_palette_interface object rather than a palette_device. This necessitates slight alterations to a few drivers and devices. - Modify v9938 and v9958 to use the new device_palette_interface rather than a subdevice. This entails breaking a cyclic dependency between device_video_interface and screen_device for this case.
* Self-registering devices prep: Vas Crabb2017-02-271-1/+4
| | | | | | | | | | | | | | * Make device_creator a variable template and get rid of the ampersands * Remove screen.h and speaker.h from emu.h and add where necessary * Centralise instantiations of screen and speaker finder templates * Add/standardise #include guards in many hearers * Remove many redundant #includes * Order #includesr to help catch headers that can't be #included alone (nw) This changes #include order to be prefix, unit header if applicable then other stuff roughly in order from most dependent to least dependent library. This helps catch headers that don't #include things that they use.
* Remove device_config_complete from numerous devices that don't really need ↵ AJR2017-02-091-15/+0
| | | | it (nw)
* NOTICE (TYPE NAME CONSOLIDATION) Miodrag Milanovic2016-10-221-9/+9
| | | | | Use standard uint64_t, uint32_t, uint16_t or uint8_t instead of UINT64, UINT32, UINT16 or UINT8 also use standard int64_t, int32_t, int16_t or int8_t instead of INT64, INT32, INT16 or INT8
* Another round of these Vas Crabb2016-08-271-4/+4
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* Prepare to make object finders behave like a pointer, not a half-pointer ↵ Vas Crabb2016-08-261-3/+3
| | | | half reference part 1 (nw)
* Reduce the incidence of required_device<palette_device> in subdevices AJR2016-04-021-17/+6
| | | | | | Any device implementing device_gfx_interface will require a palette and, once it has started (which many video devices already check for), allow other devices to access it through a getter. This makes it unnecessary in most cases for devices to require both a gfxdecode and a palette; indeed, many devices went on to not use the palette at all. Most cases have been solved in one of two contrasting ways: remove the palette finder and associated macros for configuring it, or implement device_gfx_interface and remove the gfxdecode finder. The latter solution, generally adopted for devices that decoded their own graphics internally or through their own subdevice, has doubled the number of implementations of device_gfx_interface and eliminated the need for Konami games to provide empty gfxdecodes.
* reverting: Miodrag Milanovic2016-01-201-3/+3
| | | | | | | SHA-1: 1f90ceab075c4869298e963bf0a14a0aac2f1caa * tags are now strings (nw) fix start project for custom builds in Visual Studio (nw)
* tags are now strings (nw) Miodrag Milanovic2016-01-161-3/+3
| | | | fix start project for custom builds in Visual Studio (nw)
* global_alloc for m_gfxdecode->set_gfx changed to work with unique_ptr (nw) Miodrag Milanovic2015-12-191-1/+1
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* clang-modernize part 3 Miodrag Milanovic2015-12-041-3/+3
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* - Fix PVS-Studio warning V564, "The &/| operator is applied to bool type value. therealmogminer@gmail.com2015-11-091-5/+5
| | | | You've probably forgotten to include parentheses." [MooglyGuy]
* Fix more PVS-Studio warnings, nw therealmogminer@gmail.com2015-11-091-4/+4
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* Rename *.c -> *.cpp in our source (nw) Miodrag Milanovic2015-11-081-0/+417