| Commit message (Collapse) | Author | Age | Files | Lines |
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std::string (nw)
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Do not assume ui-container aspect when drawing on other containers.
This fixes LUA draw_text() in multi-screens games, where the font
aspect for each screen is wrongly computed on the aggregated target.
Signed-off-by: Luca Bruno <lucab@debian.org>
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palette for paletted textures, whether or not there are custom brightness/contrast/gamma settings. Fixes -mt color issues in driftout, raphero, etc. without the additional complexity introduced in fde220f4a7e955343c3b25a562d6884f94c63bdc (which has been reverted) (nw)
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used to pick up user_settings for gamma, brightness and contrast in case
they will ever be supported by the OSD layer. (nw)
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of doing so may have cause strange drawing issues in case the code
assumes these to be 0.0f (nw)
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multithreading related palette issues. Along the way also
- added constructors to SDL osd structs
- changed related malloc to global_alloc
- added a copyfrom routine to dynamic_array
- minor code simplifications.
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indices found in view
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Moved delegates into /src/lib/util to enable usage of delegates in other project parts
Moved mame_printf_* calls into /src/osd/osdcore.c and renamed them to osd_printf_*
Changed mess.mak to display compilation of ymmu100.ppm nicely
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bigger (nw)
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[Alex Jackson]
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rewrite. Allocate brightness/contrast/gamma-adjusted palettes on first use, since we can't allocate them at startup anymore due to init order issues [Alex Jackson]
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I think this is correct.. or at least more correct than it was, there's no way the existing code could work.
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[Aaron Giles]
* these classes now no longer take a resource_pool; everything is
managed globally -- this means that objects added to lists must be
allocated with global_alloc
* added new auto_pointer<> template which wraps a pointer and auto-frees
it upon destruction; it also defaults to NULL so it doesn't need to
be explicitly initialized
* moved tagged_list template to tagmap.h
Redo of the low-level memory tracking system: [Aaron Giles]
* moved low-level tracking out of emu\emualloc into lib\util\corealloc
so it can be shared among all components and used by core libraries
* global_alloc and friends no longer use a resource pool to track
allocations; turns out this was a wholly redundant system that wasted
a lot of memory
* removed global_resource_pool entirely
* added global_free_array to delete arrays allocated with
global_alloc_array
* added tracking of object versus array allocation; we will now error
if you use global_free on an array, or global_free_array on an object
Added new utility helper const_string_pool which can be used to
efficiently accumulate strings that are not intended to be modified.
Used by updated makelist and software list code. [Aaron Giles]
Updated png2bdc and makelist tools to not leak memory and use more modern
techniques (no more MAX_DRIVERS in makelist, for example). [Aaron Giles]
Deprecated auto_strdup and removed all uses by way of caller-managed
astrings and the software list rewrite. [Aaron Giles]
Rewrote software list management: [Aaron Giles]
* removed the notion of a software_list that is separate from a
software_list_device; they are one and the same now
* moved several functions into device_image_interface since they really
didn't belong in the core software list class
* lots of simplification as a result of the above changes
Additional notes (no whatsnew):
Moved definition of FPTR to osdcomm.h.
Some changes happened in the OSD code to fix issues, especially regarding
freeing arrays. SDL folks may need to fix up some of these.
The following devices still are using tokens and should be modernized
(I found them because they kept their token as void * and tried to
delete it, which you can't):
namco_52xx_device (mame/audio/namco52.c)
namco_54xx_device (mame/audio/namco54.c)
namco_06xx_device (mame/machine/namco06.c)
namco_50xx_device (mame/machine/namco50.c)
namco_51xx_device (mame/machine/namco51.c)
namco_53xx_device (mame/machine/namco53.c)
voodoo_device (emu/video/voodoo.c)
mos6581_device (emu/sound/mos6581.c)
aica_device (emu/sound/aica.c)
scsp_device (emu/sound/scsp.c)
dmadac_sound_device (emu/sound/dmadac.c)
s3c2440_device (emu/machine/s3c2440.c)
wd1770_device (emu/machine/wd17xx.c)
latch8_device (emu/machine/latch8.c)
duart68681_device (emu/machine/68681.c)
s3c2400_device (emu/machine/s3c2400.c)
s3c2410_device (emu/machine/s3c2410.c)
strataflash_device (mess/machine/strata.c)
hd63450_device (mess/machine/hd63450.c)
tap_990_device (mess/machine/ti99/990_tap.c)
omti8621_device (mess/machine/omti8621.c)
vdt911_device (mess/video/911_vdt.c)
apollo_graphics_15i (mess/video/apollo.c)
asr733_device (mess/video/733_asr.c)
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in behavior (the menubar branch will have different defualts)
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note: Aaron please give more descriptive text for release log I have no more strength :)
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Some minor enhancements to dynamic_array, including clearing to specific values
and expanding and clearing newly allocated values.
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as follows:
MAKE_RGB(r,g,b) == rgb_t(r,g,b)
MAKE_ARGB(a,r,g,b) == rgb_t(a,r,g,b)
RGB_ALPHA(data) == data.a()
RGB_RED(data) == data.r()
RGB_GREEN(data) == data.g()
RGB_BLUE(data) == data.b()
RGB_BLACK == rgb_t::black
RGB_WHITE == rgb_t::white
Implicit conversions to/from UINT32 are built in as well as simple
addition, subtraction, and scaling (with clamping).
As a result of being a class, some stricter typing was needed in
a few places but overall not too much.
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cleanup.
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conventions; we now have a ui_manager class
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to new license tagged form.
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openly, for there was nothing left to see with" [MooglyGuy]
* Enabled vector bloom and associated .ini controls
* Added raster bloom and associated .ini controls, each bloom "level" is the
linear weight of successively half-sized render targets
* Removed D3D8 mode
* Mass renaming in D3D renderer to use namespaces, initial planning step to
HAL-based renderer implementation on Windows (i.e., GL on Windows)
* Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
* Added batching of vectors for possible speed increase
* Minor cleanup of shader state setting
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OSD. [MooglyGuy]
- d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled
by default. [MooglyGuy]
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hlsl: Added bounds-checking on presets. [MooglyGuy]
hlsl: Cleaned up render target management. May provide better behavior in games
that use multiple resolutions, e.g. tekken3 and stv. [MooglyGuy]
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that scale factors were INT32's not INT64's.
Also explicitly use ioport_value for lookup tables instead
of UINT32.
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Move game_driver definition and constants to new header gamedrv.h.
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and paths consistently for devices, I/O ports, memory
regions, memory banks, and memory shares. [Aaron Giles]
NOTE: there are likely regressions lurking here, mostly
due to devices not being properly found. I have temporarily
added more logging to -verbose to help understand what's
going on. Please let me know ASAP if anything that is being
actively worked on got broken.
As before, the driver device is the root device and all
other devices are owned by it. Previously all devices
were kept in a single master list, and the hierarchy was
purely logical. With this change, each device owns its
own list of subdevices, and the hierarchy is explicitly
manifest. This means when a device is removed, all of its
subdevices are automatically removed as well.
A side effect of this is that walking the device list is
no longer simple. To address this, a new set of iterator
classes is provided, which walks the device tree in a depth
first manner. There is a general device_iterator class for
walking all devices, plus templates for a device_type_iterator
and a device_interface_iterator which are used to build
iterators for identifying only devices of a given type or
with a given interface. Typedefs for commonly-used cases
(e.g., screen_device_iterator, memory_interface_iterator)
are provided. Iterators can also provide counts, and can
perform indexed lookups.
All device name lookups are now done relative to another
device. The maching_config and running_machine classes now
have a root_device() method to get the root of the hierarchy.
The existing machine->device("name") is now equivalent to
machine->root_device().subdevice("name").
A proper and normalized device path structure is now
supported. Device names that start with a colon are
treated as absolute paths from the root device. Device
names can also use a caret (^) to refer to the owning
device. Querying the device's tag() returns the device's
full path from the root. A new method basetag() returns
just the final tag.
The new pathing system is built on top of the
device_t::subtag() method, so anyone using that will
automatically support the new pathing rules. Each device
has its own internal map to cache successful lookups so
that subsequent lookups should be very fast.
Updated every place I could find that referenced devices,
memory regions, I/O ports, memory banks and memory shares
to leverage subtag/subdevice (or siblingtag/siblingdevice
which are built on top).
Removed the device_list class, as it doesn't apply any
more. Moved some of its methods into running_machine
instead.
Simplified the device callback system since the new
pathing can describe all of the special-case devices that
were previously handled manually.
Changed the core output function callbacks to be delegates.
Completely rewrote the validity checking mechanism. The
validity checker is now a proper C++ class, and temporarily
takes over the error and warning outputs. All errors and
warnings are collected during a session, and then output in
a consistent manner, with an explicit driver and source file
listed for each one, as well as additional device and/or
I/O port contexts where appropriate. Validity checkers
should no longer explicitly output this information, just
the error, assuming that the context is provided.
Rewrote the software_list_device as a modern device, getting
rid of the software_list_config abstraction and simplifying
things.
Changed the way FLAC compiles so that it works like other
external libraries, and also compiles successfully for MSVC
builds.
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recent changes.
Also, did a pass through the code to take advantage of new
methods available on rectangles.
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almost certainly some regressions lurking. Let me know if
something seems busted.
Bitmaps are now strongly typed based on format. bitmap_t still
exists as an abstract base class, but it is almost never used.
Instead, format-specific bitmap classes are provided:
bitmap_ind8 == 8bpp indexed
bitmap_ind16 == 16bpp indexed
bitmap_ind32 == 32bpp indexed
bitmap_ind64 == 64bpp indexed
bitmap_rgb32 == 32bpp RGB
bitmap_argb32 == 32bpp ARGB
bitmap_yuy16 == 16bpp YUY
For each format, a generic pix() method is provided which
references pixels of the correct type. The old pix8/pix16/pix32/
pix64 methods still exist in the short term, but the only one
available is the one that matches the bitmap's pixel size. Note
also that the old RGB15 format bitmaps are no longer supported
at all.
Converted model1, megadriv, and stv drivers away from the RGB15
format bitmaps.
New auto_bitmap_<type>_alloc() macros are provided for allocating
the appropriate type of bitmap.
Screen update functions now must specify the correct bitmap type
as their input parameters. For static update functions the
SCREEN_UPDATE macro is now replaced with SCREEN_UPDATE_RGB32 and
SCREEN_UPDATE_IND16 macros. All existing drivers have been
updated to use the correct macros.
Screen update functions are now required for all screens; there
is no longer any default behavior of copying a "default" bitmap
to the screen (in fact the default bitmap has been deprecated).
Use one of the following to specify your screen_update callback:
MCFG_SCREEN_UPDATE_STATIC(name) - static functions
MCFG_SCREEN_UPDATE_DRIVER(class, func) - driver members
MCFG_SCREEN_UPDATE_DEVICE(tag, class, func) - device members
Because the target bitmap format can now be deduced from the
screen update function itself, the MCFG_SCREEN_FORMAT macro is
no longer necessary, and has been removed. If you specify a
screen update callback that takes a bitmap_ind16, then the screen
will be configured to use a 16bpp indexed bitmap, and if you
specify a callback that takes a bitmap_rgb32, then a 32bpp RGB
bitmap will be provided.
Extended the bitmap classes to support wrapping a subregion of
another bitmap, and cleaner allocation/resetting. The preferred
use of bitmaps now is to define them directly in drivers/devices
and use allocate() or wrap() to set them up, rather than
allocating them via auto_bitmap_*_alloc().
Several common devices needed overhauls or changes as a result
of the above changes:
* Reorganized the laserdisc base driver and all the laserdisc
drivers as modern C++ devices, cleaning the code up
considerably. Merged ldsound device into the laserdsc
device since modern devices are flexible enough to handle
it.
* Reorganized the v9938 device as a modern C++ device. Removed
v9938mod.c in favor of template functions in v9938.c directly.
* Added independent ind16 and rgb32 callbacks for TMS340x0 devices.
* All video devices are now hard-coded to either ind16 or rgb32
bitmaps. The most notable is the mc6845 which is rgb32, and
required changes to a number of consumers.
* Added screen_update methods to most video devices so they can be
directly called via MCFG_SCREEN_UPDATE_DEVICE instead of creating
tons of stub functions.
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macros with bitmap->pix* functions, and moved bitmap_fill() to bitmap->fill()
among other similar changes. Bitmap fields now only available via accessors.
Replaced sect_rect with &= and union_rect with |= operators for rectangle
classes. Some general cleanup as a result of these changes. [Aaron Giles]
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screen 0
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