| Commit message (Collapse) | Author | Age | Files | Lines |
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mame.ini won't get broken sound
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Should be added soon:
- mute
- speaker/microphone resampling
To be added a little later:
- compression
- reverb
Needs to be added by someone else:
- coreaudio
- direct
- portaudio
- xaudio2
- js
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network modules.
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* This allows setting the host to 0.0.0.0 to accept connections from
outside of localhost.
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-konami/konamigq.cpp: No need to cancel a newly allocated timer.
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util/bitmap.cpp, util/palette.cpp: Marked lots of things constexpr.
Bitmaps don't throw exceptions on allocation failure, they just become
invalid. Almost nothing in MAME actually checks for this.
emu/profiler.cpp: Abort if the profile stack overflows rather than
throwing an exception. This is a developer feature and if it overflows,
the code is broken. Calling a noreturn noexcept function generates less
code than throwing an exception, which adds up.
util/strformat.cpp: Traded away some unnecessary flexibility for more
compact code. The stream objects must derive from std::basic_ostream
now - they can't just be any old objects with the expected operators.
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* cpu/dsp56156: Removed vestigial (and excessively slow) "new" execution code.
* apple/bandit.cpp: Got rid of unnecessary friend declaration.
* nintendo/n64_v.cpp: More const.
* Fixed a few "const qualifier has no effect" warnings.
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This fixes "amplification" effects that would happen if the frame rate
rose above 100 Hz (whether by unthrottling or otherwise).
Synchronise with wall clock any time inputs are read. Not doing this
has weird effects on relative inputs with frame skipping and contributes
to unresponsiveness of menus.
Reduce visual latency for mouse movement on menus when paused or
skipping frames. The rest of the code changes to menus won't provide
benefits until draw can happen after event handling.
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This was a drain on performance. If anything is trying to poll inputs
in a loop, it needs to call input_update() to ensure it gets up-to-date
state.
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Don't ignore the return status of OSD module initialisation. Attempt to
fall back to an alternate module if the selected module fails to
initialise. Log more useful diagnostic information at verbose level.
Fixed BGFX crash on exit after toggling fullscreen. Also persist more
settings than just the selected chains across toggling fullscreen.
Turned video modules into OSD modules in the same sense as all the other
OSD modules. They now use the same selection/fallback mechanism as all
the other modules without special extra code in the OSD implementations.
Untangled some object ownership mess. Windows own renderers, OSD
objects own windows. Fixed a refrence loop that caused the first window
object to always leak.
Don't create renderer object until after underlying window has been
created. Fixed issues with order of creation/destruction when toggling
fullscreen or changing prescale in fullscreen with -switchres in SDL
builds.
Use more smart pointers in BGFX and Direct3D render modules. Most of
the code now reutrns a smart pointer when handing over ownership or a
naked pointer when retaining ownership. Fixed a few leaks and
simplified cleanup code.
Encapsulated various OSD modules better.
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osd: Supply OSD object to modules on initialisation. Encapsulated some
event handling in the OSD objects rather than leaving it in free
functions. Put various stuff in namespaces.
osd/modules/input: Enabled dinput, xinput and winhybrid modules for
Windows SDL builds, and enabled background input for dinput and xinput
(and by extension winhybrid) modules. Also fixed some COM and X11
resource leaks.
osd/modules/input/input_sdl.cpp: Flipped SDL mouse button order to match
Windows, and exposed vertical and horizontal scroll as Z and rZ axes.
Moved SDL UI event handling out of input devices into OSD object.
osd/modules/input_rawinput.cpp: Changed lightgun Z axis token so it's
correctly identified as a relative axis (it maps to the scroll wheel
equivalent).
osd: Added an option to choose the network provider module. Mostly
useful if you build with both TUN/TAP and pcap support included, or if
you want to disable emulated networking completely.
emu/input.cpp: Use a better strategy for assembling input code names
that uses fewer temporary strings and doesn't require use of the
non-Unicode-aware space trimming function (fixes MT08552).
osd/modules/input_dinput.cpp: Improved polling logic.
osd: Made various parts of the input code less dependent on concrete emu
objects, and reduced inappropriately passing around the machine object.
Made input modules less dependent on OSD implementation. Encapsulated
some stuff and got rid of some vestigial newui and SDL1 support code.
Cleaned up some interfaces. Moved OSD options classes to their own
files.
Prepare to remove main.h from emu.h - it's mostly used to get the
application name, which the vast majority of emulated devices don't need
to do.
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ui/analogipt.cpp: Fixed bar graph display for fields with ranges
that wrap through zero.
emu/inputdev.cpp: Separateed analog axis deadzone and switch threshold
settings, reduced default deadzone, and fixed a potential division by
zero if the deadzone and saturation settings are equal.
emu/ioport.cpp: Fixed behaviour of absolute analog fields where range
passes through zero - it previously only worked for specific
combinations of mask, minimum and default. Removed a workaround from
universal/getaway.cpp that is no longer necessary.
emu/input.cpp: Fixed unintuitive behaviour when an absolute field is
assigned an OR combination of a relative control folled by an absolute
control (e.g. Mouse X or Joy 1 LSX). Also fixed reading axis input
sequences where an axis code is followed by a switch code (these can
only be produced by manually editing configuration files, not through
MAME's UI), and fixed the returned type when multiple relative axes sum
to zero.
osd/modules/input_dinput.cpp: Fixed hat switches being stuck in up
position when input is suspended in the background
taito/taitoio_yoke.cpp: Give throttle control a distinct type, and don't
auto-centre.
osd: Added option to select MIDI provider module (currently only
PortMidi and the dummy module are available). Also put various things
in namespaces, and fixed builds including SDL sound module with native
Windows OSD.
emu/validity.cpp: Added check to catch I/O port fields using UI input
types.
emu/inpttype.ipp: Renamed inputs that were causing confusion. "Bill"
and "Track" were causing confusion for translators and hence likely
causing confusion for many users, especially those who are not native
English speakers. "Track" as an abbreviation for "Trackball" was
frequently being mistranslated, e.g. in the sense of a CD track
selection button or even in the sense of a railway track. There's no
reason to abbreviate it. "Bill" in the US English sense as a banknote
is too ambiguous and was causing confusion for translators. It's better
to use the less ambiguous "Banknote". Corrected Greek translations of
"Trackball".
Don't run GitHub Actions on issue template changes.
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UI focus.
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it default with SDL.
This changes behaviour, however I think it's a net positive:
* Most games using Steam Input or SDL2 to read game controllers have
this behaviour, so users have come to expect it.
* This module is better at giving meaningful names to buttons on
common controller, and assigning axes consistently.
* Button/axis mapping files using a widely-used format are supported.
* The old behaviour is still available with `-joystickprovider sdljoy`
if anyone wants it.
The new option for controller mapping files is in the general OSD
options rather than SDL options as it can be extended to DirectInput in
the future.
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* Clean up #includes in src/osd
* render/bgfx/view.cpp: Add license header
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- Remove corestr.h from emu.h; update a few source files to not use it at all
- Change strtrimspace, strtrimrightspace and core_filename_extract_* to be pure functions taking a std::string_view by value and returning the same type
- Change strmakeupper and strmakelower to be pure functions taking a std::string_view and constructing a std::string
- Remove the string-modifying version of zippath_parent
- Change tag-based lookup functions in device_t to take std::string_view instead of const std::string & or const char *
- Remove the subdevice tag cache from device_t (since device finders are now recommended) and replace it with a map covering directly owned subdevices only
- Move the working directory setup method out of device_image_interface (only the UI seems to actually use the full version of this)
- Change output_manager to use std::string_view for output name arguments
- Change core_options to accept std::string_view for most name and value arguments (return values are still C strings for now)
- Change miscellaneous other functions to accept std::string_view arguments
- Remove a few string accessor macros from romload.h
- Remove many unnecessary c_str() calls from logging/error messages
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The global_alloc/global_free functions have outlived their usefulness.
They don't allow consistently overriding the default memory allocation
behaviour because they aren't used consistently, and we don't have
standard library allocator wrappers for them that we'd need to use them
consistently with all the standard library containers we're using. If
you need to change the default allocator behaviour, you can override the
new/delete operators, and there are ways to get more fine-grained
control that way. We're already doing that to pre-fill memory in debug
builds.
Code was already starting to depend on global_alloc/global_free wrapping
new/delete. For example some parts of the code (including the UI and
Windows debugger) was putting the result of global_alloc in a
std::unique_ptr wrappers without custom deleters, and the SPU sound
device was assuming it could use global_free to release memory allocated
with operator new. There was also code misunderstanding the behaviour
of global_alloc, for example the GROM port cartridge code was checking
for nullptr when a failure will actually throw std::bad_alloc.
As well as substituting new/delete, I've made several things use smart
pointers to reduce the chance of leaks, and fixed a couple of leaks,
too.
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thing as invalid (e.g. A S not A)
ioport.cpp:
* better than 50% reduction in compile time, and better locality for static data
* better encapsulation, const correctness and noexcept usage
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(nw) This has been a long time coming but it's here at last. It should
be easier now that logerror, popmessage and osd_printf_* behave like
string_format and stream_format. Remember the differences from printf:
* Any object with a stream out operator works with %s
* %d, %i, %o, %x, %X, etc. work out the size by magic
* No sign extending promotion to int for short/char
* No widening/narrowing conversions for characters/strings
* Same rules on all platforms, insulated from C runtime library
* No format warnings from compiler
* Assert in debug builds if number of arguments doesn't match format
(nw) Also removed a pile of redundant c_str and string_format, and some
workarounds for not being able to portably format 64-bit integers or
long long.
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* gdbstub: added new GDB stub debugger
This debugger can be used to connect to an external debugger that
communicates using the GDB Remote Serial Protocol, such as GDB itself
or many other GDB frontends.
Currently i386 (ct486), arm7 (gba), and ppc (pmac6100) are supported.
* gdbstub: enable GDB stub debugger in mac and windows builds
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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.
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This reverts commit c24473ddff715ecec2e258a6eb38960cf8c8e98e, reversing
changes made to 009cba4fb8102102168ef32870892438327f3705.
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over .ini files (nw)
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* Remove broken scanline uniform from post_pass
* Add 3D LUT to HLSL
* Allow individual LUTs for screen and UI
* WIP: Port 3D LUT to BGFX
* Finish porting LUT to BGFX
* Add individual phosphor color conversion for HLSL
new file: hlsl/chroma.fx
Shader for converting xyY3 to sRGB
modified: hlsl/phosphor.fx
Minor changes to emphasize idea that phosphors are color
agnostic
modified: hlsl/post.fx
Conversion from signal RGB to xyY3
modified: src/osd/modules/render/d3d/d3dhlsl.cpp
modified: src/osd/modules/render/d3d/d3dhlsl.h
modified: src/osd/windows/winmain.cpp
modified: src/osd/windows/winmain.h
* Add phosphor examples and update presets
* Port phosphor color shaders to BGFX
* Fix missing newlines at EOF
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This shader uses the equation described by R. Keys in the paper 'Cubic Convolution Interpolation for Digital Image Processing' which is, in this case, the same as a Catmull-Rom spline. This produces a sharper upscaled image than bilinear filtering.
The new shader is selected by setting gl_glsl_filter to 2. Consequently, gl_glsl_filter is now treated as an int rather than a boolean.
Also fixed a variable name problem in the code guarded by GLSL_SOURCE_ON_DISK.
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This crash (discovered by Wizz) had the following symptoms:
1. Start MAME
2. Choose "Configure Machine"
3. Choose "Video Options"
CRASH
This was the result of the options editor not having a fully formed list of options where it was expecting one. The fix is to change the declaration of emu_options to one that have full OSD options (it is possible that SDLMAME needs something slightly different)
I created a osd_setup_osd_specific_emu_options(emu_options &) function that given an emu_options, will slap on system specific options. I see this as only marginally less gross, and I have zero opinion on whether this should be changed to return an emu_options (rather than have a reference parameter), be a static method on emu_options, or what have you.
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This reverts commit 536990e77b49ccc50ef275bfbf1018cc29c16154.
Conflicts:
src/frontend/mame/mame.cpp
Sorry, but this change was half-baked. It breaks a lot of existing
functionality and clearly hasn't been tested in more than a tiny subset
of use cases. Please play this work back onto your own branch, and test
it before submitting another PR.
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This is an overhaul to how MAME handles options to provide a better foundation for what MAME is already doing in practice. Previously, core_options was designed to provide an input/output facility for reading options from the command line and INI files. However, the current needs (image/slot/get_default_card_software calculus and MewUI) go way beyond that.
Broadly, this PR makes the following changes:
* core_options now has an extensibility mechanism, so one can register options that behave dramatically differently
* With that foundation, emu_options now encapsulates all of the funky image/slot/get_default_card_software calculus that were previously handled by static methods in mameopts.cpp. Changes to emu_options should not automatically cascade in such a way so that it stays in a consistent state
* emu_options no longer provides direct access to the slot_options/image_options maps; there are simpler API functions that control these capabilities
* Many core_options functions that expose internal data structures (e.g. - priority) that were only really needed because of previous (now obsolete) techniques have been removed.
* core_options is now exception based (rather than dumping text to an std::string). The burden is on the caller to catch these, and discern between warnings and errors as needed.
Obviously this is a risky change; that's why this is being submitted at the start of the dev cycle.
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version 20161030
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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
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causes it to generate ascending snap names
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Now the filenames for movies recorded by HLSL and BGFX renderers are automatically generated just like the ones for movies and snapshots recorded by the video core. They are generated according to the "snapname" template (eg. by default <snap_folder>/<device_name>/<numeric_index.avi>, so you can revert to the old behavior (why?) just setting "snapname bgfx.avi" or "snapname hlsl.avi".
The main advantage is that now you can record as many movies as you want during a single gaming session without much hassle (previously you had to move or rename the old movie file by hand before recording a new one).
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- input modules exit() is called twice. Remove the unnecessary input_exit() method
- removed unnecessary pointer init in handle_input_event and should_hide_mouse
- When registering event callbacks in SDL, don't assume the SDL enum values are int-sized
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* move menu classes into ::ui namesapce
* reduce scope of many symbols
(first step in making UI code less rage-inducing so I can fix text input)
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