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path: root/src/osd/modules/render/bgfx/chain.cpp
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* render.h, rendlay.h: Dependency refactoring AJR2021-01-041-0/+1
| | | | | - render.h: Split out layout class declarations into rendlay.h, with some adjustments for the resulting incomplete types (std::reference_wrapper unfortunately does not allow these by C++17 rules) - rendlay.h: Move old header contents to layout/generic.h
* Fairly significant overhaul of Lua engine and some cleanup. Vas Crabb2020-11-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The things that were previously called device iterators are not iterators in the C++ sense of the word. This is confusing for newcomers. These have been renamed to be device enumerators. Several Lua methods and properties that previously returned tables now return lightweight wrappers for the underlying objects. This means creating them is a lot faster, but you can't modify them, and the performance characteristics of different operations varies. The render manager's target list uses 1-based indexing to be more like idiomatic Lua. It's now possible to create a device enumerator on any device, and then get subdevices (or sibling devices) using a relative tag. Much more render/layout functionality has been exposed to Lua. Layout scripts now have access to the layout file and can directly set the state of an item with no bindings, or register callbacks to obtain state. Some things that were previously methods are now read-only properties. Layout files are no longer required to supply a "name". This was problematic because the same layout file could be loaded for multiple instances of the same device, and each instance of the layout file should use the correct inputs (and in the future outputs) for the device instance it's associated with. This should also fix video output with MSVC builds by avoiding delegates that return things that don't fit in a register.
* emu/render.cpp: Consider that screens can be hidden when choosing a default ↵ Vas Crabb2020-10-031-1/+1
| | | | view.
* -util/xmlfile: Escape attribute and element content. Vas Crabb2020-09-061-1/+1
| | | | | | | | | | | | | | | | | | | | The previous behaviour was unintuitive - parsing an XML file and writing it out immediately would produce invalid XML if the file contained any characters that needed escaping. It makes far more sense to escape on writing rather than expecting the user to escape input. -Add preliminary support for visibility toggles to artwork system. This allows the user to show/hide related elements in a view, with nesting. The view can specify whether elements are shown or hidden by default. Settings are saved per host window/screen per view. There is no way to set the initial visibility state on the command line. Legacy "Space Invaders cabinet model" layers are mapped onto visibility toggles. This is not stable yet. In particular, the XML element/attribute names have not been finalised. The new features have not been added to complay.py to prevent them from being used before they're finalised.
* -bgfx: Corrected a data overrun in the d3d12 backend from allocating only ↵ Ryan Holtz2020-06-201-1/+1
| | | | enough texture data for width*height, not rowpixels*height. [Ryan Holtz]
* fixed some modernize-use-auto clang-tidy warnings (nw) (#6238) Oliver Stöneberg2020-01-301-2/+2
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* Clean up render_screen_list code, replacing simple_list with std::list (nw) AJR2019-11-241-1/+1
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* -bgfx: Fixed Github issues #5830 and #5956. [Ryan Holtz] MooglyGuy2019-11-241-4/+3
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* bgfx: fix resource leak (nw) (#5820) algestam2019-10-281-0/+1
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* -bgfx: Rework chain updating to minimize primlist locking, nw MooglyGuy2019-10-221-3/+3
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* -bgfx: Do texture format conversion via a full-screen GPU pass. [Ryan Holtz] MooglyGuy2019-10-131-0/+32
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* use floorf rather than floor for float->float Vas Crabb2016-09-281-2/+2
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* Fixed several small issues in HLSL/BGFX Jezze2016-09-281-4/+5
| | | | | | * fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask) * added target_scale and screen_count uniforms * rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
* Cleanup and version bumpmame0175 Miodrag Milanovic2016-06-291-25/+25
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* Fix crash when using pillarbox shaders, nw therealmogminer@gmail.com2016-05-271-5/+13
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* Fix debug crash with bgfx screen chains therealmogminer@gmail.com2016-05-261-4/+16
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* Cleanups and version bumpmame0173 Miodrag Milanovic2016-04-271-2/+2
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* Fixed b1c06ac (nw) ImJezze2016-04-211-5/+2
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* Implemented handling for u_screen_scale and u_screen_offset (nw) ImJezze2016-04-211-7/+20
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* Include modules/osdwindow.h instead of window.h. couriersud2016-04-091-1/+1
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* Add runtime screen chain selection, nw therealmogminer@gmail.com2016-04-091-1/+10
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* fix Miodrag Milanovic2016-04-081-0/+2
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* Revert "compile fix on windows (nw)" Miodrag Milanovic2016-04-081-1/+0
| | | | This reverts commit f862b775205e7b07e3803a8f1c789e7d6b710f24.
* compile fix on windows (nw) Miodrag Milanovic2016-04-081-0/+1
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* Fix SDL compile on linux. Took the opportunity to remove a number of couriersud2016-04-081-2/+0
| | | | | "emu.h" includes from src/osd/modules/render/bgfx code. There is still a conflict between mame memory.h and bgfx memory.h to be resolved.
* Cleanups and version bump Miodrag Milanovic2016-03-301-36/+36
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* Huge cleanup of render target handling, nw therealmogminer@gmail.com2016-03-251-2/+2
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* Fix lots of issues with bgfx therealmogminer@gmail.com2016-03-211-4/+3
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* Polishing up BGFX shader system, nw therealmogminer@gmail.com2016-03-181-2/+13
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* Add most of the rest of the D3D HLSL chain, nw therealmogminer@gmail.com2016-03-151-6/+22
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* Add dynamic skipping of shader chain passes, nw therealmogminer@gmail.com2016-03-131-9/+19
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* Fix up numerous bgfx shader bugs, add auto-uniform u_texsize, nw therealmogminer@gmail.com2016-03-131-65/+5
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* More work on bgfx data-driven shaders, nw therealmogminer@gmail.com2016-03-131-4/+83
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* Fix up a few things in chain JSON loading, nw therealmogminer@gmail.com2016-02-271-0/+12
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* Fix some compile errors, not sure if all(nw) therealmogminer@gmail.com2016-02-211-0/+8
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* More JSON reader plumbing, nw therealmogminer@gmail.com2016-02-211-0/+25