// license:BSD-3-Clause // copyright-holders:Aaron Giles /*************************************************************************** render.c Core rendering system. **************************************************************************** Windows-specific to-do: * no fallback if we run out of video memory Longer-term to do: (once old renderer is gone) * make vector updates asynchronous **************************************************************************** Overview of objects: render_target -- This represents a final rendering target. It is specified using integer width/height values, can have non-square pixels, and you can specify its rotation. It is what really determines the final rendering details. The OSD layer creates one or more of these to encapsulate the rendering process. Each render_target holds a list of layout_files that it can use for drawing. When rendering, it makes use of both layout_files and render_containers. render_container -- Containers are the top of a hierarchy that is not directly related to the objects above. Containers hold high level primitives that are generated at runtime by the video system. They are used currently for each screen and the user interface. These high-level primitives are broken down into low-level primitives at render time. ***************************************************************************/ #include "emu.h" #include "emuopts.h" #include "render.h" #include "rendfont.h" #include "rendlay.h" #include "rendutil.h" #include "config.h" #include "drivenum.h" #include "xmlfile.h" #include "ui/uimain.h" #include //************************************************************************** // CONSTANTS //************************************************************************** #define INTERNAL_FLAG_CHAR 0x00000001 enum { COMPONENT_TYPE_IMAGE = 0, COMPONENT_TYPE_RECT, COMPONENT_TYPE_DISK, COMPONENT_TYPE_MAX }; enum { CONTAINER_ITEM_LINE = 0, CONTAINER_ITEM_QUAD, CONTAINER_ITEM_MAX }; //************************************************************************** // MACROS //************************************************************************** #define ISWAP(var1, var2) do { int temp = var1; var1 = var2; var2 = temp; } while (0) #define FSWAP(var1, var2) do { float temp = var1; var1 = var2; var2 = temp; } while (0) //************************************************************************** // TYPE DEFINITIONS //************************************************************************** // an object_transform is used to track transformations when building an object list struct object_transform { float xoffs, yoffs; // offset transforms float xscale, yscale; // scale transforms render_color color; // color transform int orientation; // orientation transform bool no_center; // center the container? }; //************************************************************************** // GLOBAL VARIABLES //************************************************************************** // precomputed UV coordinates for various orientations static const render_quad_texuv oriented_texcoords[8] = { { { 0,0 }, { 1,0 }, { 0,1 }, { 1,1 } }, // 0 { { 1,0 }, { 0,0 }, { 1,1 }, { 0,1 } }, // ORIENTATION_FLIP_X { { 0,1 }, { 1,1 }, { 0,0 }, { 1,0 } }, // ORIENTATION_FLIP_Y { { 1,1 }, { 0,1 }, { 1,0 }, { 0,0 } }, // ORIENTATION_FLIP_X | ORIENTATION_FLIP_Y { { 0,0 }, { 0,1 }, { 1,0 }, { 1,1 } }, // ORIENTATION_SWAP_XY { { 0,1 }, { 0,0 }, { 1,1 }, { 1,0 } }, // ORIENTATION_SWAP_XY | ORIENTATION_FLIP_X { { 1,0 }, { 1,1 }, { 0,0 }, { 0,1 } }, // ORIENTATION_SWAP_XY | ORIENTATION_FLIP_Y { { 1,1 }, { 1,0 }, { 0,1 }, { 0,0 } } // ORIENTATION_SWAP_XY | ORIENTATION_FLIP_X | ORIENTATION_FLIP_Y }; // layer orders static const int layer_order_standard[] = { ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BACKDROP, ITEM_LAYER_BEZEL, ITEM_LAYER_CPANEL, ITEM_LAYER_MARQUEE }; static const int layer_order_alternate[] = { ITEM_LAYER_BACKDROP, ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BEZEL, ITEM_LAYER_CPANEL, ITEM_LAYER_MARQUEE }; //************************************************************************** // INLINE FUNCTIONS //************************************************************************** //------------------------------------------------- // apply_orientation - apply orientation to a // set of bounds //------------------------------------------------- inline void apply_orientation(render_bounds &bounds, int orientation) { // swap first if (orientation & ORIENTATION_SWAP_XY) { FSWAP(bounds.x0, bounds.y0); FSWAP(bounds.x1, bounds.y1); } // apply X flip if (orientation & ORIENTATION_FLIP_X) { bounds.x0 = 1.0f - bounds.x0; bounds.x1 = 1.0f - bounds.x1; } // apply Y flip if (orientation & ORIENTATION_FLIP_Y) { bounds.y0 = 1.0f - bounds.y0; bounds.y1 = 1.0f - bounds.y1; } } //------------------------------------------------- // normalize_bounds - normalize bounds so that // x0/y0 are less than x1/y1 //------------------------------------------------- inline void normalize_bounds(render_bounds &bounds) { if (bounds.x0 > bounds.x1) FSWAP(bounds.x0, bounds.x1); if (bounds.y0 > bounds.y1) FSWAP(bounds.y0, bounds.y1); } //------------------------------------------------- // get_layer_and_blendmode - return the // appropriate layer index and blendmode //------------------------------------------------- inline item_layer get_layer_and_blendmode(const layout_view &view, int index, int &blendmode) { // if we have multiple backdrop pieces and no overlays, render: // backdrop (add) + screens (add) + bezels (alpha) + cpanels (alpha) + marquees (alpha) // else render: // screens (add) + overlays (RGB multiply) + backdrop (add) + bezels (alpha) + cpanels (alpha) + marquees (alpha) const int *layer_order = layer_order_standard; if (view.items(ITEM_LAYER_BACKDROP).count() > 1 && view.items(ITEM_LAYER_OVERLAY).empty()) layer_order = layer_order_alternate; // select the layer int layer = layer_order[index]; // pick a blendmode if (layer == ITEM_LAYER_SCREEN && layer_order == layer_order_standard) blendmode = -1; else if (layer == ITEM_LAYER_SCREEN || (layer == ITEM_LAYER_BACKDROP && layer_order == layer_order_standard)) blendmode = BLENDMODE_ADD; else if (layer == ITEM_LAYER_OVERLAY) blendmode = BLENDMODE_RGB_MULTIPLY; else blendmode = BLENDMODE_ALPHA; return item_layer(layer); } //************************************************************************** // RENDER PRIMITIVE //************************************************************************** //------------------------------------------------- // reset - reset the state of a primitive after // it is re-allocated //------------------------------------------------- void render_primitive::reset() { // do not clear m_next! memset(&type, 0, FPTR(&texcoords + 1) - FPTR(&type)); } //************************************************************************** // RENDER PRIMITIVE LIST //************************************************************************** //------------------------------------------------- // render_primitive_list - constructor //------------------------------------------------- render_primitive_list::render_primitive_list() { } //------------------------------------------------- // ~render_primitive_list - destructor //------------------------------------------------- render_primitive_list::~render_primitive_list() { release_all(); } //------------------------------------------------- // add_reference - add a new reference //------------------------------------------------- inline void render_primitive_list::add_reference(void *refptr) { // skip if we already have one if (has_reference(refptr)) return; // set the refptr and link us into the list reference *ref = m_reference_allocator.alloc(); ref->m_refptr = refptr; m_reflist.append(*ref); } //------------------------------------------------- // has_reference - find a refptr in a reference // list //------------------------------------------------- inline bool render_primitive_list::has_reference(void *refptr) const { // skip if we already have one for (reference &ref : m_reflist) if (ref.m_refptr == refptr) return true; return false; } //------------------------------------------------- // alloc - allocate a new empty primitive //------------------------------------------------- inline render_primitive *render_primitive_list::alloc(render_primitive::primitive_type type) { render_primitive *result = m_primitive_allocator.alloc(); result->reset(); result->type = type; return result; } //------------------------------------------------- // release_all - release the contents of // a render list //------------------------------------------------- void render_primitive_list::release_all() { // release all the live items while under the lock m_primitive_allocator.reclaim_all(m_primlist); m_reference_allocator.reclaim_all(m_reflist); } //------------------------------------------------- // append_or_return - append a primitive to the // end of the list, or return it to the free // list, based on a flag //------------------------------------------------- void render_primitive_list::append_or_return(render_primitive &prim, bool clipped) { if (!clipped) m_primlist.append(prim); else m_primitive_allocator.reclaim(prim); } //************************************************************************** // RENDER TEXTURE //************************************************************************** //------------------------------------------------- // render_texture - constructor //------------------------------------------------- render_texture::render_texture() : m_manager(nullptr), m_next(nullptr), m_bitmap(nullptr), m_format(TEXFORMAT_ARGB32), m_osddata(~0L), m_scaler(nullptr), m_param(nullptr), m_curseq(0) { m_sbounds.set(0, -1, 0, -1); memset(m_scaled, 0, sizeof(m_scaled)); } //------------------------------------------------- // ~render_texture - destructor //------------------------------------------------- render_texture::~render_texture() { release(); } //------------------------------------------------- // reset - reset the state of a texture after // it has been re-allocated //------------------------------------------------- void render_texture::reset(render_manager &manager, texture_scaler_func scaler, void *param) { m_manager = &manager; if (scaler != nullptr) { assert(m_format == TEXFORMAT_ARGB32); m_scaler = scaler; m_param = param; } m_osddata = ~0L; } //------------------------------------------------- // release - release resources when we are freed //------------------------------------------------- void render_texture::release() { // free all scaled versions for (auto & elem : m_scaled) { m_manager->invalidate_all(elem.bitmap); global_free(elem.bitmap); elem.bitmap = nullptr; elem.seqid = 0; } // invalidate references to the original bitmap as well m_manager->invalidate_all(m_bitmap); m_bitmap = nullptr; m_sbounds.set(0, -1, 0, -1); m_format = TEXFORMAT_ARGB32; m_curseq = 0; } //------------------------------------------------- // set_bitmap - set a new source bitmap //------------------------------------------------- void render_texture::set_bitmap(bitmap_t &bitmap, const rectangle &sbounds, texture_format format) { assert(bitmap.cliprect().contains(sbounds)); // ensure we have a valid palette for palettized modes if (format == TEXFORMAT_PALETTE16 || format == TEXFORMAT_PALETTEA16) assert(bitmap.palette() != nullptr); // invalidate references to the old bitmap if (&bitmap != m_bitmap && m_bitmap != nullptr) m_manager->invalidate_all(m_bitmap); // set the new bitmap/palette m_bitmap = &bitmap; m_sbounds = sbounds; m_format = format; // invalidate all scaled versions for (auto & elem : m_scaled) { if (elem.bitmap != nullptr) { m_manager->invalidate_all(elem.bitmap); global_free(elem.bitmap); } elem.bitmap = nullptr; elem.seqid = 0; } } //------------------------------------------------- // hq_scale - generic high quality resampling // scaler //------------------------------------------------- void render_texture::hq_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param) { render_color color = { 1.0f, 1.0f, 1.0f, 1.0f }; bitmap_argb32 sourcesub(source, sbounds); render_resample_argb_bitmap_hq(dest, sourcesub, color); } //------------------------------------------------- // get_scaled - get a scaled bitmap (if we can) //------------------------------------------------- void render_texture::get_scaled(UINT32 dwidth, UINT32 dheight, render_texinfo &texinfo, render_primitive_list &primlist, UINT32 flags) { // source width/height come from the source bounds int swidth = m_sbounds.width(); int sheight = m_sbounds.height(); // ensure height/width are non-zero if (dwidth < 1) dwidth = 1; if (dheight < 1) dheight = 1; texinfo.osddata = m_osddata; // are we scaler-free? if so, just return the source bitmap if (m_scaler == nullptr || (m_bitmap != nullptr && swidth == dwidth && sheight == dheight)) { // add a reference and set up the source bitmap primlist.add_reference(m_bitmap); texinfo.base = m_bitmap->raw_pixptr(m_sbounds.min_y, m_sbounds.min_x); texinfo.rowpixels = m_bitmap->rowpixels(); texinfo.width = swidth; texinfo.height = sheight; // palette will be set later texinfo.seqid = ++m_curseq; } else { // make sure we can recover the original argb32 bitmap bitmap_argb32 dummy; bitmap_argb32 &srcbitmap = (m_bitmap != nullptr) ? downcast(*m_bitmap) : dummy; // is it a size we already have? scaled_texture *scaled = nullptr; int scalenum; for (scalenum = 0; scalenum < ARRAY_LENGTH(m_scaled); scalenum++) { scaled = &m_scaled[scalenum]; // we need a non-NULL bitmap with matching dest size if (scaled->bitmap != nullptr && dwidth == scaled->bitmap->width() && dheight == scaled->bitmap->height()) break; } // did we get one? if (scalenum == ARRAY_LENGTH(m_scaled)) { int lowest = -1; // didn't find one -- take the entry with the lowest seqnum for (scalenum = 0; scalenum < ARRAY_LENGTH(m_scaled); scalenum++) if ((lowest == -1 || m_scaled[scalenum].seqid < m_scaled[lowest].seqid) && !primlist.has_reference(m_scaled[scalenum].bitmap)) lowest = scalenum; assert_always(lowest != -1, "Too many live texture instances!"); // throw out any existing entries scaled = &m_scaled[lowest]; if (scaled->bitmap != nullptr) { m_manager->invalidate_all(scaled->bitmap); global_free(scaled->bitmap); } // allocate a new bitmap scaled->bitmap = global_alloc(bitmap_argb32(dwidth, dheight)); scaled->seqid = ++m_curseq; // let the scaler do the work (*m_scaler)(*scaled->bitmap, srcbitmap, m_sbounds, m_param); } // finally fill out the new info primlist.add_reference(scaled->bitmap); texinfo.base = &scaled->bitmap->pix32(0); texinfo.rowpixels = scaled->bitmap->rowpixels(); texinfo.width = dwidth; texinfo.height = dheight; // palette will be set later texinfo.seqid = scaled->seqid; } } //------------------------------------------------- // get_adjusted_palette - return the adjusted // palette for a texture //------------------------------------------------- const rgb_t *render_texture::get_adjusted_palette(render_container &container) { // override the palette with our adjusted palette switch (m_format) { case TEXFORMAT_PALETTE16: case TEXFORMAT_PALETTEA16: assert(m_bitmap->palette() != nullptr); // return our adjusted palette return container.bcg_lookup_table(m_format, m_bitmap->palette()); case TEXFORMAT_RGB32: case TEXFORMAT_ARGB32: case TEXFORMAT_YUY16: // if no adjustment necessary, return nullptr if (!container.has_brightness_contrast_gamma_changes()) return nullptr; return container.bcg_lookup_table(m_format); default: assert(FALSE); } return nullptr; } //************************************************************************** // RENDER CONTAINER //************************************************************************** //------------------------------------------------- // render_container - constructor //------------------------------------------------- render_container::render_container(render_manager &manager, screen_device *screen) : m_next(nullptr), m_manager(manager), m_screen(screen), m_overlaybitmap(nullptr), m_overlaytexture(nullptr) { // make sure it is empty empty(); // if we have a screen, read and apply the options if (m_screen != nullptr) { // set the initial orientation and brightness/contrast/gamma m_user.m_orientation = manager.machine().system().flags & ORIENTATION_MASK; m_user.m_brightness = manager.machine().options().brightness(); m_user.m_contrast = manager.machine().options().contrast(); m_user.m_gamma = manager.machine().options().gamma(); // palette client will be allocated later } recompute_lookups(); } //------------------------------------------------- // ~render_container - destructor //------------------------------------------------- render_container::~render_container() { // free all the container items empty(); // free the overlay texture m_manager.texture_free(m_overlaytexture); } //------------------------------------------------- // set_overlay - set the overlay bitmap for the // container //------------------------------------------------- void render_container::set_overlay(bitmap_argb32 *bitmap) { // free any existing texture m_manager.texture_free(m_overlaytexture); // set the new data and allocate the texture m_overlaybitmap = bitmap; if (m_overlaybitmap != nullptr) { m_overlaytexture = m_manager.texture_alloc(render_container::overlay_scale); m_overlaytexture->set_bitmap(*bitmap, bitmap->cliprect(), TEXFORMAT_ARGB32); } } //------------------------------------------------- // set_user_settings - set the current user // settings for a container //------------------------------------------------- void render_container::set_user_settings(const user_settings &settings) { m_user = settings; recompute_lookups(); } //------------------------------------------------- // add_line - add a line item to this container //------------------------------------------------- void render_container::add_line(float x0, float y0, float x1, float y1, float width, rgb_t argb, UINT32 flags) { item &newitem = add_generic(CONTAINER_ITEM_LINE, x0, y0, x1, y1, argb); newitem.m_width = width; newitem.m_flags = flags; } //------------------------------------------------- // add_quad - add a quad item to this container //------------------------------------------------- void render_container::add_quad(float x0, float y0, float x1, float y1, rgb_t argb, render_texture *texture, UINT32 flags) { item &newitem = add_generic(CONTAINER_ITEM_QUAD, x0, y0, x1, y1, argb); newitem.m_texture = texture; newitem.m_flags = flags; } //------------------------------------------------- // add_char - add a char item to this container //------------------------------------------------- void render_container::add_char(float x0, float y0, float height, float aspect, rgb_t argb, render_font &font, UINT16 ch) { // compute the bounds of the character cell and get the texture render_bounds bounds; bounds.x0 = x0; bounds.y0 = y0; render_texture *texture = font.get_char_texture_and_bounds(height, aspect, ch, bounds); // add it like a quad item &newitem = add_generic(CONTAINER_ITEM_QUAD, bounds.x0, bounds.y0, bounds.x1, bounds.y1, argb); newitem.m_texture = texture; newitem.m_flags = PRIMFLAG_TEXORIENT(ROT0) | PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_PACKABLE; newitem.m_internal = INTERNAL_FLAG_CHAR; } //------------------------------------------------- // apply_brightness_contrast_gamma - apply the // container's brightess, contrast, and gamma to // an 8-bit value //------------------------------------------------- UINT8 render_container::apply_brightness_contrast_gamma(UINT8 value) { return ::apply_brightness_contrast_gamma(value, m_user.m_brightness, m_user.m_contrast, m_user.m_gamma); } //------------------------------------------------- // apply_brightness_contrast_gamma_fp - apply the // container's brightess, contrast, and gamma to // a floating-point value //------------------------------------------------- float render_container::apply_brightness_contrast_gamma_fp(float value) { return ::apply_brightness_contrast_gamma_fp(value, m_user.m_brightness, m_user.m_contrast, m_user.m_gamma); } //------------------------------------------------- // bcg_lookup_table - return the appropriate // brightness/contrast/gamma lookup table for a // given texture mode //------------------------------------------------- const rgb_t *render_container::bcg_lookup_table(int texformat, palette_t *palette) { switch (texformat) { case TEXFORMAT_PALETTE16: case TEXFORMAT_PALETTEA16: if (m_palclient == nullptr) // if adjusted palette hasn't been created yet, create it { m_palclient = std::make_unique(*palette); m_bcglookup.resize(palette->max_index()); recompute_lookups(); } assert (palette == &m_palclient->palette()); return &m_bcglookup[0]; case TEXFORMAT_RGB32: case TEXFORMAT_ARGB32: case TEXFORMAT_YUY16: return m_bcglookup256; default: return nullptr; } } //------------------------------------------------- // overlay_scale - scaler for an overlay //------------------------------------------------- void render_container::overlay_scale(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param) { // simply replicate the source bitmap over the target for (int y = 0; y < dest.height(); y++) { UINT32 *src = &source.pix32(y % source.height()); UINT32 *dst = &dest.pix32(y); int sx = 0; // loop over columns for (int x = 0; x < dest.width(); x++) { *dst++ = src[sx++]; if (sx >= source.width()) sx = 0; } } } //------------------------------------------------- // add_generic - add a generic item to a // container //------------------------------------------------- render_container::item &render_container::add_generic(UINT8 type, float x0, float y0, float x1, float y1, rgb_t argb) { item *newitem = m_item_allocator.alloc(); // copy the data into the new item newitem->m_type = type; newitem->m_bounds.x0 = x0; newitem->m_bounds.y0 = y0; newitem->m_bounds.x1 = x1; newitem->m_bounds.y1 = y1; newitem->m_color.r = (float)argb.r() * (1.0f / 255.0f); newitem->m_color.g = (float)argb.g() * (1.0f / 255.0f); newitem->m_color.b = (float)argb.b() * (1.0f / 255.0f); newitem->m_color.a = (float)argb.a() * (1.0f / 255.0f); newitem->m_flags = 0; newitem->m_internal = 0; newitem->m_width = 0; newitem->m_texture = nullptr; // add the item to the container return m_itemlist.append(*newitem); } //------------------------------------------------- // recompute_lookups - recompute the lookup table // for the render container //------------------------------------------------- void render_container::recompute_lookups() { // recompute the 256 entry lookup table for (int i = 0; i < 0x100; i++) { UINT8 adjustedval = apply_brightness_contrast_gamma(i); m_bcglookup256[i + 0x000] = adjustedval << 0; m_bcglookup256[i + 0x100] = adjustedval << 8; m_bcglookup256[i + 0x200] = adjustedval << 16; m_bcglookup256[i + 0x300] = adjustedval << 24; } // recompute the palette entries if (m_palclient != nullptr) { palette_t &palette = m_palclient->palette(); const rgb_t *adjusted_palette = palette.entry_list_adjusted(); int colors = palette.max_index(); if (has_brightness_contrast_gamma_changes()) { for (int i = 0; i < colors; i++) { rgb_t newval = adjusted_palette[i]; m_bcglookup[i] = (newval & 0xff000000) | m_bcglookup256[0x200 + newval.r()] | m_bcglookup256[0x100 + newval.g()] | m_bcglookup256[0x000 + newval.b()]; } } else memcpy(&m_bcglookup[0], adjusted_palette, colors * sizeof(rgb_t)); } } //------------------------------------------------- // update_palette - update any dirty palette // entries //------------------------------------------------- void render_container::update_palette() { // skip if no client if (m_palclient == nullptr) return; // get the dirty list UINT32 mindirty, maxdirty; const UINT32 *dirty = m_palclient->dirty_list(mindirty, maxdirty); // iterate over dirty items and update them if (dirty != nullptr) { palette_t &palette = m_palclient->palette(); const rgb_t *adjusted_palette = palette.entry_list_adjusted(); if (has_brightness_contrast_gamma_changes()) { // loop over chunks of 32 entries, since we can quickly examine 32 at a time for (UINT32 entry32 = mindirty / 32; entry32 <= maxdirty / 32; entry32++) { UINT32 dirtybits = dirty[entry32]; if (dirtybits != 0) // this chunk of 32 has dirty entries; fix them up for (UINT32 entry = 0; entry < 32; entry++) if (dirtybits & (1 << entry)) { UINT32 finalentry = entry32 * 32 + entry; rgb_t newval = adjusted_palette[finalentry]; m_bcglookup[finalentry] = (newval & 0xff000000) | m_bcglookup256[0x200 + newval.r()] | m_bcglookup256[0x100 + newval.g()] | m_bcglookup256[0x000 + newval.b()]; } } } else memcpy(&m_bcglookup[mindirty], &adjusted_palette[mindirty], (maxdirty - mindirty + 1) * sizeof(rgb_t)); } } //------------------------------------------------- // user_settings - constructor //------------------------------------------------- render_container::user_settings::user_settings() : m_orientation(0), m_brightness(1.0f), m_contrast(1.0f), m_gamma(1.0f), m_xscale(1.0f), m_yscale(1.0f), m_xoffset(0.0f), m_yoffset(0.0f) { } //************************************************************************** // RENDER TARGET //************************************************************************** //------------------------------------------------- // render_target - constructor //------------------------------------------------- render_target::render_target(render_manager &manager, const internal_layout *layoutfile, UINT32 flags) : m_next(nullptr), m_manager(manager), m_curview(nullptr), m_flags(flags), m_listindex(0), m_width(640), m_height(480), m_pixel_aspect(0.0f), m_max_refresh(0), m_orientation(0), m_base_view(nullptr), m_base_orientation(ROT0), m_maxtexwidth(65536), m_maxtexheight(65536), m_transform_container(true) { // determine the base layer configuration based on options m_base_layerconfig.set_backdrops_enabled(manager.machine().options().use_backdrops()); m_base_layerconfig.set_overlays_enabled(manager.machine().options().use_overlays()); m_base_layerconfig.set_bezels_enabled(manager.machine().options().use_bezels()); m_base_layerconfig.set_cpanels_enabled(manager.machine().options().use_cpanels()); m_base_layerconfig.set_marquees_enabled(manager.machine().options().use_marquees()); m_base_layerconfig.set_zoom_to_screen(manager.machine().options().artwork_crop()); // aspect and scale options m_keepaspect = (manager.machine().options().keep_aspect() && !(flags & RENDER_CREATE_HIDDEN)); m_int_overscan = manager.machine().options().int_overscan(); m_int_scale_x = manager.machine().options().int_scale_x(); m_int_scale_y = manager.machine().options().int_scale_y(); if (manager.machine().options().uneven_stretch() && !manager.machine().options().uneven_stretch_x()) m_scale_mode = SCALE_FRACTIONAL; else m_scale_mode = manager.machine().options().uneven_stretch_x()? SCALE_FRACTIONAL_X : SCALE_INTEGER; // determine the base orientation based on options if (!manager.machine().options().rotate()) m_base_orientation = orientation_reverse(manager.machine().system().flags & ORIENTATION_MASK); // rotate left/right if (manager.machine().options().ror() || (manager.machine().options().auto_ror() && (manager.machine().system().flags & ORIENTATION_SWAP_XY))) m_base_orientation = orientation_add(ROT90, m_base_orientation); if (manager.machine().options().rol() || (manager.machine().options().auto_rol() && (manager.machine().system().flags & ORIENTATION_SWAP_XY))) m_base_orientation = orientation_add(ROT270, m_base_orientation); // flip X/Y if (manager.machine().options().flipx()) m_base_orientation ^= ORIENTATION_FLIP_X; if (manager.machine().options().flipy()) m_base_orientation ^= ORIENTATION_FLIP_Y; // set the orientation and layerconfig equal to the base m_orientation = m_base_orientation; m_layerconfig = m_base_layerconfig; // load the layout files load_layout_files(layoutfile, flags & RENDER_CREATE_SINGLE_FILE); // set the current view to the first one set_view(0); // make us the UI target if there is none if (!hidden() && manager.m_ui_target == nullptr) manager.set_ui_target(*this); } //------------------------------------------------- // ~render_target - destructor //------------------------------------------------- render_target::~render_target() { } //------------------------------------------------- // is_ui_target - return true if this is the // UI target //------------------------------------------------- bool render_target::is_ui_target() const { return (this == &m_manager.ui_target()); } //------------------------------------------------- // index - return the index of this target //------------------------------------------------- int render_target::index() const { return m_manager.m_targetlist.indexof(*this); } //------------------------------------------------- // set_bounds - set the bounds and pixel aspect // of a target //------------------------------------------------- void render_target::set_bounds(INT32 width, INT32 height, float pixel_aspect) { m_width = width; m_height = height; m_bounds.x0 = m_bounds.y0 = 0; m_bounds.x1 = (float)width; m_bounds.y1 = (float)height; m_pixel_aspect = pixel_aspect != 0.0? pixel_aspect : 1.0; } //------------------------------------------------- // set_view - dynamically change the view for // a target //------------------------------------------------- void render_target::set_view(int viewindex) { layout_view *view = view_by_index(viewindex); if (view != nullptr) { m_curview = view; view->recompute(m_layerconfig); } } //------------------------------------------------- // set_max_texture_size - set the upper bound on // the texture size //------------------------------------------------- void render_target::set_max_texture_size(int maxwidth, int maxheight) { m_maxtexwidth = maxwidth; m_maxtexheight = maxheight; } //------------------------------------------------- // configured_view - select a view for this // target based on the configuration parameters //------------------------------------------------- int render_target::configured_view(const char *viewname, int targetindex, int numtargets) { layout_view *view = nullptr; int viewindex; // auto view just selects the nth view if (strcmp(viewname, "auto") != 0) { // scan for a matching view name size_t viewlen = strlen(viewname); for (view = view_by_index(viewindex = 0); view != nullptr; view = view_by_index(++viewindex)) if (core_strnicmp(view->name(), viewname, viewlen) == 0) break; } // if we don't have a match, default to the nth view screen_device_iterator iter(m_manager.machine().root_device()); int scrcount = iter.count(); if (view == nullptr && scrcount > 0) { // if we have enough targets to be one per screen, assign in order if (numtargets >= scrcount) { int ourindex = index() % scrcount; screen_device *screen = iter.byindex(ourindex); // find the first view with this screen and this screen only for (view = view_by_index(viewindex = 0); view != nullptr; view = view_by_index(++viewindex)) { const render_screen_list &viewscreens = view->screens(); if (viewscreens.count() == 0) { view = nullptr; break; } else if (viewscreens.count() == viewscreens.contains(*screen)) break; } } // otherwise, find the first view that has all the screens if (view == nullptr) { for (view = view_by_index(viewindex = 0); view != nullptr; view = view_by_index(++viewindex)) { const render_screen_list &viewscreens = view->screens(); if (viewscreens.count() == 0) break; if (viewscreens.count() >= scrcount) { bool has_screen = false; for (screen_device &screen : iter) if (!viewscreens.contains(screen)) { has_screen = true; break; } if (!has_screen) break; } } } } // make sure it's a valid view return (view != nullptr) ? view_index(*view) : 0; } //------------------------------------------------- // view_name - return the name of the given view //------------------------------------------------- const char *render_target::view_name(int viewindex) { layout_view *view = view_by_index(viewindex); return (view != nullptr) ? view->name() : nullptr; } //------------------------------------------------- // render_target_get_view_screens - return a // bitmask of which screens are visible on a // given view //------------------------------------------------- const render_screen_list &render_target::view_screens(int viewindex) { layout_view *view = view_by_index(viewindex); return (view != nullptr) ? view->screens() : s_empty_screen_list; } //------------------------------------------------- // compute_visible_area - compute the visible // area for the given target with the current // layout and proposed new parameters //------------------------------------------------- void render_target::compute_visible_area(INT32 target_width, INT32 target_height, float target_pixel_aspect, int target_orientation, INT32 &visible_width, INT32 &visible_height) { switch (m_scale_mode) { case SCALE_FRACTIONAL: { float width, height; float scale; // constrained case if (m_keepaspect) { // start with the aspect ratio of the square pixel layout width = m_curview->effective_aspect(m_layerconfig); height = 1.0f; // first apply target orientation if (target_orientation & ORIENTATION_SWAP_XY) FSWAP(width, height); // apply the target pixel aspect ratio height *= target_pixel_aspect; // based on the height/width ratio of the source and target, compute the scale factor if (width / height > (float)target_width / (float)target_height) scale = (float)target_width / width; else scale = (float)target_height / height; } // stretch-to-fit case else { width = (float)target_width; height = (float)target_height; scale = 1.0f; } // set the final width/height visible_width = render_round_nearest(width * scale); visible_height = render_round_nearest(height * scale); break; } case SCALE_FRACTIONAL_X: case SCALE_INTEGER: { // get source size and aspect INT32 src_width, src_height; compute_minimum_size(src_width, src_height); float src_aspect = m_curview->effective_aspect(m_layerconfig); // apply orientation if required if (target_orientation & ORIENTATION_SWAP_XY) src_aspect = 1.0 / src_aspect; // get target aspect float target_aspect = (float)target_width / (float)target_height * target_pixel_aspect; // determine the scale mode for each axis bool x_is_integer = !(target_aspect >= 1.0f && m_scale_mode == SCALE_FRACTIONAL_X); bool y_is_integer = !(target_aspect < 1.0f && m_scale_mode == SCALE_FRACTIONAL_X); // first compute scale factors to fit the screen float xscale = (float)target_width / src_width; float yscale = (float)target_height / src_height; float maxxscale = MAX(1, m_int_overscan? render_round_nearest(xscale) : floor(xscale)); float maxyscale = MAX(1, m_int_overscan? render_round_nearest(yscale) : floor(yscale)); // now apply desired scale mode and aspect correction if (m_keepaspect && target_aspect > src_aspect) xscale *= src_aspect / target_aspect * (maxyscale / yscale); if (m_keepaspect && target_aspect < src_aspect) yscale *= target_aspect / src_aspect * (maxxscale / xscale); if (x_is_integer) xscale = MIN(maxxscale, MAX(1, render_round_nearest(xscale))); if (y_is_integer) yscale = MIN(maxyscale, MAX(1, render_round_nearest(yscale))); // check if we have user defined scale factors, if so use them instead xscale = m_int_scale_x? m_int_scale_x : xscale; yscale = m_int_scale_y? m_int_scale_y : yscale; // set the final width/height visible_width = render_round_nearest(src_width * xscale); visible_height = render_round_nearest(src_height * yscale); break; } } } //------------------------------------------------- // compute_minimum_size - compute the "minimum" // size of a target, which is the smallest bounds // that will ensure at least 1 target pixel per // source pixel for all included screens //------------------------------------------------- void render_target::compute_minimum_size(INT32 &minwidth, INT32 &minheight) { float maxxscale = 1.0f, maxyscale = 1.0f; int screens_considered = 0; // early exit in case we are called between device teardown and render teardown if (m_manager.machine().phase() == MACHINE_PHASE_EXIT) { minwidth = 640; minheight = 480; return; } if (m_curview == nullptr) throw emu_fatalerror("Mandatory artwork is missing"); // scan the current view for all screens for (item_layer layer = ITEM_LAYER_FIRST; layer < ITEM_LAYER_MAX; ++layer) // iterate over items in the layer for (layout_view::item &curitem : m_curview->items(layer)) if (curitem.screen() != nullptr) { // use a hard-coded default visible area for vector screens screen_device *screen = curitem.screen(); const rectangle vectorvis(0, 639, 0, 479); const rectangle &visarea = (screen->screen_type() == SCREEN_TYPE_VECTOR) ? vectorvis : screen->visible_area(); // apply target orientation to the bounds render_bounds bounds = curitem.bounds(); apply_orientation(bounds, m_orientation); normalize_bounds(bounds); // based on the orientation of the screen container, check the bitmap float xscale, yscale; if (!(orientation_add(m_orientation, screen->container().orientation()) & ORIENTATION_SWAP_XY)) { xscale = float(visarea.width()) / bounds.width(); yscale = float(visarea.height()) / bounds.height(); } else { xscale = float(visarea.height()) / bounds.width(); yscale = float(visarea.width()) / bounds.height(); } // pick the greater maxxscale = MAX(xscale, maxxscale); maxyscale = MAX(yscale, maxyscale); screens_considered++; } // if there were no screens considered, pick a nominal default if (screens_considered == 0) { maxxscale = 640.0f; maxyscale = 480.0f; } // round up minwidth = render_round_nearest(maxxscale); minheight = render_round_nearest(maxyscale); } //------------------------------------------------- // get_primitives - return a list of primitives // for a given render target //------------------------------------------------- render_primitive_list &render_target::get_primitives() { // remember the base values if this is the first frame if (m_base_view == nullptr) m_base_view = m_curview; // switch to the next primitive list render_primitive_list &list = m_primlist[m_listindex]; m_listindex = (m_listindex + 1) % ARRAY_LENGTH(m_primlist); list.acquire_lock(); // free any previous primitives list.release_all(); // compute the visible width/height INT32 viswidth, visheight; compute_visible_area(m_width, m_height, m_pixel_aspect, m_orientation, viswidth, visheight); // create a root transform for the target object_transform root_xform; root_xform.xoffs = (float)(m_width - viswidth) / 2; root_xform.yoffs = (float)(m_height - visheight) / 2; root_xform.xscale = (float)viswidth; root_xform.yscale = (float)visheight; root_xform.color.r = root_xform.color.g = root_xform.color.b = root_xform.color.a = 1.0f; root_xform.orientation = m_orientation; root_xform.no_center = false; // iterate over layers back-to-front, but only if we're running if (m_manager.machine().phase() >= MACHINE_PHASE_RESET) for (item_layer layernum = ITEM_LAYER_FIRST; layernum < ITEM_LAYER_MAX; ++layernum) { int blendmode; item_layer layer = get_layer_and_blendmode(*m_curview, layernum, blendmode); if (m_curview->layer_enabled(layer)) { // iterate over items in the layer for (layout_view::item &curitem : m_curview->items(layer)) { // first apply orientation to the bounds render_bounds bounds = curitem.bounds(); apply_orientation(bounds, root_xform.orientation); normalize_bounds(bounds); // apply the transform to the item object_transform item_xform; item_xform.xoffs = root_xform.xoffs + bounds.x0 * root_xform.xscale; item_xform.yoffs = root_xform.yoffs + bounds.y0 * root_xform.yscale; item_xform.xscale = (bounds.x1 - bounds.x0) * root_xform.xscale; item_xform.yscale = (bounds.y1 - bounds.y0) * root_xform.yscale; item_xform.color.r = curitem.color().r * root_xform.color.r; item_xform.color.g = curitem.color().g * root_xform.color.g; item_xform.color.b = curitem.color().b * root_xform.color.b; item_xform.color.a = curitem.color().a * root_xform.color.a; item_xform.orientation = orientation_add(curitem.orientation(), root_xform.orientation); item_xform.no_center = false; // if there is no associated element, it must be a screen element if (curitem.screen() != nullptr) add_container_primitives(list, root_xform, item_xform, curitem.screen()->container(), blendmode); else add_element_primitives(list, item_xform, *curitem.element(), curitem.state(), blendmode); } } } // if we are not in the running stage, draw an outer box else { render_primitive *prim = list.alloc(render_primitive::QUAD); set_render_bounds_xy(&prim->bounds, 0.0f, 0.0f, (float)m_width, (float)m_height); set_render_color(&prim->color, 1.0f, 1.0f, 1.0f, 1.0f); prim->texture.base = nullptr; prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA); list.append(*prim); if (m_width > 1 && m_height > 1) { prim = list.alloc(render_primitive::QUAD); set_render_bounds_xy(&prim->bounds, 1.0f, 1.0f, (float)(m_width - 1), (float)(m_height - 1)); set_render_color(&prim->color, 1.0f, 0.0f, 0.0f, 0.0f); prim->texture.base = nullptr; prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA); list.append(*prim); } } // process the debug containers for (render_container &debug : m_debug_containers) { object_transform ui_xform; ui_xform.xoffs = 0; ui_xform.yoffs = 0; ui_xform.xscale = (float)m_width; ui_xform.yscale = (float)m_height; ui_xform.color.r = ui_xform.color.g = ui_xform.color.b = 1.0f; ui_xform.color.a = 0.9f; ui_xform.orientation = m_orientation; ui_xform.no_center = true; // add UI elements add_container_primitives(list, root_xform, ui_xform, debug, BLENDMODE_ALPHA); } // process the UI if we are the UI target if (is_ui_target()) { // compute the transform for the UI object_transform ui_xform; ui_xform.xoffs = 0; ui_xform.yoffs = 0; ui_xform.xscale = (float) m_width; ui_xform.yscale = (float) m_height; ui_xform.color.r = ui_xform.color.g = ui_xform.color.b = ui_xform.color.a = 1.0f; ui_xform.orientation = m_orientation; ui_xform.no_center = false; // add UI elements add_container_primitives(list, root_xform, ui_xform, m_manager.ui_container(), BLENDMODE_ALPHA); } // optimize the list before handing it off add_clear_and_optimize_primitive_list(list); list.release_lock(); return list; } //------------------------------------------------- // map_point_container - attempts to map a point // on the specified render_target to the // specified container, if possible //------------------------------------------------- bool render_target::map_point_container(INT32 target_x, INT32 target_y, render_container &container, float &container_x, float &container_y) { ioport_port *input_port; ioport_value input_mask; return map_point_internal(target_x, target_y, &container, container_x, container_y, input_port, input_mask); } //------------------------------------------------- // map_point_input - attempts to map a point on // the specified render_target to the specified // container, if possible //------------------------------------------------- bool render_target::map_point_input(INT32 target_x, INT32 target_y, ioport_port *&input_port, ioport_value &input_mask, float &input_x, float &input_y) { return map_point_internal(target_x, target_y, nullptr, input_x, input_y, input_port, input_mask);; } //------------------------------------------------- // invalidate_all - if any of our primitive lists // contain a reference to the given pointer, // clear them //------------------------------------------------- void render_target::invalidate_all(void *refptr) { // iterate through all our primitive lists for (auto & list : m_primlist) { // if we have a reference to this object, release our list list.acquire_lock(); if (list.has_reference(refptr)) list.release_all(); list.release_lock(); } } //------------------------------------------------- // debug_alloc - allocate a container for a debug // view //------------------------------------------------- render_container *render_target::debug_alloc() { return &m_debug_containers.append(*m_manager.container_alloc()); } //------------------------------------------------- // debug_free - free a container for a debug view //------------------------------------------------- void render_target::debug_free(render_container &container) { m_debug_containers.remove(container); } //------------------------------------------------- // debug_append - move a debug view container to // the end of the list //------------------------------------------------- void render_target::debug_append(render_container &container) { m_debug_containers.append(m_debug_containers.detach(container)); } //------------------------------------------------- // resolve_tags - resolve tag lookups //------------------------------------------------- void render_target::resolve_tags() { for (layout_file &file : m_filelist) { for (layout_view &view : file.views()) { view.resolve_tags(); } } } //------------------------------------------------- // update_layer_config - recompute after a layer // config change //------------------------------------------------- void render_target::update_layer_config() { m_curview->recompute(m_layerconfig); } //------------------------------------------------- // load_layout_files - load layout files for a // given render target //------------------------------------------------- void render_target::load_layout_files(const internal_layout *layoutfile, bool singlefile) { bool have_default = false; // if there's an explicit file, load that first const char *basename = m_manager.machine().basename(); if (layoutfile != nullptr) have_default |= load_layout_file(basename, layoutfile); // if we're only loading this file, we know our final result if (singlefile) return; // try to load a file based on the driver name const game_driver &system = m_manager.machine().system(); if (!load_layout_file(basename, system.name)) have_default |= load_layout_file(basename, "default"); else have_default |= true; // if a default view has been specified, use that as a fallback if (system.default_layout != nullptr) have_default |= load_layout_file(nullptr, system.default_layout); if (m_manager.machine().config().m_default_layout != nullptr) have_default |= load_layout_file(nullptr, m_manager.machine().config().m_default_layout); // try to load another file based on the parent driver name int cloneof = driver_list::clone(system); if (cloneof != -1) { if (!load_layout_file(driver_list::driver(cloneof).name, driver_list::driver(cloneof).name)) have_default |= load_layout_file(driver_list::driver(cloneof).name, "default"); else have_default |= true; } screen_device_iterator iter(m_manager.machine().root_device()); int screens = iter.count(); // now do the built-in layouts for single-screen games if (screens == 1) { if (system.flags & ORIENTATION_SWAP_XY) load_layout_file(nullptr, &layout_vertical); else load_layout_file(nullptr, &layout_horizont); assert_always(m_filelist.count() > 0, "Couldn't parse default layout??"); } if (!have_default) { if (screens == 0) { load_layout_file(nullptr, &layout_noscreens); assert_always(m_filelist.count() > 0, "Couldn't parse default layout??"); } else if (screens == 2) { load_layout_file(nullptr, &layout_dualhsxs); assert_always(m_filelist.count() > 0, "Couldn't parse default layout??"); } else if (screens == 3) { load_layout_file(nullptr, &layout_triphsxs); assert_always(m_filelist.count() > 0, "Couldn't parse default layout??"); } else if (screens == 4) { load_layout_file(nullptr, &layout_quadhsxs); assert_always(m_filelist.count() > 0, "Couldn't parse default layout??"); } } } //------------------------------------------------- // load_layout_file - load a single layout file // and append it to our list //------------------------------------------------- bool render_target::load_layout_file(const char *dirname, const internal_layout *layout_data) { // +1 to ensure data is terminated for XML parser auto tempout = make_unique_clear(layout_data->decompressed_size+1); z_stream stream; int zerr; /* initialize the stream */ memset(&stream, 0, sizeof(stream)); stream.next_out = tempout.get(); stream.avail_out = layout_data->decompressed_size; zerr = inflateInit(&stream); if (zerr != Z_OK) { fatalerror("could not inflateInit"); return false; } /* decompress this chunk */ stream.next_in = (unsigned char*)layout_data->data; stream.avail_in = layout_data->compressed_size; zerr = inflate(&stream, Z_NO_FLUSH); /* stop at the end of the stream */ if (zerr == Z_STREAM_END) { // OK } else if (zerr != Z_OK) { fatalerror("decompression error\n"); return false; } /* clean up */ zerr = inflateEnd(&stream); if (zerr != Z_OK) { fatalerror("inflateEnd error\n"); return false; } return load_layout_file(dirname, (const char*)tempout.get()); } bool render_target::load_layout_file(const char *dirname, const char *filename) { // if the first character of the "file" is an open brace, assume it is an XML string xml_data_node *rootnode; if (filename[0] == '<') rootnode = xml_string_read(filename, nullptr); // otherwise, assume it is a file else { // build the path and optionally prepend the directory std::string fname = std::string(filename).append(".lay"); if (dirname != nullptr) fname.insert(0, PATH_SEPARATOR).insert(0, dirname); // attempt to open the file; bail if we can't emu_file layoutfile(m_manager.machine().options().art_path(), OPEN_FLAG_READ); osd_file::error filerr = layoutfile.open(fname.c_str()); if (filerr != osd_file::error::NONE) return false; // read the file rootnode = xml_file_read(layoutfile, nullptr); } // if we didn't get a properly-formatted XML file, record a warning and exit if (rootnode == nullptr) { if (filename[0] != '<') osd_printf_warning("Improperly formatted XML file '%s', ignoring\n", filename); else osd_printf_warning("Improperly formatted XML string, ignoring\n"); return false; } // parse and catch any errors bool result = true; try { m_filelist.append(*global_alloc(layout_file(m_manager.machine(), *rootnode, dirname))); } catch (emu_fatalerror &err) { if (filename[0] != '<') osd_printf_warning("Error in XML file '%s': %s\n", filename, err.string()); else osd_printf_warning("Error in XML string: %s\n", err.string()); result = false; } emulator_info::layout_file_cb(*rootnode); // free the root node xml_file_free(rootnode); return result; } //------------------------------------------------- // add_container_primitives - add primitives // based on the container //------------------------------------------------- void render_target::add_container_primitives(render_primitive_list &list, const object_transform &root_xform, const object_transform &xform, render_container &container, int blendmode) { // first update the palette for the container, if it is dirty container.update_palette(); // compute the clip rect render_bounds cliprect; cliprect.x0 = xform.xoffs; cliprect.y0 = xform.yoffs; cliprect.x1 = xform.xoffs + xform.xscale; cliprect.y1 = xform.yoffs + xform.yscale; sect_render_bounds(&cliprect, &m_bounds); float root_xoffs = root_xform.xoffs + abs(root_xform.xscale - xform.xscale) * 0.5f; float root_yoffs = root_xform.yoffs + abs(root_xform.yscale - xform.yscale) * 0.5f; render_bounds root_cliprect; root_cliprect.x0 = root_xoffs; root_cliprect.y0 = root_yoffs; root_cliprect.x1 = root_xoffs + root_xform.xscale; root_cliprect.y1 = root_yoffs + root_xform.yscale; sect_render_bounds(&root_cliprect, &m_bounds); // compute the container transform object_transform container_xform; container_xform.orientation = orientation_add(container.orientation(), xform.orientation); { float xscale = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.yscale() : container.xscale(); float yscale = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.xscale() : container.yscale(); float xoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.yoffset() : container.xoffset(); float yoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container.xoffset() : container.yoffset(); if (container_xform.orientation & ORIENTATION_FLIP_X) xoffs = -xoffs; if (container_xform.orientation & ORIENTATION_FLIP_Y) yoffs = -yoffs; if (!m_transform_container) { xscale = 1.0f; yscale = 1.0f; xoffs = 0.0f; yoffs = 0.0f; } container_xform.xscale = xform.xscale * xscale; container_xform.yscale = xform.yscale * yscale; if (xform.no_center) { container_xform.xoffs = xform.xscale * (xoffs) + xform.xoffs; container_xform.yoffs = xform.yscale * (yoffs) + xform.yoffs; } else { container_xform.xoffs = xform.xscale * (0.5f - 0.5f * xscale + xoffs) + xform.xoffs; container_xform.yoffs = xform.yscale * (0.5f - 0.5f * yscale + yoffs) + xform.yoffs; } container_xform.color = xform.color; } // iterate over elements for (render_container::item &curitem : container.items()) { // compute the oriented bounds render_bounds bounds = curitem.bounds(); apply_orientation(bounds, container_xform.orientation); float xscale = container_xform.xscale; float yscale = container_xform.yscale; float xoffs = container_xform.xoffs; float yoffs = container_xform.yoffs; if (!m_transform_container && PRIMFLAG_GET_VECTOR(curitem.flags())) { xoffs = root_xoffs; yoffs = root_yoffs; } // allocate the primitive and set the transformed bounds/color data render_primitive *prim = list.alloc(render_primitive::INVALID); prim->container = &container; /* pass the container along for access to user_settings */ prim->bounds.x0 = render_round_nearest(xoffs + bounds.x0 * xscale); prim->bounds.y0 = render_round_nearest(yoffs + bounds.y0 * yscale); if (curitem.internal() & INTERNAL_FLAG_CHAR) { prim->bounds.x1 = prim->bounds.x0 + render_round_nearest((bounds.x1 - bounds.x0) * xscale); prim->bounds.y1 = prim->bounds.y0 + render_round_nearest((bounds.y1 - bounds.y0) * yscale); } else { prim->bounds.x1 = render_round_nearest(xoffs + bounds.x1 * xscale); prim->bounds.y1 = render_round_nearest(yoffs + bounds.y1 * yscale); } // compute the color of the primitive prim->color.r = container_xform.color.r * curitem.color().r; prim->color.g = container_xform.color.g * curitem.color().g; prim->color.b = container_xform.color.b * curitem.color().b; prim->color.a = container_xform.color.a * curitem.color().a; // now switch off the type bool clipped = true; switch (curitem.type()) { case CONTAINER_ITEM_LINE: // adjust the color for brightness/contrast/gamma prim->color.a = container.apply_brightness_contrast_gamma_fp(prim->color.a); prim->color.r = container.apply_brightness_contrast_gamma_fp(prim->color.r); prim->color.g = container.apply_brightness_contrast_gamma_fp(prim->color.g); prim->color.b = container.apply_brightness_contrast_gamma_fp(prim->color.b); // set the line type prim->type = render_primitive::LINE; prim->flags |= PRIMFLAG_TYPE_LINE; // scale the width by the minimum of X/Y scale factors prim->width = curitem.width() * MIN(container_xform.xscale, container_xform.yscale); prim->flags |= curitem.flags(); // clip the primitive if (!m_transform_container && PRIMFLAG_GET_VECTOR(curitem.flags())) { clipped = render_clip_line(&prim->bounds, &root_cliprect); } else { clipped = render_clip_line(&prim->bounds, &cliprect); } break; case CONTAINER_ITEM_QUAD: // set the quad type prim->type = render_primitive::QUAD; prim->flags |= PRIMFLAG_TYPE_QUAD; // normalize the bounds normalize_bounds(prim->bounds); // get the scaled bitmap and set the resulting palette if (curitem.texture() != nullptr) { // determine the final orientation int finalorient = orientation_add(PRIMFLAG_GET_TEXORIENT(curitem.flags()), container_xform.orientation); // based on the swap values, get the scaled final texture int width = (finalorient & ORIENTATION_SWAP_XY) ? (prim->bounds.y1 - prim->bounds.y0) : (prim->bounds.x1 - prim->bounds.x0); int height = (finalorient & ORIENTATION_SWAP_XY) ? (prim->bounds.x1 - prim->bounds.x0) : (prim->bounds.y1 - prim->bounds.y0); width = MIN(width, m_maxtexwidth); height = MIN(height, m_maxtexheight); curitem.texture()->get_scaled(width, height, prim->texture, list, curitem.flags()); // set the palette prim->texture.palette = curitem.texture()->get_adjusted_palette(container); // determine UV coordinates prim->texcoords = oriented_texcoords[finalorient]; // apply clipping clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords); // apply the final orientation from the quad flags and then build up the final flags prim->flags = (curitem.flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) | PRIMFLAG_TEXORIENT(finalorient) | PRIMFLAG_TEXFORMAT(curitem.texture()->format()); prim->flags |= blendmode != -1 ? PRIMFLAG_BLENDMODE(blendmode) : PRIMFLAG_BLENDMODE(PRIMFLAG_GET_BLENDMODE(curitem.flags())); } else { // adjust the color for brightness/contrast/gamma prim->color.r = container.apply_brightness_contrast_gamma_fp(prim->color.r); prim->color.g = container.apply_brightness_contrast_gamma_fp(prim->color.g); prim->color.b = container.apply_brightness_contrast_gamma_fp(prim->color.b); // no texture prim->texture.base = nullptr; if (PRIMFLAG_GET_VECTORBUF(curitem.flags())) { // flags X(1) flip-x, Y(2) flip-y, S(4) swap-xy // // X Y S e.g. flips // 0 0 0 asteroid !X !Y // 0 0 1 - X Y // 0 1 0 speedfrk !X Y // 0 1 1 tempest !X Y // 1 0 0 - X !Y // 1 0 1 - x !Y // 1 1 0 solarq X Y // 1 1 1 barrier !X !Y bool flip_x = (m_manager.machine().system().flags & ORIENTATION_FLIP_X) == ORIENTATION_FLIP_X; bool flip_y = (m_manager.machine().system().flags & ORIENTATION_FLIP_Y) == ORIENTATION_FLIP_Y; bool swap_xy = (m_manager.machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; int vectororient = 0; if (flip_x) { vectororient |= ORIENTATION_FLIP_X; } if (flip_y) { vectororient |= ORIENTATION_FLIP_Y; } if ((flip_x && flip_y && swap_xy) || (!flip_x && !flip_y && swap_xy)) { vectororient ^= ORIENTATION_FLIP_X; vectororient ^= ORIENTATION_FLIP_Y; } // determine the final orientation (textures are up-side down, so flip axis for vectors to immitate that behavior) int finalorient = orientation_add(vectororient, container_xform.orientation); // determine UV coordinates prim->texcoords = oriented_texcoords[finalorient]; // apply clipping clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords); // apply the final orientation from the quad flags and then build up the final flags prim->flags = (curitem.flags() & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) | PRIMFLAG_TEXORIENT(finalorient); prim->flags |= blendmode != -1 ? PRIMFLAG_BLENDMODE(blendmode) : PRIMFLAG_BLENDMODE(PRIMFLAG_GET_BLENDMODE(curitem.flags())); } else { // set the basic flags prim->flags = (curitem.flags() & ~PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA); // apply clipping clipped = render_clip_quad(&prim->bounds, &cliprect, nullptr); } } break; } // add to the list or free if we're clipped out list.append_or_return(*prim, clipped); } // add the overlay if it exists if (container.overlay() != nullptr && m_layerconfig.screen_overlay_enabled()) { INT32 width, height; // allocate a primitive render_primitive *prim = list.alloc(render_primitive::QUAD); set_render_bounds_wh(&prim->bounds, xform.xoffs, xform.yoffs, xform.xscale, xform.yscale); prim->color = container_xform.color; width = render_round_nearest(prim->bounds.x1) - render_round_nearest(prim->bounds.x0); height = render_round_nearest(prim->bounds.y1) - render_round_nearest(prim->bounds.y0); container.overlay()->get_scaled( (container_xform.orientation & ORIENTATION_SWAP_XY) ? height : width, (container_xform.orientation & ORIENTATION_SWAP_XY) ? width : height, prim->texture, list); // determine UV coordinates prim->texcoords = oriented_texcoords[container_xform.orientation]; // set the flags and add it to the list prim->flags = PRIMFLAG_TEXORIENT(container_xform.orientation) | PRIMFLAG_BLENDMODE(BLENDMODE_RGB_MULTIPLY) | PRIMFLAG_TEXFORMAT(container.overlay()->format()) | PRIMFLAG_TEXSHADE(1); list.append_or_return(*prim, false); } } //------------------------------------------------- // add_element_primitives - add the primitive // for an element in the current state //------------------------------------------------- void render_target::add_element_primitives(render_primitive_list &list, const object_transform &xform, layout_element &element, int state, int blendmode) { // if we're out of range, bail if (state > element.maxstate()) return; if (state < 0) state = 0; // get a pointer to the relevant texture render_texture *texture = element.state_texture(state); if (texture != nullptr) { render_primitive *prim = list.alloc(render_primitive::QUAD); // configure the basics prim->color = xform.color; prim->flags = PRIMFLAG_TEXORIENT(xform.orientation) | PRIMFLAG_BLENDMODE(blendmode) | PRIMFLAG_TEXFORMAT(texture->format()); // compute the bounds INT32 width = render_round_nearest(xform.xscale); INT32 height = render_round_nearest(xform.yscale); set_render_bounds_wh(&prim->bounds, render_round_nearest(xform.xoffs), render_round_nearest(xform.yoffs), (float) width, (float) height); if (xform.orientation & ORIENTATION_SWAP_XY) ISWAP(width, height); width = MIN(width, m_maxtexwidth); height = MIN(height, m_maxtexheight); // get the scaled texture and append it texture->get_scaled(width, height, prim->texture, list, prim->flags); // compute the clip rect render_bounds cliprect; cliprect.x0 = render_round_nearest(xform.xoffs); cliprect.y0 = render_round_nearest(xform.yoffs); cliprect.x1 = render_round_nearest(xform.xoffs + xform.xscale); cliprect.y1 = render_round_nearest(xform.yoffs + xform.yscale); sect_render_bounds(&cliprect, &m_bounds); // determine UV coordinates and apply clipping prim->texcoords = oriented_texcoords[xform.orientation]; bool clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords); // add to the list or free if we're clipped out list.append_or_return(*prim, clipped); } } //------------------------------------------------- // map_point_internal - internal logic for // mapping points //------------------------------------------------- bool render_target::map_point_internal(INT32 target_x, INT32 target_y, render_container *container, float &mapped_x, float &mapped_y, ioport_port *&mapped_input_port, ioport_value &mapped_input_mask) { // compute the visible width/height INT32 viswidth, visheight; compute_visible_area(m_width, m_height, m_pixel_aspect, m_orientation, viswidth, visheight); // create a root transform for the target object_transform root_xform; root_xform.xoffs = (float)(m_width - viswidth) / 2; root_xform.yoffs = (float)(m_height - visheight) / 2; // default to point not mapped mapped_x = -1.0; mapped_y = -1.0; mapped_input_port = nullptr; mapped_input_mask = 0; // convert target coordinates to float float target_fx = (float)(target_x - root_xform.xoffs) / viswidth; float target_fy = (float)(target_y - root_xform.yoffs) / visheight; if (m_manager.machine().ui().is_menu_active()) { target_fx = (float)target_x / m_width; target_fy = (float)target_y / m_height; } // explicitly check for the UI container if (container != nullptr && container == &m_manager.ui_container()) { // this hit test went against the UI container if (target_fx >= 0.0f && target_fx < 1.0f && target_fy >= 0.0f && target_fy < 1.0f) { // this point was successfully mapped mapped_x = (float)target_x / m_width; mapped_y = (float)target_y / m_height; return true; } return false; } // loop through each layer for (item_layer layernum = ITEM_LAYER_FIRST; layernum < ITEM_LAYER_MAX; ++layernum) { int blendmode; item_layer layer = get_layer_and_blendmode(*m_curview, layernum, blendmode); if (m_curview->layer_enabled(layer)) { // iterate over items in the layer for (layout_view::item &item : m_curview->items(layer)) { bool checkit; // if we're looking for a particular container, verify that we have the right one if (container != nullptr) checkit = (item.screen() != nullptr && &item.screen()->container() == container); // otherwise, assume we're looking for an input else checkit = item.has_input(); // this target is worth looking at; now check the point if (checkit && target_fx >= item.bounds().x0 && target_fx < item.bounds().x1 && target_fy >= item.bounds().y0 && target_fy < item.bounds().y1) { // point successfully mapped mapped_x = (target_fx - item.bounds().x0) / (item.bounds().x1 - item.bounds().x0); mapped_y = (target_fy - item.bounds().y0) / (item.bounds().y1 - item.bounds().y0); mapped_input_port = item.input_tag_and_mask(mapped_input_mask); return true; } } } } return false; } //------------------------------------------------- // view_name - return the name of the indexed // view, or nullptr if it doesn't exist //------------------------------------------------- layout_view *render_target::view_by_index(int index) const { // scan the list of views within each layout, skipping those that don't apply for (layout_file &file : m_filelist) for (layout_view &view : file.views()) if (!(m_flags & RENDER_CREATE_NO_ART) || !view.has_art()) if (index-- == 0) return &view; return nullptr; } //------------------------------------------------- // view_index - return the index of the given // view //------------------------------------------------- int render_target::view_index(layout_view &targetview) const { // find the first named match int index = 0; // scan the list of views within each layout, skipping those that don't apply for (layout_file &file : m_filelist) for (layout_view &view : file.views()) if (!(m_flags & RENDER_CREATE_NO_ART) || !view.has_art()) { if (&targetview == &view) return index; index++; } return 0; } //------------------------------------------------- // config_load - process config information //------------------------------------------------- void render_target::config_load(xml_data_node &targetnode) { // find the view const char *viewname = xml_get_attribute_string(&targetnode, "view", nullptr); if (viewname != nullptr) for (int viewnum = 0; viewnum < 1000; viewnum++) { const char *testname = view_name(viewnum); if (testname == nullptr) break; if (!strcmp(viewname, testname)) { set_view(viewnum); break; } } // modify the artwork config int tmpint = xml_get_attribute_int(&targetnode, "backdrops", -1); if (tmpint == 0 || tmpint == 1) set_backdrops_enabled(tmpint); tmpint = xml_get_attribute_int(&targetnode, "overlays", -1); if (tmpint == 0 || tmpint == 1) set_overlays_enabled(tmpint); tmpint = xml_get_attribute_int(&targetnode, "bezels", -1); if (tmpint == 0 || tmpint == 1) set_bezels_enabled(tmpint); tmpint = xml_get_attribute_int(&targetnode, "cpanels", -1); if (tmpint == 0 || tmpint == 1) set_cpanels_enabled(tmpint); tmpint = xml_get_attribute_int(&targetnode, "marquees", -1); if (tmpint == 0 || tmpint == 1) set_marquees_enabled(tmpint); tmpint = xml_get_attribute_int(&targetnode, "zoom", -1); if (tmpint == 0 || tmpint == 1) set_zoom_to_screen(tmpint); // apply orientation tmpint = xml_get_attribute_int(&targetnode, "rotate", -1); if (tmpint != -1) { if (tmpint == 90) tmpint = ROT90; else if (tmpint == 180) tmpint = ROT180; else if (tmpint == 270) tmpint = ROT270; else tmpint = ROT0; set_orientation(orientation_add(tmpint, orientation())); // apply the opposite orientation to the UI if (is_ui_target()) { render_container::user_settings settings; render_container &ui_container = m_manager.ui_container(); ui_container.get_user_settings(settings); settings.m_orientation = orientation_add(orientation_reverse(tmpint), settings.m_orientation); ui_container.set_user_settings(settings); } } } //------------------------------------------------- // config_save - save our configuration, or // return false if we are the same as the default //------------------------------------------------- bool render_target::config_save(xml_data_node &targetnode) { bool changed = false; // output the basics xml_set_attribute_int(&targetnode, "index", index()); // output the view if (m_curview != m_base_view) { xml_set_attribute(&targetnode, "view", m_curview->name()); changed = true; } // output the layer config if (m_layerconfig != m_base_layerconfig) { xml_set_attribute_int(&targetnode, "backdrops", m_layerconfig.backdrops_enabled()); xml_set_attribute_int(&targetnode, "overlays", m_layerconfig.overlays_enabled()); xml_set_attribute_int(&targetnode, "bezels", m_layerconfig.bezels_enabled()); xml_set_attribute_int(&targetnode, "cpanels", m_layerconfig.cpanels_enabled()); xml_set_attribute_int(&targetnode, "marquees", m_layerconfig.marquees_enabled()); xml_set_attribute_int(&targetnode, "zoom", m_layerconfig.zoom_to_screen()); changed = true; } // output rotation if (m_orientation != m_base_orientation) { int rotate = 0; if (orientation_add(ROT90, m_base_orientation) == m_orientation) rotate = 90; else if (orientation_add(ROT180, m_base_orientation) == m_orientation) rotate = 180; else if (orientation_add(ROT270, m_base_orientation) == m_orientation) rotate = 270; assert(rotate != 0); xml_set_attribute_int(&targetnode, "rotate", rotate); changed = true; } return changed; } //------------------------------------------------- // init_clear_extents - reset the extents list //------------------------------------------------- void render_target::init_clear_extents() { m_clear_extents[0] = -m_height; m_clear_extents[1] = 1; m_clear_extents[2] = m_width; m_clear_extent_count = 3; } //------------------------------------------------- // remove_clear_extent - remove a quad from the // list of stuff to clear, unless it overlaps // a previous quad //------------------------------------------------- bool render_target::remove_clear_extent(const render_bounds &bounds) { INT32 *max = &m_clear_extents[MAX_CLEAR_EXTENTS]; INT32 *last = &m_clear_extents[m_clear_extent_count]; INT32 *ext = &m_clear_extents[0]; INT32 boundsx0 = ceil(bounds.x0); INT32 boundsx1 = floor(bounds.x1); INT32 boundsy0 = ceil(bounds.y0); INT32 boundsy1 = floor(bounds.y1); INT32 y0, y1 = 0; // loop over Y extents while (ext < last) { INT32 *linelast; // first entry of each line should always be negative assert(ext[0] < 0.0f); y0 = y1; y1 = y0 - ext[0]; // do we intersect this extent? if (boundsy0 < y1 && boundsy1 > y0) { INT32 *xext; INT32 x0, x1 = 0; // split the top if (y0 < boundsy0) { int diff = boundsy0 - y0; // make a copy of this extent memmove(&ext[ext[1] + 2], &ext[0], (last - ext) * sizeof(*ext)); last += ext[1] + 2; assert_always(last < max, "Ran out of clear extents!\n"); // split the extent between pieces ext[ext[1] + 2] = -(-ext[0] - diff); ext[0] = -diff; // advance to the new extent y0 -= ext[0]; ext += ext[1] + 2; y1 = y0 - ext[0]; } // split the bottom if (y1 > boundsy1) { int diff = y1 - boundsy1; // make a copy of this extent memmove(&ext[ext[1] + 2], &ext[0], (last - ext) * sizeof(*ext)); last += ext[1] + 2; assert_always(last < max, "Ran out of clear extents!\n"); // split the extent between pieces ext[ext[1] + 2] = -diff; ext[0] = -(-ext[0] - diff); // recompute y1 y1 = y0 - ext[0]; } // now remove the X extent linelast = &ext[ext[1] + 2]; xext = &ext[2]; while (xext < linelast) { x0 = x1; x1 = x0 + xext[0]; // do we fully intersect this extent? if (boundsx0 >= x0 && boundsx1 <= x1) { // yes; split it memmove(&xext[2], &xext[0], (last - xext) * sizeof(*xext)); last += 2; linelast += 2; assert_always(last < max, "Ran out of clear extents!\n"); // split this extent into three parts xext[0] = boundsx0 - x0; xext[1] = boundsx1 - boundsx0; xext[2] = x1 - boundsx1; // recompute x1 x1 = boundsx1; xext += 2; } // do we partially intersect this extent? else if (boundsx0 < x1 && boundsx1 > x0) goto abort; // advance xext++; // do we partially intersect the next extent (which is a non-clear extent)? if (xext < linelast) { x0 = x1; x1 = x0 + xext[0]; if (boundsx0 < x1 && boundsx1 > x0) goto abort; xext++; } } // update the count ext[1] = linelast - &ext[2]; } // advance to the next row ext += 2 + ext[1]; } // update the total count m_clear_extent_count = last - &m_clear_extents[0]; return true; abort: // update the total count even on a failure as we may have split extents m_clear_extent_count = last - &m_clear_extents[0]; return false; } //------------------------------------------------- // add_clear_extents - add the accumulated // extents as a series of quads to clear //------------------------------------------------- void render_target::add_clear_extents(render_primitive_list &list) { simple_list clearlist; INT32 *last = &m_clear_extents[m_clear_extent_count]; INT32 *ext = &m_clear_extents[0]; INT32 y0, y1 = 0; // loop over all extents while (ext < last) { INT32 *linelast = &ext[ext[1] + 2]; INT32 *xext = &ext[2]; INT32 x0, x1 = 0; // first entry should always be negative assert(ext[0] < 0); y0 = y1; y1 = y0 - ext[0]; // now remove the X extent while (xext < linelast) { x0 = x1; x1 = x0 + *xext++; // only add entries for non-zero widths if (x1 - x0 > 0) { render_primitive *prim = list.alloc(render_primitive::QUAD); set_render_bounds_xy(&prim->bounds, (float)x0, (float)y0, (float)x1, (float)y1); set_render_color(&prim->color, 1.0f, 0.0f, 0.0f, 0.0f); prim->texture.base = nullptr; prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA); clearlist.append(*prim); } // skip the non-clearing extent x0 = x1; x1 = x0 + *xext++; } // advance to the next part ext += 2 + ext[1]; } // we know that the first primitive in the list will be the global clip // so we insert the clears immediately after list.m_primlist.prepend_list(clearlist); } //------------------------------------------------- // add_clear_and_optimize_primitive_list - // optimize the primitive list //------------------------------------------------- void render_target::add_clear_and_optimize_primitive_list(render_primitive_list &list) { // start with the assumption that we need to clear the whole screen init_clear_extents(); // scan the list until we hit an intersection quad or a line for (render_primitive &prim : list) { // switch off the type switch (prim.type) { case render_primitive::LINE: goto done; case render_primitive::QUAD: { // stop when we hit an alpha texture if (PRIMFLAG_GET_TEXFORMAT(prim.flags) == TEXFORMAT_ARGB32 || PRIMFLAG_GET_TEXFORMAT(prim.flags) == TEXFORMAT_PALETTEA16) goto done; // if this quad can't be cleanly removed from the extents list, we're done if (!remove_clear_extent(prim.bounds)) goto done; // change the blendmode on the first primitive to be NONE if (PRIMFLAG_GET_BLENDMODE(prim.flags) == BLENDMODE_RGB_MULTIPLY) { // RGB multiply will multiply against 0, leaving nothing set_render_color(&prim.color, 1.0f, 0.0f, 0.0f, 0.0f); prim.texture.base = nullptr; prim.flags = (prim.flags & ~PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_NONE); } else { // for alpha or add modes, we will blend against 0 or add to 0; treat it like none prim.flags = (prim.flags & ~PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_NONE); } // since alpha is disabled, premultiply the RGB values and reset the alpha to 1.0 prim.color.r *= prim.color.a; prim.color.g *= prim.color.a; prim.color.b *= prim.color.a; prim.color.a = 1.0f; break; } default: throw emu_fatalerror("Unexpected primitive type"); } } done: // now add the extents to the clear list add_clear_extents(list); } //************************************************************************** // CORE IMPLEMENTATION //************************************************************************** //------------------------------------------------- // render_manager - constructor //------------------------------------------------- render_manager::render_manager(running_machine &machine) : m_machine(machine), m_ui_target(nullptr), m_live_textures(0), m_ui_container(global_alloc(render_container(*this))) { // register callbacks machine.configuration().config_register("video", config_saveload_delegate(FUNC(render_manager::config_load), this), config_saveload_delegate(FUNC(render_manager::config_save), this)); // create one container per screen for (screen_device &screen : screen_device_iterator(machine.root_device())) screen.set_container(*container_alloc(&screen)); } //------------------------------------------------- // ~render_manager - destructor //------------------------------------------------- render_manager::~render_manager() { // free all the containers since they may own textures container_free(m_ui_container); m_screen_container_list.reset(); // better not be any outstanding textures when we die assert(m_live_textures == 0); } //------------------------------------------------- // is_live - return if the screen is 'live' //------------------------------------------------- bool render_manager::is_live(screen_device &screen) const { // iterate over all live targets and or together their screen masks for (render_target &target : m_targetlist) if (!target.hidden() && target.view_screens(target.view()).contains(screen)) return true; return false; } //------------------------------------------------- // max_update_rate - return the smallest maximum // update rate across all targets //------------------------------------------------- float render_manager::max_update_rate() const { // iterate over all live targets and or together their screen masks float minimum = 0; for (render_target &target : m_targetlist) if (target.max_update_rate() != 0) { if (minimum == 0) minimum = target.max_update_rate(); else minimum = MIN(target.max_update_rate(), minimum); } return minimum; } //------------------------------------------------- // target_alloc - allocate a new target //------------------------------------------------- render_target *render_manager::target_alloc(const internal_layout *layoutfile, UINT32 flags) { return &m_targetlist.append(*global_alloc(render_target(*this, layoutfile, flags))); } //------------------------------------------------- // target_free - free a target //------------------------------------------------- void render_manager::target_free(render_target *target) { if (target != nullptr) m_targetlist.remove(*target); } //------------------------------------------------- // target_by_index - get a render_target by index //------------------------------------------------- render_target *render_manager::target_by_index(int index) const { // count up the targets until we hit the requested index for (render_target &target : m_targetlist) if (!target.hidden()) if (index-- == 0) return ⌖ return nullptr; } //------------------------------------------------- // ui_aspect - return the aspect ratio for UI // fonts //------------------------------------------------- float render_manager::ui_aspect(render_container *rc) { int orient; float aspect; if (rc == m_ui_container || rc == nullptr) { // ui container, aggregated multi-screen target orient = orientation_add(m_ui_target->orientation(), m_ui_container->orientation()); // based on the orientation of the target, compute height/width or width/height if (!(orient & ORIENTATION_SWAP_XY)) aspect = (float)m_ui_target->height() / (float)m_ui_target->width(); else aspect = (float)m_ui_target->width() / (float)m_ui_target->height(); // if we have a valid pixel aspect, apply that and return if (m_ui_target->pixel_aspect() != 0.0f) { float pixel_aspect = m_ui_target->pixel_aspect(); if (orient & ORIENTATION_SWAP_XY) pixel_aspect = 1.0f / pixel_aspect; return aspect /= pixel_aspect; } } else { // single screen container orient = rc->orientation(); // based on the orientation of the target, compute height/width or width/height if (!(orient & ORIENTATION_SWAP_XY)) aspect = (float)rc->screen()->visible_area().height() / (float)rc->screen()->visible_area().width(); else aspect = (float)rc->screen()->visible_area().width() / (float)rc->screen()->visible_area().height(); } // clamp for extreme proportions if (aspect < 0.66f) aspect = 0.66f; if (aspect > 1.5f) aspect = 1.5f; return aspect; } //------------------------------------------------- // texture_alloc - allocate a new texture //------------------------------------------------- render_texture *render_manager::texture_alloc(texture_scaler_func scaler, void *param) { // allocate a new texture and reset it render_texture *tex = m_texture_allocator.alloc(); tex->reset(*this, scaler, param); m_live_textures++; return tex; } //------------------------------------------------- // texture_free - release a texture //------------------------------------------------- void render_manager::texture_free(render_texture *texture) { if (texture != nullptr) { m_live_textures--; texture->release(); } m_texture_allocator.reclaim(texture); } //------------------------------------------------- // font_alloc - allocate a new font instance //------------------------------------------------- render_font *render_manager::font_alloc(const char *filename) { return global_alloc(render_font(*this, filename)); } //------------------------------------------------- // font_free - release a font instance //------------------------------------------------- void render_manager::font_free(render_font *font) { global_free(font); } //------------------------------------------------- // invalidate_all - remove all refs to a // particular reference pointer //------------------------------------------------- void render_manager::invalidate_all(void *refptr) { // permit nullptr if (refptr == nullptr) return; // loop over targets for (render_target &target : m_targetlist) target.invalidate_all(refptr); } //------------------------------------------------- // resolve_tags - resolve tag lookups //------------------------------------------------- void render_manager::resolve_tags() { for (render_target &target : m_targetlist) target.resolve_tags(); } //------------------------------------------------- // container_alloc - allocate a new container //------------------------------------------------- render_container *render_manager::container_alloc(screen_device *screen) { auto container = global_alloc(render_container(*this, screen)); if (screen != nullptr) m_screen_container_list.append(*container); return container; } //------------------------------------------------- // container_free - release a container //------------------------------------------------- void render_manager::container_free(render_container *container) { m_screen_container_list.remove(*container); } //------------------------------------------------- // config_load - read and apply data from the // configuration file //------------------------------------------------- void render_manager::config_load(config_type cfg_type, xml_data_node *parentnode) { // we only care about game files if (cfg_type != config_type::CONFIG_TYPE_GAME) return; // might not have any data if (parentnode == nullptr) return; // check the UI target xml_data_node *uinode = xml_get_sibling(parentnode->child, "interface"); if (uinode != nullptr) { render_target *target = target_by_index(xml_get_attribute_int(uinode, "target", 0)); if (target != nullptr) set_ui_target(*target); } // iterate over target nodes for (xml_data_node *targetnode = xml_get_sibling(parentnode->child, "target"); targetnode; targetnode = xml_get_sibling(targetnode->next, "target")) { render_target *target = target_by_index(xml_get_attribute_int(targetnode, "index", -1)); if (target != nullptr) target->config_load(*targetnode); } // iterate over screen nodes for (xml_data_node *screennode = xml_get_sibling(parentnode->child, "screen"); screennode; screennode = xml_get_sibling(screennode->next, "screen")) { int index = xml_get_attribute_int(screennode, "index", -1); render_container *container = m_screen_container_list.find(index); render_container::user_settings settings; // fetch current settings container->get_user_settings(settings); // fetch color controls settings.m_brightness = xml_get_attribute_float(screennode, "brightness", settings.m_brightness); settings.m_contrast = xml_get_attribute_float(screennode, "contrast", settings.m_contrast); settings.m_gamma = xml_get_attribute_float(screennode, "gamma", settings.m_gamma); // fetch positioning controls settings.m_xoffset = xml_get_attribute_float(screennode, "hoffset", settings.m_xoffset); settings.m_xscale = xml_get_attribute_float(screennode, "hstretch", settings.m_xscale); settings.m_yoffset = xml_get_attribute_float(screennode, "voffset", settings.m_yoffset); settings.m_yscale = xml_get_attribute_float(screennode, "vstretch", settings.m_yscale); // set the new values container->set_user_settings(settings); } } //------------------------------------------------- // config_save - save data to the configuration // file //------------------------------------------------- void render_manager::config_save(config_type cfg_type, xml_data_node *parentnode) { // we only care about game files if (cfg_type != config_type::CONFIG_TYPE_GAME) return; // write out the interface target if (m_ui_target->index() != 0) { // create a node for it xml_data_node *uinode = xml_add_child(parentnode, "interface", nullptr); if (uinode != nullptr) xml_set_attribute_int(uinode, "target", m_ui_target->index()); } // iterate over targets for (int targetnum = 0; targetnum < 1000; targetnum++) { // get this target and break when we fail render_target *target = target_by_index(targetnum); if (target == nullptr) break; // create a node xml_data_node *targetnode = xml_add_child(parentnode, "target", nullptr); if (targetnode != nullptr && !target->config_save(*targetnode)) xml_delete_node(targetnode); } // iterate over screen containers int scrnum = 0; for (render_container *container = m_screen_container_list.first(); container != nullptr; container = container->next(), scrnum++) { // create a node xml_data_node *screennode = xml_add_child(parentnode, "screen", nullptr); if (screennode != nullptr) { bool changed = false; // output the basics xml_set_attribute_int(screennode, "index", scrnum); render_container::user_settings settings; container->get_user_settings(settings); // output the color controls if (settings.m_brightness != machine().options().brightness()) { xml_set_attribute_float(screennode, "brightness", settings.m_brightness); changed = true; } if (settings.m_contrast != machine().options().contrast()) { xml_set_attribute_float(screennode, "contrast", settings.m_contrast); changed = true; } if (settings.m_gamma != machine().options().gamma()) { xml_set_attribute_float(screennode, "gamma", settings.m_gamma); changed = true; } // output the positioning controls if (settings.m_xoffset != 0.0f) { xml_set_attribute_float(screennode, "hoffset", settings.m_xoffset); changed = true; } if (settings.m_xscale != 1.0f) { xml_set_attribute_float(screennode, "hstretch", settings.m_xscale); changed = true; } if (settings.m_yoffset != 0.0f) { xml_set_attribute_float(screennode, "voffset", settings.m_yoffset); changed = true; } if (settings.m_yscale != 1.0f) { xml_set_attribute_float(screennode, "vstretch", settings.m_yscale); changed = true; } // if nothing changed, kill the node if (!changed) xml_delete_node(screennode); } } }