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https://github.com/holub/mame
synced 2025-07-01 16:19:38 +03:00
Removed first_screen from wswan and d3d (nw)
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@ -22,6 +22,7 @@ DEFINE_DEVICE_TYPE(WSWAN_VIDEO, wswan_video_device, "wswan_video", "Bandai Wonde
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wswan_video_device::wswan_video_device(const machine_config &mconfig, const char *tag, device_t *owner, uint32_t clock)
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: device_t(mconfig, WSWAN_VIDEO, tag, owner, clock)
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, m_screen(*this, ":screen")
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, m_vdp_type(VDP_TYPE_WSWAN)
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{
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}
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@ -81,7 +82,7 @@ void wswan_video_device::common_save()
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void wswan_video_device::device_start()
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{
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machine().first_screen()->register_screen_bitmap(m_bitmap);
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m_screen->register_screen_bitmap(m_bitmap);
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m_timer = timer_alloc(TIMER_SCANLINE);
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m_timer->adjust(attotime::from_ticks(256, 3072000), 0, attotime::from_ticks(256, 3072000));
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@ -78,6 +78,8 @@ protected:
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void scanline_interrupt();
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void common_save();
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required_device<screen_device> m_screen;
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bitmap_ind16 m_bitmap;
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uint8_t m_layer_bg_enable; /* Background layer on/off */
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uint8_t m_layer_fg_enable; /* Foreground layer on/off */
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@ -2133,7 +2133,7 @@ void shaders::init_slider_list()
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}
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internal_sliders.clear();
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auto first_screen = machine->first_screen();
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const screen_device *first_screen = screen_device_iterator(machine->root_device()).first();;
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if (first_screen == nullptr)
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{
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return;
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@ -2224,7 +2224,7 @@ void uniform::update()
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renderer_d3d9 *d3d = shadersys->d3d;
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auto win = d3d->assert_window();
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auto first_screen = win->machine().first_screen();
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const screen_device *first_screen = screen_device_iterator(win->machine().root_device()).first();
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bool vector_screen =
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first_screen != nullptr &&
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@ -1294,7 +1294,7 @@ void renderer_d3d9::pick_best_mode()
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auto win = assert_window();
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// determine the refresh rate of the primary screen
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const screen_device *primary_screen = win->machine().config().first_screen();
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const screen_device *primary_screen = screen_device_iterator(win->machine().root_device()).first();
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if (primary_screen != nullptr)
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{
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target_refresh = ATTOSECONDS_TO_HZ(primary_screen->refresh_attoseconds());
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@ -2708,7 +2708,7 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, int source_width, int source_he
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auto win = d3d->assert_window();
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auto first_screen = win->machine().first_screen();
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const screen_device *first_screen = screen_device_iterator(win->machine().root_device()).first();
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bool vector_screen =
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first_screen != nullptr &&
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first_screen->screen_type() == SCREEN_TYPE_VECTOR;
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