note, this is a bit ugly, I humbly ask that if somebody has a better solution they revert this and apply it instead.
The root of this issue is when SDL builds on Windows were converted over to simply using the WIndows file handling (so that large files requiring 64-bit pointers. eg. laserdisc CHDs would work) sdlfile.c simply includes winfile.c from the Windows code.
The rest of the SDL code is however passing incorrect slashes in the paths to the Windows code, causing it to fail when creating new folders.
To fix this I've simply copied a #if defined that was used in the sdlfile.c code, and applied it to the winfile.c code in places where path seperators are used, thus fixing the issue for both regular and SDL builds on Windows. It might however be more appropriate to filter / correct these further up?
- Window height was 0 after a switch from fullscreen to windowed if
sdlmame was started in fullscreen
- Fixed -switchres. This is now working on Ubuntu 14.04 again.
Performance will vary on your hardware and drivers and I suspect
SDL to be partly broken.
miniwork.c to osd/modules/sync/work_mini.c
The makefile now adds either a OSD_SDL, OSD_WINDOWS or OSD_MINI
define to DEFS. This was necessary so that work_osd.c could determine
the build on a OSD level. (nw)
multithreading related palette issues. Along the way also
- added constructors to SDL osd structs
- changed related malloc to global_alloc
- added a copyfrom routine to dynamic_array
- minor code simplifications.
The gl_lib() function is not defined if we do not #USE_OPENGL,
as can be seen in osdsdl.h. Building with NO_OPENGL=1 then
breaks, unless we add this conditional #ifdef.
Signed-off-by: Tarnyko <tarnyko@tarnyko.net>
-Moved midi handling in base class
-Cleaned running_machine of information of next machine
-All is cleaned after exiting of running_machine so debugger window is removed as well till next machine is started
-Made osdmini to compile
Moved delegates into /src/lib/util to enable usage of delegates in other project parts
Moved mame_printf_* calls into /src/osd/osdcore.c and renamed them to osd_printf_*
Changed mess.mak to display compilation of ymmu100.ppm nicely
nw: this fixes brightness/gamma/contrast on RGB32 format games (which has been broken since 2008, clearly a well-loved feature ;-) and breaks prescale. Prescale will be fixed soon.
[Aaron Giles]
* these classes now no longer take a resource_pool; everything is
managed globally -- this means that objects added to lists must be
allocated with global_alloc
* added new auto_pointer<> template which wraps a pointer and auto-frees
it upon destruction; it also defaults to NULL so it doesn't need to
be explicitly initialized
* moved tagged_list template to tagmap.h
Redo of the low-level memory tracking system: [Aaron Giles]
* moved low-level tracking out of emu\emualloc into lib\util\corealloc
so it can be shared among all components and used by core libraries
* global_alloc and friends no longer use a resource pool to track
allocations; turns out this was a wholly redundant system that wasted
a lot of memory
* removed global_resource_pool entirely
* added global_free_array to delete arrays allocated with
global_alloc_array
* added tracking of object versus array allocation; we will now error
if you use global_free on an array, or global_free_array on an object
Added new utility helper const_string_pool which can be used to
efficiently accumulate strings that are not intended to be modified.
Used by updated makelist and software list code. [Aaron Giles]
Updated png2bdc and makelist tools to not leak memory and use more modern
techniques (no more MAX_DRIVERS in makelist, for example). [Aaron Giles]
Deprecated auto_strdup and removed all uses by way of caller-managed
astrings and the software list rewrite. [Aaron Giles]
Rewrote software list management: [Aaron Giles]
* removed the notion of a software_list that is separate from a
software_list_device; they are one and the same now
* moved several functions into device_image_interface since they really
didn't belong in the core software list class
* lots of simplification as a result of the above changes
Additional notes (no whatsnew):
Moved definition of FPTR to osdcomm.h.
Some changes happened in the OSD code to fix issues, especially regarding
freeing arrays. SDL folks may need to fix up some of these.
The following devices still are using tokens and should be modernized
(I found them because they kept their token as void * and tried to
delete it, which you can't):
namco_52xx_device (mame/audio/namco52.c)
namco_54xx_device (mame/audio/namco54.c)
namco_06xx_device (mame/machine/namco06.c)
namco_50xx_device (mame/machine/namco50.c)
namco_51xx_device (mame/machine/namco51.c)
namco_53xx_device (mame/machine/namco53.c)
voodoo_device (emu/video/voodoo.c)
mos6581_device (emu/sound/mos6581.c)
aica_device (emu/sound/aica.c)
scsp_device (emu/sound/scsp.c)
dmadac_sound_device (emu/sound/dmadac.c)
s3c2440_device (emu/machine/s3c2440.c)
wd1770_device (emu/machine/wd17xx.c)
latch8_device (emu/machine/latch8.c)
duart68681_device (emu/machine/68681.c)
s3c2400_device (emu/machine/s3c2400.c)
s3c2410_device (emu/machine/s3c2410.c)
strataflash_device (mess/machine/strata.c)
hd63450_device (mess/machine/hd63450.c)
tap_990_device (mess/machine/ti99/990_tap.c)
omti8621_device (mess/machine/omti8621.c)
vdt911_device (mess/video/911_vdt.c)
apollo_graphics_15i (mess/video/apollo.c)
asr733_device (mess/video/733_asr.c)
as follows:
MAKE_RGB(r,g,b) == rgb_t(r,g,b)
MAKE_ARGB(a,r,g,b) == rgb_t(a,r,g,b)
RGB_ALPHA(data) == data.a()
RGB_RED(data) == data.r()
RGB_GREEN(data) == data.g()
RGB_BLUE(data) == data.b()
RGB_BLACK == rgb_t::black
RGB_WHITE == rgb_t::white
Implicit conversions to/from UINT32 are built in as well as simple
addition, subtraction, and scaling (with clamping).
As a result of being a class, some stricter typing was needed in
a few places but overall not too much.
The ICL compiler on Windows installs over MSVC and piggybacks onto the build tools Microsoft provide. To enable compilation use USE_ICL=1 when compiling with MSVC_BUILD=1 (from the ICL enabled command prompt)
+ gives a more stable build than the MSVC compiler
+ more informative compile errors when using ICL compared to MSVC compiler
+ can still use MSVC debugging tools (better than GCC)
+ can use additional intel tools etc.
- build is still slower than GCC one
out of whatsnew:
I've cleaned up this submission a fair bit, could maybe be cleaned a little more, but it's much better than what I was sent. Looking at the list of additional warnings that ICL requires to be disables reveals some to be mundane (and could probably be fixed in the source, eg. the way it doesn't like the hng64.c commenting style) whereas others look like they might be legitimate (and useful) warnings about problems we should look into.
I briefly tested this with VC2013 + Patch 1 RC and the current ICL, it appears to build and run fine.
- moved all windows-only input "NOT" rules to osd/windows
- changed windows fullscreen video from alt-f11 to shift-alt-f12
- added windows fullscreen toggle ralt-enter (heh, i didn't know that ((A AND B) OR (A AND C)) rules were possible)
Out of whatsnew: there are still a few files being worked on, and the build scripts which are currently set up outside of the MAME source hierarchy. Always open to cleaner ways of doing things.
MAMETesters Bugs Fixed
----------------------
- 05162: [Core] Toggling HLSL off then on with ctrl-alt-F5 will drop its use of
aperture.png
- 05214: [Color/Palette] bzone: bzone displays black and white.
- 05218: [Graphics] crash when hlsl_read is set to 1
- 05235: [Core] You can't alt-tab and back with HLSL enabled and in 148 you
could
Source Changes
--------------
-HLSL updates: [MooglyGuy]
* Removed hlsl_read and hlsl_write options now that all slider options are
plumbed and have values matching the INI settings
* Added more surface release calls in order to fix device resetting
* Fixed draw order for quads, overlays now appear on top of vectors in
non-HLSL mode
* Moved aperture.png loading into create_resources/delete_resources so that
it is correctly reloaded when HLSL is toggled on and off
- HLSL changes: [MooglyGuy]
* Upped vertex buffer size to 64k verts, fixes assert in
starwars and alphaone, please include the printed error
message in any subsequent encounterings of the assert.
* Improved vector rendering (beam width 1.5 suggested)
* Ducked raster bloom default to 0.225 to reduce washout
openly, for there was nothing left to see with" [MooglyGuy]
* Enabled vector bloom and associated .ini controls
* Added raster bloom and associated .ini controls, each bloom "level" is the
linear weight of successively half-sized render targets
* Removed D3D8 mode
* Mass renaming in D3D renderer to use namespaces, initial planning step to
HAL-based renderer implementation on Windows (i.e., GL on Windows)
* Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
* Added batching of vectors for possible speed increase
* Minor cleanup of shader state setting
pcatmem(p|d|i). [Andrew Gardner]
Fixes left-click selection bug in the memory window. [Andrew Gardner]
Explanation:
------------
Call trackmem to start tracking which PC writes to which address in memory and
pcatmem(p|d|i) to query a memory region for which PC wrote to it. Users of
the QT debugger can also right click on a memory address in the memory window
to make a popup message appear with the results - right-clicking also
automatically copies the resultant PC onto the clipboard. (I'll attach an
image of this behavior in a follow-up mail).
program counter has visited in the dasm windows.
Run "help trackpc" in the debugger to see the options. [Andrew Gardner]
Out of whatsnew:
This isn't enabled by default because of how sloooow it is to disassemble each
opcode when you want to compute its crc32. That can be sped up with lookup
tables and the like.
There's a good chance I should pull the 'clear tracks' argument into its own
command, but it functions as-is.
This can be added to the windows debugger with a simple change to the
osd display code.
Fixed "ignore" command reporting incorrect invalid CPUs.
Fixed crazy code responsible for opcodes' crc32s in the comments system
(what was I thinking back then?). [Andrew Gardner]
- New memory windows start focused on the active CPU.
- Opening a utility window, closing it, and stepping no longer re-opens the window.
[Andrew Gardner]
- Save and load window locations.
- Preliminary work on "run and hide" and "hard reset"
(don't crash on one of my copmilers but do on another - more work to do!)
- Fixed color when cursor is the same as PC in debug view.
- Closing the main window now shuts down the machine (same as quit)
- Help now wraps to the log window size.
- Fixed disassembly window not following PC correctly.
- Switched font to Courier New since it seems more universal.
- Fixed gaps between rendered text characters.
- Plumbed mouse handling through the debugger core (clicking selects).
- Made the Enter key behave like old SDL debugger; silently steps.
- Add MIDI in and out ports as image device types
- Add OSD calls to check for and read MIDI input
- Add MIDI in image device which reads input and converts it to a serial bitstream
nw section:
Note that the MIDI In device uses the new image device override to prevent the core from attempting to fopen() the "file" name and instead it handles open/close itself in call_load/call_unload. This allows greater flexibilty than the hack used for sockets/ptys/named pipes where the OSD file layer has to know about them.
- drawd3d.c: Move default_texture creation into device_create_resources. Should
fix intermittent crashes when alt-tabbing back to a full-screen
instance of MAME. [MooglyGuy]
Tested on: Linux x64, Mac OS X 10.8, Windows 8 x64 w/latest toolchain for both OSD=windows and OSD=sdl. MIDI should auto-disable on other OSes (*BSD) but there may be problems. Works fine on Linux when set to use the system's copy of the library as well, which many distros prefer.
hlsl: Added bounds-checking on presets. [MooglyGuy]
hlsl: Cleaned up render target management. May provide better behavior in games
that use multiple resolutions, e.g. tekken3 and stv. [MooglyGuy]
intended differences from previous behavior. For drivers,
the main change is that input_port_read() no longer exists.
Instead, the port must be fetched from the appropriate device,
and then read() is called.
For member functions, this is actually simpler/cleaner:
value = ioport("tag")->read()
For legacy functions which have a driver_data state, it goes:
value = state->ioport("tag")->read()
For other legacy functions, they need to fetch the root device:
value = machine.root_device().ioport("tag")->read()
The other big change for drivers is that IPT_VBLANK is gone.
Instead, it has been replaced by a device line callback on the
screen device. There's a new macro PORT_VBLANK("tag") which
automatically points things to the right spot.
Here's a set of imperfect search & replace strings to convert
the input_port_read calls and fix up IPT_VBLANK:
input_port_read( *\( *)(machine\(\)) *, *([^)]+ *\))
ioport\1\3->read\(\)
input_port_read( *\( *)(.*machine[()]*) *, *([^)]+ *\))
\2\.root_device\(\)\.ioport\1\3->read\(\)
(state = .*driver_data[^}]+)space->machine\(\)\.root_device\(\)\.
\1state->
(state = .*driver_data[^}]+)device->machine\(\)\.root_device\(\)\.
\1state->
input_port_read_safe( *\( *)(machine\(\)) *, *([^,]+), *([^)]+\))
ioport\1\3->read_safe\(\4\)
IPT_VBLANK( *\))
IPT_CUSTOM\1 PORT_VBLANK("screen")
sound devices for each of the Midway 8-bit sound
boards. This will also aid in eventually hooking them
up to pinballs.
Enhanced the mixer interface support to allow for
more than one output line. To use this you need to
use the MCFG_MIXER_ROUTE macro instead of
MCFG_SOUND_ROUTE so that the mixer output index can
be specified. See midway_ssio_device for an example.
from 4 to 5. This means any diff CHDs will no longer work. If you
absolutely need to keep the data for any existing ones you have,
find both the diff CHD and the original CHD for the game in question
and upgrade using these commands:
rename diff\game.dif diff\game-old.dif
chdman copy -i diff\game-old.dif -ip roms\game.chd -o diff\game.dif -op roms\game.chd -c none
Specifics regarding this change:
Defined a new CHD version 5. New features/behaviors of this version:
- support for up to 4 codecs; each block can use 1 of the 4
- new LZMA codec, which tends to do better than zlib overall
- new FLAC codec, primarily used for CDs (but can be applied anywhere)
- upgraded AVHuff codec now uses FLAC for encoding audio
- new Huffman codec, used to catch more nearly-uncompressable blocks
- compressed CHDs now use a compressed map for significant savings
- CHDs now are aware of a "unit" size; each hunk holds 1 or more units
(in general units map to sectors for hard disks/CDs)
- diff'ing against a parent now diffs at the unit level, greatly
improving compression
Rewrote and modernized chd.c. CHD versions prior to 3 are unsupported,
and version 3/4 CHDs are only supported for reading. Creating a new
CHD now leaves the file open. Added methods to read and write at the
unit and byte level, removing the need to handle this manually. Added
metadata access methods that pass astrings and dynamic_buffers to
simplify the interfaces. A companion class chd_compressor now
implements full multithreaded compression, analyzing and compressing
multiple hunks independently in parallel. Split the codec
implementations out into a separate file chdcodec.*
Updated harddisk.c and cdrom.c to rely on the caching/byte-level read/
write capabilities of the chd_file class. cdrom.c (and chdman) now also
pad CDs to 4-frame boundaries instead of hunk boundaries, ensuring that
the same SHA1 hashes are produced regardless of the hunk size.
Rewrote chdman.exe entirely, switching from positional parameters to
proper options. Use "chdman help" to get a list of commands, and
"chdman help <command>" to get help for any particular command. Many
redundant commands were removed now that additional flexibility is
available. Some basic mappings:
Old: chdman -createblankhd <out.chd> <cyls> <heads> <secs>
New: chdman createhd -o <out.chd> -chs <cyls>,<heads>,<secs>
Old: chdman -createuncomphd <in.raw> <out.chd> ....
New: chdman createhd -i <in.raw> -o <out.chd> -c none ....
Old: chdman -verifyfix <in.chd>
New: chdman verify -i <in.chd> -f
Old: chdman -merge <parent.chd> <diff.chd> <out.chd>
New: chdman copy -i <diff.chd> -ip <parent.chd> -o <out.chd>
Old: chdman -diff <parent.chd> <compare.chd> <diff.chd>
New: chdman copy -i <compare.chd> -o <diff.chd> -op <parent.chd>
Old: chdman -update <in.chd> <out.chd>
New: chdman copy -i <in.chd> -o <out.chd>
Added new core file coretmpl.h to hold core template classes. For now
just one class, dynamic_array<> is defined, which acts like an array
of a given object but which can be appended to and/or resized. Also
defines dynamic_buffer as dynamic_array<UINT8> for holding an
arbitrary buffer of bytes. Expect to see these used a lot.
Added new core helper hashing.c/.h which defines classes for each of
the common hashing methods and creator classes to wrap the
computation of these hashes. A future work item is to reimplement
the core emulator hashing code using these.
Split bit buffer helpers out into C++ classes and into their own
public header in bitstream.h.
Updated huffman.c/.h to C++, and changed the interface to make it
more flexible to use in nonstandard ways. Also added huffman compression
of the static tree for slightly better compression rates.
Created flac.c/.h as simplified C++ wrappers around the FLAC interface.
A future work item is to convert the samples sound device to a modern
device and leverage this for reading FLAC files.
Renamed avcomp.* to avhuff.*, updated to C++, and added support for
FLAC as the audio encoding mechanism. The old huffman audio is still
supported for decode only.
Added a variant of core_fload that loads to a dynamic_buffer.
Tweaked winwork.c a bit to not limit the maximum number of processors
unless the work queue was created with the WORK_QUEUE_FLAG_HIGH_FREQ
option. Further adjustments here are likely going to be necessary.
Fixed bug in aviio.c which caused errors when reading some AVI files.
To test it, I used my Logitech Trackball (normally a mouse) and configured it as a joystick.
Prerequisites:
- Locate your linux input device for the trackball. In my case that's /dev/input/event3
- "sudo chmod a+r /dev/input/event3"
- "export SDL_JOYSTICK_DEVICE=/dev/input/event3"
This forces sdl to recognize the trackball as a input device.
-mame64 missile -nomouse -w
Configure the trackball axis. Make sure the mouse pointer is outside the window and window still has keyboard focus - most modern window manager should support this.
Quit and restart with
-mame64 missile -mouse -now
to hide the mouse. Voila. Works.
- The SDL team has moved from 1.3 to 2.0. At the same time, changes were made to allow SDL1.2 and SDL2.0 to coexist. All SDL2.0 include files are now in /usr/include/SDL2.
- Added sdlinc.h to avoid having tons of #ifdef .. #include in the code.
- Scalemode is no longer a per-window setting
- Fixed a bug in YUV rendering.
- Use SDL_GetClipboard (SDL2.0)
- Updated README_SDL20.txt
Currently, SDL 2.0 is only supported on *nix. Volunteers welcome.
and paths consistently for devices, I/O ports, memory
regions, memory banks, and memory shares. [Aaron Giles]
NOTE: there are likely regressions lurking here, mostly
due to devices not being properly found. I have temporarily
added more logging to -verbose to help understand what's
going on. Please let me know ASAP if anything that is being
actively worked on got broken.
As before, the driver device is the root device and all
other devices are owned by it. Previously all devices
were kept in a single master list, and the hierarchy was
purely logical. With this change, each device owns its
own list of subdevices, and the hierarchy is explicitly
manifest. This means when a device is removed, all of its
subdevices are automatically removed as well.
A side effect of this is that walking the device list is
no longer simple. To address this, a new set of iterator
classes is provided, which walks the device tree in a depth
first manner. There is a general device_iterator class for
walking all devices, plus templates for a device_type_iterator
and a device_interface_iterator which are used to build
iterators for identifying only devices of a given type or
with a given interface. Typedefs for commonly-used cases
(e.g., screen_device_iterator, memory_interface_iterator)
are provided. Iterators can also provide counts, and can
perform indexed lookups.
All device name lookups are now done relative to another
device. The maching_config and running_machine classes now
have a root_device() method to get the root of the hierarchy.
The existing machine->device("name") is now equivalent to
machine->root_device().subdevice("name").
A proper and normalized device path structure is now
supported. Device names that start with a colon are
treated as absolute paths from the root device. Device
names can also use a caret (^) to refer to the owning
device. Querying the device's tag() returns the device's
full path from the root. A new method basetag() returns
just the final tag.
The new pathing system is built on top of the
device_t::subtag() method, so anyone using that will
automatically support the new pathing rules. Each device
has its own internal map to cache successful lookups so
that subsequent lookups should be very fast.
Updated every place I could find that referenced devices,
memory regions, I/O ports, memory banks and memory shares
to leverage subtag/subdevice (or siblingtag/siblingdevice
which are built on top).
Removed the device_list class, as it doesn't apply any
more. Moved some of its methods into running_machine
instead.
Simplified the device callback system since the new
pathing can describe all of the special-case devices that
were previously handled manually.
Changed the core output function callbacks to be delegates.
Completely rewrote the validity checking mechanism. The
validity checker is now a proper C++ class, and temporarily
takes over the error and warning outputs. All errors and
warnings are collected during a session, and then output in
a consistent manner, with an explicit driver and source file
listed for each one, as well as additional device and/or
I/O port contexts where appropriate. Validity checkers
should no longer explicitly output this information, just
the error, assuming that the context is provided.
Rewrote the software_list_device as a modern device, getting
rid of the software_list_config abstraction and simplifying
things.
Changed the way FLAC compiles so that it works like other
external libraries, and also compiles successfully for MSVC
builds.
almost certainly some regressions lurking. Let me know if
something seems busted.
Bitmaps are now strongly typed based on format. bitmap_t still
exists as an abstract base class, but it is almost never used.
Instead, format-specific bitmap classes are provided:
bitmap_ind8 == 8bpp indexed
bitmap_ind16 == 16bpp indexed
bitmap_ind32 == 32bpp indexed
bitmap_ind64 == 64bpp indexed
bitmap_rgb32 == 32bpp RGB
bitmap_argb32 == 32bpp ARGB
bitmap_yuy16 == 16bpp YUY
For each format, a generic pix() method is provided which
references pixels of the correct type. The old pix8/pix16/pix32/
pix64 methods still exist in the short term, but the only one
available is the one that matches the bitmap's pixel size. Note
also that the old RGB15 format bitmaps are no longer supported
at all.
Converted model1, megadriv, and stv drivers away from the RGB15
format bitmaps.
New auto_bitmap_<type>_alloc() macros are provided for allocating
the appropriate type of bitmap.
Screen update functions now must specify the correct bitmap type
as their input parameters. For static update functions the
SCREEN_UPDATE macro is now replaced with SCREEN_UPDATE_RGB32 and
SCREEN_UPDATE_IND16 macros. All existing drivers have been
updated to use the correct macros.
Screen update functions are now required for all screens; there
is no longer any default behavior of copying a "default" bitmap
to the screen (in fact the default bitmap has been deprecated).
Use one of the following to specify your screen_update callback:
MCFG_SCREEN_UPDATE_STATIC(name) - static functions
MCFG_SCREEN_UPDATE_DRIVER(class, func) - driver members
MCFG_SCREEN_UPDATE_DEVICE(tag, class, func) - device members
Because the target bitmap format can now be deduced from the
screen update function itself, the MCFG_SCREEN_FORMAT macro is
no longer necessary, and has been removed. If you specify a
screen update callback that takes a bitmap_ind16, then the screen
will be configured to use a 16bpp indexed bitmap, and if you
specify a callback that takes a bitmap_rgb32, then a 32bpp RGB
bitmap will be provided.
Extended the bitmap classes to support wrapping a subregion of
another bitmap, and cleaner allocation/resetting. The preferred
use of bitmaps now is to define them directly in drivers/devices
and use allocate() or wrap() to set them up, rather than
allocating them via auto_bitmap_*_alloc().
Several common devices needed overhauls or changes as a result
of the above changes:
* Reorganized the laserdisc base driver and all the laserdisc
drivers as modern C++ devices, cleaning the code up
considerably. Merged ldsound device into the laserdsc
device since modern devices are flexible enough to handle
it.
* Reorganized the v9938 device as a modern C++ device. Removed
v9938mod.c in favor of template functions in v9938.c directly.
* Added independent ind16 and rgb32 callbacks for TMS340x0 devices.
* All video devices are now hard-coded to either ind16 or rgb32
bitmaps. The most notable is the mc6845 which is rgb32, and
required changes to a number of consumers.
* Added screen_update methods to most video devices so they can be
directly called via MCFG_SCREEN_UPDATE_DEVICE instead of creating
tons of stub functions.
parameters for the global SCREEN_UPDATE callback match the parameters
for the driver_device version. Added allocate() and deallocate()
methods to bitmap_t to permit cleaner handling of bitmaps in drivers
and modern devices. [Aaron Giles]
macros with bitmap->pix* functions, and moved bitmap_fill() to bitmap->fill()
among other similar changes. Bitmap fields now only available via accessors.
Replaced sect_rect with &= and union_rect with |= operators for rectangle
classes. Some general cleanup as a result of these changes. [Aaron Giles]
Word around the campfire is this totally works and stuff. More technically, it eliminates a number of double-frees and also now cleans up the shadow mask PNG and hlsl_options allocations. (nw)
out of log:
This way it is possible to link two or more separated executables with different
copyright/xml out/name/... in one compilation, just one step closer...
No whatsnew: There is no creasing visible to me, using either -window -nomaximize or -nowindow on a 1920x1080 display. If someone can get me a consistently reproducible case, it will be fixed.
Country Entertainment]
- Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables
custom HLSL INI writing explicitly, the other enables loading of the same.
- Fixed disappearing aperture effect when using custom INI files.
- Fixed diagonal seam on some games, for serious real this time
- Fixed phosphor simulation, now works as expected
Hand-checked the most popular English word misspellings and made the appropriate changes. Nearly all of the changes made were in commented areas. (no whatsnew)
- MAME will now save an HLSL INI file on the first run of a game that doesn't already have an INI file.
- HLSL INI files must have their parameters left in the order in which they are saved out.
- Fixed a diagonal 'crease' visible on the screen in HLSL mode.
- Fixed set_vector functionality and simplified shaders as a result
- Fixed HLSL presets, 0 to 3, in increasing level of terribleness
- Reduced options footprint from RGB triplets
Next plan: Separate INI writing.
out of whatsnew
remark 1- this is for MESS only to my knowledge, let me know if I should credit the change in MESS instead
remark 2 (mainly for Arbee) - sorry if I touched the SDL side of the source, but mizapf was eager to fix the ti99 issues
and since tlinder approved the change and you did not object on the MESS list, I think it was time to commit it ;)
- Reworked default shadow mask settings, eliminating rainbow banding and matching reference shots more closely
- Moved color power to occur after shadow mask, as it is intended to simulate nonlinear phosphor response
- Added a variable-width notch filter to the Y channel in NTSC post-processing, eliminating luma banding on e.g. CoCo 2 and Apple II
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
- Added the ability to render screenshots at arbitrary resolutions.
- Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions.
- Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response.
- Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio.
- Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
Low-level input upgrade. Classes now exist for input_codes, input_items,
input_devices, and input_seqs. Also created an input_manager class to
hold machine-global state and made it accessible via machine.input().
Expanded the device index range (0-255, up from 0-16), and the OSD can
now specify the device index explicitly if they can better keep the
indexes from varying run-to-run. [Aaron Giles]
Note that I've built and run SDL on Windows, but not all the code paths
were exercised. If you use mice/joysticks extensively double-check them
to be sure it all still works as expected.
This is mainly an OSD and core change. The only thing impacting drivers
is if they query for specific keys for debugging. The following S&Rs
took care of most of that:
S: input_code_pressed( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed\1\(\2
S: input_code_pressed_once( *)\(( *)([^, ]+) *, *
R: \3\.input\(\)\.code_pressed_once\1\(\2
- Created a new OSD function, osd_get_slider_list, which allows OS-specific slider controls.
- Plumbed new OSD-specific slider controls for HLSL parameters on Direct3D 9 targets. And there was much rejoicing.
- Re-worked render target handling to align pixels better, reducing unintentional blurring
- Made major fixes to CVBS simulation, significantly increasing color saturation
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning.
- Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off.
- More authentic NTSC dot crawl and bandwidth limiting.
- Potential fix for some crashing reported by John IV
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Removed Edge Detection, as it was just for fun and can easily be added in by users if desired.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.