- 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]