Commit Graph

55 Commits

Author SHA1 Message Date
Vas Crabb
e8998a9236 -luaengine_render.cpp: Work around MSVC ambiguous overload error.
-docs: Clean up a little.
 * Includes typo fixes from Alexander Miller.
2020-11-26 13:47:02 +11:00
Vas Crabb
58c8cba9b3 Work around GNU libstdc++ wanting to stack large temporaries when vector elements can be trivially constructed. 2020-11-23 10:29:23 +11:00
Olivier Galibert
574daf4e49 Implement views, which are essentially bankdevs integrated into the
memory map system. [O. Galibert]
2020-11-22 19:43:52 +01:00
Vas Crabb
fe9ac15ca9 -emu/devfind: More cleanup/consistency changes.
* Removed .mask(), as it’s not reliable in the general case.
 * Added asserts to things that assume power-of-two sizes.
 * Got rid of virtual qualifier on pointer-to-member operator.
 * Made helpers a bit more assertive about logging warnings.

-emu/rendlay.cpp: Use delegates to avoid hot conditional branches.

-docs: Finished off description of object finders and output finders.
2020-11-13 15:26:31 +11:00
Vas Crabb
39a42d517d Got rid of a couple of easy auto_alloc_array 2020-11-09 05:09:18 +11:00
Vas Crabb
538221861b -emu/dirom.{h,ipp}: Cleaned up and made it stricter.
* Made it an error to specify address map and explicit ROM region.
 * Made it an error if explicitly specified ROM region is not found.
 * Made the ROM region tag apply relative to the current device.

-Cleaned up formatting for a couple more documentation pages.
2020-11-09 03:55:50 +11:00
Vas Crabb
8dc10e7e10 docs: Wrote another section of object finder documentation.
Also improved formatting of code snippets in a few pages.
2020-11-09 00:57:21 +11:00
Vas Crabb
7dcf0c013f emu/devfind.h: Added missing memory_share_array_creator.
Also some miscellaneous tidying up.
2020-11-08 05:43:57 +11:00
Vas Crabb
ae8c70b7e6 -emu/devfind.h: Made read_safe avaiable for optional I/O ports only.
-docs: Added the next couple of sections explaining object finders.
2020-11-06 03:00:57 +11:00
Vas Crabb
6b3b77a50f -docs: Started writing page on object finders with worked examples.
-hp3478a.cpp: Removed outdated TODO comment from layout.

-Hopefully fixed all remaining MSVC operator resolution failure errors.
2020-11-05 00:53:04 +11:00
Vas Crabb
349265533d Clean-up and consistency fixes after memory system changes. 2020-11-03 02:59:49 +11:00
Olivier Galibert
b8c338858a emumem: Simplify memory management. [O. Galibert]
API impact:
- install_ram/rom/writeonly now requires a non-null pointer.  If you want
  automatically managed ram, add it to a memory map, not in machine_start

- install_*_bank now requires a memory_bank *, not a string

- one can create memory banks outside of memory maps with memory_bank_creator

- one can create memory shares outside of memory maps with memory_share_creator

Memory maps impact:
- ram ranges with overlapping addresses are not shared anymore.  Use .share()
- ram ranges touching each other are not merged anymore.  Stay in your range

Extra note:
- there is no need to create a bank just to dynamically map some memory/rom.
  Just use install_rom/ram/writeonly
2020-11-02 12:12:11 +01:00
Vas Crabb
9ea6512671 docs: Add links to some internal layouts that demonstrate various features, and udpate required MSYS64 packages for using lld. 2020-10-28 14:58:52 +11:00
Vas Crabb
e90403a499 emu/rendlay.cpp: Fixed one more place where disk drawing had error accumulation issues. 2020-10-19 18:13:26 +11:00
Vas Crabb
b90fd35515 Various improvements to image file handling:
Moved MS DIB parser out of ICO file reader and made it available for
artwork and layout images.

Added more efficient I/O and better error checking for JPEG file loading
(MAME will no longer exit immediately on a bad JPEG file).

Made caller responsible for opening files for loading images, to avoid
decompressing images used in ZIP/7z artwork multiple times.

Added support for JPEG and Windows DIB to picture_image_device.

Added support for SVG image files in external artwork.

Added support for using I/O port value for animation state and masking
animation state values.

Made bounds elements more flexible in layouts.

Reworked headers to reduce dependencies.

Updated layout file format documentation.
2020-10-08 02:04:31 +11:00
Vas Crabb
6adc508015 emu/rendlay.cpp: Added parameter animation and state masks.
Components may have multiple bounds and/or color child elements with
state attributes, allowing for piecewise linear position/size/colour
animation.

Components may have a statemask attribute, allowing for things like
using external images to draw a multi-segment LED/VFD display without
requiring dozens of outputs for the individual lines or thousands of
images for all possible states.  (Texture caching still never releases
anything, so MAME can still exceed the maximum number of textures, but
that’s a separate issue.)

Image components with alpha now blend over previously drawn components.

Layouts have been changed to use yes/no for inputraw to match what's
used for flipx/flipy.  External layouts with 1/0 will still work, but
complay.py will complain.
2020-09-16 02:55:04 +10:00
Vas Crabb
7f0a34d52d Updated most of the layouts using <bezel> elements 2020-09-09 20:17:45 +10:00
Vas Crabb
67ec5e5b43 Finished adding new mechanism for allowing parts of views to be hidden.
Changed name of element to "collection" and initial visibility attribute
to "visible", and added them to documentation.  Also added them to
complay.py.

Fixed issue with collection inside group, and improved initial view
selection behaviour.

Updated some internal layouts to demonstrate new features, including
et3400, irrmaze, ltcasino, mekd3/mekd4, seawolf and vgmplay.

Removed all uses of cpanel, marquee and overlay from internal layouts
and removed them from complay.py to actively discourage use.  Also
cleaned up view names in layouts that were using them in place of
spaces, and removed some superfluous name attributes on elements that
won't do anything useful with an output value anyway.

Made vgmplay cycle visualiser modes when visualiser screen is clicked.

Fixed a copy/paste error in bus/rs232/hlemouse.cpp while I'm at it.
2020-09-07 01:40:41 +10:00
Vas Crabb
3b5f754717 docs: Add naming conventions for certain things.
This isn’t supposed to be too prescriptive.  The C++ stuff just codifies
some things we’ve managed to mostly agree on for public interfaces.  The
stuff for titles/descriptions is also just codifying existing rules so
there’s something to point people towards.  This will need to be refined
as we go forward.
2020-08-24 13:01:37 +10:00
Olivier Galibert
22513fb6fe emumem: A little more speedup. cache and specific change syntax, and are not pointers anymore [O. Galibert]
The last(?) two changes are:

- Add a template parameter to everything (theoretically the address
  space width, in practice a level derived from it to keep as much
  compatibility between widths as possible) so that the shift size
  becomes a constant.

- Change the syntax of declaring and initializing the caches and
  specifics so that they're embedded in the owner device.  Solves
  lifetime issues and also removes one indirection (looking up the base
  dispatch pointer through the cache/specific pointer).
2020-05-25 16:42:57 +02:00
Stiletto
88909dc0d0
Happy New Year 2020 (nw) (#6128)
Happy New Year 2020 (nw) (#6128)
2020-01-04 01:13:50 -05:00
Vas Crabb
2032eb60a6 Allow per-layer blend modes supplied by driver for screens, as required
for Laserdisc overlays.

This is a change in behaviour, and it means that games like Golly!
Ghost! will need an explicit blend mode specified in the XML.  I'm not
entirely happy with the situation, but a better, more general solution
than this would require some serious refactoring to MAME's renderer.
2019-07-27 23:24:37 +10:00
Vas Crabb
c38a3395e9 Make layout format more flexible:
* There is no longer a concept of "layers" - there are only screens and elements.
* Elements are now instantiated with <element ref="...">
* Screens and elements can have explicit blending mode specified with blend="..."
* Default blending mode for screens is "add" and default for other elements is "alpha"
* Other supported modes are "none" and "multiply"
* This removes the options to enable/disable layers individually - use views instead
* Legacy layouts can still be loaded, and support won't be removed for at least a year

The current artwork model is over-stretched.  It's based on a Space
Invaders cabinet model, and isn't applicable to a lot of the systems
MAME emulates now.  The fact that MAME has to switch to an "alternate"
mode to deal with games like Golly! Ghost! without requiring pre-matted
bitmaps shows that the Space Invaders model wasn't even adequate for
general arcade use.  It shows in that for a lot of the systems that
heavily depend on artwork, people just seem to randomly choose layers
for elements until they get something that works.  Also, the fact that
MAME will switch to an alternate (Golly! Ghost!) mode depending on the
combination of elements is a trap for people learning to make artwork.

There are cases that the current approach of implying the blending mode
from the layer doesn't work with.  Examples include LEDs behind
diffusers (requires additive blending for layout elements), and mutliple
stacked LCD panels (requires RGB multiplication for screens).

For configurability, it's now a lot easier to make multiple views using
groups.  For example, if you want to make it possible to hide the
control panel section of your layout, you can put the control panel
elements in a group and create views with and without it.

I will gradually migrate the internal artwork to use the new approach.
I have an XSLT stylesheet that helps with this, but I'm not comfortable
adding it because it isn't a complete solution and it still requires
manul steps.

I wanted to get the re-worked pointer handling done sooner so I could
push them both at the same time, but unfortunately various things have
prevented me from progressing as quickly as I wanted to.  Sorry guys,
that stuff's going to have to wait.
2019-07-06 00:23:20 +10:00
Vas Crabb
97b6717027 (nw) Clean up the mess on master
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.

Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline.  When things like this happen, it wastes
everyone's time.  I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
2019-03-26 11:13:37 +11:00
andreasnaive
b380514764 Revert "conflict resolution (nw)"
This reverts commit c24473ddff, reversing
changes made to 009cba4fb8.
2019-03-25 23:13:40 +01:00
hap
2b53b22bb5 layout doc: reword (nw) 2019-03-25 13:04:27 +01:00
hap
cdde287597 layout doc: correction and add inputraw (this one actually does work the way inputmask was documented before) (nw) 2019-03-24 23:30:02 +01:00
cam900
e65f6d75e1 device_memory_interface.rst : Correct docs 2019-02-18 00:34:05 +11:00
Stiletto
a5461d9d6b
2018 -> 2019 changes (nw)
* 2018 -> 2019 changes (nw)
2019-01-10 17:01:26 -05:00
Vas Crabb
cba80b7182 Make informational verbs a bit more consistent, reduce copy/pasted code, a slight performance improvement for reading localisation files, and more documentation clean-up/correction/clarification 2019-01-04 01:12:02 +11:00
Vas Crabb
82501770de srcclean and cleanup (nw) 2018-10-28 14:00:12 +11:00
Wellington Uemura
62bf710d9d
Fixed broken document structure
* Those chapter numbers are auto generated by sphinx
* Fix the chapters not been bold like the rest of the documentation
* Fix chapter numbers not in sync with the rest of the documentation
* Change the last two chapters to keep up with the document consistency
* Fix bold for nscsi_full_device
2018-10-04 15:42:44 -03:00
Vas Crabb
e0df7a929f finish off layout documentation for now 2018-08-03 16:54:36 +10:00
Vas Crabb
6ea9ff9042 (nw) Further layout work:
* Allow <orientation> and <color> to work on group references
* Fix some corner cases where group bounds could be miscalculated
* Fix a corner case where MAME could incorrectly refuse to instantiate groups
* Add more checks to complay.py
* Document more of the layout format
2018-08-02 23:11:17 +10:00
Vas Crabb
4c0c840f96 (nw) be less eager to shadow variables in layouts, make highlights visible on white squares in modena 2018-07-31 23:54:12 +10:00
Vas Crabb
781d943b36 (nw) more layout documentation 2018-07-31 21:40:20 +10:00
Vas Crabb
0ce07a8a1e (nw) more render work:
* Clean up some corner cases in layouts with repeating blocks
* Make complay.py validate many more elements and attributes
* Make complay.py easier to use for just validating a layout
* Remove redundant view from Sega VMU layout
* Make buttons visually respond to input in whousetc.lay
* Add view with LED displays as well as terminal for aim65_40 and use repeats
* Clean up some outdated "game" terminology in clifront.cpp
* Initiaise a couple of members in tap/tun network module
* Start documenting layout format
2018-07-31 04:18:28 +10:00
Vas Crabb
6669489679 allow repeating elements and groups - useful if you need e.g. a lot of numbered labels, but it limits complay.py's ability to check for invalid references as it can't evaluate expressions (nw) 2018-07-22 09:52:50 +10:00
Stiletto
e51076bd41
(nw)
(nw)
2018-02-07 16:40:50 -05:00
Stiletto
ec5d60720f
Minor updates (nw)
Minor updates (nw)
2018-02-07 16:38:41 -05:00
Firehawke
9ece34eb21 Revert "Revert "Merge branch 'master' of https://github.com/mamedev/mame""
This reverts commit 54155441e9.
2017-12-13 21:31:27 -07:00
Firehawke
54155441e9 Revert "Merge branch 'master' of https://github.com/mamedev/mame"
This reverts commit f537428e5a, reversing
changes made to 0d70d79810.
2017-12-13 21:01:10 -07:00
AJR
412ef97d71 No more UINT (nw) 2017-12-10 15:32:59 -05:00
AJR
e733af5b08 Documentation update (nw) 2017-12-10 15:32:24 -05:00
Olivier Galibert
6caef2579a dvdisasm: Overhaul [O. Galibert]
Disassemblers are now independant classes.  Not only the code is
cleaner, but unidasm has access to all the cpu cores again.  The
interface to the disassembly method has changed from byte buffers to
objects that give a result to read methods.  This also adds support
for lfsr and/or paged PCs.
2017-11-26 17:41:27 +01:00
Vas Crabb
1e8c0b23c3 This is too contentious, please put it up for review
Revert "Changes to debugger memory address translation"

This reverts commit bb0964f9a2.
2017-08-01 15:19:44 +10:00
AJR
bb0964f9a2 Changes to debugger memory address translation
- memory_translate now returns an address space number rather a boolean flag, permitting addresses in part of one space to map to an entirely different space. This is primarily intended to help MCUs which have blocks of internal memory that can be dynamically remapped, but may also allow for more accurate emulation of MMUs that drive multiple external address spaces, since the old limit of four address spaces per MAME device has been lifted.
- memory_translate has also been made a const method, in spite of a couple of badly behaved CPU cores that can't honestly treat it as one.
- The (read|write)_(byte|word|dword|qword|memory|opcode) accessors have been transferred from debugger_cpu to device_memory_interface, with somewhat modified arguments corresponding to the translate function it calls through to if requested.
2017-08-01 00:21:19 -04:00
Olivier Galibert
cbbbd07484 dimemory: Lift the cap on the number of address spaces per device [O. Galibert] 2017-07-03 08:03:57 +02:00
Olivier Galibert
cb1930f6e6 Rename AS_DECRYPTED_OPCODES to AS_OPCODES [O. Galibert] 2017-07-03 08:03:57 +02:00
Dan Amador
3a43ec44cc Update luaengine.rst 2017-05-22 18:08:28 -05:00