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video/voodoo.cpp: Major rewrite: (#8267)
* Changed to use modern poly.h instead of polylgcy.h.
* Moved helper classes into separate voodoo namespace.
* Derived device classes from video_device_interface.
* Split classes so that later versions derive from earlier versions.
* Created device maps to be directly included.
* Redesigned register mapping to use helper classes and delegates.
* Rewrote rasterizers to use C++ templates instead of macros.
* Added logic to compute equations for color/texture combine units.
* Added special generic identity-texel rasterizer cases.
* Removed pipeline stalls on texture and palette changes.
* Removed pipeline stalls on most all parameter changes.
* Generally re-thought and cleaned up logic throughout.
* Parameterized cycle stealing on status reads; updated all existing voodoo consumers to configure it as it was before.

-vidoe/poly.h: Various improvements:
* Exposed poly_array class for broader use.
* Changed poly_array to intelligently determine maximum size.
* Added logic to track multiple "last" instances in poly_array.
* Extended logic to support up to 16m work items.
* Removed MaxPolys parameter from poly_manager template.
* Added Flags parameter to poly_manager template.
* Added POLY_FLAG_NO_CLIPPING flag to remove clipping code when not needed.
* poly_manager now supports a MaxParams value of 0.
* Made paramcount a template parameter for render_* functions.
* Added reset_after_wait() method to be overridden by derived classes.
* Switched to using std:: helpers instead of internal methods.
* Removed useless dependency on screen_device.
* TRACK_POLY_WAITS now produces more complete statistics.

-video/polylgcy.cpp: Removed legacy implementation of polygon renderer.

-machine/gt64xxx.cpp: Prevent lockups by disallowing 0-duration timers.

-machine/pci.cpp: Added support for adding subdevice maps directly.

-emu/video/rgbsse.h: Improved min/max for SSE4.1+ and scale+clamp operations for all.

-emu/vidoe/rgbutil.h: Made palette expansion constexpr and added argbexpand function.

-osd/osdcore.cpp: Changed osd_ticks to use QueryPerformanceCounter on Windows since the mingw std::chrono::high_resolution_clock is anything but.
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MAME

Join the chat at https://gitter.im/mamedev/mame

Build status:

OS/Compiler Status
Linux/GCC and Clang CI (Linux) Build Status
Windows/GCC and MSVC CI (Windows)
macOS/Clang CI (macOS)

Static analysis status for entire build (except for third-party parts of project):

Coverity Scan Status

What is MAME?

MAME is a multi-purpose emulation framework.

MAME's purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important "vintage" software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus.

How to compile?

If you're on a *NIX or OSX system, it could be as easy as typing

make

for a MAME build,

make SUBTARGET=arcade

for an arcade-only build, or

make SUBTARGET=mess

for MESS build.

See the Compiling MAME page on our documentation site for more information, including prerequisites for Mac OS X and popular Linux distributions.

For recent versions of OSX you need to install Xcode including command-line tools and SDL 2.0.

For Windows users, we provide a ready-made build environment based on MinGW-w64.

Visual Studio builds are also possible, but you still need build environment based on MinGW-w64. In order to generate solution and project files just run:

make vs2019

or use this command to build it directly using msbuild

make vs2019 MSBUILD=1

Where can I find out more?

Contributing

Coding standard

MAME source code should be viewed and edited with your editor set to use four spaces per tab. Tabs are used for initial indentation of lines, with one tab used per indentation level. Spaces are used for other alignment within a line.

Some parts of the code follow Allman style; some parts of the code follow K&R style -- mostly depending on who wrote the original version. Above all else, be consistent with what you modify, and keep whitespace changes to a minimum when modifying existing source. For new code, the majority tends to prefer Allman style, so if you don't care much, use that.

All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the BSD-3-Clause license, the LGPL-2.1, or the GPL-2.0.

License

The MAME project as a whole is made available under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of the source files (over 90% including core files) are made available under the terms of the 3-clause BSD License, and we would encourage new contributors to make their contributions available under the terms of this license.

Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the "MAME" name, logo, or wordmark.

Copyright (C) 1997-2021  MAMEDev and contributors

This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2, as provided in
docs/legal/GPL-2.0.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
more details.

Please see COPYING for more details.