Example #1
0
int video_init(void)
{
	osd_create_params params;
	artwork_callbacks *artcallbacks;
	int bmwidth = Machine->drv->screen_width;
	int bmheight = Machine->drv->screen_height;

	movie_file = NULL;
	movie_frame = 0;

	add_pause_callback(video_pause);
	add_exit_callback(video_exit);

	/* first allocate the necessary palette structures */
	if (palette_start())
		return 1;

#ifndef NEW_RENDER
	/* if we're a vector game, override the screen width and height */
	if (Machine->drv->video_attributes & VIDEO_TYPE_VECTOR)
		scale_vectorgames(options.vector_width, options.vector_height, &bmwidth, &bmheight);

	/* compute the visible area for raster games */
	if (!(Machine->drv->video_attributes & VIDEO_TYPE_VECTOR))
	{
		params.width = Machine->drv->default_visible_area.max_x - Machine->drv->default_visible_area.min_x + 1;
		params.height = Machine->drv->default_visible_area.max_y - Machine->drv->default_visible_area.min_y + 1;
	}
	else
	{
		params.width = bmwidth;
		params.height = bmheight;
	}

	/* fill in the rest of the display parameters */
	compute_aspect_ratio(Machine->drv, &params.aspect_x, &params.aspect_y);
	params.depth = Machine->color_depth;
	params.colors = palette_get_total_colors_with_ui();
	params.fps = Machine->drv->frames_per_second;
	params.video_attributes = Machine->drv->video_attributes;

#ifdef MESS
	artcallbacks = &mess_artwork_callbacks;
#else
	artcallbacks = &mame_artwork_callbacks;
#endif

	/* initialize the display through the artwork (and eventually the OSD) layer */
	if (artwork_create_display(&params, direct_rgb_components, artcallbacks))
		return 1;

	/* the create display process may update the vector width/height, so recompute */
	if (Machine->drv->video_attributes & VIDEO_TYPE_VECTOR)
		scale_vectorgames(options.vector_width, options.vector_height, &bmwidth, &bmheight);

	/* now allocate the screen bitmap */
	scrbitmap[0] = auto_bitmap_alloc_depth(bmwidth, bmheight, Machine->color_depth);
	if (!scrbitmap[0])
		return 1;
#endif

	/* set the default refresh rate */
	set_refresh_rate(Machine->drv->frames_per_second);

	/* set the default visible area */
	set_visible_area(0,1,0,1);	// make sure everything is recalculated on multiple runs
	set_visible_area(
			Machine->drv->default_visible_area.min_x,
			Machine->drv->default_visible_area.max_x,
			Machine->drv->default_visible_area.min_y,
			Machine->drv->default_visible_area.max_y);

	/* create spriteram buffers if necessary */
	if (Machine->drv->video_attributes & VIDEO_BUFFERS_SPRITERAM)
		if (init_buffered_spriteram())
			return 1;

#ifndef NEW_RENDER
#if defined(MAME_DEBUG) && !defined(NEW_DEBUGGER)
	/* if the debugger is enabled, initialize its bitmap and font */
	if (Machine->debug_mode)
	{
		int depth = options.debug_depth ? options.debug_depth : Machine->color_depth;

		/* first allocate the debugger bitmap */
		Machine->debug_bitmap = auto_bitmap_alloc_depth(options.debug_width, options.debug_height, depth);
		if (!Machine->debug_bitmap)
			return 1;

		/* then create the debugger font */
		Machine->debugger_font = build_debugger_font();
		if (Machine->debugger_font == NULL)
			return 1;
	}
#endif
#endif

	/* convert the gfx ROMs into character sets. This is done BEFORE calling the driver's */
	/* palette_init() routine because it might need to check the Machine->gfx[] data */
	if (Machine->drv->gfxdecodeinfo)
		if (allocate_graphics(Machine->drv->gfxdecodeinfo))
			return 1;

	/* initialize the palette - must be done after osd_create_display() */
	if (palette_init())
		return 1;

	/* force the first update to be full */
	set_vh_global_attribute(NULL, 0);

	/* actually decode the graphics */
	if (Machine->drv->gfxdecodeinfo)
		decode_graphics(Machine->drv->gfxdecodeinfo);

	/* reset performance data */
	last_fps_time = osd_cycles();
	rendered_frames_since_last_fps = frames_since_last_fps = 0;
	performance.game_speed_percent = 100;
	performance.frames_per_second = Machine->refresh_rate;
	performance.vector_updates_last_second = 0;

	/* reset video statics and get out of here */
	pdrawgfx_shadow_lowpri = 0;
	leds_status = 0;

	/* initialize tilemaps */
	if (tilemap_init() != 0)
		fatalerror("tilemap_init failed");
	return 0;
}
Example #2
0
int video_init(running_machine *machine)
{
	int scrnum;

	add_exit_callback(machine, video_exit);

	/* reset globals */
	memset(scrinfo, 0, sizeof(scrinfo));

	/* configure all of the screens */
	for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++)
		if (machine->drv->screen[scrnum].tag != NULL)
		{
			internal_screen_info *info = &scrinfo[scrnum];
			screen_state *state = &machine->screen[scrnum];

			/* configure the screen with the default parameters */
			video_screen_configure(scrnum, state->width, state->height, &state->visarea, state->refresh);

			/* reset VBLANK timing */
			info->vblank_time = sub_mame_times(time_zero, double_to_mame_time(Machine->screen[0].vblank));

			/* register for save states */
			state_save_register_item("video", scrnum, info->vblank_time.seconds);
			state_save_register_item("video", scrnum, info->vblank_time.subseconds);
		}

	/* create spriteram buffers if necessary */
	if (machine->drv->video_attributes & VIDEO_BUFFERS_SPRITERAM)
		init_buffered_spriteram();

	/* convert the gfx ROMs into character sets. This is done BEFORE calling the driver's */
	/* palette_init() routine because it might need to check the machine->gfx[] data */
	if (machine->drv->gfxdecodeinfo != NULL)
		allocate_graphics(machine->drv->gfxdecodeinfo);

	/* configure the palette */
	palette_config(machine);

	/* actually decode the graphics */
	if (machine->drv->gfxdecodeinfo != NULL)
		decode_graphics(machine->drv->gfxdecodeinfo);

	/* reset performance data */
	last_fps_time = osd_ticks();
	rendered_frames_since_last_fps = frames_since_last_fps = 0;
	performance.game_speed_percent = 100;
	performance.frames_per_second = machine->screen[0].refresh;
	performance.vector_updates_last_second = 0;

	/* reset video statics and get out of here */
	pdrawgfx_shadow_lowpri = 0;
	leds_status = 0;

	/* initialize tilemaps */
	if (tilemap_init(machine) != 0)
		fatalerror("tilemap_init failed");

	/* create a render target for snapshots */
	if (Machine->drv->screen[0].tag != NULL)
	{
		snap_bitmap = NULL;
		snap_target = render_target_alloc(layout_snap, RENDER_CREATE_SINGLE_FILE | RENDER_CREATE_HIDDEN);
		assert(snap_target != NULL);
		if (snap_target == NULL)
			return 1;
		render_target_set_layer_config(snap_target, 0);
	}

	/* create crosshairs */
	crosshair_init();

	return 0;
}