void updatescreen(void) { /* update sound */ sound_frame_update(); /* if we're not skipping this frame, draw the screen */ if (!osd_skip_this_frame()) { profiler_mark(PROFILER_VIDEO); draw_screen(); profiler_mark(PROFILER_END); } /* the user interface must be called between vh_update() and osd_update_video_and_audio(), */ /* to allow it to overlay things on the game display. We must call it even */ /* if the frame is skipped, to keep a consistent timing. */ ui_update_and_render(artwork_get_ui_bitmap()); /* update our movie recording state */ if (!mame_is_paused()) record_movie_frame(scrbitmap[0]); /* blit to the screen */ update_video_and_audio(); /* call the end-of-frame callback */ if (Machine->drv->video_eof && !mame_is_paused()) { profiler_mark(PROFILER_VIDEO); (*Machine->drv->video_eof)(); profiler_mark(PROFILER_END); } }
void video_frame_update(void) { int skipped_it = video_skip_this_frame(); int paused = mame_is_paused(Machine); int phase = mame_get_phase(Machine); int livemask; int scrnum; /* only render sound and video if we're in the running phase */ if (phase == MAME_PHASE_RUNNING) { /* update sound */ sound_frame_update(); /* finish updating the screens */ for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++) if (Machine->drv->screen[scrnum].tag != NULL) video_screen_update_partial(scrnum, Machine->screen[scrnum].visarea.max_y); /* now add the quads for all the screens */ livemask = render_get_live_screens_mask(); for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++) { if (livemask & (1 << scrnum)) { internal_screen_info *screen = &scrinfo[scrnum]; /* only update if empty and not a vector game; otherwise assume the driver did it directly */ if (render_container_is_empty(render_container_get_screen(scrnum)) && !(Machine->drv->video_attributes & VIDEO_TYPE_VECTOR)) { mame_bitmap *bitmap = screen->bitmap[screen->curbitmap]; if (!skipping_this_frame && screen->changed) { rectangle fixedvis = Machine->screen[scrnum].visarea; fixedvis.max_x++; fixedvis.max_y++; render_texture_set_bitmap(screen->texture, bitmap, &fixedvis, Machine->drv->screen[scrnum].palette_base, screen->format); screen->curbitmap = 1 - screen->curbitmap; } render_screen_add_quad(scrnum, 0.0f, 0.0f, 1.0f, 1.0f, MAKE_ARGB(0xff,0xff,0xff,0xff), screen->texture, PRIMFLAG_BLENDMODE(BLENDMODE_NONE) | PRIMFLAG_SCREENTEX(1)); } } } /* update our movie recording state */ if (!paused) movie_record_frame(0); /* reset the screen changed flags */ for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++) scrinfo[scrnum].changed = 0; } /* draw any crosshairs */ crosshair_render(); /* draw the user interface */ ui_update_and_render(); /* call the OSD to update */ skipping_this_frame = osd_update(mame_timer_get_time()); /* empty the containers */ for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++) if (Machine->drv->screen[scrnum].tag != NULL) render_container_empty(render_container_get_screen(scrnum)); /* update FPS */ recompute_fps(skipped_it); /* call the end-of-frame callback */ if (phase == MAME_PHASE_RUNNING) { /* reset partial updates if we're paused or if the debugger is active */ if (paused || mame_debug_is_active()) video_reset_partial_updates(); /* otherwise, call the video EOF callback */ else if (Machine->drv->video_eof != NULL) { profiler_mark(PROFILER_VIDEO); (*Machine->drv->video_eof)(Machine); profiler_mark(PROFILER_END); } } }