void update_video_and_audio(void) { int skipped_it = osd_skip_this_frame(); #if defined(MAME_DEBUG) && !defined(NEW_DEBUGGER) debug_trace_delay = 0; #endif /* fill in our portion of the display */ current_display.changed_flags = 0; /* set the main game bitmap */ current_display.game_bitmap = scrbitmap[0]; current_display.game_bitmap_update = Machine->absolute_visible_area; if (!skipped_it) current_display.changed_flags |= GAME_BITMAP_CHANGED; /* set the visible area */ current_display.game_visible_area = Machine->absolute_visible_area; if (visible_area_changed) current_display.changed_flags |= GAME_VISIBLE_AREA_CHANGED; /* set the refresh rate */ current_display.game_refresh_rate = Machine->refresh_rate; if (refresh_rate_changed) current_display.changed_flags |= GAME_REFRESH_RATE_CHANGED; /* set the vector dirty list */ if (Machine->drv->video_attributes & VIDEO_TYPE_VECTOR) if (!full_refresh_pending && !ui_is_dirty() && !skipped_it) { current_display.vector_dirty_pixels = vector_dirty_list; current_display.changed_flags |= VECTOR_PIXELS_CHANGED; } #if defined(MAME_DEBUG) && !defined(NEW_DEBUGGER) /* set the debugger bitmap */ current_display.debug_bitmap = Machine->debug_bitmap; if (debugger_bitmap_changed) current_display.changed_flags |= DEBUG_BITMAP_CHANGED; debugger_bitmap_changed = 0; /* adjust the debugger focus */ if (debugger_focus != current_display.debug_focus) { current_display.debug_focus = debugger_focus; current_display.changed_flags |= DEBUG_FOCUS_CHANGED; } #endif /* set the LED status */ if (leds_status != current_display.led_state) { current_display.led_state = leds_status; current_display.changed_flags |= LED_STATE_CHANGED; } /* update with data from other parts of the system */ palette_update_display(¤t_display); /* render */ artwork_update_video_and_audio(¤t_display); /* update FPS */ recompute_fps(skipped_it); /* reset dirty flags */ visible_area_changed = 0; refresh_rate_changed = 0; }
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); } } }