Commit 2f554931 authored by Jordi Mallach's avatar Jordi Mallach 🐗

New upstream version 0.206+dfsg.1

parent 74e4d5d1

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

......@@ -392,7 +392,7 @@ LUALIB_API int luaopen_zlib(lua_State * const L) {
SETLITERAL("_COPYRIGHT", "Copyright (c) 2009-2010 Brian Maher");
SETLITERAL("_DESCRIPTION", "Yet another binding to the zlib library");
SETLITERAL("_VERSION", "lua-zlib $Id: b619258c75f480717fad20c113c3b1a35f888ce0 $ (tag: mame0205)");
SETLITERAL("_VERSION", "lua-zlib $Id: b619258c75f480717fad20c113c3b1a35f888ce0 $ (tag: mame0206)");
/* Expose this to lua so we can do a test: */
SETINT("_TEST_BUFSIZ", LUAL_BUFFERSIZE);
......
......@@ -6,7 +6,7 @@
#include "CpuArch.h"
#ifdef MY_CPU_X86_OR_AMD64
#if _MSC_VER >= 1500
#if _MSC_VER >= 1500 && !defined(__clang__)
#define USE_INTEL_AES
#endif
#endif
......
......@@ -2917,7 +2917,7 @@ static PaError StartStream( PaStream *s )
{
PaError result = paNoError;
PaWinDsStream *stream = (PaWinDsStream*)s;
HRESULT hr;
HRESULT hr = -1;
stream->callbackResult = paContinue;
PaUtil_ResetBufferProcessor( &stream->bufferProcessor );
......
......@@ -122,7 +122,7 @@ Default is to use the pin category.
#define PA_WDMKS_USE_CATEGORY_FOR_PIN_NAMES 1
#endif
#ifdef __GNUC__
#if defined(__GNUC__) || (defined(_MSC_VER) && defined(__clang__))
#undef PA_LOGE_
#define PA_LOGE_ PA_DEBUG(("%s {\n",__FUNCTION__))
#undef PA_LOGL_
......@@ -158,7 +158,7 @@ Default is to use the pin category.
#define PA_THREAD_FUNC static DWORD WINAPI
#endif
#ifdef _MSC_VER
#if defined(_MSC_VER) && !defined(__clang__)
#define NOMMIDS
#define DYNAMIC_GUID(data) {data}
#define _NTRTL_ /* Turn off default definition of DEFINE_GUIDEX */
......
......@@ -2533,7 +2533,7 @@ static PaError OpenStream( struct PaUtilHostApiRepresentation *hostApi,
{
framesPerBufferProcessorCall = framesPerHostInputBuffer;
}
else if( outputParameters )
else //if( outputParameters )
{
framesPerBufferProcessorCall = framesPerHostOutputBuffer;
}
......
......@@ -4,7 +4,7 @@ MAME is a registered trademark of Gregory Ember.
The text of version 2 of the GNU General Public License follows.
Copyright (C) 1997-2017 MAMEDev and contributors
Copyright (C) 1997-2019 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 as published by
......
......@@ -93,7 +93,7 @@ Please note that MAME is a registered trademark of Gregory Ember, and permission
<img align="right" src="http://opensource.org/trademarks/opensource/OSI-Approved-License-100x137.png">
</a>
Copyright (C) 1997-2018 MAMEDev and contributors
Copyright (C) 1997-2019 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 as published by
......
Copyright (c) 2018, MAME Development Team
Copyright (c) 2019, MAME Development Team
All rights reserved.
Redistribution and use in source and binary forms, with or without
......
......@@ -4,8 +4,8 @@
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.mamedev.mame"
android:versionCode="205"
android:versionName="0.205"
android:versionCode="206"
android:versionName="0.206"
android:installLocation="auto">
<!-- OpenGL ES 2.0 -->
......
Copyright (c) 2018, MAME Development Team
Copyright (c) 2019, MAME Development Team
All rights reserved.
Redistribution and use in source and binary forms, with or without
......
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......@@ -23,17 +23,17 @@ Some older LCD displays used a native resolution of 1280x1024 and were a 5:4 asp
Getting Started with BGFX
-------------------------
You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include BGFX as of 172, so you don't need to download any additional files.
You will need to have followed the initial MAME setup instructions elsewhere in this manual before beginning. Official MAME distributions include BGFX as of MAME 0.172, so you don't need to download any additional files.
Open your MAME.INI in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:
Open your ``mame.ini`` in your text editor of choice (e.g. Notepad), and make sure the following options are set correctly:
* **video bgfx**
* ``video bgfx``
Now, you may want to take a moment to look below at the Configuration Settings section to see how to set up these next options.
As referenced in :ref:`advanced-multi-CFG`, MAME has a order in which it processes INI files. The BGFX settings can be edited in MAME.INI, but to take full advantage of the power of MAME's config files, you'll want to copy the BGFX settings from MAME.INI to one of the other config files and make changes there.)
As referenced in :ref:`advanced-multi-CFG`, MAME has a order in which it processes INI files. The BGFX settings can be edited in ``mame.ini``, but to take full advantage of the power of MAME's config files, you'll want to copy the BGFX settings from ``mame.ini`` to one of the other config files and make changes there.)
In particular, you will want the **bgfx_screen_chains** to be specific to each game.
In particular, you will want the ``bgfx_screen_chains`` to be specific to each game.
Save your .INI file(s) and you're ready to begin.
......@@ -46,12 +46,12 @@ Configuration Settings
|
| **bgfx_backend**
|
| Selects a rendering backend for BGFX to use. Possible choices include **d3d9**, **d3d11**, **opengl**, and **metal**. The default is **auto**, which will let MAME choose the best selection for you.
| Selects a rendering backend for BGFX to use. Possible choices include ``d3d9``, ``d3d11``, ``opengl``, and ``metal``. The default is ``**auto**``, which will let MAME choose the best selection for you.
|
| **d3d9** -- Direct3D 9.0 Renderer (Requires Windows XP or higher)
| **d3d11** -- Direct3D 11.0 Renderer (Requires Windows Vista with D3D11 update or Windows 7 or higher)
| **opengl** -- OpenGL Renderer (Requires OpenGL drivers, may work better on some poorly designed video cards, supported on Linux/Mac OS X)
| **metal** -- Metal Apple Graphics API (Requires OS X 10.11 El Capitan or newer)
| ``d3d9`` -- Direct3D 9.0 Renderer (Requires Windows XP or higher)
| ``d3d11`` -- Direct3D 11.0 Renderer (Requires Windows Vista with D3D11 update or Windows 7 or higher)
| ``opengl`` -- OpenGL Renderer (Requires OpenGL drivers, may work better on some poorly designed video cards, supported on Linux/Mac OS X)
| ``metal`` -- Metal Apple Graphics API (Requires OS X 10.11 El Capitan or newer)
|
| **bgfx_debug**
|
......@@ -59,13 +59,13 @@ Configuration Settings
|
| **bgfx_screen_chains**
|
| This dictates how to handle BGFX rendering on a per-display basis. Possible choices include **hlsl**, **unfiltered**, and **default**.
| This dictates how to handle BGFX rendering on a per-display basis. Possible choices include ``hlsl``, ``unfiltered``, and ``default``.
|
| **default** -- default bilinear filterered output
| **unfiltered** -- nearest neighbor unfiltered output
| **hlsl** -- HLSL display simulation through shaders
| ``default`` -- **default** bilinear filterered output
| ``unfiltered`` -- nearest neighbor unfiltered output
| ``hlsl`` -- HLSL display simulation through shaders
|
| We make a distinction between emulated device screens (which we'll call a **screen**) and physical displays (which we'll call a **window**, set by **-numscreens**) here. We use colons (:) to seperate windows, and commas (,) to seperate screens. Commas always go on the outside of the chain (see House Mannequin example)
| We make a distinction between emulated device screens (which we'll call a **screen**) and physical displays (which we'll call a **window**, set by ``-numscreens``) here. We use colons (:) to seperate windows, and commas (,) to seperate screens. Commas always go on the outside of the chain (see House Mannequin example)
|
| On a combination of a single window, single screen case, such as Pac-Man on one physical PC monitor, you can specify one entry like:
|
......@@ -75,17 +75,17 @@ Configuration Settings
|
| On a single window, multiple screen game, such as Darius on one physical PC monitor, specify multiple entries (one per window) like:
|
| **bgfx_screen_chains hlsl,hlsl,hlsl**
| bgfx_screen_chains hlsl,hlsl,hlsl
|
| This also works with single screen games where you are mirroring the output to more than one physical display. For instance, you could set up Pac-Man to have one unfiltered output for use with video broadcasting while a second display is set up HLSL for playing on.
|
| On a mulitple window, multiple screen game, such as Darius on three physical PC monitors, specify multiple entries (one per window) like:
|
| **bgfx_screen_chains hlsl:hlsl:hlsl**
| ``bgfx_screen_chains hlsl:hlsl:hlsl``
|
| Another example game would be Taisen Hot Gimmick, which used two CRTs to show individual player hands to just that player. If using two windows (two physical displays):
|
| **bgfx_screen_chains hlsl:hlsl**
| ``bgfx_screen_chains hlsl:hlsl``
|
| One more special case is that Nichibutsu had a special cocktail mahjongg cabinet that used a CRT in the middle along with two LCD displays to show each player their hand. We would want the LCDs to be unfiltered and untouched as they were, while the CRT would be improved through HLSL. Since we want to give each player their own full screen display (two physical monitors) along with the LCD, we'll go with:
|
......@@ -95,14 +95,14 @@ Configuration Settings
|
| If using only one window (one display), keep in mind the game still has three screens, so we would use:
|
| **bgfx_screen_chains hlsl,unfiltered,unfiltered**
| ``bgfx_screen_chains hlsl,unfiltered,unfiltered``
|
|
| Note that the commas are on the outside edges, and any colons are in the middle.
|
| **bgfx_shadow_mask**
| ``bgfx_shadow_mask``
|
| This specifies the shadow mask effect PNG file. By default this is **slot-mask.png**.
| This specifies the shadow mask effect PNG file. By default this is ``**slot-mask.png**``.