(nw) The pcap.h header itself has the problematic original BSD license,
including the obnoxious advertising clause. Using tap/tun networking on
Windows provides a much better experience, so the extra setup is worth
it. This patch also allows you to enable pcap on platforms where it's
disabled by default with USE_PCAP=1 if you really want to use it.
* Removed empty nl_examples from dist.mak
* Added copyright acknowledgements and full text of licenses to binary distribution
* Fixed up the list of third-party libraries
* Moved WDL fft.c to 3rdparty
* Change makerules to take variable $(PROJECT_TYPE) instead of hardcoded 'gmake'
This allows to run `make projgen PROJECT_TYPE=ninja` to generate ninja build files instead.
and to build GENie using ninja by running `make release PROJECT_TYPE=ninja`.
Using ninja improves build times,
e.g. for macOS: 12.47s with gmake goes down to 2.05s with ninja.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Set prefer project set as solution.startproject as default target
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Adding `GenerateMapFiles` flag.
Causes Visual Studio's linker to generate .map files for that
configuration.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Add ninja support for 'wholearchive' libraries
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fixup ninja.esc to gracefully ignore nil passed as value
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Use -Wl,-force_load for wholearchive libs when building for macosx
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Add space after filename in 'Generating' message
This makes the filename 'clickable' to open in iTerm and VSCode
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Print generated filenames as quoted string
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Remove '...' after filename
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Pop cwd after pushing to run file
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Make paths in embed.lua rely on script dir
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fix issues caused by make-4.3 no longer adding spaces to variables in some cases The fix was found by @asavah.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fixed release script.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Update scripts.c
Co-authored-by: Christian Helmich <kagekirin@gmail.com>
Co-authored-by: Johan Sköld <johan@skold.cc>
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Change makerules to take variable $(PROJECT_TYPE) instead of hardcoded 'gmake'
This allows to run `make projgen PROJECT_TYPE=ninja` to generate ninja build files instead.
and to build GENie using ninja by running `make release PROJECT_TYPE=ninja`.
Using ninja improves build times,
e.g. for macOS: 12.47s with gmake goes down to 2.05s with ninja.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Set prefer project set as solution.startproject as default target
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Adding `GenerateMapFiles` flag.
Causes Visual Studio's linker to generate .map files for that
configuration.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Add ninja support for 'wholearchive' libraries
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fixup ninja.esc to gracefully ignore nil passed as value
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Use -Wl,-force_load for wholearchive libs when building for macosx
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Add space after filename in 'Generating' message
This makes the filename 'clickable' to open in iTerm and VSCode
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Print generated filenames as quoted string
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Remove '...' after filename
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Pop cwd after pushing to run file
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Make paths in embed.lua rely on script dir
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fix issues caused by make-4.3 no longer adding spaces to variables in some cases The fix was found by @asavah.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Fixed release script.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Updated README.
Signed-off-by: Julian Sikorski <belegdol+github@gmail.com>
* Update scripts.c
Co-authored-by: Christian Helmich <kagekirin@gmail.com>
Co-authored-by: Johan Sköld <johan@skold.cc>
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
Currently waitvsync is broken in the bgfx vulkan backend.
The option is just ignored and a mode waiting for vsync is selected.
This also breaks throttle. -nothrottle doesn't work.
These changes fix this. If available a non-syncing mode is used if
-nowaitvsync is used.
Previous semantics were encouraged by sol2, and ThePhD admitted it was a bad idea for usertypes with lots of members. sol3 allows to assign members outside a constructor for regular usertypes, but mame can't move to sol3 because it requires C++17. Turns out sol2 also has a way to add members separately, and that is what I used. This helps immensely.
This approach required a fix to warning C5046 copied from here 5799084572
Tested current mame plugins, everything seems to work.
PS: Due to come black magic, if I use simple_usertype::set() with "manager" as well, "machine" member dies (others are fine!), so I had to leave it intact.
* Add workaround for imgtool and jedutil failing vs2019 debug builds with /ZI
* No longer allow msvc build to fail
* Enable tools build for travis to make it more useful
* Switch travis to Xcode 11 in order to fix nltool linking failure
* Prefer 64-bit compiler with VS 2019 too
* Setting PreferredToolArchitecture to x64 is not needed, genie puts it into the project files for vs2015 or later
* OPTIMIZE=1 build is faster that OPTIMIZE=0 for some reason. So fast in fact, that TOOLS=1 can be enabled without hitting the 60 minute timeout
* Switch MINGW build to VS 2017 image until appveyor figure out why builds on VS 2019 are almost twice as slow
* Run pacman twice to account for core system upgrades
- solver now uses dynamic allocation on systems larger than 512x512
- fixed osx build
- moved nl_lists.h classes to plists.h
- fixed netlist makefile clint section
- readability and typos
* Sync with bgfx upstream revision b91d0b6
* Sync with bx upstream revision d60912b
* Sync with bimg upstream revision bd81f60
* Add astc-codec decoder
* Rename VertexDecl to VertexLayout
* Rename UniformType enum Int1 to Sampler.
* Add NVN stub
* Fix unused-const-variable error on macOS
* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.
* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning
* Build bgfx as Objective-C++ on macOS
It is needed due to included headers
* Enable Direct3D12 and Vulkan bgfx rendering backends
* Enable building of spirv shaders
* Properly escape /c in cmd call
* Comment out dx12 bgfx renderer
* Honor VERBOSE setting during shaders build
* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl
* Add spirv shaders
* OpenGL ES needs transposed matrix too
* Metal needs transposed matrix as well
* Synced with GENie upstream revision e78d6c1
* Add Visual Studio 2019 support
* Fix hardcoded -m64
* Switch appveyor to Visual Studio 2019
* Fix genie being built as 32-bit
* MSVC build is known to be broken currently. Let it fail until all the known issues are fixed.
* Update the packages before building
* Build with 3 threads
Appveyor VMs have only 2 cores and 8 GB RAM.
* Enable caching of pacman cache
* Add support for pcnfrk2m - Percussion Freaks 2nd Mix (GE912 VER. KAA)
* WIP audio for k573dio
* WIP
* Move 3rd party library to 3rdparty folder
* Use MAME's BIT and bitswap
* Fix regression which caused songs to stutter/lag when they should have been read completely in one shot
* Replace gain_to_db switch with equivalent math
This effectively reverts b380514764 and
c24473ddff, restoring the state at
598cd52272.
Before pushing, please check that what you're about to push is sane.
Check your local commit log and ensure there isn't anything out-of-place
before pushing to mainline. When things like this happen, it wastes
everyone's time. I really don't need this in a week when real work™ is
busting my balls and I'm behind where I want to be with preparing for
MAME release.
* Fix compile for Android, set API to 24
* Update Android Studio project to API 24
* Fixed project file to latest Android Studio
* fix build with gradle alone