mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
183dca563d
- Added 'crosshairs' command line and config option. - Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this). - Added fullscreen toggle within game using Alt+Enter key combination. - Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later). - Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable) - Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was. - Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2. - Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding). - Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal). - Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache. - Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors. - Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow. - Fixed a bug in debugger which meant memory watches were not triggering properly
295 lines
12 KiB
Makefile
295 lines
12 KiB
Makefile
##
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## Supermodel
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## A Sega Model 3 Arcade Emulator.
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## Copyright 2011 Bart Trzynadlowski, Nik Henson
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##
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## This file is part of Supermodel.
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##
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## Supermodel is free software: you can redistribute it and/or modify it under
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## the terms of the GNU General Public License as published by the Free
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## Software Foundation, either version 3 of the License, or (at your option)
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## any later version.
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##
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## Supermodel is distributed in the hope that it will be useful, but WITHOUT
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## ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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## FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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## more details.
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##
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## You should have received a copy of the GNU General Public License along
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## with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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##
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#
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# Makefile.SDL.Win32.MSVC
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#
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# GNU Makefile for SDL port using Microsoft Visual C++ 2008. Copy this Makefile
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# to the base directory of the source distribution (one up from Src/ and here).
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#
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# The DirectX SDK must be properly installed -- the DXSDK_DIR environment
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# variable must be set.
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#
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###############################################################################
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# Build Options
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###############################################################################
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#
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# Bitness of build ('32' or '64')
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#
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BITS = 32
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#
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# Include console-based debugger in emulator ('yes' or 'no')
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#
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ENABLE_DEBUGGER = no
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###############################################################################
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# 32/64-Bit SDK Directories and Options
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#
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# Edit these paths as necessary.
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# The following environment variables are used:
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# VSINSTALLDIR is Visual Studio installation directory.
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# WindowsSdkDir is Windows SDK installation directory.
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###############################################################################
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ifeq ($(strip $(BITS)),64)
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ARCH = x64
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VC_BIN = $(VSINSTALLDIR)\vc\bin\amd64
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ARCH_LIBS = /LIBPATH:"$(VSINSTALLDIR)\vc\lib\amd64" /LIBPATH:"$(WindowsSdkDir)\lib\x64"
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else
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ARCH = x86
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VC_BIN = $(VSINSTALLDIR)\vc\bin
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ARCH_LIBS =
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endif
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###############################################################################
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# Required Libraries
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#
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# Edit these paths as necessary.
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# The following environment variables are used:
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# DXSDK_DIR is Direct X installation directory.
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#
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# SDL and zlib must have been built with the multi-threaded static run-time
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# library (/MT option). By default, they usually come built with /MD. You must
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# either compile them yourself or edit the compiler options below to use /MD.
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###############################################################################
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#
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# SDL
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#
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SDL_LIBPATH = Libraries\SDL-1.2.14\lib-$(ARCH)-MT
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SDL_INCLUDEPATH = Libraries\SDL-1.2.14\include
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#
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# ZLib
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#
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ZLIB_LIBPATH = Libraries\zlib-1.2.4\lib-$(ARCH)-MT
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ZLIB_INCLUDEPATH = Libraries\zlib-1.2.4
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#
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# DirectX
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#
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DIRECTX_LIBPATH = $(DXSDK_DIR)\Lib\$(ARCH)
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DIRECTX_INCLUDEPATH = $(DXSDK_DIR)\Include
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###############################################################################
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# Outputs
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###############################################################################
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ifeq ($(strip $(BITS)),64)
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OBJ_DIR = obj64
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BIN_DIR = bin64
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else
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OBJ_DIR = obj
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BIN_DIR = bin
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endif
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OUTFILE = $(BIN_DIR)\Supermodel.exe
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###############################################################################
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# Compiler and Linker
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###############################################################################
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CC = "$(VC_BIN)\cl.exe"
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LD = "$(VC_BIN)\link.exe"
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COMPILER_FLAGS = /I "$(SDL_INCLUDEPATH)" /I "$(ZLIB_INCLUDEPATH)" /I "$(DIRECTX_INCLUDEPATH)" /I "Src" /I "Src\\OSD" /I "Src\\OSD\\SDL" \
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/I "Src\\OSD\\Windows" /Ox /D "SUPERMODEL_WIN32" /D "GLEW_STATIC" /D "_MBCS" /D "_CRT_SECURE_NO_WARNINGS" /MT /Gy /W3 /nologo /c /Zi /GL \
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/DEBUG #/D "DEBUG"
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CFLAGS = $(COMPILER_FLAGS) /TC
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CPPFLAGS = $(COMPILER_FLAGS) /TP /EHsc
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LFLAGS = /MACHINE:$(ARCH) $(ARCH_LIBS) /LIBPATH:"$(SDL_LIBPATH)" /LIBPATH:"$(ZLIB_LIBPATH)" /LIBPATH:"$(DIRECTX_LIBPATH)" /OUT:"$(OUTFILE)" \
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/MANIFEST:NO /SUBSYSTEM:CONSOLE /NOLOGO /OPT:REF /OPT:ICF /DYNAMICBASE /NXCOMPAT /LTCG /DEBUG
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OBJ_LIBS = kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib \
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odbc32.lib odbccp32.lib OpenGL32.lib GLu32.lib SDL.lib SDLmain.lib zlib.lib dinput8.lib dxguid.lib WbemUuid.lib
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#
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# Build options...
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#
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# Add compiler flags for various options
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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COMPILER_FLAGS += /D "SUPERMODEL_DEBUGGER"
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endif
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###############################################################################
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# Build Instructions
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###############################################################################
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#
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# Objects and Dependencies
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#
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HEADERS = Src/Supermodel.h Src/OSD/SDL/Types.h
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OBJ = $(OBJ_DIR)/PPCDisasm.obj $(OBJ_DIR)/Games.obj $(OBJ_DIR)/Config.obj $(OBJ_DIR)/INIFile.obj $(OBJ_DIR)/BlockFile.obj $(OBJ_DIR)/93C46.obj \
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$(OBJ_DIR)/ROMLoad.obj $(OBJ_DIR)/unzip.obj $(OBJ_DIR)/ioapi.obj $(OBJ_DIR)/Error.obj $(OBJ_DIR)/glew.obj $(OBJ_DIR)/Shader.obj \
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$(OBJ_DIR)/Real3D.obj $(OBJ_DIR)/Render3D.obj $(OBJ_DIR)/Models.obj $(OBJ_DIR)/TextureRefs.obj $(OBJ_DIR)/Render2D.obj $(OBJ_DIR)/TileGen.obj \
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$(OBJ_DIR)/Model3.obj $(OBJ_DIR)/ppc.obj $(OBJ_DIR)/Main.obj $(OBJ_DIR)/Audio.obj $(OBJ_DIR)/Thread.obj $(OBJ_DIR)/SoundBoard.obj \
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$(OBJ_DIR)/SCSP.obj $(OBJ_DIR)/SCSPDSP.obj $(OBJ_DIR)/68K.obj $(OBJ_DIR)/m68kcpu.obj $(OBJ_DIR)/m68kopnz.obj $(OBJ_DIR)/m68kopdm.obj \
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$(OBJ_DIR)/m68kopac.obj $(OBJ_DIR)/m68kops.obj $(OBJ_DIR)/DSB.obj $(OBJ_DIR)/Z80.obj \
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$(OBJ_DIR)/IRQ.obj $(OBJ_DIR)/53C810.obj $(OBJ_DIR)/PCI.obj $(OBJ_DIR)/RTC72421.obj $(OBJ_DIR)/DriveBoard.obj \
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$(OBJ_DIR)/MPC10x.obj $(OBJ_DIR)/Input.obj $(OBJ_DIR)/Inputs.obj $(OBJ_DIR)/InputSource.obj $(OBJ_DIR)/InputSystem.obj \
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$(OBJ_DIR)/InputTypes.obj $(OBJ_DIR)/MultiInputSource.obj $(OBJ_DIR)/SDLInputSystem.obj $(OBJ_DIR)/DirectInputSystem.obj \
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$(OBJ_DIR)/Outputs.obj $(OBJ_DIR)/WinOutputs.obj \
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$(OBJ_DIR)/amp_audio.obj $(OBJ_DIR)/amp_dump.obj $(OBJ_DIR)/amp_getbits.obj $(OBJ_DIR)/amp_getdata.obj $(OBJ_DIR)/amp_huffman.obj \
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$(OBJ_DIR)/amp_layer2.obj $(OBJ_DIR)/amp_layer3.obj $(OBJ_DIR)/amp_misc2.obj $(OBJ_DIR)/amp_position.obj $(OBJ_DIR)/amp_transform.obj \
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$(OBJ_DIR)/amp_util.obj
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# If built-in debugger enabled, include all debugging classes
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ifeq ($(strip $(ENABLE_DEBUGGER)),yes)
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OBJ += $(OBJ_DIR)/Debugger.obj $(OBJ_DIR)/ConsoleDebugger.obj $(OBJ_DIR)/SupermodelDebugger.obj $(OBJ_DIR)/CPUDebug.obj \
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$(OBJ_DIR)/AddressTable.obj $(OBJ_DIR)/Breakpoint.obj $(OBJ_DIR)/CodeAnalyser.obj $(OBJ_DIR)/Exception.obj \
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$(OBJ_DIR)/Interrupt.obj $(OBJ_DIR)/IO.obj $(OBJ_DIR)/Label.obj $(OBJ_DIR)/Register.obj $(OBJ_DIR)/Watch.obj \
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$(OBJ_DIR)/PPCDebug.obj $(OBJ_DIR)/68KDebug.obj $(OBJ_DIR)/Musashi68KDebug.obj $(OBJ_DIR)/Z80Debug.obj
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endif
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#
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# Targets
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#
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all: $(OUTFILE) $(BIN_DIR)/SDL.dll
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$(OUTFILE): $(BIN_DIR) $(OBJ_DIR) $(OBJ)
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$(LD) $(LFLAGS) $(OBJ_LIBS) $(OBJ)
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$(BIN_DIR)/SDL.dll: $(SDL_LIBPATH)/SDL.dll
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xcopy /D /Y $(SDL_LIBPATH)\SDL.dll $(BIN_DIR)
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$(BIN_DIR):
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mkdir $(BIN_DIR)
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$(OBJ_DIR):
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mkdir $(OBJ_DIR)
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clean:
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del $(OUTFILE)
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del $(OBJ_DIR)\*.obj
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del $(OBJ_DIR)\*.c
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del $(OBJ_DIR)\*.h
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del $(OBJ_DIR)\*.exe
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#
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# Musashi 68K emulator
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#
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# All generated source files are emitted to the object directory. For MSVC,
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# INLINE must be redefined as "static __inline", which is the syntax in C mode.
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#
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$(OBJ_DIR)/m68kmake.exe: Src/CPU/68K/Musashi/m68kmake.c
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kmake.obj
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$(LD) /OUT:$(OBJ_DIR)/m68kmake.exe /MACHINE:$(ARCH) $(ARCH_LIBS) /SUBSYSTEM:CONSOLE /NOLOGO /MANIFEST:NO /LTCG $(OBJ_DIR)/m68kmake.obj
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$(OBJ_DIR)/m68kops.h: $(OBJ_DIR)/m68kmake.exe Src/CPU/68K/Musashi/m68k_in.c
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$(OBJ_DIR)/m68kmake.exe $(OBJ_DIR) Src/CPU/68K/Musashi/m68k_in.c
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$(OBJ_DIR)/m68kcpu.obj: Src/CPU/68K/Musashi/m68kcpu.c $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kcpu.obj /I "$(OBJ_DIR)" /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kops.obj: $(OBJ_DIR)/m68kops.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kops.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopac.obj: $(OBJ_DIR)/m68kopac.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopac.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopdm.obj: $(OBJ_DIR)/m68kopdm.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopdm.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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$(OBJ_DIR)/m68kopnz.obj: $(OBJ_DIR)/m68kopnz.c $(OBJ_DIR)/m68kmake.exe $(OBJ_DIR)/m68kops.h Src/CPU/68K/Musashi/m68k.h Src/CPU/68K/Musashi/m68kconf.h Src/CPU/68K/Musashi/m68kctx.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/m68kopnz.obj /I "Src\CPU\68K\Musashi" /DINLINE="static __inline"
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#
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# Rules for Supermodel C++ code
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#
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$(OBJ_DIR)/%.obj: Src/%.cpp Src/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Model3/%.cpp Src/Model3/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Graphics/%.cpp Src/Graphics/%.h $(HEADERS) Src/Graphics/Shaders3D.h
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Graphics/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Sound/%.cpp Src/Sound/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Sound/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Debugger/%.cpp Src/Debugger/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Debugger/CPU/%.cpp Src/Debugger/CPU/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/PowerPC/%.cpp Src/CPU/PowerPC/%.h Src/CPU/PowerPC/ppc603.c Src/CPU/PowerPC/ppc_ops.c $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/68K/%.cpp Src/CPU/68K/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/CPU/Z80/%.cpp Src/CPU/Z80/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Inputs/%.cpp Src/Inputs/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/%.cpp Src/OSD/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp Src/OSD/SDL/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/SDL/%.cpp $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/OSD/Windows/%.cpp Src/OSD/Windows/%.h $(HEADERS)
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Pkgs/%.c Src/Pkgs/%.h
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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$(OBJ_DIR)/%.obj: Src/Pkgs/%.c
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$(CC) $< $(CFLAGS) /Fo$(OBJ_DIR)/$(*F).obj
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#
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# AMP MPEG decoder library
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#
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# To eliminate name conflicts, object files have the prefix "amp_" attached.
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#
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$(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp Src/Sound/MPEG/%.h
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj
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$(OBJ_DIR)/amp_%.obj: Src/Sound/MPEG/%.cpp
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$(CC) $< $(CPPFLAGS) /Fo$(OBJ_DIR)/amp_$(*F).obj
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