/***************************************************************************

    render.c

    Core rendering system.

    Copyright Nicola Salmoria and the MAME Team.
    Visit http://mamedev.org for licensing and usage restrictions.

****************************************************************************

    Windows-specific to-do:
        * no fallback if we run out of video memory

    Longer-term to do: (once old renderer is gone)
        * make vector updates asynchronous

****************************************************************************

    Overview of objects:

        render_target -- This represents a final rendering target. It
            is specified using integer width/height values, can have
            non-square pixels, and you can specify its rotation. It is
            what really determines the final rendering details. The OSD
            layer creates one or more of these to encapsulate the
            rendering process. Each render_target holds a list of
            layout_files that it can use for drawing. When rendering, it
            makes use of both layout_files and render_containers.

        render_container -- Containers are the top of a hierarchy that is
            not directly related to the objects above. Containers hold
            high level primitives that are generated at runtime by the
            video system. They are used currently for each screen and
            the user interface. These high-level primitives are broken down
            into low-level primitives at render time.

***************************************************************************/

#include "render.h"
#include "rendfont.h"
#include "rendlay.h"
#include "rendutil.h"
#include "config.h"
#include "output.h"
#include "xmlfile.h"
#include "deprecat.h"



/***************************************************************************
    CONSTANTS
***************************************************************************/

#define MAX_TEXTURE_SCALES		8
#define TEXTURE_GROUP_SIZE		256

#define NUM_PRIMLISTS			2

#define MAX_CLEAR_EXTENTS		1000

#define INTERNAL_FLAG_CHAR		0x00000001

enum
{
	COMPONENT_TYPE_IMAGE = 0,
	COMPONENT_TYPE_RECT,
	COMPONENT_TYPE_DISK,
	COMPONENT_TYPE_MAX
};


enum
{
	CONTAINER_ITEM_LINE = 0,
	CONTAINER_ITEM_QUAD,
	CONTAINER_ITEM_MAX
};



/***************************************************************************
    MACROS
***************************************************************************/

#define ISWAP(var1, var2) do { int temp = var1; var1 = var2; var2 = temp; } while (0)
#define FSWAP(var1, var2) do { float temp = var1; var1 = var2; var2 = temp; } while (0)



/***************************************************************************
    TYPE DEFINITIONS
***************************************************************************/

/* typedef struct _render_texture render_texture; -- defined in render.h */
/* typedef struct _render_target render_target; -- defined in render.h */
/* typedef struct _render_container render_container; -- defined in render.h */
typedef struct _object_transform object_transform;
typedef struct _scaled_texture scaled_texture;
typedef struct _container_item container_item;


/* a render_ref is an abstract reference to an internal object of some sort */
struct _render_ref
{
	render_ref *		next;				/* link to the next reference */
	void *				refptr;				/* reference pointer */
};


/* an object_transform is used to track transformations when building an object list */
struct _object_transform
{
	float				xoffs, yoffs;		/* offset transforms */
	float				xscale, yscale;		/* scale transforms */
	render_color		color;				/* color transform */
	int					orientation;		/* orientation transform */
};


/* a scaled_texture contains a single scaled entry for a texture */
struct _scaled_texture
{
	mame_bitmap *		bitmap;				/* final bitmap */
	UINT32				seqid;				/* sequence number */
};


/* a render_texture is used to track transformations when building an object list */
struct _render_texture
{
	render_texture *	next;				/* next texture (for free list) */
	render_texture *	base;				/* pointer to base of texture group */
	mame_bitmap *		bitmap;				/* pointer to the original bitmap */
	rectangle			sbounds;			/* source bounds within the bitmap */
	UINT32				palettebase;		/* palette base within the system palette */
	int					format;				/* format of the texture data */
	texture_scaler		scaler;				/* scaling callback */
	void *				param;				/* scaling callback parameter */
	UINT32				curseq;				/* current sequence number */
	scaled_texture		scaled[MAX_TEXTURE_SCALES];	/* array of scaled variants of this texture */
};


/* a render_target describes a surface that is being rendered to */
struct _render_target
{
	render_target *		next;				/* keep a linked list of targets */
	layout_view *		curview;			/* current view */
	layout_file *		filelist;			/* list of layout files */
	UINT32				flags;				/* creation flags */
	render_primitive_list primlist[NUM_PRIMLISTS];/* list of primitives */
	int					listindex;			/* index of next primlist to use */
	INT32				width;				/* width in pixels */
	INT32				height;				/* height in pixels */
	render_bounds		bounds;				/* bounds of the target */
	float				pixel_aspect;		/* aspect ratio of individual pixels */
	float				max_refresh;		/* maximum refresh rate, 0 or if none */
	int					orientation;		/* orientation */
	int					layerconfig;		/* layer configuration */
	layout_view *		base_view;			/* the view at the time of first frame */
	int					base_orientation;	/* the orientation at the time of first frame */
	int					base_layerconfig;	/* the layer configuration at the time of first frame */
	int					maxtexwidth;		/* maximum width of a texture */
	int					maxtexheight;		/* maximum height of a texture */
};


/* a container_item describes a high level primitive that is added to a container */
struct _container_item
{
	container_item *	next;				/* pointer to the next element in the list */
	UINT8				type;				/* type of element */
	render_bounds		bounds;				/* bounds of the element */
	render_color		color;				/* RGBA factors */
	UINT32				flags;				/* option flags */
	UINT32				internal;			/* internal flags */
	float				width;				/* width of the line (lines only) */
	render_texture *	texture;			/* pointer to the source texture (quads only) */
};


/* a render_container holds a list of items and an orientation for the entire collection */
struct _render_container
{
	container_item *	itemlist;			/* head of the item list */
	container_item **	nextitem;			/* pointer to the next item to add */
	int					orientation;		/* orientation of the container */
	float				brightness;			/* brightness of the container */
	float				contrast;			/* contrast of the container */
	float				gamma;				/* gamma of the container */
	float				xscale;				/* X scale factor of the container */
	float				yscale;				/* Y scale factor of the container */
	float				xoffset;			/* X offset of the container */
	float				yoffset;			/* Y offset of the container */
	mame_bitmap *		overlaybitmap;		/* overlay bitmap */
	render_texture *	overlaytexture;		/* overlay texture */
	palette_client *	palclient;			/* client to the system palette */
	rgb_t				bcglookup256[0x400];/* lookup table for brightness/contrast/gamma */
	rgb_t				bcglookup32[0x80];	/* lookup table for brightness/contrast/gamma */
	rgb_t				bcglookup[0x10000];	/* full palette lookup with bcg adjustements */
};



/***************************************************************************
    GLOBAL VARIABLES
***************************************************************************/

/* array of live targets */
static render_target *targetlist;
static render_target *ui_target;

/* notifier callbacks */
static int (*rescale_notify)(running_machine *, int, int);

/* free lists */
static render_primitive *render_primitive_free_list;
static container_item *container_item_free_list;
static render_ref *render_ref_free_list;
static render_texture *render_texture_free_list;

/* containers for the UI and for screens */
static render_container *ui_container;
static render_container *screen_container[MAX_SCREENS];
static mame_bitmap *screen_overlay;

/* variables for tracking extents to clear */
static INT32 clear_extents[MAX_CLEAR_EXTENTS];
static INT32 clear_extent_count;

/* precomputed UV coordinates for various orientations */
static const render_quad_texuv oriented_texcoords[8] =
{
	{ { 0,0 }, { 1,0 }, { 0,1 }, { 1,1 } },		/* 0 */
	{ { 1,0 }, { 0,0 }, { 1,1 }, { 0,1 } },		/* ORIENTATION_FLIP_X */
	{ { 0,1 }, { 1,1 }, { 0,0 }, { 1,0 } },		/* ORIENTATION_FLIP_Y */
	{ { 1,1 }, { 0,1 }, { 1,0 }, { 0,0 } },		/* ORIENTATION_FLIP_X | ORIENTATION_FLIP_Y */
	{ { 0,0 }, { 0,1 }, { 1,0 }, { 1,1 } },		/* ORIENTATION_SWAP_XY */
	{ { 0,1 }, { 0,0 }, { 1,1 }, { 1,0 } },		/* ORIENTATION_SWAP_XY | ORIENTATION_FLIP_X */
	{ { 1,0 }, { 1,1 }, { 0,0 }, { 0,1 } },		/* ORIENTATION_SWAP_XY | ORIENTATION_FLIP_Y */
	{ { 1,1 }, { 1,0 }, { 0,1 }, { 0,0 } }		/* ORIENTATION_SWAP_XY | ORIENTATION_FLIP_X | ORIENTATION_FLIP_Y */
};



/***************************************************************************
    FUNCTION PROTOTYPES
***************************************************************************/

/* core system */
static void render_exit(running_machine *machine);
static void render_load(int config_type, xml_data_node *parentnode);
static void render_save(int config_type, xml_data_node *parentnode);

/* render targets */
static void release_render_list(render_primitive_list *list);
static int load_layout_files(render_target *target, const char *layoutfile, int singlefile);
static void add_container_primitives(render_target *target, render_primitive_list *list, const object_transform *xform, render_container *container, int blendmode);
static void add_element_primitives(render_target *target, render_primitive_list *list, const object_transform *xform, const layout_element *element, int state, int blendmode);
static void add_clear_and_optimize_primitive_list(render_target *target, render_primitive_list *list);

/* render references */
static void invalidate_all_render_ref(void *refptr);

/* render textures */
static int render_texture_get_scaled(render_texture *texture, UINT32 dwidth, UINT32 dheight, render_texinfo *texinfo, render_ref **reflist);

/* render containers */
static render_container *render_container_alloc(void);
static void render_container_free(render_container *container);
static container_item *render_container_item_add_generic(render_container *container, UINT8 type, float x0, float y0, float x1, float y1, rgb_t argb);
static void render_container_overlay_scale(mame_bitmap *dest, const mame_bitmap *source, const rectangle *sbounds, void *param);
static void render_container_recompute_lookups(render_container *container);
static void render_container_update_palette(render_container *container);



/***************************************************************************
    INLINE FUNCTIONS
***************************************************************************/

/*-------------------------------------------------
    apply_orientation - apply orientation to a
    set of bounds
-------------------------------------------------*/

INLINE void apply_orientation(render_bounds *bounds, int orientation)
{
	/* swap first */
	if (orientation & ORIENTATION_SWAP_XY)
	{
		FSWAP(bounds->x0, bounds->y0);
		FSWAP(bounds->x1, bounds->y1);
	}

	/* apply X flip */
	if (orientation & ORIENTATION_FLIP_X)
	{
		bounds->x0 = 1.0f - bounds->x0;
		bounds->x1 = 1.0f - bounds->x1;
	}

	/* apply Y flip */
	if (orientation & ORIENTATION_FLIP_Y)
	{
		bounds->y0 = 1.0f - bounds->y0;
		bounds->y1 = 1.0f - bounds->y1;
	}
}


/*-------------------------------------------------
    normalize_bounds - normalize bounds so that
    x0/y0 are less than x1/y1
-------------------------------------------------*/

INLINE void normalize_bounds(render_bounds *bounds)
{
	if (bounds->x0 > bounds->x1)
		FSWAP(bounds->x0, bounds->x1);
	if (bounds->y0 > bounds->y1)
		FSWAP(bounds->y0, bounds->y1);
}


/*-------------------------------------------------
    alloc_container_item - allocate a new
    container item object
--------------------------------------------------*/

INLINE container_item *alloc_container_item(void)
{
	container_item *result = container_item_free_list;

	/* allocate from the free list if we can; otherwise, malloc a new item */
	if (result != NULL)
		container_item_free_list = result->next;
	else
		result = malloc_or_die(sizeof(*result));

	memset(result, 0, sizeof(*result));
	return result;
}


/*-------------------------------------------------
    container_item_free - free a previously
    allocated render element object
-------------------------------------------------*/

INLINE void free_container_item(container_item *item)
{
	item->next = container_item_free_list;
	container_item_free_list = item;
}


/*-------------------------------------------------
    alloc_render_primitive - allocate a new empty
    element object
-------------------------------------------------*/

INLINE render_primitive *alloc_render_primitive(int type)
{
	render_primitive *result = render_primitive_free_list;

	/* allocate from the free list if we can; otherwise, malloc a new item */
	if (result != NULL)
		render_primitive_free_list = result->next;
	else
		result = malloc_or_die(sizeof(*result));

	/* clear to 0 */
	memset(result, 0, sizeof(*result));
	result->type = type;
	return result;
}


/*-------------------------------------------------
    append_render_primitive - append a primitive
    to the end of the list
-------------------------------------------------*/

INLINE void append_render_primitive(render_primitive_list *list, render_primitive *prim)
{
	*list->nextptr = prim;
	list->nextptr = &prim->next;
}


/*-------------------------------------------------
    free_render_primitive - free a previously
    allocated render element object
-------------------------------------------------*/

INLINE void free_render_primitive(render_primitive *element)
{
	element->next = render_primitive_free_list;
	render_primitive_free_list = element;
}


/*-------------------------------------------------
    add_render_ref - add a new reference
-------------------------------------------------*/

INLINE void add_render_ref(render_ref **list, void *refptr)
{
	render_ref *ref;

	/* skip if we already have one */
	for (ref = *list; ref != NULL; ref = ref->next)
		if (ref->refptr == refptr)
			return;

	/* allocate from the free list if we can; otherwise, malloc a new item */
	ref = render_ref_free_list;
	if (ref != NULL)
		render_ref_free_list = ref->next;
	else
		ref = malloc_or_die(sizeof(*ref));

	/* set the refptr and link us into the list */
	ref->refptr = refptr;
	ref->next = *list;
	*list = ref;
}


/*-------------------------------------------------
    has_render_ref - find a refptr in a reference
    list
-------------------------------------------------*/

INLINE int has_render_ref(render_ref *list, void *refptr)
{
	render_ref *ref;

	/* skip if we already have one */
	for (ref = list; ref != NULL; ref = ref->next)
		if (ref->refptr == refptr)
			return TRUE;
	return FALSE;
}


/*-------------------------------------------------
    free_render_ref - free a previously
    allocated render reference
-------------------------------------------------*/

INLINE void free_render_ref(render_ref *ref)
{
	ref->next = render_ref_free_list;
	render_ref_free_list = ref;
}



/***************************************************************************
    CORE IMPLEMENTATION
***************************************************************************/

/*-------------------------------------------------
    render_init - allocate base structures for
    the rendering system
-------------------------------------------------*/

void render_init(running_machine *machine)
{
	int scrnum;

	/* make sure we clean up after ourselves */
	add_exit_callback(machine, render_exit);

	/* set up the list of render targets */
	targetlist = NULL;

	/* zap the free lists */
	render_primitive_free_list = NULL;
	container_item_free_list = NULL;

	/* zap more variables */
	ui_target = NULL;
	memset(screen_container, 0, sizeof(screen_container));

	/* create a UI container */
	ui_container = render_container_alloc();

	/* create a container for each screen and determine its orientation */
	for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++)
		if (Machine->drv->screen[scrnum].tag != NULL)
		{
			screen_container[scrnum] = render_container_alloc();
			render_container_set_orientation(screen_container[scrnum], Machine->gamedrv->flags & ORIENTATION_MASK);
			render_container_set_brightness(screen_container[scrnum], options_get_float(mame_options(), OPTION_BRIGHTNESS));
			render_container_set_contrast(screen_container[scrnum], options_get_float(mame_options(), OPTION_CONTRAST));
			render_container_set_gamma(screen_container[scrnum], options_get_float(mame_options(), OPTION_GAMMA));
		}

	/* register callbacks */
	config_register("video", render_load, render_save);
}


/*-------------------------------------------------
    render_exit - free all rendering data
-------------------------------------------------*/

static void render_exit(running_machine *machine)
{
	render_texture **texture_ptr;
	int screen;

	/* free the UI container */
	if (ui_container != NULL)
		render_container_free(ui_container);

	/* free the screen container */
	for (screen = 0; screen < MAX_SCREENS; screen++)
		if (screen_container[screen] != NULL)
			render_container_free(screen_container[screen]);

	/* remove all non-head entries from the texture free list */
	for (texture_ptr = &render_texture_free_list; *texture_ptr != NULL; texture_ptr = &(*texture_ptr)->next)
		while (*texture_ptr != NULL && (*texture_ptr)->base != *texture_ptr)
			*texture_ptr = (*texture_ptr)->next;

	/* free the texture groups */
	while (render_texture_free_list != NULL)
	{
		render_texture *temp = render_texture_free_list;
		render_texture_free_list = temp->next;
		free(temp);
	}

	/* free the render primitives */
	while (render_primitive_free_list != NULL)
	{
		render_primitive *temp = render_primitive_free_list;
		render_primitive_free_list = temp->next;
		free(temp);
	}

	/* free the render refs */
	while (render_ref_free_list != NULL)
	{
		render_ref *temp = render_ref_free_list;
		render_ref_free_list = temp->next;
		free(temp);
	}

	/* free the container items */
	while (container_item_free_list != NULL)
	{
		container_item *temp = container_item_free_list;
		container_item_free_list = temp->next;
		free(temp);
	}

	/* free the targets */
	while (targetlist != NULL)
		render_target_free(targetlist);

	/* free the screen overlay */
	if (screen_overlay != NULL)
		bitmap_free(screen_overlay);
	screen_overlay = NULL;
}


/*-------------------------------------------------
    render_load - read and apply data from the
    configuration file
-------------------------------------------------*/

static void render_load(int config_type, xml_data_node *parentnode)
{
	xml_data_node *targetnode;
	xml_data_node *screennode;
	xml_data_node *uinode;
	int tmpint;

	/* we only care about game files */
	if (config_type != CONFIG_TYPE_GAME)
		return;

	/* might not have any data */
	if (parentnode == NULL)
		return;

	/* check the UI target */
	uinode = xml_get_sibling(parentnode->child, "interface");
	if (uinode != NULL)
	{
		render_target *target = render_target_get_indexed(xml_get_attribute_int(uinode, "target", 0));
		if (target != NULL)
			render_set_ui_target(target);
	}

	/* iterate over target nodes */
	for (targetnode = xml_get_sibling(parentnode->child, "target"); targetnode; targetnode = xml_get_sibling(targetnode->next, "target"))
	{
		render_target *target = render_target_get_indexed(xml_get_attribute_int(targetnode, "index", -1));
		if (target != NULL)
		{
			const char *viewname = xml_get_attribute_string(targetnode, "view", NULL);
			int viewnum;

			/* find the view */
			if (viewname != NULL)
				for (viewnum = 0; viewnum < 1000; viewnum++)
				{
					const char *testname = render_target_get_view_name(target, viewnum);
					if (testname == NULL)
						break;
					if (!strcmp(viewname, testname))
					{
						render_target_set_view(target, viewnum);
						break;
					}
				}

			/* modify the artwork config */
			tmpint = xml_get_attribute_int(targetnode, "backdrops", -1);
			if (tmpint == 0)
				render_target_set_layer_config(target, target->layerconfig & ~LAYER_CONFIG_ENABLE_BACKDROP);
			else if (tmpint == 1)
				render_target_set_layer_config(target, target->layerconfig | LAYER_CONFIG_ENABLE_BACKDROP);

			tmpint = xml_get_attribute_int(targetnode, "overlays", -1);
			if (tmpint == 0)
				render_target_set_layer_config(target, target->layerconfig & ~LAYER_CONFIG_ENABLE_OVERLAY);
			else if (tmpint == 1)
				render_target_set_layer_config(target, target->layerconfig | LAYER_CONFIG_ENABLE_OVERLAY);

			tmpint = xml_get_attribute_int(targetnode, "bezels", -1);
			if (tmpint == 0)
				render_target_set_layer_config(target, target->layerconfig & ~LAYER_CONFIG_ENABLE_BEZEL);
			else if (tmpint == 1)
				render_target_set_layer_config(target, target->layerconfig | LAYER_CONFIG_ENABLE_BEZEL);

			tmpint = xml_get_attribute_int(targetnode, "zoom", -1);
			if (tmpint == 0)
				render_target_set_layer_config(target, target->layerconfig & ~LAYER_CONFIG_ZOOM_TO_SCREEN);
			else if (tmpint == 1)
				render_target_set_layer_config(target, target->layerconfig | LAYER_CONFIG_ZOOM_TO_SCREEN);

			/* apply orientation */
			tmpint = xml_get_attribute_int(targetnode, "rotate", -1);
			if (tmpint != -1)
			{
				if (tmpint == 90)
					tmpint = ROT90;
				else if (tmpint == 180)
					tmpint = ROT180;
				else if (tmpint == 270)
					tmpint = ROT270;
				else
					tmpint = ROT0;
				render_target_set_orientation(target, orientation_add(tmpint, target->orientation));

				/* apply the opposite orientation to the UI */
				if (target == render_get_ui_target())
					render_container_set_orientation(ui_container, orientation_add(orientation_reverse(tmpint), ui_container->orientation));
			}
		}
	}

	/* iterate over screen nodes */
	for (screennode = xml_get_sibling(parentnode->child, "screen"); screennode; screennode = xml_get_sibling(screennode->next, "screen"))
	{
		int index = xml_get_attribute_int(screennode, "index", -1);
		if (index >= 0 && index < MAX_SCREENS && screen_container[index] != NULL)
		{
			render_container *container = screen_container[index];

			/* fetch color controls */
			render_container_set_brightness(container, xml_get_attribute_float(screennode, "brightness", container->brightness));
			render_container_set_contrast(container, xml_get_attribute_float(screennode, "contrast", container->contrast));
			render_container_set_gamma(container, xml_get_attribute_float(screennode, "gamma", container->gamma));

			/* fetch positioning controls */
			render_container_set_xoffset(container, xml_get_attribute_float(screennode, "hoffset", container->xoffset));
			render_container_set_xscale(container, xml_get_attribute_float(screennode, "hstretch", container->xscale));
			render_container_set_yoffset(container, xml_get_attribute_float(screennode, "voffset", container->yoffset));
			render_container_set_yscale(container, xml_get_attribute_float(screennode, "vstretch", container->yscale));
		}
	}
}


/*-------------------------------------------------
    render_save - save data to the configuration
    file
-------------------------------------------------*/

static void render_save(int config_type, xml_data_node *parentnode)
{
	render_target *target;
	int targetnum = 0;
	int scrnum;

	/* we only care about game files */
	if (config_type != CONFIG_TYPE_GAME)
		return;

	/* write out the interface target */
	target = render_get_ui_target();
	if (target != render_target_get_indexed(0))
	{
		xml_data_node *uinode;

		/* find the target index */
		for (targetnum = 0; ; targetnum++)
			if (render_target_get_indexed(targetnum) == target)
				break;

		/* create a node for it */
		uinode = xml_add_child(parentnode, "interface", NULL);
		if (uinode != NULL)
			xml_set_attribute_int(uinode, "target", targetnum);
	}

	/* iterate over targets */
	for (targetnum = 0; targetnum < 1000; targetnum++)
	{
		xml_data_node *targetnode;

		/* get this target and break when we fail */
		target = render_target_get_indexed(targetnum);
		if (target == NULL)
			break;

		/* create a node */
		targetnode = xml_add_child(parentnode, "target", NULL);
		if (targetnode != NULL)
		{
			int changed = FALSE;

			/* output the basics */
			xml_set_attribute_int(targetnode, "index", targetnum);

			/* output the view */
			if (target->curview != target->base_view)
			{
				xml_set_attribute(targetnode, "view", target->curview->name);
				changed = TRUE;
			}

			/* output the layer config */
			if (target->layerconfig != target->base_layerconfig)
			{
				xml_set_attribute_int(targetnode, "backdrops", (target->layerconfig & LAYER_CONFIG_ENABLE_BACKDROP) != 0);
				xml_set_attribute_int(targetnode, "overlays", (target->layerconfig & LAYER_CONFIG_ENABLE_OVERLAY) != 0);
				xml_set_attribute_int(targetnode, "bezels", (target->layerconfig & LAYER_CONFIG_ENABLE_BEZEL) != 0);
				xml_set_attribute_int(targetnode, "zoom", (target->layerconfig & LAYER_CONFIG_ZOOM_TO_SCREEN) != 0);
				changed = TRUE;
			}

			/* output rotation */
			if (target->orientation != target->base_orientation)
			{
				int rotate = 0;
				if (orientation_add(ROT90, target->base_orientation) == target->orientation)
					rotate = 90;
				else if (orientation_add(ROT180, target->base_orientation) == target->orientation)
					rotate = 180;
				else if (orientation_add(ROT270, target->base_orientation) == target->orientation)
					rotate = 270;
				assert(rotate != 0);
				xml_set_attribute_int(targetnode, "rotate", rotate);
				changed = TRUE;
			}

			/* if nothing changed, kill the node */
			if (!changed)
				xml_delete_node(targetnode);
		}
	}

	/* iterate over screen containers */
	for (scrnum = 0; scrnum < MAX_SCREENS; scrnum++)
	{
		render_container *container = screen_container[scrnum];
		if (container != NULL)
		{
			xml_data_node *screennode;

			/* create a node */
			screennode = xml_add_child(parentnode, "screen", NULL);
			if (screennode != NULL)
			{
				int changed = FALSE;

				/* output the basics */
				xml_set_attribute_int(screennode, "index", scrnum);

				/* output the color controls */
				if (container->brightness != options_get_float(mame_options(), OPTION_BRIGHTNESS))
				{
					xml_set_attribute_float(screennode, "brightness", container->brightness);
					changed = TRUE;
				}
				if (container->contrast != options_get_float(mame_options(), OPTION_CONTRAST))
				{
					xml_set_attribute_float(screennode, "contrast", container->contrast);
					changed = TRUE;
				}
				if (container->gamma != options_get_float(mame_options(), OPTION_GAMMA))
				{
					xml_set_attribute_float(screennode, "gamma", container->gamma);
					changed = TRUE;
				}

				/* output the positioning controls */
				if (container->xoffset != 0.0f)
				{
					xml_set_attribute_float(screennode, "hoffset", container->xoffset);
					changed = TRUE;
				}
				if (container->xscale != 1.0f)
				{
					xml_set_attribute_float(screennode, "hstretch", container->xscale);
					changed = TRUE;
				}
				if (container->yoffset != 0.0f)
				{
					xml_set_attribute_float(screennode, "voffset", container->yoffset);
					changed = TRUE;
				}
				if (container->yscale != 1.0f)
				{
					xml_set_attribute_float(screennode, "vstretch", container->yscale);
					changed = TRUE;
				}

				/* if nothing changed, kill the node */
				if (!changed)
					xml_delete_node(screennode);
			}
		}
	}
}


/*-------------------------------------------------
    render_set_rescale_notify - set a notifier
    that we call before doing long scaling
    operations
-------------------------------------------------*/

void render_set_rescale_notify(running_machine *machine, int (*notifier)(running_machine *, int, int))
{
	rescale_notify = notifier;
}


/*-------------------------------------------------
    render_get_live_screens_mask - return a
    bitmask indicating the live screens
-------------------------------------------------*/

UINT32 render_get_live_screens_mask(void)
{
	render_target *target;
	UINT32 bitmask = 0;

	/* iterate over all live targets and or together their screen masks */
	for (target = targetlist; target != NULL; target = target->next)
		bitmask |= target->curview->screens;

	return bitmask;
}


/*-------------------------------------------------
    render_get_max_update_rate - return the
    smallest maximum update rate across all targets
-------------------------------------------------*/

float render_get_max_update_rate(void)
{
	render_target *target;
	float minimum = 0;

	/* iterate over all live targets and or together their screen masks */
	for (target = targetlist; target != NULL; target = target->next)
		if (target->max_refresh != 0)
		{
			if (minimum == 0)
				minimum = target->max_refresh;
			else
				minimum = MIN(target->max_refresh, minimum);
		}

	return minimum;
}


/*-------------------------------------------------
    render_set_ui_target - select the UI target
-------------------------------------------------*/

void render_set_ui_target(render_target *target)
{
	assert(target != NULL);
	ui_target = target;
}


/*-------------------------------------------------
    render_get_ui_target - return the UI target
-------------------------------------------------*/

render_target *render_get_ui_target(void)
{
	assert(ui_target != NULL);
	return ui_target;
}


/*-------------------------------------------------
    render_get_ui_aspect - return the aspect
    ratio for UI fonts
-------------------------------------------------*/

float render_get_ui_aspect(void)
{
	render_target *target = render_get_ui_target();
	if (target != NULL)
	{
		int orient = orientation_add(target->orientation, ui_container->orientation);
		float aspect;

		/* based on the orientation of the target, compute height/width or width/height */
		if (!(orient & ORIENTATION_SWAP_XY))
			aspect = (float)target->height / (float)target->width;
		else
			aspect = (float)target->width / (float)target->height;

		/* if we have a valid pixel aspect, apply that and return */
		if (target->pixel_aspect != 0.0f)
			return aspect / target->pixel_aspect;

		/* if not, clamp for extreme proportions */
		if (aspect < 0.66f)
			aspect = 0.66f;
		if (aspect > 1.5f)
			aspect = 1.5f;
		return aspect;
	}

	return 1.0f;
}



/***************************************************************************
    RENDER TARGETS
***************************************************************************/

/*-------------------------------------------------
    render_target_alloc - allocate a new render
    target
-------------------------------------------------*/

render_target *render_target_alloc(const char *layoutfile, UINT32 flags)
{
	render_target *target;
	render_target **nextptr;
	int listnum;

	/* allocate memory for the target */
	target = malloc_or_die(sizeof(*target));
	memset(target, 0, sizeof(*target));

	/* add it to the end of the list */
	for (nextptr = &targetlist; *nextptr != NULL; nextptr = &(*nextptr)->next) ;
	*nextptr = target;

	/* fill in the basics with reasonable defaults */
	target->flags = flags;
	target->width = 640;
	target->height = 480;
	target->pixel_aspect = 0.0f;
	target->orientation = ROT0;
	target->layerconfig = LAYER_CONFIG_DEFAULT;
	target->maxtexwidth = 65536;
	target->maxtexheight = 65536;

	/* determine the base layer configuration based on options */
	target->base_layerconfig = LAYER_CONFIG_DEFAULT;
	if (!options_get_bool(mame_options(), OPTION_USE_BACKDROPS)) target->base_layerconfig &= ~LAYER_CONFIG_ENABLE_BACKDROP;
	if (!options_get_bool(mame_options(), OPTION_USE_OVERLAYS)) target->base_layerconfig &= ~LAYER_CONFIG_ENABLE_OVERLAY;
	if (!options_get_bool(mame_options(), OPTION_USE_BEZELS)) target->base_layerconfig &= ~LAYER_CONFIG_ENABLE_BEZEL;
	if (options_get_bool(mame_options(), OPTION_ARTWORK_CROP)) target->base_layerconfig |= LAYER_CONFIG_ZOOM_TO_SCREEN;

	/* determine the base orientation based on options */
	target->orientation = ROT0;
	if (!options_get_bool(mame_options(), OPTION_ROTATE))
		target->base_orientation = orientation_reverse(Machine->gamedrv->flags & ORIENTATION_MASK);

	/* rotate left/right */
	if (options_get_bool(mame_options(), OPTION_ROR) || (options_get_bool(mame_options(), OPTION_AUTOROR) && (Machine->gamedrv->flags & ORIENTATION_SWAP_XY)))
		target->base_orientation = orientation_add(ROT90, target->base_orientation);
	if (options_get_bool(mame_options(), OPTION_ROL) || (options_get_bool(mame_options(), OPTION_AUTOROL) && (Machine->gamedrv->flags & ORIENTATION_SWAP_XY)))
		target->base_orientation = orientation_add(ROT270, target->base_orientation);

	/* flip X/Y */
	if (options_get_bool(mame_options(), OPTION_FLIPX))
		target->base_orientation ^= ORIENTATION_FLIP_X;
	if (options_get_bool(mame_options(), OPTION_FLIPY))
		target->base_orientation ^= ORIENTATION_FLIP_Y;

	/* set the orientation and layerconfig equal to the base */
	target->orientation = target->base_orientation;
	target->layerconfig = target->base_layerconfig;

	/* allocate a lock for the primitive list */
	for (listnum = 0; listnum < NUM_PRIMLISTS; listnum++)
		target->primlist[listnum].lock = osd_lock_alloc();

	/* load the layout files */
	if (load_layout_files(target, layoutfile, flags & RENDER_CREATE_SINGLE_FILE))
	{
		render_target_free(target);
		return NULL;
	}

	/* set the current view to the first one */
	render_target_set_view(target, 0);

	/* make us the UI target if there is none */
	if (ui_target == NULL && !(flags & RENDER_CREATE_HIDDEN))
		render_set_ui_target(target);
	return target;
}


/*-------------------------------------------------
    render_target_free - free memory for a render
    target
-------------------------------------------------*/

void render_target_free(render_target *target)
{
	render_target **curr;
	int listnum;

	/* remove us from the list */
	for (curr = &targetlist; *curr != target; curr = &(*curr)->next) ;
	*curr = target->next;

	/* free any primitives */
	for (listnum = 0; listnum < NUM_PRIMLISTS; listnum++)
	{
		release_render_list(&target->primlist[listnum]);
		osd_lock_free(target->primlist[listnum].lock);
	}

	/* free the layout files */
	while (target->filelist != NULL)
	{
		layout_file *temp = target->filelist;
		target->filelist = temp->next;
		layout_file_free(temp);
	}

	/* free the target itself */
	free(target);
}


/*-------------------------------------------------
    render_target_get_indexed - get a render_target
    by index
-------------------------------------------------*/

render_target *render_target_get_indexed(int index)
{
	render_target *target;

	/* count up the targets until we hit the requested index */
	for (target = targetlist; target != NULL; target = target->next)
		if (!(target->flags & RENDER_CREATE_HIDDEN))
			if (index-- == 0)
				return target;
	return NULL;
}


/*-------------------------------------------------
    render_target_get_view_name - return the
    name of the indexed view, or NULL if it
    doesn't exist
-------------------------------------------------*/

const char *render_target_get_view_name(render_target *target, int viewindex)
{
	layout_file *file;
	layout_view *view;

	/* return the name from the indexed view */
	for (file = target->filelist; file != NULL; file = file->next)
		for (view = file->viewlist; view != NULL; view = view->next)
			if (!(target->flags & RENDER_CREATE_NO_ART) || !layout_view_has_art(view))
				if (viewindex-- == 0)
					return view->name;

	return NULL;
}


/*-------------------------------------------------
    render_target_get_view_screens - return a
    bitmask of which screens are visible on a
    given view
-------------------------------------------------*/

UINT32 render_target_get_view_screens(render_target *target, int viewindex)
{
	layout_file *file;
	layout_view *view;

	/* return the name from the indexed view */
	for (file = target->filelist; file != NULL; file = file->next)
		for (view = file->viewlist; view != NULL; view = view->next)
			if (!(target->flags & RENDER_CREATE_NO_ART) || !layout_view_has_art(view))
				if (viewindex-- == 0)
					return view->screens;

	return 0;
}


/*-------------------------------------------------
    render_target_get_bounds - get the bounds and
    pixel aspect of a target
-------------------------------------------------*/

void render_target_get_bounds(render_target *target, INT32 *width, INT32 *height, float *pixel_aspect)
{
	if (width != NULL)
		*width = target->width;
	if (height != NULL)
		*height = target->height;
	if (pixel_aspect != NULL)
		*pixel_aspect = target->pixel_aspect;
}


/*-------------------------------------------------
    render_target_set_bounds - set the bounds and
    pixel aspect of a target
-------------------------------------------------*/

void render_target_set_bounds(render_target *target, INT32 width, INT32 height, float pixel_aspect)
{
	target->width = width;
	target->height = height;
	target->bounds.x0 = target->bounds.y0 = 0;
	target->bounds.x1 = (float)width;
	target->bounds.y1 = (float)height;
	target->pixel_aspect = pixel_aspect;
}


/*-------------------------------------------------
    render_target_get_max_update_rate - get the
    maximum update rate (refresh rate) of a target,
    or 0 if no maximum
-------------------------------------------------*/

float render_target_get_max_update_rate(render_target *target)
{
	return target->max_refresh;
}


/*-------------------------------------------------
    render_target_set_max_update_rate - set the
    maximum update rate (refresh rate) of a target,
    or 0 if no maximum
-------------------------------------------------*/

void render_target_set_max_update_rate(render_target *target, float updates_per_second)
{
	target->max_refresh = updates_per_second;
}


/*-------------------------------------------------
    render_target_get_orientation - get the
    orientation of a target
-------------------------------------------------*/

int render_target_get_orientation(render_target *target)
{
	return target->orientation;
}


/*-------------------------------------------------
    render_target_set_orientation - set the
    orientation of a target
-------------------------------------------------*/

void render_target_set_orientation(render_target *target, int orientation)
{
	target->orientation = orientation;
}


/*-------------------------------------------------
    render_target_get_layer_config - get the
    layer config of a target
-------------------------------------------------*/

int render_target_get_layer_config(render_target *target)
{
	return target->layerconfig;
}


/*-------------------------------------------------
    render_target_set_layer_config - set the
    layer config of a target
-------------------------------------------------*/

void render_target_set_layer_config(render_target *target, int layerconfig)
{
	target->layerconfig = layerconfig;
	layout_view_recompute(target->curview, layerconfig);
}


/*-------------------------------------------------
    render_target_get_view - return the currently
    selected view index
-------------------------------------------------*/

int render_target_get_view(render_target *target)
{
	layout_file *file;
	layout_view *view;
	int index = 0;

	/* find the first named match */
	for (file = target->filelist; file != NULL; file = file->next)
		for (view = file->viewlist; view != NULL; view = view->next)
			if (!(target->flags & RENDER_CREATE_NO_ART) || !layout_view_has_art(view))
			{
				if (target->curview == view)
					return index;
				index++;
			}
	return 0;
}


/*-------------------------------------------------
    render_target_set_view - dynamically change
    the view for a target
-------------------------------------------------*/

void render_target_set_view(render_target *target, int viewindex)
{
	layout_file *file;
	layout_view *view;

	/* find the first named match */
	for (file = target->filelist; file != NULL; file = file->next)
		for (view = file->viewlist; view != NULL; view = view->next)
			if (!(target->flags & RENDER_CREATE_NO_ART) || !layout_view_has_art(view))
				if (viewindex-- == 0)
				{
					target->curview = view;
					layout_view_recompute(view, target->layerconfig);
					break;
				}
}


/*-------------------------------------------------
    render_target_set_max_texture_size - set the
    upper bound on the texture size
-------------------------------------------------*/

void render_target_set_max_texture_size(render_target *target, int maxwidth, int maxheight)
{
	target->maxtexwidth = maxwidth;
	target->maxtexheight = maxheight;
}


/*-------------------------------------------------
    render_target_compute_visible_area - compute
    the visible area for the given target with
    the current layout and proposed new parameters
-------------------------------------------------*/

void render_target_compute_visible_area(render_target *target, INT32 target_width, INT32 target_height, float target_pixel_aspect, UINT8 target_orientation, INT32 *visible_width, INT32 *visible_height)
{
	float width, height;
	float scale;

	/* constrained case */
	if (target_pixel_aspect != 0.0f)
	{
		/* start with the aspect ratio of the square pixel layout */
		width = (target->layerconfig & LAYER_CONFIG_ZOOM_TO_SCREEN) ? target->curview->scraspect : target->curview->aspect;
		height = 1.0f;

		/* first apply target orientation */
		if (target_orientation & ORIENTATION_SWAP_XY)
			FSWAP(width, height);

		/* apply the target pixel aspect ratio */
		height *= target_pixel_aspect;

		/* based on the height/width ratio of the source and target, compute the scale factor */
		if (width / height > (float)target_width / (float)target_height)
			scale = (float)target_width / width;
		else
			scale = (float)target_height / height;
	}

	/* stretch-to-fit case */
	else
	{
		width = (float)target_width;
		height = (float)target_height;
		scale = 1.0f;
	}

	/* set the final width/height */
	if (visible_width != NULL)
		*visible_width = render_round_nearest(width * scale);
	if (visible_height != NULL)
		*visible_height = render_round_nearest(height * scale);
}


/*-------------------------------------------------
    render_target_get_minimum_size - get the
    "minimum" size of a target, which is the
    smallest bounds that will ensure at least
    1 target pixel per source pixel for all
    included screens
-------------------------------------------------*/

void render_target_get_minimum_size(render_target *target, INT32 *minwidth, INT32 *minheight)
{
	float maxxscale = 1.0f, maxyscale = 1.0f;
	int layer;

	/* scan the current view for all screens */
	for (layer = 0; layer < ITEM_LAYER_MAX; layer++)
	{
		view_item *item;

		/* iterate over items in the layer */
		for (item = target->curview->itemlist[layer]; item != NULL; item = item->next)
			if (item->element == NULL)
			{
				const rectangle vectorvis = { 0, 639, 0, 479 };
				const rectangle *visarea;
				render_container *container = screen_container[item->index];
				render_bounds bounds;
				float xscale, yscale;

				/* we may be called very early, before Machine->visible_area is initialized; handle that case */
				if ((Machine->drv->video_attributes & VIDEO_TYPE_VECTOR) != 0)
					visarea = &vectorvis;
				else if (Machine->screen[item->index].visarea.max_x > Machine->screen[item->index].visarea.min_x)
					visarea = &Machine->screen[item->index].visarea;
				else
					visarea = &Machine->drv->screen[item->index].defstate.visarea;

				/* apply target orientation to the bounds */
				bounds = item->bounds;
				apply_orientation(&bounds, target->orientation);
				normalize_bounds(&bounds);

				/* based on the orientation of the screen container, check the bitmap */
				if (!(orientation_add(target->orientation, container->orientation) & ORIENTATION_SWAP_XY))
				{
					xscale = (float)(visarea->max_x + 1 - visarea->min_x) / (bounds.x1 - bounds.x0);
					yscale = (float)(visarea->max_y + 1 - visarea->min_y) / (bounds.y1 - bounds.y0);
				}
				else
				{
					xscale = (float)(visarea->max_y + 1 - visarea->min_y) / (bounds.x1 - bounds.x0);
					yscale = (float)(visarea->max_x + 1 - visarea->min_x) / (bounds.y1 - bounds.y0);
				}

				/* pick the greater */
				if (xscale > maxxscale)
					maxxscale = xscale;
				if (yscale > maxyscale)
					maxyscale = yscale;
			}
	}

	/* round up */
	if (minwidth != NULL)
		*minwidth = render_round_nearest(maxxscale);
	if (minheight != NULL)
		*minheight = render_round_nearest(maxyscale);
}


/*-------------------------------------------------
    render_target_get_primitives - return a list
    of primitives for a given render target
-------------------------------------------------*/

const render_primitive_list *render_target_get_primitives(render_target *target)
{
	static const int standard_order[] = { ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BACKDROP, ITEM_LAYER_BEZEL };
	static const int alternate_order[] = { ITEM_LAYER_BACKDROP, ITEM_LAYER_SCREEN, ITEM_LAYER_OVERLAY, ITEM_LAYER_BEZEL };
	object_transform root_xform, ui_xform;
	int itemcount[ITEM_LAYER_MAX];
	const int *layer_order;
	INT32 viswidth, visheight;
	int layernum, listnum;

	/* remember the base values if this is the first frame */
	if (target->base_view == NULL)
		target->base_view = target->curview;

	/* switch to the next primitive list */
	listnum = target->listindex;
	target->listindex = (target->listindex + 1) % NUM_PRIMLISTS;
	osd_lock_acquire(target->primlist[listnum].lock);

	/* free any previous primitives */
	release_render_list(&target->primlist[listnum]);

	/* compute the visible width/height */
	render_target_compute_visible_area(target, target->width, target->height, target->pixel_aspect, target->orientation, &viswidth, &visheight);

	/* create a root transform for the target */
	root_xform.xoffs = (target->width - viswidth) / 2;
	root_xform.yoffs = (target->height - visheight) / 2;
	root_xform.xscale = viswidth;
	root_xform.yscale = visheight;
	root_xform.color.r = root_xform.color.g = root_xform.color.b = root_xform.color.a = 1.0f;
	root_xform.orientation = target->orientation;

	/*
        if we have multiple backdrop pieces and no overlays, render:
            backdrop (add) + screens (add) + bezels (alpha)
        else render:
            screens (add) + overlays (RGB multiply) + backdrop (add) + bezels (alpha)
    */
	layer_order = standard_order;
	if (target->curview->itemlist[ITEM_LAYER_BACKDROP] != NULL &&
		target->curview->itemlist[ITEM_LAYER_BACKDROP]->next != NULL &&
		target->curview->itemlist[ITEM_LAYER_OVERLAY] == NULL)
		layer_order = alternate_order;

	/* iterate over layers back-to-front, but only if we're running */
	if (mame_get_phase(Machine) >= MAME_PHASE_RESET)
		for (layernum = 0; layernum < ITEM_LAYER_MAX; layernum++)
		{
			int layer = layer_order[layernum];
			if (target->curview->layenabled[layer])
			{
				int blendmode = BLENDMODE_ALPHA;
				view_item *item;

				/* pick a blendmode */
				if (layer == ITEM_LAYER_SCREEN && layer_order == standard_order)
					blendmode = -1;
				else if (layer == ITEM_LAYER_SCREEN || (layer == ITEM_LAYER_BACKDROP && layer_order == standard_order))
					blendmode = BLENDMODE_ADD;
				else if (layer == ITEM_LAYER_OVERLAY)
					blendmode = BLENDMODE_RGB_MULTIPLY;

				/* iterate over items in the layer */
				itemcount[layer] = 0;
				for (item = target->curview->itemlist[layer]; item != NULL; item = item->next)
				{
					object_transform item_xform;
					render_bounds bounds;

					/* first apply orientation to the bounds */
					bounds = item->bounds;
					apply_orientation(&bounds, root_xform.orientation);
					normalize_bounds(&bounds);

					/* apply the transform to the item */
					item_xform.xoffs = root_xform.xoffs + bounds.x0 * root_xform.xscale;
					item_xform.yoffs = root_xform.yoffs + bounds.y0 * root_xform.yscale;
					item_xform.xscale = (bounds.x1 - bounds.x0) * root_xform.xscale;
					item_xform.yscale = (bounds.y1 - bounds.y0) * root_xform.yscale;
					item_xform.color.r = item->color.r * root_xform.color.r;
					item_xform.color.g = item->color.g * root_xform.color.g;
					item_xform.color.b = item->color.b * root_xform.color.b;
					item_xform.color.a = item->color.a * root_xform.color.a;
					item_xform.orientation = orientation_add(item->orientation, root_xform.orientation);

					/* if there is no associated element, it must be a screen element */
					if (item->element != NULL)
					{
						int state = (item->name[0] == 0) ? 0 : output_get_value(item->name);
						add_element_primitives(target, &target->primlist[listnum], &item_xform, item->element, state, blendmode);
					}
					else
						add_container_primitives(target, &target->primlist[listnum], &item_xform, screen_container[item->index], blendmode);

					/* keep track of how many items are in the layer */
					itemcount[layer]++;
				}
			}
		}

	/* if we are not in the running stage, draw an outer box */
	else
	{
		render_primitive *prim;

		prim = alloc_render_primitive(RENDER_PRIMITIVE_QUAD);
		set_render_bounds_xy(&prim->bounds, 0.0f, 0.0f, (float)target->width, (float)target->height);
		set_render_color(&prim->color, 1.0f, 1.0f, 1.0f, 1.0f);
		prim->texture.base = NULL;
		prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
		append_render_primitive(&target->primlist[listnum], prim);

		if ((target->width > 1) && (target->height > 1))
		{
			prim = alloc_render_primitive(RENDER_PRIMITIVE_QUAD);
			set_render_bounds_xy(&prim->bounds, 1.0f, 1.0f, (float)(target->width - 1), (float)(target->height - 1));
			set_render_color(&prim->color, 1.0f, 0.0f, 0.0f, 0.0f);
			prim->texture.base = NULL;
			prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
			append_render_primitive(&target->primlist[listnum], prim);
		}
	}

	/* process the UI if we are the UI target */
	if (target == render_get_ui_target())
	{
		/* compute the transform for the UI */
		ui_xform.xoffs = 0;
		ui_xform.yoffs = 0;
		ui_xform.xscale = target->width;
		ui_xform.yscale = target->height;
		ui_xform.color.r = ui_xform.color.g = ui_xform.color.b = ui_xform.color.a = 1.0f;
		ui_xform.orientation = target->orientation;

		/* add UI elements */
		add_container_primitives(target, &target->primlist[listnum], &ui_xform, ui_container, BLENDMODE_ALPHA);
	}

	/* optimize the list before handing it off */
	add_clear_and_optimize_primitive_list(target, &target->primlist[listnum]);
	osd_lock_release(target->primlist[listnum].lock);
	return &target->primlist[listnum];
}


/*-------------------------------------------------
    load_layout_files - load layout files for a
    given render target
-------------------------------------------------*/

static int load_layout_files(render_target *target, const char *layoutfile, int singlefile)
{
	layout_file **nextfile = &target->filelist;
	const game_driver *cloneof;

	/* if there's an explicit file, load that first */
	if (layoutfile != NULL)
	{
		*nextfile = layout_file_load(Machine->basename, layoutfile);
		if (*nextfile != NULL)
			nextfile = &(*nextfile)->next;
	}

	/* if we're only loading this file, we know our final result */
	if (singlefile)
		return (nextfile == &target->filelist) ? 1 : 0;

	/* try to load a file based on the driver name */
	*nextfile = layout_file_load(Machine->basename, Machine->gamedrv->name);
	if (*nextfile == NULL)
		*nextfile = layout_file_load(Machine->basename, "default");
	if (*nextfile != NULL)
		nextfile = &(*nextfile)->next;

	/* if a default view has been specified, use that as a fallback */
	if (Machine->gamedrv->default_layout != NULL)
	{
		*nextfile = layout_file_load(NULL, Machine->gamedrv->default_layout);
		if (*nextfile != NULL)
			nextfile = &(*nextfile)->next;
	}
	if (Machine->drv->default_layout != NULL)
	{
		*nextfile = layout_file_load(NULL, Machine->drv->default_layout);
		if (*nextfile != NULL)
			nextfile = &(*nextfile)->next;
	}

	/* try to load another file based on the parent driver name */
	cloneof = driver_get_clone(Machine->gamedrv);
	if (cloneof != NULL)
	{
		*nextfile = layout_file_load(cloneof->name, cloneof->name);
		if (*nextfile == NULL)
			*nextfile = layout_file_load(cloneof->name, "default");
		if (*nextfile != NULL)
			nextfile = &(*nextfile)->next;
	}

	/* now do the built-in layouts for single-screen games */
	if (Machine->drv->screen[0].tag != NULL && Machine->drv->screen[1].tag == NULL)
	{
		if (Machine->gamedrv->flags & ORIENTATION_SWAP_XY)
			*nextfile = layout_file_load(NULL, layout_vertical);
		else
			*nextfile = layout_file_load(NULL, layout_horizont);
		assert_always(*nextfile != NULL, "Couldn't parse default layout??");
		nextfile = &(*nextfile)->next;
	}
	return 0;
}


/*-------------------------------------------------
    release_render_list - release the contents of
    a render list
-------------------------------------------------*/

static void release_render_list(render_primitive_list *list)
{
	/* take the lock */
	osd_lock_acquire(list->lock);

	/* free everything on the list */
	while (list->head != NULL)
	{
		render_primitive *temp = list->head;
		list->head = temp->next;
		free_render_primitive(temp);
	}
	list->nextptr = &list->head;

	/* release all our references */
	while (list->reflist != NULL)
	{
		render_ref *temp = list->reflist;
		list->reflist = temp->next;
		free_render_ref(temp);
	}

	/* let other people at it again */
	osd_lock_release(list->lock);
}


/*-------------------------------------------------
    add_container_primitives - add primitives
    based on the container
-------------------------------------------------*/

static void add_container_primitives(render_target *target, render_primitive_list *list, const object_transform *xform, render_container *container, int blendmode)
{
	object_transform container_xform;
	render_bounds cliprect;
	render_primitive *prim;
	container_item *item;

	/* first update the palette for the container, if it is dirty */
	render_container_update_palette(container);

	/* compute the clip rect */
	cliprect.x0 = xform->xoffs;
	cliprect.y0 = xform->yoffs;
	cliprect.x1 = xform->xoffs + xform->xscale;
	cliprect.y1 = xform->yoffs + xform->yscale;
	sect_render_bounds(&cliprect, &target->bounds);

	/* compute the container transform */
	container_xform.orientation = orientation_add(container->orientation, xform->orientation);
	{
		float xscale = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container->yscale : container->xscale;
		float yscale = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container->xscale : container->yscale;
		float xoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container->yoffset : container->xoffset;
		float yoffs = (container_xform.orientation & ORIENTATION_SWAP_XY) ? container->xoffset : container->yoffset;
		if (container_xform.orientation & ORIENTATION_FLIP_X) xoffs = -xoffs;
		if (container_xform.orientation & ORIENTATION_FLIP_Y) yoffs = -yoffs;
		container_xform.xscale = xform->xscale * xscale;
		container_xform.yscale = xform->yscale * yscale;
		container_xform.xoffs = xform->xscale * (0.5f - 0.5f * xscale + xoffs) + xform->xoffs;
		container_xform.yoffs = xform->yscale * (0.5f - 0.5f * yscale + yoffs) + xform->yoffs;
		container_xform.color = xform->color;
	}

	/* iterate over elements */
	for (item = container->itemlist; item != NULL; item = item->next)
	{
		render_bounds bounds;
		int width, height;
		int clipped = TRUE;

		/* compute the oriented bounds */
		bounds = item->bounds;
		apply_orientation(&bounds, container_xform.orientation);

		/* allocate the primitive and set the transformed bounds/color data */
		prim = alloc_render_primitive(0);
		prim->bounds.x0 = render_round_nearest(container_xform.xoffs + bounds.x0 * container_xform.xscale);
		prim->bounds.y0 = render_round_nearest(container_xform.yoffs + bounds.y0 * container_xform.yscale);
		if (item->internal & INTERNAL_FLAG_CHAR)
		{
			prim->bounds.x1 = prim->bounds.x0 + render_round_nearest((bounds.x1 - bounds.x0) * container_xform.xscale);
			prim->bounds.y1 = prim->bounds.y0 + render_round_nearest((bounds.y1 - bounds.y0) * container_xform.yscale);
		}
		else
		{
			prim->bounds.x1 = render_round_nearest(container_xform.xoffs + bounds.x1 * container_xform.xscale);
			prim->bounds.y1 = render_round_nearest(container_xform.yoffs + bounds.y1 * container_xform.yscale);
		}

		/* compute the color of the primitive */
		prim->color.r = container_xform.color.r * item->color.r;
		prim->color.g = container_xform.color.g * item->color.g;
		prim->color.b = container_xform.color.b * item->color.b;
		prim->color.a = container_xform.color.a * item->color.a;

		/* now switch off the type */
		switch (item->type)
		{
			case CONTAINER_ITEM_LINE:
				/* adjust the color for brightness/contrast/gamma */
				prim->color.a = apply_brightness_contrast_gamma_fp(prim->color.a, container->brightness, container->contrast, container->gamma);
				prim->color.r = apply_brightness_contrast_gamma_fp(prim->color.r, container->brightness, container->contrast, container->gamma);
				prim->color.g = apply_brightness_contrast_gamma_fp(prim->color.g, container->brightness, container->contrast, container->gamma);
				prim->color.b = apply_brightness_contrast_gamma_fp(prim->color.b, container->brightness, container->contrast, container->gamma);

				/* set the line type */
				prim->type = RENDER_PRIMITIVE_LINE;

				/* scale the width by the minimum of X/Y scale factors */
				prim->width = item->width * MIN(container_xform.xscale, container_xform.yscale);
				prim->flags = item->flags;

				/* clip the primitive */
				clipped = render_clip_line(&prim->bounds, &cliprect);
				break;

			case CONTAINER_ITEM_QUAD:
				/* set the quad type */
				prim->type = RENDER_PRIMITIVE_QUAD;

				/* normalize the bounds */
				normalize_bounds(&prim->bounds);

				/* get the scaled bitmap and set the resulting palette */
				if (item->texture != NULL)
				{
					/* determine the final orientation */
					int finalorient = orientation_add(PRIMFLAG_GET_TEXORIENT(item->flags), container_xform.orientation);

					/* based on the swap values, get the scaled final texture */
					width = (finalorient & ORIENTATION_SWAP_XY) ? (prim->bounds.y1 - prim->bounds.y0) : (prim->bounds.x1 - prim->bounds.x0);
					height = (finalorient & ORIENTATION_SWAP_XY) ? (prim->bounds.x1 - prim->bounds.x0) : (prim->bounds.y1 - prim->bounds.y0);
					width = MIN(width, target->maxtexwidth);
					height = MIN(height, target->maxtexheight);
					if (render_texture_get_scaled(item->texture, width, height, &prim->texture, &list->reflist))
					{
						/* override the palette with our adjusted palette */
						switch (item->texture->format)
						{
							case TEXFORMAT_PALETTE16:	prim->texture.palette = &container->bcglookup[prim->texture.palette - palette_entry_list_adjusted(Machine->palette)]; break;
							case TEXFORMAT_PALETTEA16:	prim->texture.palette = &container->bcglookup[prim->texture.palette - palette_entry_list_adjusted(Machine->palette)]; break;
							case TEXFORMAT_RGB15:		prim->texture.palette = &container->bcglookup32[0];		break;
							case TEXFORMAT_RGB32:		prim->texture.palette = &container->bcglookup256[0];	break;
							case TEXFORMAT_ARGB32:		prim->texture.palette = &container->bcglookup256[0];	break;
							case TEXFORMAT_YUY16:		prim->texture.palette = &container->bcglookup256[0];	break;
							default:					assert(FALSE);
						}

						/* determine UV coordinates and apply clipping */
						prim->texcoords = oriented_texcoords[finalorient];
						clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);

						/* apply the final orientation from the quad flags and then build up the final flags */
						prim->flags = (item->flags & ~(PRIMFLAG_TEXORIENT_MASK | PRIMFLAG_BLENDMODE_MASK | PRIMFLAG_TEXFORMAT_MASK)) |
										PRIMFLAG_TEXORIENT(finalorient) |
										PRIMFLAG_TEXFORMAT(item->texture->format);
						if (blendmode != -1)
							prim->flags |= PRIMFLAG_BLENDMODE(blendmode);
						else
							prim->flags |= PRIMFLAG_BLENDMODE(PRIMFLAG_GET_BLENDMODE(item->flags));
					}
				}
				else
				{
					/* adjust the color for brightness/contrast/gamma */
					prim->color.r = apply_brightness_contrast_gamma_fp(prim->color.r, container->brightness, container->contrast, container->gamma);
					prim->color.g = apply_brightness_contrast_gamma_fp(prim->color.g, container->brightness, container->contrast, container->gamma);
					prim->color.b = apply_brightness_contrast_gamma_fp(prim->color.b, container->brightness, container->contrast, container->gamma);

					/* no texture -- set the basic flags */
					prim->texture.base = NULL;
					prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);

					/* apply clipping */
					clipped = render_clip_quad(&prim->bounds, &cliprect, NULL);
				}
				break;
		}

		/* add to the list or free if we're clipped out */
		if (!clipped)
			append_render_primitive(list, prim);
		else
			free_render_primitive(prim);
	}

	/* add the overlay if it exists */
	if (container->overlaytexture != NULL && (target->layerconfig & LAYER_CONFIG_ENABLE_SCREEN_OVERLAY))
	{
		INT32 width, height;

		/* allocate a primitive */
		prim = alloc_render_primitive(RENDER_PRIMITIVE_QUAD);
		set_render_bounds_wh(&prim->bounds, xform->xoffs, xform->yoffs, xform->xscale, xform->yscale);
		prim->color = container_xform.color;
		width = render_round_nearest(prim->bounds.x1) - render_round_nearest(prim->bounds.x0);
		height = render_round_nearest(prim->bounds.y1) - render_round_nearest(prim->bounds.y0);
		if (render_texture_get_scaled(container->overlaytexture,
				(container_xform.orientation & ORIENTATION_SWAP_XY) ? height : width,
				(container_xform.orientation & ORIENTATION_SWAP_XY) ? width : height, &prim->texture, &list->reflist))
		{
			/* determine UV coordinates */
			prim->texcoords = oriented_texcoords[container_xform.orientation];

			/* set the flags and add it to the list */
			prim->flags = PRIMFLAG_TEXORIENT(container_xform.orientation) |
							PRIMFLAG_BLENDMODE(BLENDMODE_RGB_MULTIPLY) |
							PRIMFLAG_TEXFORMAT(container->overlaytexture->format);
			append_render_primitive(list, prim);
		}
		else
			free_render_primitive(prim);
	}
}


/*-------------------------------------------------
    add_element_primitives - add the primitive
    for an element in the current state
-------------------------------------------------*/

static void add_element_primitives(render_target *target, render_primitive_list *list, const object_transform *xform, const layout_element *element, int state, int blendmode)
{
	INT32 width = render_round_nearest(xform->xscale);
	INT32 height = render_round_nearest(xform->yscale);
	render_texture *texture;
	render_bounds cliprect;
	int clipped = TRUE;

	/* if we're out of range, bail */
	if (state > element->maxstate)
		return;
	if (state < 0)
		state = 0;

	/* get a pointer to the relevant texture */
	texture = element->elemtex[state].texture;
	if (texture != NULL)
	{
		render_primitive *prim = alloc_render_primitive(RENDER_PRIMITIVE_QUAD);

		/* configure the basics */
		prim->color = xform->color;
		prim->flags = PRIMFLAG_TEXORIENT(xform->orientation) | PRIMFLAG_BLENDMODE(blendmode) | PRIMFLAG_TEXFORMAT(texture->format);

		/* compute the bounds */
		set_render_bounds_wh(&prim->bounds, render_round_nearest(xform->xoffs), render_round_nearest(xform->yoffs), width, height);
		if (xform->orientation & ORIENTATION_SWAP_XY)
			ISWAP(width, height);
		width = MIN(width, target->maxtexwidth);
		height = MIN(height, target->maxtexheight);

		/* get the scaled texture and append it */
		if (render_texture_get_scaled(texture, width, height, &prim->texture, &list->reflist))
		{
			/* compute the clip rect */
			cliprect.x0 = render_round_nearest(xform->xoffs);
			cliprect.y0 = render_round_nearest(xform->yoffs);
			cliprect.x1 = render_round_nearest(xform->xoffs + xform->xscale);
			cliprect.y1 = render_round_nearest(xform->yoffs + xform->yscale);
			sect_render_bounds(&cliprect, &target->bounds);

			/* determine UV coordinates and apply clipping */
			prim->texcoords = oriented_texcoords[xform->orientation];
			clipped = render_clip_quad(&prim->bounds, &cliprect, &prim->texcoords);
		}

		/* add to the list or free if we're clipped out */
		if (!clipped)
			append_render_primitive(list, prim);
		else
			free_render_primitive(prim);
	}
}


/*-------------------------------------------------
    init_clear_extents - reset the extents list
-------------------------------------------------*/

static void init_clear_extents(INT32 width, INT32 height)
{
	clear_extents[0] = -height;
	clear_extents[1] = 1;
	clear_extents[2] = width;
	clear_extent_count = 3;
}


/*-------------------------------------------------
    remove_clear_extent - remove a quad from the
    list of stuff to clear, unless it overlaps
    a previous quad
-------------------------------------------------*/

static int remove_clear_extent(const render_bounds *bounds)
{
	INT32 *max = &clear_extents[MAX_CLEAR_EXTENTS];
	INT32 *last = &clear_extents[clear_extent_count];
	INT32 *ext = &clear_extents[0];
	INT32 boundsx0 = ceil(bounds->x0);
	INT32 boundsx1 = floor(bounds->x1);
	INT32 boundsy0 = ceil(bounds->y0);
	INT32 boundsy1 = floor(bounds->y1);
	INT32 y0, y1 = 0;

	/* loop over Y extents */
	while (ext < last)
	{
		INT32 *linelast;

		/* first entry of each line should always be negative */
		assert(ext[0] < 0.0f);
		y0 = y1;
		y1 = y0 - ext[0];

		/* do we intersect this extent? */
		if (boundsy0 < y1 && boundsy1 > y0)
		{
			INT32 *xext;
			INT32 x0, x1 = 0;

			/* split the top */
			if (y0 < boundsy0)
			{
				int diff = boundsy0 - y0;

				/* make a copy of this extent */
				memmove(&ext[ext[1] + 2], &ext[0], (last - ext) * sizeof(*ext));
				last += ext[1] + 2;
				assert_always(last < max, "Ran out of clear extents!\n");

				/* split the extent between pieces */
				ext[ext[1] + 2] = -(-ext[0] - diff);
				ext[0] = -diff;

				/* advance to the new extent */
				y0 -= ext[0];
				ext += ext[1] + 2;
				y1 = y0 - ext[0];
			}

			/* split the bottom */
			if (y1 > boundsy1)
			{
				int diff = y1 - boundsy1;

				/* make a copy of this extent */
				memmove(&ext[ext[1] + 2], &ext[0], (last - ext) * sizeof(*ext));
				last += ext[1] + 2;
				assert_always(last < max, "Ran out of clear extents!\n");

				/* split the extent between pieces */
				ext[ext[1] + 2] = -diff;
				ext[0] = -(-ext[0] - diff);

				/* recompute y1 */
				y1 = y0 - ext[0];
			}

			/* now remove the X extent */
			linelast = &ext[ext[1] + 2];
			xext = &ext[2];
			while (xext < linelast)
			{
				x0 = x1;
				x1 = x0 + xext[0];

				/* do we fully intersect this extent? */
				if (boundsx0 >= x0 && boundsx1 <= x1)
				{
					/* yes; split it */
					memmove(&xext[2], &xext[0], (last - xext) * sizeof(*xext));
					last += 2;
					linelast += 2;
					assert_always(last < max, "Ran out of clear extents!\n");

					/* split this extent into three parts */
					xext[0] = boundsx0 - x0;
					xext[1] = boundsx1 - boundsx0;
					xext[2] = x1 - boundsx1;

					/* recompute x1 */
					x1 = boundsx1;
					xext += 2;
				}

				/* do we partially intersect this extent? */
				else if (boundsx0 < x1 && boundsx1 > x0)
					goto abort;

				/* advance */
				xext++;

				/* do we partially intersect the next extent (which is a non-clear extent)? */
				if (xext < linelast)
				{
					x0 = x1;
					x1 = x0 + xext[0];
					if (boundsx0 < x1 && boundsx1 > x0)
						goto abort;
					xext++;
				}
			}

			/* update the count */
			ext[1] = linelast - &ext[2];
		}

		/* advance to the next row */
		ext += 2 + ext[1];
	}

	/* update the total count */
	clear_extent_count = last - &clear_extents[0];
	return TRUE;

abort:
	/* update the total count even on a failure as we may have split extents */
	clear_extent_count = last - &clear_extents[0];
	return FALSE;
}


/*-------------------------------------------------
    add_clear_extents - add the accumulated
    extents as a series of quads to clear
-------------------------------------------------*/

static void add_clear_extents(render_primitive_list *list)
{
	render_primitive *clearlist = NULL;
	render_primitive **clearnext = &clearlist;
	INT32 *last = &clear_extents[clear_extent_count];
	INT32 *ext = &clear_extents[0];
	INT32 y0, y1 = 0;

	/* loop over all extents */
	while (ext < last)
	{
		INT32 *linelast = &ext[ext[1] + 2];
		INT32 *xext = &ext[2];
		INT32 x0, x1 = 0;

		/* first entry should always be negative */
		assert(ext[0] < 0);
		y0 = y1;
		y1 = y0 - ext[0];

		/* now remove the X extent */
		while (xext < linelast)
		{
			x0 = x1;
			x1 = x0 + *xext++;

			/* only add entries for non-zero widths */
			if (x1 - x0 > 0)
			{
				render_primitive *prim = alloc_render_primitive(RENDER_PRIMITIVE_QUAD);
				set_render_bounds_xy(&prim->bounds, (float)x0, (float)y0, (float)x1, (float)y1);
				set_render_color(&prim->color, 1.0f, 0.0f, 0.0f, 0.0f);
				prim->texture.base = NULL;
				prim->flags = PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
				*clearnext = prim;
				clearnext = &prim->next;
			}

			/* skip the non-clearing extent */
			x0 = x1;
			x1 = x0 + *xext++;
		}

		/* advance to the next part */
		ext += 2 + ext[1];
	}

	/* we know that the first primitive in the list will be the global clip */
	/* so we insert the clears immediately after */
	*clearnext = list->head;
	list->head = clearlist;
}


/*-------------------------------------------------
    add_clear_and_optimize_primitive_list -
    optimize the primitive list
-------------------------------------------------*/

static void add_clear_and_optimize_primitive_list(render_target *target, render_primitive_list *list)
{
	render_primitive *prim;

	/* start with the assumption that we need to clear the whole screen */
	init_clear_extents(target->width, target->height);

	/* scan the list until we hit an intersection quad or a line */
	for (prim = list->head; prim != NULL; prim = prim->next)
	{
		/* switch off the type */
		switch (prim->type)
		{
			case RENDER_PRIMITIVE_LINE:
				goto done;

			case RENDER_PRIMITIVE_QUAD:
			{
				/* stop when we hit an alpha texture */
				if (PRIMFLAG_GET_TEXFORMAT(prim->flags) == TEXFORMAT_ARGB32 || PRIMFLAG_GET_TEXFORMAT(prim->flags) == TEXFORMAT_PALETTEA16)
					goto done;

				/* if this quad can't be cleanly removed from the extents list, we're done */
				if (!remove_clear_extent(&prim->bounds))
					goto done;

				/* change the blendmode on the first primitive to be NONE */
				if (PRIMFLAG_GET_BLENDMODE(prim->flags) == BLENDMODE_RGB_MULTIPLY)
				{
					/* RGB multiply will multiply against 0, leaving nothing */
					set_render_color(&prim->color, 1.0f, 0.0f, 0.0f, 0.0f);
					prim->texture.base = NULL;
					prim->flags = (prim->flags & ~PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_NONE);
				}
				else
				{
					/* for alpha or add modes, we will blend against 0 or add to 0; treat it like none */
					prim->flags = (prim->flags & ~PRIMFLAG_BLENDMODE_MASK) | PRIMFLAG_BLENDMODE(BLENDMODE_NONE);
				}

				/* since alpha is disabled, premultiply the RGB values and reset the alpha to 1.0 */
				prim->color.r *= prim->color.a;
				prim->color.g *= prim->color.a;
				prim->color.b *= prim->color.a;
				prim->color.a = 1.0f;
				break;
			}
		}
	}

done:
	/* now add the extents to the clear list */
	add_clear_extents(list);
}



/***************************************************************************
    RENDER REFERENCES
***************************************************************************/

/*-------------------------------------------------
    invalidate_all_render_ref - remove all refs
    to a particular reference pointer
-------------------------------------------------*/

static void invalidate_all_render_ref(void *refptr)
{
	render_target *target;
	int listnum;

	/* loop over targets */
	for (target = targetlist; target != NULL; target = target->next)
		for (listnum = 0; listnum < NUM_PRIMLISTS; listnum++)
		{
			render_primitive_list *list = &target->primlist[listnum];
			osd_lock_acquire(list->lock);
			if (has_render_ref(list->reflist, refptr))
				release_render_list(list);
			osd_lock_release(list->lock);
		}
}



/***************************************************************************
    RENDER TEXTURES
***************************************************************************/

/*-------------------------------------------------
    render_texture_alloc - allocate a new texture
-------------------------------------------------*/

render_texture *render_texture_alloc(texture_scaler scaler, void *param)
{
	render_texture *texture;

	/* if nothing on the free list, add some more */
	if (render_texture_free_list == NULL)
	{
		int texnum;

		/* allocate a new group */
		texture = malloc_or_die(sizeof(*texture) * TEXTURE_GROUP_SIZE);
		memset(texture, 0, sizeof(*texture) * TEXTURE_GROUP_SIZE);

		/* add them to the list */
		for (texnum = 0; texnum < TEXTURE_GROUP_SIZE; texnum++)
		{
			texture[texnum].base = texture;
			texture[texnum].next = render_texture_free_list;
			render_texture_free_list = &texture[texnum];
		}
	}

	/* pull an entry off the free list */
	texture = render_texture_free_list;
	render_texture_free_list = texture->next;

	/* fill in the data */
	texture->scaler = scaler;
	texture->param = param;
	texture->format = TEXFORMAT_ARGB32;
	return texture;
}


/*-------------------------------------------------
    render_texture_free - free an allocated
    texture
-------------------------------------------------*/

void render_texture_free(render_texture *texture)
{
	render_texture *base_save;
	int scalenum;

	/* free all scaled versions */
	for (scalenum = 0; scalenum < ARRAY_LENGTH(texture->scaled); scalenum++)
		if (texture->scaled[scalenum].bitmap != NULL)
		{
			invalidate_all_render_ref(texture->scaled[scalenum].bitmap);
			bitmap_free(texture->scaled[scalenum].bitmap);
		}

	/* invalidate references to the original bitmap as well */
	if (texture->bitmap != NULL)
		invalidate_all_render_ref(texture->bitmap);

	/* add ourself back to the free list */
	base_save = texture->base;
	memset(texture, 0, sizeof(*texture));
	texture->next = render_texture_free_list;
	texture->base = base_save;
	render_texture_free_list = texture;
}


/*-------------------------------------------------
    render_texture_set_bitmap - set a new source
    bitmap
-------------------------------------------------*/

void render_texture_set_bitmap(render_texture *texture, mame_bitmap *bitmap, const rectangle *sbounds, UINT32 palettebase, int format)
{
	int scalenum;

	/* invalidate references to the old bitmap */
	if (bitmap != texture->bitmap && texture->bitmap != NULL)
		invalidate_all_render_ref(texture->bitmap);

	/* set the new bitmap/palette */
	texture->bitmap = bitmap;
	texture->sbounds.min_x = (sbounds != NULL) ? sbounds->min_x : 0;
	texture->sbounds.min_y = (sbounds != NULL) ? sbounds->min_y : 0;
	texture->sbounds.max_x = (sbounds != NULL) ? sbounds->max_x : (bitmap != NULL) ? bitmap->width : 1000;
	texture->sbounds.max_y = (sbounds != NULL) ? sbounds->max_y : (bitmap != NULL) ? bitmap->height : 1000;
	texture->palettebase = palettebase;
	texture->format = format;

	/* invalidate all scaled versions */
	for (scalenum = 0; scalenum < ARRAY_LENGTH(texture->scaled); scalenum++)
	{
		if (texture->scaled[scalenum].bitmap != NULL)
		{
			invalidate_all_render_ref(texture->scaled[scalenum].bitmap);
			bitmap_free(texture->scaled[scalenum].bitmap);
		}
		texture->scaled[scalenum].bitmap = NULL;
		texture->scaled[scalenum].seqid = 0;
	}
}


/*-------------------------------------------------
    render_texture_get_scaled - get a scaled
    bitmap (if we can)
-------------------------------------------------*/

static int render_texture_get_scaled(render_texture *texture, UINT32 dwidth, UINT32 dheight, render_texinfo *texinfo, render_ref **reflist)
{
	UINT8 bpp = (texture->format == TEXFORMAT_PALETTE16 || texture->format == TEXFORMAT_PALETTEA16 || texture->format == TEXFORMAT_RGB15 || texture->format == TEXFORMAT_YUY16) ? 16 : 32;
	const rgb_t *palbase = (texture->format == TEXFORMAT_PALETTE16 || texture->format == TEXFORMAT_PALETTEA16) ? palette_entry_list_adjusted(Machine->palette) + texture->palettebase : NULL;
	scaled_texture *scaled = NULL;
	int swidth, sheight;
	int scalenum;

	/* source width/height come from the source bounds */
	swidth = texture->sbounds.max_x - texture->sbounds.min_x;
	sheight = texture->sbounds.max_y - texture->sbounds.min_y;

	/* ensure height/width are non-zero */
	if (dwidth < 1) dwidth = 1;
	if (dheight < 1) dheight = 1;

	/* are we scaler-free? if so, just return the source bitmap */
	if (texture->scaler == NULL || (texture->bitmap != NULL && swidth == dwidth && sheight == dheight))
	{
		/* add a reference and set up the source bitmap */
		add_render_ref(reflist, texture->bitmap);
		texinfo->base = (UINT8 *)texture->bitmap->base + (texture->sbounds.min_y * texture->bitmap->rowpixels + texture->sbounds.min_x) * (bpp / 8);
		texinfo->rowpixels = texture->bitmap->rowpixels;
		texinfo->width = swidth;
		texinfo->height = sheight;
		texinfo->palette = palbase;
		texinfo->seqid = ++texture->curseq;
		return TRUE;
	}

	/* is it a size we already have? */
	for (scalenum = 0; scalenum < ARRAY_LENGTH(texture->scaled); scalenum++)
	{
		scaled = &texture->scaled[scalenum];

		/* we need a non-NULL bitmap with matching dest size */
		if (scaled->bitmap != NULL && dwidth == scaled->bitmap->width && dheight == scaled->bitmap->height)
			break;
	}

	/* did we get one? */
	if (scalenum == ARRAY_LENGTH(texture->scaled))
	{
		int lowest = -1;

		/* ask our notifier if we can scale now */
		if (rescale_notify != NULL && !(*rescale_notify)(Machine, dwidth, dheight))
			return FALSE;

		/* didn't find one -- take the entry with the lowest seqnum */
		for (scalenum = 0; scalenum < ARRAY_LENGTH(texture->scaled); scalenum++)
			if ((lowest == -1 || texture->scaled[scalenum].seqid < texture->scaled[lowest].seqid) && !has_render_ref(*reflist, texture->scaled[scalenum].bitmap))
				lowest = scalenum;
		assert_always(lowest != -1, "Too many live texture instances!");

		/* throw out any existing entries */
		scaled = &texture->scaled[lowest];
		if (scaled->bitmap != NULL)
		{
			invalidate_all_render_ref(scaled->bitmap);
			bitmap_free(scaled->bitmap);
		}

		/* allocate a new bitmap */
		scaled->bitmap = bitmap_alloc(dwidth, dheight, BITMAP_FORMAT_ARGB32);
		scaled->seqid = ++texture->curseq;

		/* let the scaler do the work */
		(*texture->scaler)(scaled->bitmap, texture->bitmap, &texture->sbounds, texture->param);
	}

	/* finally fill out the new info */
	add_render_ref(reflist, scaled->bitmap);
	texinfo->base = scaled->bitmap->base;
	texinfo->rowpixels = scaled->bitmap->rowpixels;
	texinfo->width = dwidth;
	texinfo->height = dheight;
	texinfo->palette = palbase;
	texinfo->seqid = scaled->seqid;
	return TRUE;
}


/*-------------------------------------------------
    render_texture_hq_scale - generic high quality
    resampling scaler
-------------------------------------------------*/

void render_texture_hq_scale(mame_bitmap *dest, const mame_bitmap *source, const rectangle *sbounds, void *param)
{
	render_color color = { 1.0f, 1.0f, 1.0f, 1.0f };
	render_resample_argb_bitmap_hq(dest->base, dest->rowpixels, dest->width, dest->height, source, sbounds, &color);
}



/***************************************************************************
    RENDER CONTAINERS
***************************************************************************/

/*-------------------------------------------------
    render_container_alloc - allocate a render
    container
-------------------------------------------------*/

static render_container *render_container_alloc(void)
{
	render_container *container;
	int color;

	/* allocate and clear memory */
	container = malloc_or_die(sizeof(*container));
	memset(container, 0, sizeof(*container));

	/* default values */
	container->brightness = 1.0f;
	container->contrast = 1.0f;
	container->gamma = 1.0f;
	container->xscale = 1.0f;
	container->yscale = 1.0f;

	/* all palette entries are opaque by default */
	for (color = 0; color < ARRAY_LENGTH(container->bcglookup); color++)
		container->bcglookup[color] = MAKE_ARGB(0xff,0x00,0x00,0x00);

	/* make sure it is empty */
	render_container_empty(container);

	/* allocate a client to the main palette */
	if (Machine->palette != NULL)
		container->palclient = palette_client_alloc(Machine->palette);
	render_container_recompute_lookups(container);
	return container;
}


/*-------------------------------------------------
    render_container_free - free a render
    container
-------------------------------------------------*/

static void render_container_free(render_container *container)
{
	/* free all the container items */
	render_container_empty(container);

	/* free the overlay texture */
	if (container->overlaytexture != NULL)
		render_texture_free(container->overlaytexture);

	/* release our palette client */
	if (container->palclient != NULL)
		palette_client_free(container->palclient);

	/* free the container itself */
	free(container);
}


/*-------------------------------------------------
    render_container_empty - empty a container
    in preparation for new stuff
-------------------------------------------------*/

void render_container_empty(render_container *container)
{
	/* free all the container items */
	while (container->itemlist != NULL)
	{
		container_item *temp = container->itemlist;
		container->itemlist = temp->next;
		free_container_item(temp);
	}

	/* reset our newly-added pointer */
	container->nextitem = &container->itemlist;
}


/*-------------------------------------------------
    render_container_is_empty - return true if
    a container has nothing in it
-------------------------------------------------*/

int render_container_is_empty(render_container *container)
{
	return (container->itemlist == NULL);
}


/*-------------------------------------------------
    render_container_get_orientation - return the
    orientation of a container
-------------------------------------------------*/

int render_container_get_orientation(render_container *container)
{
	return container->orientation;
}


/*-------------------------------------------------
    render_container_set_orientation - set the
    orientation of a container
-------------------------------------------------*/

void render_container_set_orientation(render_container *container, int orientation)
{
	container->orientation = orientation;
}


/*-------------------------------------------------
    render_container_get_brightness - return the
    brightness of a container
-------------------------------------------------*/

float render_container_get_brightness(render_container *container)
{
	return container->brightness;
}


/*-------------------------------------------------
    render_container_set_brightness - set the
    brightness of a container
-------------------------------------------------*/

void render_container_set_brightness(render_container *container, float brightness)
{
	container->brightness = brightness;
	render_container_recompute_lookups(container);
}


/*-------------------------------------------------
    render_container_get_contrast - return the
    contrast of a container
-------------------------------------------------*/

float render_container_get_contrast(render_container *container)
{
	return container->contrast;
}


/*-------------------------------------------------
    render_container_set_contrast - set the
    contrast of a container
-------------------------------------------------*/

void render_container_set_contrast(render_container *container, float contrast)
{
	container->contrast = contrast;
	render_container_recompute_lookups(container);
}


/*-------------------------------------------------
    render_container_get_gamma - return the
    gamma of a container
-------------------------------------------------*/

float render_container_get_gamma(render_container *container)
{
	return container->gamma;
}


/*-------------------------------------------------
    render_container_set_gamma - set the
    gamma of a container
-------------------------------------------------*/

void render_container_set_gamma(render_container *container, float gamma)
{
	container->gamma = gamma;
	render_container_recompute_lookups(container);
}


/*-------------------------------------------------
    render_container_get_xscale - return the
    X scale of a container
-------------------------------------------------*/

float render_container_get_xscale(render_container *container)
{
	return container->xscale;
}


/*-------------------------------------------------
    render_container_set_xscale - set the
    X scale of a container
-------------------------------------------------*/

void render_container_set_xscale(render_container *container, float xscale)
{
	container->xscale = xscale;
}


/*-------------------------------------------------
    render_container_get_yscale - return the
    X scale of a container
-------------------------------------------------*/

float render_container_get_yscale(render_container *container)
{
	return container->yscale;
}


/*-------------------------------------------------
    render_container_set_yscale - set the
    X scale of a container
-------------------------------------------------*/

void render_container_set_yscale(render_container *container, float yscale)
{
	container->yscale = yscale;
}


/*-------------------------------------------------
    render_container_get_xoffset - return the
    X offset of a container
-------------------------------------------------*/

float render_container_get_xoffset(render_container *container)
{
	return container->xoffset;
}


/*-------------------------------------------------
    render_container_set_xoffset - set the
    X offset of a container
-------------------------------------------------*/

void render_container_set_xoffset(render_container *container, float xoffset)
{
	container->xoffset = xoffset;
}


/*-------------------------------------------------
    render_container_get_yoffset - return the
    X offset of a container
-------------------------------------------------*/

float render_container_get_yoffset(render_container *container)
{
	return container->yoffset;
}


/*-------------------------------------------------
    render_container_set_yoffset - set the
    X offset of a container
-------------------------------------------------*/

void render_container_set_yoffset(render_container *container, float yoffset)
{
	container->yoffset = yoffset;
}


/*-------------------------------------------------
    render_container_set_overlay - set the
    overlay bitmap for the container
-------------------------------------------------*/

void render_container_set_overlay(render_container *container, mame_bitmap *bitmap)
{
	/* free any existing texture */
	if (container->overlaytexture != NULL)
		render_texture_free(container->overlaytexture);

	/* set the new data and allocate the texture */
	container->overlaybitmap = bitmap;
	if (container->overlaybitmap != NULL)
	{
		container->overlaytexture = render_texture_alloc(render_container_overlay_scale, NULL);
		render_texture_set_bitmap(container->overlaytexture, bitmap, NULL, 0, TEXFORMAT_ARGB32);
	}
}


/*-------------------------------------------------
    render_container_get_ui - return a pointer
    to the UI container
-------------------------------------------------*/

render_container *render_container_get_ui(void)
{
	return ui_container;
}


/*-------------------------------------------------
    render_container_get_screen - return a pointer
    to the indexed screen container
-------------------------------------------------*/

render_container *render_container_get_screen(int screen)
{
	return screen_container[screen];
}


/*-------------------------------------------------
    render_container_set_palette_alpha - set the
    opacity of a given palette entry
-------------------------------------------------*/

void render_container_set_palette_alpha(render_container *container, UINT32 entry, UINT8 alpha)
{
	assert(entry < ARRAY_LENGTH(container->bcglookup));
	container->bcglookup[entry] = (alpha << 24) | (container->bcglookup[entry] & 0x00ffffff);
}


/*-------------------------------------------------
    render_container_item_add_generic - add a
    generic item to a container
-------------------------------------------------*/

static container_item *render_container_item_add_generic(render_container *container, UINT8 type, float x0, float y0, float x1, float y1, rgb_t argb)
{
	container_item *item = alloc_container_item();

	assert(container != NULL);

	/* copy the data into the new item */
	item->type = type;
	item->bounds.x0 = x0;
	item->bounds.y0 = y0;
	item->bounds.x1 = x1;
	item->bounds.y1 = y1;
	item->color.r = (float)RGB_RED(argb) * (1.0f / 255.0f);
	item->color.g = (float)RGB_GREEN(argb) * (1.0f / 255.0f);
	item->color.b = (float)RGB_BLUE(argb) * (1.0f / 255.0f);
	item->color.a = (float)RGB_ALPHA(argb) * (1.0f / 255.0f);

	/* add the item to the container */
	*container->nextitem = item;
	container->nextitem = &item->next;

	return item;
}


/*-------------------------------------------------
    render_container_add_line - add a line item
    to the specified container
-------------------------------------------------*/

void render_container_add_line(render_container *container, float x0, float y0, float x1, float y1, float width, rgb_t argb, UINT32 flags)
{
	container_item *item = render_container_item_add_generic(container, CONTAINER_ITEM_LINE, x0, y0, x1, y1, argb);
	item->width = width;
	item->flags = flags;
}


/*-------------------------------------------------
    render_container_add_quad - add a quad item
    to the specified container
-------------------------------------------------*/

void render_container_add_quad(render_container *container, float x0, float y0, float x1, float y1, rgb_t argb, render_texture *texture, UINT32 flags)
{
	container_item *item = render_container_item_add_generic(container, CONTAINER_ITEM_QUAD, x0, y0, x1, y1, argb);
	item->texture = texture;
	item->flags = flags;
}


/*-------------------------------------------------
    render_container_add_char - add a char item
    to the specified container
-------------------------------------------------*/

void render_container_add_char(render_container *container, float x0, float y0, float height, float aspect, rgb_t argb, render_font *font, UINT16 ch)
{
	render_texture *texture;
	render_bounds bounds;
	container_item *item;

	/* compute the bounds of the character cell and get the texture */
	bounds.x0 = x0;
	bounds.y0 = y0;
	texture = render_font_get_char_texture_and_bounds(font, height, aspect, ch, &bounds);

	/* add it like a quad */
 	item = render_container_item_add_generic(container, CONTAINER_ITEM_QUAD, bounds.x0, bounds.y0, bounds.x1, bounds.y1, argb);
 	item->texture = texture;
	item->flags = PRIMFLAG_TEXORIENT(ROT0) | PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA);
	item->internal = INTERNAL_FLAG_CHAR;
}


/*-------------------------------------------------
    render_container_overlay_scale - scaler for
    an overlay
-------------------------------------------------*/

static void render_container_overlay_scale(mame_bitmap *dest, const mame_bitmap *source, const rectangle *sbounds, void *param)
{
	int x, y;

	/* simply replicate the source bitmap over the target */
	for (y = 0; y < dest->height; y++)
	{
		UINT32 *src = (UINT32 *)source->base + (y % source->height) * source->rowpixels;
		UINT32 *dst = (UINT32 *)dest->base + y * dest->rowpixels;
		int sx = 0;

		/* loop over columns */
		for (x = 0; x < dest->width; x++)
		{
			*dst++ = src[sx++];
			if (sx >= source->width)
				sx = 0;
		}
	}
}


/*-------------------------------------------------
    render_container_recompute_lookups - recompute
    the lookup table for the render container
-------------------------------------------------*/

static void render_container_recompute_lookups(render_container *container)
{
	int i;

	/* recompute the 256 entry lookup table */
	for (i = 0; i < 0x100; i++)
	{
		UINT8 adjustedval = apply_brightness_contrast_gamma(i, container->brightness, container->contrast, container->gamma);
		container->bcglookup256[i + 0x000] = adjustedval << 0;
		container->bcglookup256[i + 0x100] = adjustedval << 8;
		container->bcglookup256[i + 0x200] = adjustedval << 16;
		container->bcglookup256[i + 0x300] = adjustedval << 24;
	}

	/* recompute the 32 entry lookup table */
	for (i = 0; i < 0x20; i++)
	{
		UINT8 adjustedval = apply_brightness_contrast_gamma(pal5bit(i), container->brightness, container->contrast, container->gamma);
		container->bcglookup32[i + 0x000] = adjustedval << 0;
		container->bcglookup32[i + 0x020] = adjustedval << 8;
		container->bcglookup32[i + 0x040] = adjustedval << 16;
		container->bcglookup32[i + 0x060] = adjustedval << 24;
	}

	/* recompute the palette entries */
	if (container->palclient != NULL)
	{
		palette_t *palette = palette_client_get_palette(container->palclient);
		const pen_t *adjusted_palette = palette_entry_list_adjusted(palette);
		int colors = palette_get_num_colors(palette) * palette_get_num_groups(palette);

		for (i = 0; i < colors; i++)
		{
			pen_t newval = adjusted_palette[i];
			container->bcglookup[i] = (container->bcglookup[i] & 0xff000000) |
									  container->bcglookup256[0x200 + RGB_RED(newval)] |
									  container->bcglookup256[0x100 + RGB_GREEN(newval)] |
									  container->bcglookup256[0x000 + RGB_BLUE(newval)];
		}
	}
}


/*-------------------------------------------------
    render_container_update_palette - update
    any dirty palette entries
-------------------------------------------------*/

static void render_container_update_palette(render_container *container)
{
	UINT32 mindirty, maxdirty;
	const UINT32 *dirty;

	/* skip if no client */
	if (container->palclient == NULL)
		return;

	/* get the dirty list */
	dirty = palette_client_get_dirty_list(container->palclient, &mindirty, &maxdirty);

	/* iterate over dirty items and update them */
	if (dirty != NULL)
	{
		palette_t *palette = palette_client_get_palette(container->palclient);
		const pen_t *adjusted_palette = palette_entry_list_adjusted(palette);
		UINT32 entry32, entry;

		/* loop over chunks of 32 entries, since we can quickly examine 32 at a time */
		for (entry32 = mindirty / 32; entry32 <= maxdirty / 32; entry32++)
		{
			UINT32 dirtybits = dirty[entry32];
			if (dirtybits != 0)

				/* this chunk of 32 has dirty entries; fix them up */
				for (entry = 0; entry < 32; entry++)
					if (dirtybits & (1 << entry))
					{
						UINT32 finalentry = entry32 * 32 + entry;
						rgb_t newval = adjusted_palette[finalentry];
						container->bcglookup[finalentry] = (container->bcglookup[finalentry] & 0xff000000) |
													  container->bcglookup256[0x200 + RGB_RED(newval)] |
													  container->bcglookup256[0x100 + RGB_GREEN(newval)] |
													  container->bcglookup256[0x000 + RGB_BLUE(newval)];
					}
		}
	}
}
