Commit Graph
145 Commits
Author SHA1 Message Date
davey 0663a163c2 scan: Refresh All scans a shared folder once per group
Refresh All walked and checksummed a mixed folder once for every
playlist a Fully Automatic scan of it had filled. It now reads every
playlist's settings before it runs one, keeping only its name, folder
and settings, and loads each playlist again when it runs, so it still
holds one playlist at a time. The load turns the saved settings into
text, so grouping compares strings and stats no folder on the main
thread. Playlists named after an installed database, matched
strictly against it alone with no DAT file, saved with no other
database name and otherwise equal settings, overrides applied, share
one group scan. The group runs at its first playlist's place under
one line and task title naming the folder and the playlists, and the
summary still counts playlists. Any other playlist, and every
--scan-refresh, runs alone as before.
2026-11-09 05:01:47 +01:00
Davey Hughes 5756db8659 Input: Plays As, several controllers on one player, with hotkeys of their own (#19916)
* OpenXR: the controllers' slots are not read from the driver's view

A joypad driver that keeps its pads' state lends it to the snapshot
bridge through view(), and the bridge reads that in place of a copy
(48f9503c16). The headset's joypad wrapper is made from the driver it
wraps and kept that driver's view(), so under udev or winraw the
bridge read the controllers' slots from the driver's own pads there,
which are empty: the OpenXR controllers gave no input at all.

The wrapper of a driver that lends now has a view() of its own. It
lends none for the controllers' slots, which the bridge then copies
through the wrapper's button and axis calls, and the driver's for
every other slot.

openxr_input wraps a driver that lends all-zero views, and reads the
controllers' slot and one of the driver's the way the bridge does.

* Menu: bind capture goes to the bound user, not the controller slot

A bind capture knows the user whose binds it sets and the slot of the
controller it listens to, that user's Device Index. Three of its steps
used the user whose number is the slot instead: Bind All set every
bind after the first in that user's binds, each capture took the key
it replaced, whose mapping bit it clears, from that user's bind, and a
mouse bind listened to that user's mouse.

So with user 1's Device Index set by hand to the controller in slot 3,
Bind All for user 1 wrote all but its first bind over user 3's, which
were saved as such, and cleared the bit of a key user 3 still had
bound. A mouse bind for user 1 was never heard with one mouse, and
took user 3's click with a mouse for each user, though at run time
user 1's binds read user 1's mouse. All three now go to the bound
user.

frontend_overhead runs Bind All for user 1 on slot 3, and clicks each
user's mouse while binding user 1's B there.

* samples: hotkey_menu reads its sources as UTF-8

extract.py read input/input_driver.c in the locale's encoding, cp1252
for a native Windows Python, which fails on that file's UTF-8, so the
harness did not build there without PYTHONUTF8=1. It reads and writes
UTF-8 now; on Linux its output is unchanged.

* Input: a core port's rumble reaches every user mapped to it

A core port's rumble now goes to every user mapped to that port, the
users its input is read from, rather than to the user with the port's
number. Its motor answers true when any of theirs does; a port no user
is mapped to rumbles nothing and answers false. With every user on its
own port nothing changes.

* Input: Tap Delay holds Hotkey Enable back from its first frame

The hotkey pass reads the controllers as the last poll left them, and
the frame's own poll comes after it, under early, normal and late
polling alike. So with Hotkey Enable Tap Delay on, each press of the
Enable button reached the core for one frame before the tap saw it
and began holding it back.

While the tap is idle, a core read that finds the Enable's game button
down now asks whether the Enable is held in the frame's poll, and if
so holds the button back. The same button from another controller or
key, with the Enable up, is still the game's. Other reads cost one
test, and with Tap Delay at 0 nothing changes.

* Input: users sharing a core port drive the menu and fire profile hotkeys

With the menu up, user 1 and every user mapped to its core port drive
it. The other users on the hotkey user's core port fire hotkeys from
their own controllers in the one hotkey pass; with Hotkeys Follow
Player 1 those are core port 1's other users. With user 1 on None, the
users on core port 1 do both, and user 1 keeps them. With every user
on its own port nothing changes.

A sharing controller fires the hotkeys its profile binds, never the
hand-set ones, which stay the hotkey user's pad's: a hand-set button
names a button of one controller, and on a pad of another model it is
some other button. Its Hotkey Enable is its profile's too. While the
hotkey user has a Hotkey Enable, a sharer's hotkeys need the sharer's
own or the keyboard's, and a sharer holding its own opens only its own
hotkeys, not the hotkey user's; held on any of them, it holds game
input back. With none for the hotkey user, sharers fire freely. The
table of a sharer's profile hotkeys is made when a bind or its profile
changes, not each frame.

With Hotkey Enable Tap Delay each controller taps on its own: a tap
holds back and replays that controller's own Enable button. A hotkey
swallows the tap of the controller that fired it, and the keyboard's
tap when the keyboard's Enable opened it. Any controller's Enable held
short of the delay holds game input back, another controller's Enable
held past it included. Enable presses released while the delay is 0
are not played once it is turned on, user 1's included.

* Input: Plays As, a controller's own player, places it on connect

Sixteen entries, input_plays_as_device_N and input_plays_as_player_N,
name controllers as a reservation does, vid:pid then name, each with a
player (0 Auto). When they are read, each connected controller, lowest
slot first, takes the first entry naming it that no other has taken; a
0000:0000 vid:pid matches by the name after it, not every controller
without one. Giving a controller a player makes an entry for it,
refused when all sixteen are in use; set back to Auto, its entry is
freed.

The entries are read with the binds and written with the input
entries, a free entry's keys taken out. Two of a model are told apart
only by order, so a model's entries are written at their own places
in the order a start hands them out: lowest slot first, a gone one's
in its place, and one on Auto ahead of another of its model as an
Auto entry of its own. Once the main configuration is saved, the
entries in memory are laid out the same way, so reading it again in
the session gives each its own too. Saving an override puts them back
after its comparison load, as it does the binds. The reservations'
vid:pid parse is shared with them, unchanged.

On connect, a controller set to player N takes port N. Whoever else is
there moves to the first free port, unless it also plays as N, by its
own player or, on Auto, by N's reservation naming it: then the
newcomer shares, from the highest free port below Max Users. An Auto
controller that N's reservation names shares the same way when port N
holds a controller set to N. An explicit player beats a reservation
naming the controller. With any reservation set, Auto controllers are
otherwise left to the reservations; with none, and a player set by an
entry, they take the first free port. With no player set nothing
changes.

The moves are for this run only, through input_driver_exchange_ports(),
now in every build: the configuration keeps the ports the user set. A
reservation's own placement made while the ports are in a runtime
layout is runtime as well, so it is not saved either; reservations
place again at every connect.

A joypad driver restart lets go of every claim, since its pads can come
back in other slots with no disconnect: a pad reported again where it
is plugged in takes back its entry, the rest take theirs in slot order.
While a player is in effect, the registry's restore of the ports is
left to placement. A config reload keeps each controller's entry while
it still names it, so two of a model keep theirs. The entries count
among the settings whose change starts the joypad driver again at a
video restart, and so does a config reload that undid runtime moves.

* Input: a controller playing as another's player shares its core port

A user whose controller plays as another user's player feeds that
user's core port through the port map: that user's Mapped Port, from
remap files or identity. Its own Mapped Port is never changed or
saved. Everything that reads a user's core port reads this effective
port, and the Quick Menu's Mapped Port row reads "Shares Player 1 (core
port 1)" for a sharer.

An Auto controller placed to share with the player a reservation names
keeps sharing while it stays connected, also once that player's
controller leaves. The poll rebuilds the map when who shares changes,
and the core is told its controllers again between frames, not while
netplay or a replay owns the ports. Under First Press a press on any
of a player's controllers gives that player's user its port.

* Menu: a controller's player in Input > Controllers and Port N Controls

Settings > Input > Controllers, after RetroPad Binds, has a row per
connected controller in port order, then those past Max Users, then
the Plays As entries of controllers that are gone. A row's value is
the controller's player or, on Auto with a port, "Auto (1)", the player
Auto gives it. The sublabel names the player first and a controller
port only by its page name: "Player 1", "Player 1, shared · binds in
Port 3 Controls" for a controller sharing a player from another port,
"Not playing: more controllers than Max Users", or "Not connected".

On a Controllers row, Left and Right step through Auto, 1 to Max Users;
OK opens them as a list. RetroPad Binds > Port N Controls starts with a
row for each connected controller playing as the player port N feeds,
the same setting, then Add Controller: the other connected controllers
with a port, each with the player it plays as now, where a pick moves
that controller to this player. One controller on several players stays
Device Index's.

A change to a connected controller marks the configuration changed and
places it again as its connect did, with any controller it pushes off a
port, and no driver restarted. The entry point is in task_autodetect.c,
beside the reservation placement it reuses. A controller whose change
left no player in effect goes to the first free port. While Plays As is
in use, a change of Max Users places again the controllers left with no
port and those whose player comes within it. With every entry taken a
new one is refused with a notice.

A controller set to a player above Max Users reads "Above Max Users:
plays as Auto (Player 2)". On Port N Controls a row's sublabel reads
"This port" or "Shared · binds in Port 3 Controls". Device Index's note
for a controller another port reads becomes "used by Port 2".

After Add Controller, Port N Controls links to Port M Controls for each
controller playing as player N from port M, such as "OpenXR Controllers
(Port 4 Controls)": that controller's binds are port M's. Quick Menu >
Controls > Port N Controls starts with the same links to the pages that
hold its remaps. Both lists and the Quick Menu's Port N Controls are
made again on hotplug, and Port N Controls after a Device Index change,
with the cursor kept on its row.

The menu lanes are in stereo_headset_test, which already links the
shipping menu objects and runs in CI's OpenXR jobs; a build without
OpenXR skips it.

* Input: a controller's own hotkey buttons

A Plays As entry keeps a button and an axis of its own for any hotkey,
input_plays_as_<hotkey>_btn_N and _axis_N, written only where set; an
entry that has one is kept on Auto. It counts neither as a player nor
among the settings whose change starts the joypad driver again. A
sharer reads its own first, then its profile's, never the set's; the
hotkey port's own controller reads its own, then the set's, then its
profile's. Button and axis go each on their own.

The bind values, "8", "h0up", "+1", are read and written by helpers in
input_driver.c that the configuration's own binds now use too.

* Input: Hotkey Enable pairs with the controller it is on

A sharing controller's hotkeys go by its own Hotkey Enable, its bind or
its profile's, whatever the hotkey user has: one with an Enable fires
while it holds it or the keyboard's, one with none fires freely. With
Hotkey Device Type Merge on and a keyboard Hotkey Enable bound, a
sharer with none waits for the keyboard's, as master makes user 1's pad
wait. Holding a sharer's Enable holds game input back as any Hotkey
Enable does, and opens only that sharer's hotkeys.

Keyboard and mouse hotkeys keep master's Hotkey Enable rule whatever
sharers are connected: a sharer's Enable does not open them. Nor does
it open an input_combo_N entry with a key; an entry of RetroPad buttons
alone opens with it, as those buttons are every port's. A sharer with
an Enable of its own needs it for the menu toggle too, and whether a
pending menu tap is kept is read from the sharer's own binds, not the
set's.

The hotkey user's pad Enable plays no part in a sharer's hotkeys: each
controller's hotkeys are its own, and so is its Enable.

With Hotkey Enable Tap Delay, the hotkey of a sharer with no Enable of
its own leaves the keyboard's tap alone, as the keyboard's Enable did
not open it. Under Hotkey Device Type Merge, where such a sharer waits
for the keyboard's Enable, its hotkey swallows the keyboard's tap.

* Menu: hotkeys bound from a sharing controller are its own

Binding a hotkey also listens to the controllers that fire the hotkeys,
those on the hotkey user's core port, and its prompt gains "Listening
to Player 1's controllers", for the player the hotkey user plays as. A
press on the keyboard, the mouse, user 1's pad or the hotkey user's
goes to the set as before; a sharing controller's press is kept as that
controller's own, with an entry made for it at its player, refused with
the full notice when none is free. A press from a controller that has
its own bind for the hotkey replaces that bind, user 1's pad included.

Any bind, RetroPad binds too, also hears the port's own controller when
it is in a slot at or past Max Users, where Plays As placement can put
it, so that port's binds can be set from it.

A hotkey's row shows each connected controller's own after the set's,
"Select · OpenXR Controllers: L3", and clearing it clears theirs too.

* OpenXR: the headset shares player 1 on Auto and moves no one

For the headset's controllers, Combined or each hand in Separate, Auto
means sharing player 1, so a VR player's pad and headset both drive
player 1 with no setup. They take the highest free slot and the highest
free port below Max Users, so pads keep the low ones, and share their
player whether anyone is on its port or not, moving no one; a pad
turned on later lands on port 1 and shares with them. Set to a number,
they do the same with that player. Every other controller's Auto takes
the first free port.

A reservation naming the headset beats its Auto, as for pads, and a
number beats a reservation. A pad set to the player whose port a
headset on Auto holds takes that port, and the headset moves to the
highest free port, or gets none. Any change of Max Users places the
headset again at once, on the highest free port. Wherever Plays As asks
whether a player is in effect, a connected headset on Auto counts as
player 1, as one set to 1 does.

OpenXR looks up each controller's player only when the devices or the
entries change, and places a controller again when it starts or stops
playing as a player, or when a slot below Max Users frees up for one
placed past it. A player's controller that a pad pushed out of its slot
is placed by its player rather than taking the port with it. A headset
entry names the controller by the name OpenXR looks it up by.

The laser answers the core once, for the core port the headset's
controllers play on, so it no longer mixes with another user's mouse;
in Separate each hand's player gets it, the pointing hand aiming and
firing and the other reading offscreen. A headset controller with no
player drives no pointer, and the Monado e2e cases follow the new
placement.

mapped_port_test is built a second time with OpenXR, as
mapped_port_openxr_test, and CI runs both.

* Menu: OpenXR Controller Layout under Input > Controllers

Combined or Separate is how the headset's controllers appear, so it
moves from the headset's video rows to the bottom of
Settings > Input > Controllers, named for what it sets. The key and its
values are unchanged. Switching it reconnects the headset's
controllers, and the cursor stays on the row.

* Input: Plays As in core, content directory and game overrides

Save Override now saves the controllers' own players and hotkeys. Each
controller whose player or own hotkeys differ from the main
configuration's (with --appendconfig) has its whole entry written, all
of its entries for two of a model, in the order a start hands them
out, one on Auto ahead of another of its model as an Auto entry; one
the main configuration gives an entry and the session none is written
as Auto. An entry the same as the main configuration's is not written,
so a controller set back drops out of the override.

An override's entries are read on their own and go over the ones read
before by controller, as entries are matched to controllers (vid:pid,
else name), not by number: the last file naming a controller gives it
its whole entry, in the place of the one it had, two of a model taking
a file's entries in order, an Auto one included, the connected ones
lowest slot first; a controller no override names keeps the main
configuration's. Auto takes one back to Auto, and a controller new to
the entries takes a free one, if any of the sixteen is. Until now the
files' keys merged one by one, so an entry could pair one file's
controller with another's player, and no override could take an entry
back to Auto.

Loading or unloading an override from the menu, or loading the active
ones again, places the controllers again at once, as a Player change
does: those whose player changed, or all of them where the reload read
the configured ports back over the moves. Content load and close leave
it to the joypad driver's restart, as before.

mapped_port_test covers the merge, what is saved and the placing
again; video_screens_test saves, unloads and loads a game override
with a Plays As change.

* Input: a controller keeps its Plays As entry while its twin is unplugged

Two controllers of one model share the entries that name them, each
taking the first one no other connected controller holds. With one of
the two unplugged, anything that made the other take an entry again
could hand it the unplugged one's: a Player or Max Users change,
loading or unloading an override, any re-read of the main config, a
joypad driver restart, and Online Updater > Update Controller
Profiles, which reports every connected controller again. The
controller left then played the other one's player, and that one came
back to its twin's.

An unplugged controller's entry now stays its own for the rest of the
session, and only a connect takes it: that controller coming back, or
another of its model. A reload keeps it while the entry in its place
is still of its model, and an override's entries pair with it as if
the unplugged controller still held it from its slot. So an override
loaded with a twin unplugged gives the other twin the entry it adds
and leaves the unplugged one its own. Save Configuration and Save
Override count it as that controller's too, so what they write pairs
the same way when it is loaded again.

Placed again for a Player or Max Users change, or by Update Controller
Profiles, a controller keeps the entry it holds, or none. Reported
again by its driver while still connected, it keeps the one it holds.
A reload is judged as a whole once its last override is read: a
controller takes an entry it did not hold before only where the
reload added it for its model, so one an override newly names still
gets that entry.

A joypad driver restart still lets every claim go and hands the
entries out again in the order the controllers are reported, as a
start does, but its reports leave an unplugged controller's entry
alone. A driver's report queued behind a profile update's is not
dropped as a repeat of it, since the update takes no entry, and the
update it supersedes shows no toast, so one shows, as before.

* OpenXR e2e: FRAME_BINDS catches up with the grip poses already bound

Every profile binds pointer/grip to both hands' grip poses, and
input-frame-profile matches FRAME_BINDS exactly, so the table now lists
the poses as they are bound.

* Menu: OpenXR touch settings on Input > Controllers

Touch Hands, Touch Button and Touch Passthrough are added for the hands
that touch a screen they point at, the button that touches, and whether
that button's other binds fire too, with Touch Hands None to turn touch
off for the headset's controllers; a later commit puts them to use.
They follow OpenXR Controller Layout, Laser Pointer and Laser Beam,
which move here from Stereo 3D & Screens, at the end of Settings >
Input > Controllers, shown only for a video driver with a headset path.
A hotplug keeps the cursor on any of these rows, and overrides save
them per game.

* OpenXR: the headset's menu button is button 16, bound to Menu Toggle

The menu action of each profile presses button 16 of the pad, the left
hand's in Separate, instead of being a hotkey of its own, and the
built-in profiles bind Menu Toggle to it and label it "Menu", as pad
profiles name their Guide or Home button. It opens the menu from the
same button as before and can be bound elsewhere like a pad's Guide
button. Touch's one menu button presses button 16 once held a second.
In Edit Screens the menu button always opens the menu, whatever is
bound and whether or not Hotkey Enable is held.

Sharing player 1, the button goes by Hotkey Enable as a sharer's Guide
does where its profile has none: it opens the menu whether or not
player 1's Hotkey Enable is held, and the enabler alone opens nothing.
mapped_port_test covers both.

With the menu open, a press of the controllers' buttons hides the
laser's dots until a trigger is pulled, so hand drift cannot undo their
navigation. The menu button navigates nothing, and with no content Menu
Toggle leaves the menu open, so its press does not count.

* OpenXR: the Touch Button's buttons as pointer actions of each hand

Grip, stick click, bumper and A to Y each have an action per hand in the
laser's action set, bound from a table per profile in the same
suggestion as the pad's rows, so either controller layout can read them;
the trigger is the pad's own. The Frame's exact binding list in the e2e
gains them.

A runtime that refuses a suggestion loses its palm first, then these
rows, then edit mode's, a smaller loss tried before a larger, and keeps
the rest of the profile. INPUT_OPENXR_MAX_BINDS goes from 48 to 64 to
hold these rows with edit mode's (Index 52, Touch 51, the Frame 58); a
profile whose pad and Touch Button rows pass it is not suggested at
all, and the log names it.

* OpenXR: touch with the chosen button and hands

The Touch Button, read from its own action or, for the trigger, from the
pad's, touches a live screen the hand points at; the trigger still
clicks the menu, and is L2 or R2 on a screen once it is not the Touch
Button. A hand touches only if Touch Hands has it and its controller has
the button, as read from each hand's interaction profile; only such
hands aim at the screens, become the pointer or show a dot there, and
with none the screens stay the mouse's. The others aim at the menu
alone, which video_xr_pick() now takes as a flag. Touch Passthrough lets
the trigger's L2 or R2 through its touch.

A hand takes a changed setting at its next press. A button held through
a change of Touch Button, Touch Hands or the hand's controller profile
is no press: the trigger goes by its own last read, and any other button
counts as held until it is let go.

* OpenXR: a touch holds back its button's other binds

OpenXR gives an input to every action bound to it, so a Touch Button
other than the trigger also reaches the pad. While it touches, or a
press of it would, the pad's buttons bound to the same input of that
hand in the profile's rows are let go, in Combined and in Separate: the
Index grip's L or R, the Frame right stick's menu button. Touch
Passthrough leaves them pressed.

With the menu open, a press of the controllers takes the laser from the
dots until a trigger pull. Like the triggers' L2 and R2, what a Touch
Button's input feeds does not count as such a press, with Touch
Passthrough on or off, so the button can still touch a live screen
there. Another button on the same hand still counts.

* Menu: Touch Button offers the buttons the controllers have

The dropdown lists the buttons either hand's controller has, as its
interaction profile names them, and the one chosen; left and right step
through the same, skipping the rest. A choice the controllers lack, as
from an override made on another controller, reads "(not on this
controller)". With no controller known every button is offered. The poll
publishes those buttons through an atomic, since with threaded video XMB
draws the value on the video thread.

* docs: OpenXR controllers, touching and the menu button

Where the headset's input rows are now, what Touch Hands, Touch Button
and Touch Passthrough do, None included, and that the menu button is a
Menu Toggle bind that Hotkey Enable applies to as to a pad's Guide; on
Touch controllers in Combined it is Start, and button 16 once held a
second. Laser Pointer's description says the Touch Button touches a
screen and the trigger clicks the menu, true with Touch Passthrough on
too.
2026-11-08 16:16:19 +01:00
LibretroAdmin e98e1da005 vfs smb, scan: read every smb:// URL from the configured server
The VFS reads the configured server whatever host a URL names, so a
scan or refresh no longer compares the host: a playlist saved under an
older server address refreshes after the SMB server setting changes,
and the check takes no name lookup. A share other than the configured
one is still refused.

vfs_test checks URLs of other hosts, unresolvable ones included, pass
on their share alone.
2026-11-06 05:15:15 +01:00
davey 6ef3af70f8 scan: say why an smb:// folder failed; refuse another host or share
A scan or refresh of an smb:// folder that could not be read said
"not found" or "skipped: content folder not found", whatever the
cause, and logged nothing; in the menu, a scan scanned the folder path
as a single file. A URL naming another host or share than the SMB
settings was read from the configured server and share all the same.

The scan task, the --scan path task and the playlist load of a
refresh now check such a folder on the task worker before the scan
starts: no SMB server set, a URL host or share other than the
settings', or, when the folder cannot be read, the share's recorded
connect failure (name lookup, connect, login, share). A URL refused
for its host or share is never stat'd by them. The reason goes to the
menu notification, one log line and the --scan line or the refresh's
skip line. The item still fails, or the playlist is still skipped and
left untouched, as before. A folder the server reports missing keeps
the message it had.

The man page states the host and share rule.
2026-11-06 05:15:14 +01:00
Davey HughesandLibretroAdmin 08e5b72a88 Scan from the command line: exit status, Manual Scan options, playlist refresh (#19977)
* file_path: stop at the end of the path after '~'

fill_pathname_expand_special() skipped two characters after a leading
'~' or ':', so a bare "~" read past its NUL and "~x" lost the x. It
now skips the prefix and a slash after it, if there is one.

* scan: hand the callback user data and what the scan did

task_push_dbscan() and task_push_manual_content_scan() take user data
for their callback, and the callback's task_data is now a
task_dbscan_result_t: how many entries the scan added, how many its
playlists already held, and how many files matched nothing. A file is
counted by what became of it, so an archive that is expanded is not
counted as unmatched, and a loose scan's unmatched files count as
added. Callers pass NULL for now.

* scan: say in the result when a scan failed

A scan that ends before it runs (bad setup, no valid content, a DAT
that will not load) or ends with a task error now sets the result's
failed flag. A database folder that is missing or unset is treated as
an empty one, so it reports the same "no database" error instead of
finishing as if it had scanned.

* scan: count the files a scan could not read

A file whose scan fails (an unreadable file, a failed lookup) was in
no count. The result now carries an errors count for them. They do
not fail the scan.

* scan: print --scan errors on stderr and totals on stdout

A command-line scan now ends with a totals line on stdout, or with the
reason it failed on stderr. A file it could not read is listed on
stderr. The ++/==/?? marks are coloured only when their stream is a
terminal, so pipes and redirected output get plain text; on Windows
redirected output keeps its marks instead of losing them to
WriteConsole.

* scan: the manual scan finder skips a finished task

A finished scan stays in the task queue while its callback runs, and
the finder that refuses a second scan for the same playlist still
matched it, so a scan pushed from that callback was refused.

* retroarch: run every --scan, then exit with what the scans did

Each --scan is collected while the command line is parsed and run in
turn once it is done, so later options and further --scan flags are
no longer dropped. A path is expanded and made absolute first; one
that does not exist, or a scan that cannot start, is reported on
stderr and the next path still runs. --scan with --cloudsync or
--command is refused.

Without --menu the exit status is 1 if any scan failed, else 0 if any
added an entry, else 2, and a content path given with the scans is
ignored, with a line on stderr. With --menu each finished scan starts
the next, as a second scan is refused while one runs.

* manual_content_scan: clear the database name a refresh did not save

A playlist with no saved database name left the name buffer
uninitialised, and the refresh compared it against every installed
database, so whatever was on the stack could pick a database the
playlist never named.

* scan: Skip Database References names the scan's one playlist

The option was meant to put the playlist's name in each entry's
db_name, even for a database match (#18641), for users who build
their own thumbnail sets. When the scan picks the playlists, db_name
also picks the playlist an entry goes to, so with the option on every
match went to one playlist named after the content folder.

It now applies only when the scan writes one playlist, and gives
that playlist's name, a loose scan's unmatched entries included. With
the target on <Automatic>, or Fully Automatic with the option left on
from a Custom scan, matches go to their databases' playlists as with
it off; the entries of a custom playlist look their thumbnails up
under its name, not the folder's.

* scan: name the scanned folder in the start line

The "Scanning content" line, in the log and in --scan's output, has
named the database folder since the manual scan and the database scan
were merged (2fdf736d51); before, it named the path being scanned. It
names the content folder again.

* manual_content_scan: reset, scan overrides and their apply

The command line's scan options need each scan to start from the
defaults and to lay their values over them, or over a playlist's saved
settings. Add a reset, a record of those options and a function that
applies it through the existing setters: a core named by path, file
name or display name, a database, a playlist, the database check or a
DAT, extensions and the switches, stopping with a reason at the first
that does not resolve.

A core path is normalised before it is compared. A core's file name
matches in the case given first, then ignoring case, on every
platform; a display name matches exactly. Given another database, a
playlist named after its database keeps that name as a custom one, so
a refresh still writes the same playlist.

The core setter's copy step becomes its own function, so a core found
by path or file name can be set. Nothing calls the new functions yet.

* scan: run --scan items through one chain

The --scan paths ran through a loop in retroarch.c, and with --menu
through a second chain of their own. The scan options and playlist
refreshes to come need one runner for every item, from the command
line and from the menu.

task_push_dbscan_chain() runs a list of items one task at a time: a
prep task lists the databases, then each step is pushed from the last
task's callback on the main thread, so nothing waits and nothing
locks. An item that fails is reported and the run goes on; a
cancelled task ends it. retroarch.c builds the items in the first
argument pass and hands them to the chain; without --menu it waits
for the chain's end and exits as before.

Running out of memory prints "out of memory" on stderr: for an item's
path the item fails, and for the chain itself nothing runs, which
without --menu exits 1.

The chain also prints a scan's override errors, and the warnings for
an option that needs one playlist or does nothing for a single file,
which the scan options of the next commit can trigger.

* retroarch: Manual Scan options for --scan

--scan-playlist, --scan-database, --scan-match, --scan-dat, --scan-core,
--scan-exts and the five switches set the Manual Scan settings of the
--scan before them; a --scan without any stays Fully Automatic.

Values are checked in the first pass, so an option before any --scan,
an empty or bad value, or one too long for its setting ends the run
with its reason on stderr and status 1, before the config loads and
before anything is scanned. Cores, databases and DAT files are
resolved when their scan runs, and one that does not resolve fails
only that scan.

* scan: refresh playlists in the chain

A refresh item rescans one playlist with its saved scan settings, as
the menu's Refresh Playlist does, with the item's scan options laid
over them and written back by the scan. A refresh-all item does the
same for every playlist in the playlist folder that has saved
settings, in the order Manage Playlists lists them, histories and
favorites left out.

A refresh item names its playlist by name or by a path in the playlist
folder. A bare "name.lpl" is the playlist folder's file, and an
absolute path is normalised before it is checked against the folder.
The name is looked up in the folder's listing on every platform, the
exact name first, then ignoring case, since macOS and FAT/exFAT cards
ignore case; the refresh then takes the file's own name, so a
database's playlist stays one. Two or more playlists that match only
in other cases fail the item.

The playlist folder walk and each playlist load run in prep tasks: on
the worker with a threaded queue, under the shared I/O window without
one, each pushed from the previous step's callback. A playlist whose
saved content folder is gone is skipped rather than failed. A listing
that runs out of memory fails the refresh-all; a playlist folder that
is missing or cannot be read lists nothing, and the refresh-all ends
with "no playlists with saved scan settings". A refresh's start line
names its content folder; its totals and failure lines name the
playlist.

* retroarch: --scan-refresh and --scan-refresh-all

--scan-refresh=NAME|PATH rescans a playlist with its saved scan
settings, as the menu's Refresh Playlist does, and --scan-refresh-all
rescans every playlist that has them. Both are items of the same run
as --scan: the scan options after one are laid over the saved
settings and written back, and the exit status follows the same rule.

--scan-playlist after a refresh is refused, so a refresh always
updates its own playlist, and an empty --scan-refresh is refused as
the other empty values are. Like --scan, the refresh options cannot be
combined with --cloudsync or --command; the error names whichever of
the three comes first on the command line.

* menu: Refresh All Playlists

Manage Playlists gets Refresh All Playlists as its first entry when it
lists any playlist, so an empty list still says there are no entries.
It rescans every playlist that has saved scan settings, with those
settings, through the same chain as --scan-refresh-all, and ends with
one notification saying how many playlists were refreshed, skipped
(content folder gone) and failed.

While a content scan runs it is refused with a new message; a refused
scan had none. Other languages come through Crowdin.

While a scan chain runs (Refresh All, or a command-line scan with
--menu), Start Scan, a playlist's Refresh, Scan Directory and Scan
File are refused with the same message, as they would run with the
settings the chain last loaded. task_push_dbscan() returns false then
too, which covers the companion and the iOS caller.

* docs: --scan, refresh and the Manual Scan options in the man page

--help lists the options but not what a script needs: the order the
scans run in, the exit status and what the options set. The man page
now has them, next to --cloudsync, and CHANGES.md has the entry.

* scan chain: writes from workers reach the playlist cache by note

A playlist written by a task - the chain's prep parse, a scan, a
playlist-manager task, whatever thread it runs on - leaves a note on a
lock-free stack instead of reading the cached playlist; the main
thread applies the notes when it next decides whether the cache may
stand in, so no worker reads playlist_cached while the main thread
frees or installs it. Without threads or pointer atomics a write
applies at once.

The chain's prep tasks set their handlers by name, and
thread_read_audit.py fails on a handler set from a
retro_task_handler_t parameter, which would hide every handler passed
in. The chain puts the Manual Scan settings it found back when it
ends, and is no longer running when its done callback runs, so that
callback may start another. task_push_dbscan() says why it refuses,
so the menu and the companions show the same reason, and the
companions' status line takes it from companion_core. --scan and
--scan-refresh set the verbosity override, so a config with logging
off cannot detach the console the totals go to, and refuse a path too
long for the chain's buffers. The Refresh All notification passes the
length written, and fill_pathname_expand_special() stops at the end of
a buffer shorter than the home or application directory.

Lanes: playlist_parity_test writes the cached file from a worker,
once at the same size and then while the main thread reuses and frees
the cache; database_scan_test checks the refusal message, the restored
settings and a done callback that starts the next chain;
fill_pathname_test expands into a buffer shorter than the home
directory.

* playlist: header-only parse for the scan chain's prep

The prep task needs a playlist's saved scan settings and nothing else,
yet parsed every entry and, through autofix, could write the file back
from a worker. playlist_parse_begin_header() stops at "items", rebases
the scan record in memory when the base content directory moved, and
marks the playlist so playlist_write_file() refuses it.

Lane: playlist_parity_test header_only (entries skipped, scan dir
rebased, file bytes untouched, old format).

* scan chain: ask the file system nothing on the main thread

The chain's steps ran on the main thread between its tasks and stat'd
and realpath'd there: a --scan path's resolve and stat, a
--scan-refresh path's two realpaths, the content folder's stat, the
saved and override DATs' stat and size, an override core path's
realpath.  On a network share each of those can stall a frame.

- manual_content_scan_fs_read() reads them on any thread, touching
  nothing but its arguments; the _fs variants of the content-folder,
  playlist and override setters take its answers instead of asking.
  The plain setters pass NULL and behave as before, so the menu is
  unchanged.
- A --scan path gets its own prep task (dbscan_path_handler); a
  --scan-refresh resolves its path inside the load task, and the load
  reads the folder, the saved DAT and the overrides' paths once the
  header is parsed.  The worker gets copies of the item's strings.
- The prep's state is freed in one place.

Lane: database_scan_test "fs off main": six items that each stop
before their scan, on a threaded queue, with path_stat, path_is_valid,
path_is_directory, path_get_size and path_resolve_realpath wrapped:
no call on the main thread.

Not moved: the scan task's own push still stats the content folder
and the DAT (manual_content_scan_get_task_config), shared with the
menu.

* samples: the scan chain's lanes hold on Windows and without realpath

From a native Windows run of both tests:

- database_scan_test "fs off main" refreshed f_gone.lpl through
  "pl/../pl/", which only a realpath folds; the sample builds without
  RARCH_INTERNAL, where path_resolve_realpath() folds nothing, so the
  item was rightly not in the playlist folder.  It names the playlist
  by its plain path now, which the check still realpaths on the
  worker.
- "another case, a database's playlist" read the system name type
  after the chain ended, and the chain puts the Manual Scan settings
  back then.  The item callback records each scan's type instead.
- playlist_parity_test's header lane expected "/moved/snes"; autofix
  converts the suffix to the local form, "/moved\snes" on Windows.
- The worker lane's stress read required a core name of every read.
  Windows replaces the file with MoveFileExW, and an open that meets
  the replace fails: that read is an empty playlist, which has none.

---------

Co-authored-by: LibretroAdmin <[email protected]>
2026-11-04 19:34:05 +01:00
Davey Hughesandlibretroadmin 6ebf66b643 OpenXR: per-screen placement for headset screens, and Edit Screens to arrange them by hand (#19945)
* video: per-screen geometry for the headset's floating screens

Each floating screen, by the core's logical screen id, gets its own
offsets, yaw, pitch, roll, scale and visibility (video_screen_xr_t),
applied on top of where the layout puts it. video_views_xr_reset gives
the defaults and video_views_xr_normalize clamps each value to its
range: offsets to 10 m either way, angles to 180 degrees, scale from 0.1
to 10. A planner given no screens uses the defaults, so nothing moves
until a setting does.

* configuration: save per-screen headset geometry

video_screen<N>_xr_x, _y, _z, _yaw, _pitch, _roll, _scale and _visible
keep each floating screen's adjustments for screen ids 1 to 8, and
survive configuration overrides like the other video settings. A minimal
save writes only the values that differ from the defaults.

The video_screens settings sample checks the round trip and the override
cases, and runs in the OpenXR input and Wine views jobs. The defaults
fixture now links video_views.c, which the reset uses.

* menu: per-screen controls for the headset's floating screens

Stereo 3D & Screens gains Screen, which picks a floating screen by its
logical id among those in the current frame's map, and for it
Horizontal, Vertical and Depth Offset, Yaw, Pitch, Roll, Scale and
Visible, with Reset Screen and Reset All Screens. The rows apply live
and are hidden where they cannot apply, such as a tracked projection's
eyes. Stepping between screens reads one snapshot of the map and is
bounded, so a tracking change mid-step cannot leave it walking an empty
map.

docs/openxr.md describes the controls; the video_screens sample drives
them through the shipping menu actions.

* video: apply per-screen headset geometry to the frame snapshots

Each XR planner, Vulkan's and GL's, takes the normalized screen settings
with the frame snapshot, so a screen moves, turns, scales or hides as
its rows change, while paused too; recentering and tracked projections
are unaffected. Screen images are kept between frames, so shader
feedback survives a placement change.

A retained XR target that cannot be allocated is skipped quietly,
remembered by its size so it is not retried every frame; only the
desktop UI and canvas targets log the failure.

Covered by openxr_core_test, the video_screens sample, the e2e runner's
feedback shader case and the new vulkan_views_target sample.

* android: keep the OpenXR EGL context C89

gl_xr_egl_init declared its extension string after statements.

* video: pose inverse, layout spots and grab maths for headset edit mode

Each item's layout spot comes from one helper that placement uses and
the quad set records per slot, so a shown pose turns back into the
settings that placed it. Grab maths: the item follows the aim, level
unless tilting, offsets clamped to the settings' range; the stick pushes
along the ray and resizes. Edit picking sees every item and takes the
menu by a handle bar under it.

* video: a frame without a view map is screen 1 in the headset

A core without a views map (SNES, say) had no screen to select, so its
frame could not be moved. Its whole frame now takes screen 1's offsets,
turn, scale and visibility, and the selector lists Screen 1. gl's window
stays as laid out while the menu is open over it.

* video: the headset's menu in front of screen 1, or where it was put

The menu sat at a fixed spot, so moving screen 1 closer left the menu
behind it. It now floats 10 cm in front of screen 1, facing as it does,
at its default angular size and never nearer than 0.4 m, while screen 1
floats and shows, and is still submitted after the screens. A menu place
(video_openxr_menu_xr_* with video_openxr_menu_placed) overrides that;
it is saved like the per-screen keys, and Reset All Screens clears it.

* input: Edit Headset Screens mode for the OpenXR controllers

Edit Screens starts from a hotkey, a headset action, the
HEADSET_EDIT_SCREENS command or a Stereo 3D & Screens row, and stops on
the same, on opening the menu, on a video reinit or when the session
ends. It syncs its own action set in place of the game's, points the
lasers at every item whatever the Laser Pointer setting, keeps the
menu's quad up while editing, and with While Editing Screens set to
Pause pauses only content that was running. A runtime that refuses its
bindings keeps the game's and leaves edit mode unavailable.

The setting reaches the headset's poll with the others, and the pause
and resume are asked of the frontend as platform requests, so the input
driver issues no command and takes no settings itself. A Laser Pointer
value past its choices, which a hand-edited config can hold, reads as
Auto rather than as edit mode's.

* input: grab, tilt, push and resize headset screens in edit mode

A grip on an item takes it in the screens' frame: it keeps its pose
relative to the hand, stays level unless the trigger is held, and the
stick pushes it along the laser and resizes it, past a deadzone. Each
poll writes the item's offsets, turn and scale where the menu's rows
write them, through named frontend calls, clamped so it waits at a limit
and resumes from there. The menu is taken by its handle; a menu that
follows screen 1 is placed as large as it shows. The main button resets
a free item as Reset Screen does, or puts the menu back in front of
screen 1. A recenter, a screen leaving the map and leaving edit mode let
go, counted for the frame snapshot; an untracked hand holds its item
still.

* openxr: held screens follow the hand at the headset's rate

The main thread publishes what each hand holds through a seqlock; each
headset frame re-places a held item, both eyes of a stereo screen, from
that frame's own aim, so it no longer waits for the next video frame. An
item let go stays where the hand left it until a quad set planned at or
after its release (an edit count carried in the frame snapshot) shows
it, even once the hand holds another item, so nothing steps back. Lazy
Follow holds its glide while anything is held.

Edit mode outlines every item, brightly the one under a laser, and draws
the menu's handle bar under it, from the laser's image, now an atlas of
the dot, two outlines and two handle bars. They take only the layers the
screens leave after the dots.

* openxr: edit mode end-to-end cases and documentation

The test layer's aim can roll, and the e2e runner drives edit mode
against Monado: grabs that follow the hand on every headset frame and
stay where they are let go, level and tilt, the stick, resets of a
screen and of the menu, the menu taken by its handle and following
Screen 1 at its size, outlines and the handle, a no-map core, a views
core's fallback frame, Follow Head, Lazy Follow, recentering, two hands,
pausing, and what starts and ends edit mode, including the headset's
hotkey bits with no command interface. The cases whose work is a host's
or driver's own run on glcore and gl too. docs/openxr.md explains
editing screens in the headset and where the menu goes.

* openxr: a laser beam from each controller to its dot

A thin strip runs from each hand's aim to its dot, or 1.5 m into
nothing, turned about its own axis each headset frame to face the head
so it never shows edge on. It comes from the laser's image, so it needs
no new swapchain, and uses layers left after the dots and edit mode's
outlines, so it is the first to go when the runtime has few. The new
Laser Beam setting shows it in edit mode only (the default), always, or
never; outside edit mode, Laser Pointer and its hotkey hide it with the
dot.

* openxr: edit mode outlines in three bands, outside the item

A light band between two dark ones shows on white, black and busy
borders alike. The rim now sits wholly outside its item, 5 mm clear of
it even after filtering, so it never covers the picture; its region
grows to keep two texels a band at about the old thickness. Screens'
outlines are submitted before the screens, so a neighbour placed flush
covers the part of a rim over its picture, while the menu's outline and
handle bar stay on top. The handle bar moves 5 mm below the menu's
outline, which it would otherwise cover, and gets the same bands, faint
and bright.

* input: choose a headset edit item with Select Next and Previous

Edit mode steps from the laser through the screens it can move and the
menu. A chosen item is the one lit, either hand's grip takes it from
wherever the hand is, and Reset resets it, so a screen hidden behind
another can be moved. Whatever a hand holds stays lit.

A ray on the menu's handle bar takes the menu before any screen in front
of it. Within 3 cm of the bar, a ray that came from the bar keeps the
menu even over a screen, and one that came from elsewhere takes it only
where no screen is hit.

* openxr: snap a held headset screen to the screens near it

Snap to Screens, on by default, turns a held screen parallel or square
to a nearby screen and lines up its plane, edges or centre. Each pull is
exact within 3 cm or 5 degrees and fades out over as far again, so the
screen catches up with the hand rather than jumping, and snapping fades
in over the first 5 cm or 10 degrees after a grab, so taking a screen
never moves it. With several screens near, the snap that leaves the
least error wins, so a near screen's exact pull beats a far one's fading
pull whatever their order.

One stateless function inside the grab serves the main thread and the
headset's thread, so a screen is saved where it was shown. The holding
hand buzzes as a snap takes hold, once, and not again until the screen
has left that pull.

* input: turn a held headset item with the free hand's stick

A quarter turn of a held screen needed the controller turned a quarter
turn, which swung the screen round the hand on its long reach, so a
square snap could not be reached. Now the stick of the hand holding
nothing turns what the other hand holds about the vertical through its
middle, faster the further it is pushed, and snapping still catches it
parallel or square.

A carried item keeps its pitch and roll and its angle to the way the
hand points across the floor, so raising, lowering or twisting the hand
no longer tips or swivels it; the trigger lets it ride the hand rigidly.

* openxr: smooth the controller aim in edit mode

A screen held about 2 m out on the laser magnified every tremor of the
hand. In edit mode each hand's aim now goes through a One Euro filter,
which smooths a slow hand hard and a fast one little, with its rate
taken from the headset frame's own time step. The headset's thread
filters once a frame and hands the result to the main thread, which
grabs, moves and lets go from it, so a screen is saved where it was
shown. The new Edit Smoothing setting picks Off, Low, Medium (the
default) or High; outside edit mode the lasers are never smoothed.

* openxr: name the chosen edit item beside the controller

Edit mode now shows a faint tag just above the hand that last pressed
Select Next or Previous, reading Laser, Screen N or Menu, so what the
grip will take is plain without a notice. The words are drawn once into
the laser's image in the default font and the interface language, light
over a dark halo like the outlines so they read on any background, and
the tag is one more headset layer; when the runtime is short of layers
the beams are dropped before it.

On a runtime whose swapchains are too narrow for the words, the laser's
image keeps its old width and there is no tag.

* input: tilt a held headset item with the free hand's stick

In edit mode the free hand's stick already turns the item the other hand
holds. Its up and down now tilt that item too, about the item's own
left-right line through its middle, at the turn's rate and with no
limit: up tips the top back, as when pushing a monitor's top back. It
works whether the item is carried or rides the hand with the trigger
held, and snaps as the turn does.

Within about 25 degrees of left or right the stick only turns, and
within about 25 degrees of up or down it only tilts, so a push meant for
one does not drift into the other. Edit mode's starting notice lists the
turn and tilt and stays about 8 seconds.

* input: snap a turned or tilted headset item to angle steps

While the free hand's stick turns or tilts a held item in edit mode, the
item clicks into steps of the new Snap to Angles setting (15 degrees by
default; 30, 45, 90 or Off), so it is easy to set straight. The turn
counts from facing the user's head across the floor, the tilt from
upright. Within about 2 degrees of a step the item holds there and the
holding hand buzzes once; the stick's own angle keeps adding up, so
pushing on leaves the step.

Only the stick steps: carrying an item or tilting it with the trigger
never clicks, and a snap to another screen that would engage wins over a
step.

* openxr: show the back of a headset screen turned away

Runtimes draw only the front of a quad layer, so a screen or the menu
turned away from the head vanished. When the head is behind a quad's
plane, the frame now submits a plain dark panel in that quad's place: a
solid grey cell of the laser's image, at the quad's size, turned to
face the head. It takes the quad's own layer, so the layer count and
cap are unchanged. Edit mode picks either face, so an item turned away
stays grabbable, and its outline, handle and dot turn with its back.

* input: keep a screen snap's angle once the free stick lets go

A snap to another screen shows a held screen square or parallel to it,
but the item's own angle stays where the stick or the hand took it, up
to several degrees off. The next turn with the free hand's stick started
from that hidden angle, so the screen left the snap early on one side,
late on the other, and caught up with a lurch.

Now, as the free stick returns to its deadzone and as a push starts, a
snap engaged on the turn becomes the item's own angle: the carried turn,
or the orientation the trigger tilts. A snap still fading in never does,
since that would hop the screen into it. The place is left to the hand,
and carrying alone never keeps the angle, so pointing still pulls a
screen out of a snap. Letting go of the grip leaves the item where it
shows, as before.

* openxr: hinge a held headset screen to a neighbour's edge

Snap to Screens now also hinges a held screen to another along a
shared edge at any angle between them, so a DS or 3DS pair can be
opened at a slant: an edge within 5 degrees of parallel to one of the
other's, within 3 cm of its line and sharing some length with it,
turns exactly parallel and moves onto it, centres or ends level, its
angle left free. The pull fades in over the first 3 cm of shared
length, so a screen slides off the end of the other's edge without a
jump, and a diagonal neighbour never hinges. Screens that would
overlap do not hinge; the pull is whole from flat to square and fades
out folded shut.

Flat and square snap as before and report a hinge at 0 and 90. A turn
to the same screen pivots on the shared edge, so the edge stays on the
line as the screen leaves flat or square. The snap still keeps nothing
between calls; its result carries a hinge bit, and video_xr_snap_hinge
also says which edge and line, for the stick to swing about.

* input: swing a hinged headset screen about the shared edge

While a held screen is hinged to another, the free hand's stick axis
that turns nearest the shared edge, the tilt for a top or bottom edge
and the turn for a side one, now swings it about that edge, so it stays
attached; the other axis still turns or tilts it and can pull it off.
Where the swing leaves it, angle and place, it stays as the stick lets
go. Snap to Angles counts a hinged screen's steps from flat with the
other screen.

A hinge counts only while the screen's own edge is within its range,
not when other snaps alone hold it on the line, so a swing never
carries a screen round a line it is far from.

A square corner is a side hinge at 90 degrees, so the turn stick there
now swings the screen about the corner's edge. Main thread only;
nothing new reaches the frame loop, which still shows the grab through
video_xr_grab_pose.

* openxr: leave a gap between hinged headset screens

Edges that meet in edit mode, side by side, at a corner or hinged at any
angle, now click to a set gap from within 1 cm and otherwise keep the
gap the hand gives them, still hinged, up to 10 cm (letting go by 13).
Screens no longer have to touch, which made them overlap. Each grab
carries the gap, so the edit poll and the frame loop snap alike; until a
setting sets it, it is 0.

Pushed past touching, a hinged edge stops there for the first centimetre
of the push, the stop fading out by 3 cm, and ticks once per push.

A swing pivots on the held screen's own edge, so the gap keeps through
it, and a commit keeps the hand's gap unless the click holds it. After a
swing lets go past square, that stick axis and its steps keep pivoting
on the same edge until the edge leaves the hinge's reach, so a flick
past square and back does not creep.

Of two neighbours within the 5 degree turn snap, the nearer edge wins
the turn and the hinge, by one measure for every screen, so a screen
stacked behind, one off the ends of the edge or a side wall at a corner
never outranks a hinge the turn holds.

* menu: add Hinge Gap for headset screens

Hinge Gap (0, 1, 2, 3, 5 or 10 cm, default 2) sets the gap edit mode's
Snap to Screens leaves between screens that meet edge to edge, side by
side, at a corner or hinged. Edit mode takes it as it starts and gives
it to each grab; the click to it buzzes like the other snaps.

* menu: put Edit Screens under Headset Output

Stereo 3D & Screens now lists Edit Screens and its snaps right under the
switch that reveals them, then the headset's own setup, then where the
screens go, with the per-screen rows last and Visible first among them.

* openxr: track each held screen's hinge on the frame loop

The frame loop already re-snaps each held screen every frame. It now
also keeps, per hand, the hinge that snap holds whole, until the edge
leaves the hinge's 4.5 cm reach, where the frame draws it, so edit mode
can mark it. A kept hinge whose target no longer matches is dropped.

video_xr gains the hinge line's ends, along the overlap of the two real
edges and midway across the gap, an outline cut that drops one edge's
rim, and a green strip in the laser's image, before the tags.

* openxr: mark a hinged headset screen with a green line

While a held screen's hinge holds, the two edges that meet drop their
outline rim and a 6 mm green line runs along the hinge where they
overlap, midway across the gap, so it is clear when the hinge has taken
hold.

The line is drawn as the beam is, a centimetre nearer the eye than the
edges, since SteamVR does not keep the order of overlapping quad layers,
and comes after the outlines in the layer budget; hidden rims cost no
layer.

* input: buzz longer as a headset screen hinges

A hinge taking hold now gets one 150 ms buzz at 0.8 on the hand carrying
the screen, against the 20 ms snap tick, so the attach can be felt. It
fires again only after the edge leaves the hinge's reach, hinges
elsewhere, or the other hand takes the screen it hinges on, so a swing
past square and back does not repeat it. Ticks due while it plays are
skipped rather than cutting it short.

* openxr: find headset screens resting in a hinge

Two screens no hand holds rest in a hinge when their poses pass the
test that engages a carried screen's hinge, with either one carried,
and the hinge, held whole with nothing else pulling, leaves the carried
one where it is. So a hinge found at rest stays hinged when its screen
is taken. The engaged test moves into its own function so both use the
same one, and one target can pull whole whatever the grab's fade.

* openxr: keep a headset screen's hinge shown at rest

In Edit Screens, two screens no hand holds that rest in a hinge keep
the green line and their hidden rims, whether let go hinged or loaded
that way. The main thread counts them only when a resting screen
changes and sends them with the hands' record, so a release and its
resting pair arrive together; the frame loop places each line from
the screens it shows. A screen hinged at rest on two adjacent edges
still keeps one of those rims.

The hands' record now outgrows the quads, so the seqlock's copy is
sized to the larger of the two.

* openxr: pick up a hinged headset screen still hinged

Taking up a screen that rests in a hinge starts the carry on that hinge,
whole from the first poll, with no buzz and no jump, until it leaves the
hinge's reach, another hinge takes hold, or the other hand takes the
screen it hinges on. Until the grab's own snapping has faded in, the
kept hinge's target still pulls whole, so a straight pull out does not
hop.

The grab carries the hinge so both threads hold it the same; of several,
the one the snap ranks best carries over, and only where holding it
moves nothing. While the other screens fade in, the hinge's screen also
leads the turn, so a nearer one still fading does not take it.

* openxr: end a headset screen's hinge where a push passes the stop

Pushing a hinged screen into its neighbour holds the edge at touching
for 3 cm of push, fading out by 5.5 cm. Where it stops holding, the
hinge ends: the line goes, the rims come back, and the lid and buzz are
cleared, so screens pushed into each other show no hinge that a let-go
there would not rest in. Pulled back, the hinge takes hold again 5 mm
short of where it ended, with the long buzz, so a tremor there does not
flicker it.

The grab carries that through flag, and the frame loop keeps its line
until the main thread sets it, so the two threads never disagree for
more than a poll.

At Hinge Gap 1 a pair let go touching rests hinged and is taken up
hinged, as at every other gap. A screen swung into a square corner gets
the long buzz on arrival, and the other hand taking the target does not
hop the carried screen by the push's depth.

* input: let go of a headset screen where it was before the grip opened

Opening the grip twitches the hand, and the poll that sees the grip
open would move the screen by that twitched aim. Half a degree of pitch
moves a screen 1.8 m out by 1.6 cm, enough to knock it off its hinge's
gap or out of level, so it would not rest hinged.

Each hand keeps a short trail of where, turned and as large as its
screen showed, entries at least 10 ms apart, and a grip let go puts the
screen as it showed 80 ms before (INPUT_OPENXR_EDIT_REWIND_US), or as it
was taken if held for less. Edit mode's end and a recenter let go where
the screen shows.

* openxr: find where a let-go headset screen settles in its hinge

A screen let go while its hinge shows should land exactly in that hinge,
so the hinge still shows at rest and a pick-up is hinged.
video_xr_hinge_settle holds the hinge whole from the hand's pose, then
moves the edge to the set gap from within 3 cm of it (touching stays
where the stop holds it) and levels it along the edge within the level
pull's reach. Its result must pass the rest test, and it turns no
further than a grab's hinge engages, which shares that test.

A pair resting inside a settle band but off its point is no longer
listed at rest, since a pick-up and let-go would move it. A touching
rest is taken 5 mm deeper into the push stop, at every Hinge Gap, so a
hand that drifts less than that apart before letting go settles touching
rather than at the gap.

* openxr: settle a let-go headset screen into its hinge

A screen let go while its hinge shows now goes exactly into that hinge:
to the set gap from within 3 cm of it, touching from the stop's hold,
and level along the edge from within the level pull's reach. It then
rests there, listed and green, in the same publish, and is saved
there. Elsewhere it stays where it shows, as before.

Each trail entry also records where the hand put the screen with no
snap and whether a let-go there settles. At the let-go the rewound
entry is settled again against the screens as they are now, at that
entry's size, and put in one go.

* openxr: let a hinged headset screen rest at any fold

Snap to Screens' turn to flat, and its turn to square at a corner, is
whole within 5 degrees and fades out by 10, so a hinged screen held
there shows at twice its angle off less 10. No fold shown in that fade
read as a rest: the pair was not listed, a let-go there did not settle
into its hinge, and taking it up would have moved it.

Where a hand takes a rest, it now holds the screen at the angle the
turn's fade shows it from, the inverse of the turn's pull, so every
fold rests, is listed and is taken up unmoved. Held snapping is
unchanged.

* input: keep a headset screen's hinge through a shaking hand

Edit Screens' hinge buzz, lid and push stop followed the snap's own
engage and reach on every poll. A hand shaking half a degree (1.6 cm at
the screen) about a hinge's edge flipped them many times a second, each
flip a long buzz.

Each hold now keeps one mark: the hinge a let-go would settle into. It
takes hold at once, with the long buzz, and lets go only once polls have
seen the hand out of where a let-go would settle for 150 ms, each poll
counting at most 50 ms, so a stalled main thread or a spell untracked
never lets it go alone. The other hand taking its target, hinged
elsewhere or not, the target leaving and the let-go end it at once. The
lid waits for the mark to go, the push stop follows it, and a let-go
while it shows settles into it from where the hand last would have, edit
mode's end and a recenter included.

* openxr: draw a held screen's hinge as the main thread marks it

The grab carries the main thread's hinge mark, and the frame loop draws
a held screen's green line and cuts its rims from that mark alone,
through video_xr_grab_marked, while it snaps the screen every frame. A
frame loop taking the hinge by itself between polls would flicker the
line for a hand shaking at the edge of the hinge's range while the mark
held. A mark whose target the frame does not show cuts no rim.

The other hand taking the mark's target ends it, and the lid, on any
poll, tracked or not, so a lost hand's line does not come back when that
hand lets go.

video_xr_grab_near_hinge loses its past argument, which only the frame
loop's keep used.

* openxr: keep edit mode's hinge layers in place

SteamVR does not keep submission order for overlapping quad layers, so
a layer added, dropped or moved to another index can pop the edit
outlines in front of the screens, as a wobble at a hinge would do to
its line's layer.

The hinge lines are fixed slots: one for each hand holding a
screen, hand 0 first, then one for each pair at rest. A slot with no
line to show is drawn in place from its screen's middle, at rows of
the laser image that are empty either way up. The layer count and
every index change only at a grab, a let-go or a re-count of the pairs
at rest; a mark only changes crops and which rows a slot shows.

* input: date a let-go's trail by frame and stop it at a stall

Each trail entry is dated by the frame its aims are from, one a frame
and per hand, and the release poll records a new frame's aims first.
The rewind stops at a stall, entries more than 2.5 frames apart, a
frame counted as at least 20 ms so a fast headset's close entries never
read as one. Under load a stall of 0.1 to 0.3 s can come just before
the release; the entry from 80 ms back would then hold the pose from
before it and step the let-go back across all the stall's motion.

With Edit Smoothing on, which damps the twitch, a let-go that does not
settle into a hinge stays where and as large as it shows: a rewind there
would step back by what the smoothed aim still lags. The hinge decision
and the settle use the trail either way.

* openxr: cut edit outlines from cells instead of turning them

Cutting a top or bottom rim from the one outline image turns both
outline quads a quarter turn and swaps their width and height, and on
SteamVR that can blink every edit outline as the hinge takes hold or
lets go; side cuts, which never turn, do not.

The laser's image carries twelve pre-cut outline cells after the
tags, faint and bright, for a cut top, bottom, left, right, top and
bottom, or left and right, so a cut only picks a cell and the quads keep
their pose and size. The image is then 5582 texels wide. A runtime whose
swapchains are narrower, or that does not say how wide they can be,
keeps the turned and cropped outline at 2498 or 1208 wide. One log line
at the laser's creation gives the width chosen and the runtime's limit.
GL writes the top and bottom cells swapped for its bottom-up rows, and
Android's copy of the image is allocated rather than static.

The edit-hinge-3ds-narrow e2e case runs the turned cut at
RA_XR_LAYER_MAX_WIDTH=4096, on Vulkan and the GL EGL lanes.

* video: draw headset screens straight into the runtime's images

Each headset screen was drawn into an image of the driver's own and
copied from it into the runtime's on every new frame, Vulkan with a
render pass and GL3 with a blit. Screens are now drawn into the
runtime's image itself, as before per-screen placement, with no image
of the driver's and no copy.

A screen drawn again with no new frame - resized, made again or moved
while paused - replays the last frame's final pass from the chain:
build_viewport_pass_replay draws it at the new size from what it read
then, the passes' outputs, their feedback and the history that frame
saw, with that frame's count. Nothing else runs, feedback does not
swap and history stays, so a feedback or history preset holds still
while paused. A chain made to replay keeps one more history image, so
the frame's end writes where the last frame did not read; the window's
chains keep what they did. This also has movie frames reach the
headset, which the copy held at the first one, and draws a screen
resized while paused at its new size rather than stretching the old
image.

* openxr: leave what users who never edit see as it was

Screens seen from behind turn to their grey backs only while Edit
Screens is on, where screens are turned around; outside it nothing
changes and no head is located for them. The grabs carry whether
editing is on.

The menu opens at its own spot, straight ahead of the anchor, as it
did. Menu in Front of Screen 1, off by default, keeps it just in front
of screen 1 and moving with it.

The frame loop copies the main thread's grabs only once their stamp
moves, so outside edit mode no frame copies them. A new session clears
the frame loop's own copy and passes over what was published before
it, rather than publishing itself: the main thread stays the grabs'
one writer.

On Touch, the left menu button that opens the menu from edit mode is
spent until let go: held on as edit mode ends, it is no Start and does
not toggle the menu again after a second.

---------

Co-authored-by: libretroadmin <[email protected]>
2026-10-30 05:40:25 +01:00
Rob Loach ef41fe39e7 MCP: review fixes for frames, RAM, hardcore 2026-10-28 14:56:51 +01:00
Rob Loach ef3c8db6b3 MCP: no tools while achievements are hardcore 2026-10-28 14:56:51 +01:00
Rob Loach 35d113d308 MCP: memory tools read cores without a map 2026-10-28 14:56:51 +01:00
Rob Loach 30a01d0696 MCP: GET_FRAME, the screen without a file 2026-10-28 14:56:51 +01:00
LibretroAdmin 2538f1aa0c sunxi: screenshots under the menu are of the menu
read_viewport reads the menu's frame while the menu is up, as that is
what the layer shows. Lane in samples/gfx/sunxi_display.
2026-10-26 22:50:33 +01:00
LibretroAdmin 04890bb46d sunxi: lay out, turn, pace and lend frames; fail cleanly off sunxi
The layer's window is where the frontend lays the frame out - aspect,
integer scale, custom viewport, cut where it leaves the screen - set
only when it moves. A rotation is turned by the CPU into the page. A
frame is drawn only into the page not on the screen, as the vsync
thread now only reports the flip that landed; without vsync a frame
meeting a flip in flight is dropped, and a framebuffer that cannot wait
for a vsync ends the thread instead of spinning. An XRGB8888 core is
lent the page to be shown next. Messages and statistics are blended
into the page; screenshots read it back.

Pages are XRGB8888 past the console whatever its depth, laid out only
where the framebuffer has room for two; the menu converts at the end
of the framebuffer, past them, and shows before any core. Init fails
cleanly off sunxi hardware or without a free scaler, and the layer
ioctls pass their arguments as the kernel reads them, unsigned long.
Lanes in samples/gfx/sunxi_display; docs/video-driver-sunxi.md.
2026-10-26 16:54:35 +01:00
LibretroAdmin ed798b5144 gfx: CPU-composed views turn each view in its own place
video_views_cpu_t carries the quarter turns its views are drawn at:
each view is turned before it is scaled into the placement the layout
gave it for the core's rotation. dispmanx sets it; the other CPU
drivers leave it at zero. Lane in samples/gfx/video_views.
2026-10-26 15:54:44 +01:00
LibretroAdmin 60b3380f9a dispmanx: on-screen messages and statistics on layers of their own
The message and the statistics are each drawn at the screen's
resolution on a DispmanX layer at the top, as large as the text: drawn
and uploaded only when the text, its place or its colour changes, into
the one of two resources not on the screen, which the next flip shows.
A layer that outgrows its resources gets new ones; the old ones go once
the flip that took them off has landed.
2026-10-26 15:46:31 +01:00
LibretroAdmin 5c30ef7817 dispmanx: input overlay on HVS layers, display by monitor index, screenshots
Each overlay image is an element of its own over a resource uploaded
once at load; the HVS crops, scales, mirrors and blends it, and a move,
fade or toggle changes the elements in the next flip's update. An image
switched off, transparent or off the screen has no element.

video_monitor_index picks the firmware display (default, HDMI 0, HDMI 1,
LCD, composite), falling back to the default when it is not there; the
screen size is asked of that display. Screenshots snapshot the screen as
composed and cut it to the viewport.
2026-10-26 15:45:33 +01:00
LibretroAdmin 8c93843ffb dispmanx: lay out, turn, filter and lend frames as the frontend asks
The frame's element goes where the frontend lays the frame out -
aspect, integer scale, custom viewport, cut where it leaves the screen -
and moves there with the next flip. A core's rotation is a quarter
turned by the CPU and a half by the HVS. video_smooth is taken at run
time and a nearest kernel is put back on exit; a smooth start leaves
config.txt's kernel alone. Without vsync, a frame that meets a pending
flip is dropped rather than waited for.

Rows reach the firmware at its own pitch: a lent framebuffer and the
threaded wrapper's frame memory are laid out at it, other frames once
into the surface. RGUI blends by its own alpha on a layer above the
frame. Lanes in samples/gfx/dispmanx_display; docs/video-driver-dispmanx.md.
2026-10-26 15:35:44 +01:00
libretroadmin dda31fef21 Temporal Upscaler: DLSS loads once; Neural Rendering toggles in place
DLSS's feature libraries, Super Resolution's and Neural Rendering's,
stay loaded once NGX has loaded them, so NGX set up again on the next
content's device or after a driver restart finds them in instead of
loading and checking them again. NGX's start-up, and the making of each
feature, is timed in the log.

Turning Neural Rendering on or off no longer restarts the video driver:
its device extensions are asked for (once a run) whenever its library is
in the DLSS directory, and the core asked about it then too. Turned off,
its model is kept, and turning it on again takes the next frame.
2026-10-26 15:10:08 +01:00
libretroadmin 11370445cf Temporal Upscaler: DLSS takes frames in any of its modes; less at start-up
A core that renders in steps, such as a multiple of the console's
resolution, can land outside the one DLSS mode's range and was shown
without upscaling, saying nothing. The request now names the range DLSS
takes over all its modes, and a frame outside its mode's runs in the
mode whose range it is in, the nearest to its size; a frame no mode
takes is said once in the log.

NGX's extension names are kept for the life of the process instead of
asked again, with its feature libraries loaded and checked, every time
a context is made. Neural Rendering's library is asked about only while
it is turned on; turning it on or off now restarts the video driver.
2026-10-26 14:23:52 +01:00
libretroadmin ccd885c4f2 Temporal Upscaler: DLSS Neural Rendering
DLSS 5's Neural Rendering model runs over DLSS Super Resolution's
output when its library, nvngx_dlssnr.dll, is in the DLSS directory.
It goes through the same NGX session as Super Resolution: the driver's
NGX core loads the library from the directory it is given at init,
creates the feature (18) on the frame's command buffer and evaluates
it on Super Resolution's output with the core's depth and motion
vectors at render size. Cores before its driver (616.64) have no such
capability; the session then marks it unavailable and Super
Resolution goes on alone.

Settings > Video > Scaling > DLSS Neural Rendering holds the switch,
off by default, and the model's tuning: preset, style, intensity,
local structure, local tone, skin structure and auto skin mask. The
entry is shown only with DLSS selected, the library found, NGX not
OptiScaler's, and no session having found the driver without it.
The settings reach the backends as one word. The model reads its
tuning only at creation, so a changed setting rebuilds the feature
once it has held for 30 frames; turning it off retires the feature
through the same ring as Super Resolution's. System Information and
the log name the library's version, read from its file without
loading it, or say the driver needs updating.

The upscaler samples drive both backends against stand-in NGX cores
that know the feature: the tuning at creation, the evaluate's inputs
and guide sizes, the rebuild after a change holds, the release when
off, and a core without it; the loader sample finds the library and
reads its version.
2026-10-26 11:11:00 +01:00
libretroadmin b47f5820bb Temporal Upscaler: load OptiScaler from the DLSS directory
OptiScaler had to stand beside retroarch.exe under a system DLL's name
(winmm.dll) to hook NGX, which put it in every session whatever the
core. As OptiScaler.dll in the DLSS directory it is now loaded only
when a core asks for the upscaler with DLSS set, just before the NGX
core library it hooks; the status names it without loading it.
2026-10-26 08:12:58 +01:00
libretroadmin 63dae1fe01 docs: install OptiScaler as winmm.dll
Next to retroarch.exe as nvngx.dll OptiScaler proxies NGX to itself; as winmm.dll it loads at start and proxies NVIDIA's own NGX library, which is how it runs DLSS on Vulkan.
2026-10-26 07:34:03 +01:00
libretroadmin e5241e5cf7 docs: setting up DLSS, FSR and XeSS
An end user's guide to the temporal upscaler: where to get each vendor's library, where it goes, the settings, the status line and OptiScaler.
2026-10-26 06:41:58 +01:00
Rob Loach 22ee469999 MCP: schema check, readable MENU, smaller tool list (#19878)
* MCP: schema check on all tools, readable MENU

* MCP: MENU marks choices, answers when closed

* MCP: MENU types, shows dialogs; drop menu option

* MCP: fold INPUT, OPTION, CORE_OPTION; trim list

* MCP: MENU path, more, tab names; clearer errors

* MCP: menu title as a text line; trim the list

* MCP: trim STEPS' descriptions

* MCP: INPUT says the core gets what is held

* MCP: MENU review fixes
2026-10-24 12:59:56 +02:00
libretroadmin 6868062dc3 exynos: apply a core's rotation, mirror overlay images
The G2D calls libdrm offers cannot rotate, so a core's rotation is now
applied by the CPU as the frame is copied into a GEM buffer of its own,
and the turned frame is placed at its turned size. Views are drawn as
one frame while a rotation is set; the menu stays unturned, as in the
other drivers.

They cannot mirror either: an overlay image whose quad runs opposite
to its texels is written mirrored into its buffer when that changes,
and drawn from there. exynos_g2d_test checks all three turns and the
mirrored quads.
2026-10-23 03:11:33 +02:00
libretroadmin fbb4548c7c exynos: read frames from the core's memory, blend the input overlay
Where the G2D sits behind an IOMMU, it reads a core's frame from the
core's own memory as userptr, and the frame is not copied. The kernel
keeps a mapping per address and size and syncs the caches only when it
makes one, reusing it unsynced after that, so each frame gives its
address another size and is mapped afresh. Memory the kernel will not
map is copied from then on, as is a frame that leaves no room on its
last page for a second size. Without an IOMMU frames are copied as
before.

The input overlay's images each get a GEM buffer, premultiplied, with
their alpha applied when it changes, and the G2D scales and blends
them over the page, behind the menu or over it. Where an image lies
outside the frame, that area is cleared first so it is not blended
over what it left there on that page. exynos_g2d_test models the
kernel's reused mappings and checks both; the overlay setter check now
reads this driver, and the compile lane builds its overlay code.
2026-10-23 02:57:42 +02:00
libretroadmin 2d31684683 exynos: aspect, zero-copy frames, dirty-rect text, mode switches
The frame was placed at its pixel aspect: a 256x224 frame on 1280x720
filled 822x720 rather than the 960x720 4:3 the core asks for. It now
takes the core's aspect, the one chosen in the menu, and the CRT
switch's, and is placed again whenever they change.

A core that renders into the frontend's buffer is lent the GEM buffer
the G2D reads the frame from, so its frame is never copied; a core
that reads its frame back is refused, as the mapping may be uncached.
The cached frame is retired before that buffer is replaced.

With vsync off, a frame that came before the last flip finished
neither waited for it nor queued a flip behind it: the driver blocked
on the flip every frame. It now drops that frame and returns.

Messages and the statistics, which the driver did not draw, get a
buffer of their own rather than the menu's. Only the area the glyphs
cover is cleared and blended, where the frame's info puts them, in
its colour; the font follows video_font_enable, _path and _size.

The menu's alpha is applied as it is copied. Screenshots read the
page on screen. A mode switch and a CRT modeline build new pages at
the new size, the old ones removed only once the new ones are up;
video_fullscreen_x/y pick a mode at the refresh rate. The display
server is told it is on KMS, and of the mode.

The framebuffers were removed with the GEM handle as the fd, so none
were; init no longer leaks the card when no display is found, nor
crashes on a card that reports no version.

samples/gfx/exynos_g2d runs the driver against a fake kernel and a
G2D that draws into the GEM buffers, in the samples/gfx workflow; its
23 checks fail on the driver before this. The driver reads no live
settings from the video thread any more, so its exemption in
video_thread_state_check goes, and the doc drops the forked libdrm
and kernel it no longer needs.
2026-10-23 01:51:17 +02:00
Rob LoachandLibretroAdmin be9f97d2cf MCP: review fixes, checkpoints, queued STEPS (#19861)
* MCP: cold paused, held input, stacks, arg types

* MCP: checkpoints, prompt, completions, records

* MCP: completion errors, sized prompt, CI shaders

* MCP: rollback via loader, STOP n, completion fixes

* MCP: ask input_driver whether a replay records

* mcp: Clarify steps, and ensure MCP standards

* MCP: queued STEPS, checkpoint step, 32 steps

* MCP: queued STEPS say how long they sat idle

* MCP: queue ends on load/reset; simplify

* MCP docs: queue stops, idle, list caching

* MCP: shorter STEPS wording

* MCP: notice when port taken, --command, taps

* MCP: drop the play_game prompt and completions

* MCP: queue, tap and reset fixes from a review

* MCP: queue outcomes, hex values, field fixes

* command: --command takes an empty host or port as the default

"CMD;;PORT" and "CMD;HOST;" fill in the default host or port, so an
empty segment after a ";" counts as a host or port field again. A STEPS
list still keeps its own ";" steps, which carry a space, a "|" or are
"checkpoint".

---------

Co-authored-by: LibretroAdmin <[email protected]>
2026-10-19 02:12:59 +02:00
Rob LoachandLibretroAdmin 7f86c7f53c MCP: STEPS, PRESS until, and fixes after WATCH (#19850)
* MCP: answer once when reply_to answered already

* Commands: refuse slots past INT_MAX

* MCP: follow-ups to WATCH and the folded tools

* Commands: take CRLF lines; keep long family names

* MCP: fixes from a review of the server

* stdio_e2e: tool list size after the combined fixes

* MCP: lone CR, over-long stdio lines, slot cap

* MCP: stdio keeps its agreed revision

* docs: MCP server doc matches the code again

* Leave CHANGES.md out of this change

* MCP: STEPS, PRESS until, 16-bit waits, 16 watches

* MCP: 4 kB off tools/list; CORE; LOAD_CONTENT paused

* MCP: refuse unknown params; taps; review fixes

* MCP: GET_LOG, READ, RUN_UNTIL say what they mean

* MCP: LOAD_CONTENT's frame back under budget; STEPS counts its taps

LOAD_CONTENT copies the content path, to the heap, only where a pause
setting follows it, which keeps its stack frame where it was. STEPS
counts the frame let go between two presses of a button against the
frames one request runs, so a list it accepts can finish in them.

Lane: the taps case in samples/network/command_frames.

---------

Co-authored-by: LibretroAdmin <[email protected]>
2026-10-17 03:14:30 +02:00
Rob LoachandLibretroAdmin 75f278e286 mcp: WATCH a step and report what follows (#19834)
* WATCH: a step and the look that follows it, in one request

A field run's steps were a press and then a read for each thing it
needed to know: where the player was, where the enemies were, which
mode the game was in. Four requests to take one step, and the reads
were the bulk of a hundred calls for one level.

WATCH <label> <address> watches a byte, and RUN_FRAMES and PRESS carry
every watch along with their own answer, as a line of label, address
and value. A step needs no reads after it.

The lines land where the rows machinery already looks: both commands
answer with a line that opens with their own name, which the row reader
skips as a header, so the watches are the rows and the two commands
declare the shape they now answer in. A failure stays its reason and
carries no reading.

Each watch is resolved when it is set, as RUN_UNTIL resolves the byte
it waits on, so an address nothing maps is refused there rather than
read later. Content closing drops them all, which is what invalidates
where they point. Eight at once; a label already watched keeps its
place in the list when its address changes, so rows stay where a client
saw them.

RUN_UNTIL is left alone. It answers with the byte it waited on in three
columns of its own, and giving it watch rows would collide with those -
its format landed days ago, and changing it is a separate decision.

Also the test PRESS never had: it lets go only of what it pressed
itself, so a button held with SET_INPUT survives a press of the same
button. That was fixed by eye on the branch before #19815 landed and
has been unguarded since; GET_INPUT makes it three lines.

tools/list is 24715 bytes at 49 tools, from 22944 at 48. A tool's own
rows schema is about 450 bytes and this adds three of them, which is
most of the difference; the budget in the end-to-end test records what
each phase has cost it.

* WATCH: keep RUN_UNTIL rows, range-check addresses

* WATCH takes pairs; RUN_UNTIL carries watches

* Memory commands: check bytes and addresses first

* MCP: MENU, DISK and REINIT, three tools for 12

* SET_OPTION: drop streaming's unused event

* stdio_e2e: cap each tool, lower the total

* MCP: STATE and REPLAY tools; files are commands

* Review fixes: bounds, ERANGE, live watch lookups

* STATE: answer as STATE, not the command it runs

* MCP: family tools answer under their own names

* RUN_UNTIL: look its byte up every frame, as WATCH does

RUN_UNTIL keeps the system address it waits on and reads the byte
through the memory map each frame, so a core that moves its memory is
followed, and one that stops mapping the address ends the wait with an
error. VALUE carries the byte as last read. The step reply is clamped
to its buffer, and the deferred reply's family sits ahead of its
generation counter.

command_frames covers a remapped and an unmapped byte under RUN_UNTIL
and WATCH and the watches dropping when content closes; mcp_server
pins the structured RUN_UNTIL and step replies against the tables
command.h ships.

---------

Co-authored-by: LibretroAdmin <[email protected]>
2026-10-16 00:27:30 +02:00
LibretroAdmin cc4de1186c RUN_UNTIL: wait nine seconds of the content's frames by default
With no frame count given, RUN_UNTIL waits about nine seconds of the
content's own frames, capped at 600, so its answer arrives inside a
structured interface's ten-second reply deadline at any frame rate:
540 frames at 60fps, 450 at 50fps. A request can still ask for up to
600. The command_frames lane checks the default against its core's
60fps.
2026-10-15 04:13:19 +02:00
LibretroAdmin a4a72b3c33 RUN_UNTIL: range-check the value and frames before narrowing
The value and frame count are compared as the unsigned long strtoul
returns, so an argument past 32 bits is refused instead of wrapping to
an accepted one, and spaces after the value no longer read as a frame
count of zero. The command_frames lane covers both, along with the <
and > conditions.

The LOAD_CORE comment moves back onto command_load_core, and the docs
say hardcore mode refuses SET_INPUT, not GET_INPUT.

Closes #19833
2026-10-15 03:52:22 +02:00
Rob Loach 297986dd43 GET_INPUT, and core paths checked before anything is unloaded
Three things probing master turned up, and a trim that pays for two of
them.

GET_INPUT [player] answers what a player holds without changing it.
There was no way to ask: SET_INPUT answers in that shape but has to set
something first, and RELEASE_INPUT lets go before it answers, so it
always reads none. A client could not ask what it was holding.

LOAD_CORE answered "The command failed." for a missing path and for a
library that is not a core alike - the generic fallback, because it
returned false without ever saying why. It says which now.

Neither LOAD_CORE nor LOAD_CONTENT unloads the running core for a path
that turns out not to be one. The library is probed first, with
libretro_get_system_info(), which is what core scanning already uses
and which keeps what it finds, so asking twice is free. Checking the
paths stopped a typo costing the game; a stale library or something
renamed still did.

tools/list pays for every tool's description on every session, so the
two new ones are paid for where the list repeated itself:
readOnlyHint is false by default and 37 tools said so anyway, which was
770 bytes, and the memory map named hexadecimal in four columns that
its own description already covers. 48 tools in 22861 bytes, from 46 in
21449.

RUN_UNTIL's conditions move into command.c: a table in the header is a
copy in every translation unit that includes it, and nothing outside
command.c compares them.
2026-10-15 03:52:18 +02:00
Rob Loach 84bc936dc0 RUN_UNTIL: wait on a byte, in one request
A field run cleared one level in over a hundred calls and spent most of
them waiting: run a few frames, read a byte, go round again. Until a
Goomba was twenty pixels away, until Mario landed, until a transition
finished.

RUN_UNTIL <address> <condition> <value> [max frames] runs the content
until the byte at a system address meets the condition and answers with
whether it was met, how many frames ran, and what the byte holds. The
loop runs inside the frontend, where a frame costs nothing, rather than
across a connection per iteration.

It is RUN_FRAMES' job with a predicate instead of a counter: the same
frame_work flag, the same deferred reply, the same one-at-a-time rule,
so nothing new blocks and there is no second state machine. Reading
core memory every frame from the runloop is what rcheevos_test() has
always done, on the same flag.

Two bounds keep it honest. An address nothing maps is refused before a
frame runs, rather than after a wait that could not have ended. The
frames are COMMAND_FRAMES_REPLY_MAX at most, and where they run out
first it answers "waiting" with how far it got, so the next request
carries on instead of the client being told it failed.

The harness core now maps a byte that follows its frame counter, so the
waiting itself is tested rather than only the refusals: already met
answers with no frames run, three frames away answers on the third and
not before, and the cap answers waiting.

RUN_UNTIL costs 1391 bytes of tools/list, which took it past the budget
the end-to-end test holds; the ceiling is raised deliberately, with the
cost recorded beside it.
2026-10-15 03:52:15 +02:00
Craig Carnell f8899526b3 openxr: add hand tracking API and implementation
Closes #19831
2026-10-15 03:20:32 +02:00
Rob LoachandLibretroAdmin c2e5bce004 MCP: structured results, and LOAD_CONTENT checks before it unloads (#19815)
* LOAD_CONTENT: check paths before unloading

* mcp: results carry structuredContent

* LIST_CORES filters by content path

* Structured rows for core options and memory map

* MCP: do not advertise a cacheable tool list

* SET_INPUT holds several controls at once

* A row opening with MORE is a row, not a cursor

* MCP: fewer tools, and rows a client can rely on

structuredContent and outputSchema never reached a client over stdin
and stdout. The gate read the MCP-Protocol-Version header, or the
version the stateless revision sends with every request; stdio has
neither, so the revision agreed at initialize was parsed, used for the
handshake reply and then dropped. It now holds for the session, which
over stdio is the connection.

A command answers with structuredContent exactly when it declared an
outputSchema, so a client reads the schema it was handed rather than
probing each reply. SET_INPUT, RELEASE_INPUT and GET_LOG declare one
now.

The "MORE [next]" line was read by a literal in the server. The shape
of a reply names its own trailers instead - the lines that carry a
number about the reply rather than a row of it - so GET_LOG's NEXT and
SKIPPED are the same mechanism rather than two more special cases, and
a reply says nothing about being cut short where it cannot be. A reply
whose lines are prose declares no columns: GET_LOG's page runs to 60k,
and a row apiece would answer with it twice.

Thirty-four commands are no longer offered as tools. A hotkey that
steps a selection - the next state slot, the previous shader, the next
cheat - is a hotkey because a person presses it while watching the
screen. Where a command takes the value outright that one is the tool,
and stepping towards it is only a way to get the value wrong; where
nothing reports the selection either, there is nothing worth offering
yet. READ_CORE_RAM and WRITE_CORE_RAM go too: an achievement address
looks like READ_CORE_MEMORY's system address and is not one. The disc
and the menu are kept, because stepping them blind is all there is and
a disc swap is part of playing a game. All of them are still commands
on every line interface.

The tool list is 45 tools and 20k, from 79 and 23k, and the end-to-end
test holds it to a budget: every description is context a client pays
for before it does anything.

* PRESS: hold, run and let go in one request

A tap was four requests: SET_INPUT, RUN_FRAMES, SET_INPUT to release,
RUN_FRAMES again. Each is its own HTTP connection against four slots,
so a field test spent about 25 of them crossing a menu and about 10 on
one jump.

PRESS <player> <control>[+<control>...] <frames> holds the buttons,
runs that many frames and lets them go, answered once the last frame
has run. It is RUN_FRAMES' job with buttons held through it: the same
deferred reply, the same one-at-a-time rule, the same pause the runloop
applies to frame advance, so nothing new blocks and no second state
machine exists. Whatever ends the frames lets the buttons go, including
the error that ends them early.

Axes stay SET_INPUT's. They are held at a value rather than pressed,
and SET_INPUT with RUN_FRAMES is still the way to hold a control across
several steps.

SET_INPUT and PRESS read the same request - a player, controls joined
by "+", and a number - so that parse is one routine now, and both
resolve every control before either acts on any.

* CHANGES: the MCP and command work in this series

* GET_STATUS: say what it actually answers with

The description promised the content's CRC32 and the reply has never
carried one: it is the system and the content's file name, separated by
a comma.

HELP prints that text on the line interfaces and tools/list hands it to
every MCP client, where it is the prose a client reads to decide how to
take the reply apart. One told to expect three comma-separated fields
gets two.

Adding the CRC instead would be worse. Working it out means hashing the
content, which for a core using need_fullpath reads a whole disc image
from disk - task_movie.c already carries that note, having hit it - and
GET_STATUS is the command a client polls. It would also change the
reply for every client that reads the line today.

* command: descriptions that match the replies

tools/list hands a command's description to every MCP client, and HELP
prints it on the line interfaces: it is the prose a client reads to
decide how to take a reply apart. Five of them described a reply that
was not the one sent.

SET_INPUT and RELEASE_INPUT answer with three fields - the player, the
buttons held and the axes held - and the description named two. A
client splitting on what it was told got the player where it expected
the buttons. RELEASE_INPUT did not say it answered at all, and with no
player it lets go for everyone while answering for the first of them,
which is worth saying rather than leaving to be discovered.

GET_LOG can open with SKIPPED and a count where the lines asked for had
already been overwritten, which the description did not mention: a
client reads it as a log line.

READ_CORE_MEMORY and WRITE_CORE_MEMORY both answer - with the bytes,
and with how many were written - and neither said so.

* READ_CORE_MEMORY: format bytes without snprintf

Both memory reads wrote their reply with an snprintf per byte, to turn
one byte into two hexadecimal digits. At COMMAND_READ_NBYTES_MAX that
is 16384 calls, which costs 1.5ms on an aarch64 Pi - a tenth of a frame
spent formatting, on the main thread, in the command an assistant reads
memory with most. A nibble table is 0.02ms for the same bytes, 68 times
faster, and the output is identical for all 256 values of a byte in
both of the formats the two sites used.

The harness core now maps its memory, because nothing in the tree did:
READ_CORE_MEMORY, WRITE_CORE_MEMORY and GET_MEMORY_MAP had no test that
reached past "no memory map defined", so the formatting this changes
was uncovered. The test asserts the replies byte for byte, including
every digit of a byte, a read clamped at the end of its region, and one
outside every region. Breaking the table deliberately fails three of
them.

* PRESS: leave SET_INPUT's holds in place

PRESS lets go only of the buttons it pressed itself, so a button a
client already holds with SET_INPUT is still held once the press ends.

* command, mcp: trim comments and order new struct members

Drop the superseded LIST_CORES and reply-splitting comments, shorten
the new comments to what stays true, and order the new struct members
by alignment.

---------

Co-authored-by: LibretroAdmin <[email protected]>
2026-10-14 18:59:27 +02:00
libretroadmin 714db64c8b MCP server: stdio transport with log notifications
--mcp-stdio serves MCP on stdin and stdout as newline-delimited
JSON-RPC, for a client that starts RetroArch itself; no token is asked.
It takes the stdout descriptor for the protocol at option parsing and
points stdout at stderr, so RetroArch's log and a core's prints never
reach the client's stream. Reads and writes never wait: a line is
handled once whole, answers are queued and written as the pipe takes
them, and both outlive the server across a content load. It offers
logging: after logging/setLevel, new lines from the GET_LOG ring at
that level and above go out as notifications/message from the poll, so
the threads that log do no more than before. Closing stdin quits.
2026-10-12 23:34:51 +02:00
libretroadmin ae32b07cfe command: GET_LOG, from a lock-free ring of the last lines logged
RARCH_LOG_V copies each formatted line into a ring of the last 256
lines once it is armed, which the MCP server's start or the first
GET_LOG does; unarmed, a log line costs one relaxed load more. Any
thread may log: a writer claims a line number, writes the slot as
atomic words between a busy mark and its stamp, and the reader keeps a
line only when the stamp matches before and after the copy, so a
reader never waits and never sees a torn line. GET_LOG answers the
lines since the one asked for, then NEXT; lines overwritten before they
were read are counted as SKIPPED. Desktop builds with the MCP server
only; samples/runloop/log_ring writes from four threads while reading,
under ASan and TSan.
2026-10-12 23:34:47 +02:00
libretroadmin 0a4aff89ef command: RUN_FRAMES
RUN_FRAMES pauses the content and runs it a given number of frames
through frame advance, answering once the last has run, so a client can
step the game and look between steps. While it runs a frame-work bit
makes each iteration a frame advance; after each core_run the command
counts the frame off, and closing the content answers it with an
error. With the bit clear the run loop does nothing new.
2026-10-12 23:34:45 +02:00
libretroadmin a808962621 command: SET_INPUT and RELEASE_INPUT
SET_INPUT holds a RetroPad button or stick axis for a player, read by
the core over the player's own controller through the input state
wrapper, until it is set again or RELEASE_INPUT lets it go; replays
record it like any other input. A single flag tells the wrapper there
is anything to add, so with nothing held a query costs one test.
Achievements hardcore mode refuses it.
2026-10-12 23:34:42 +02:00
libretroadmin d69939f054 command: GET_CORE_OPTION, SET_CORE_OPTION and GET_MEMORY_MAP
GET_CORE_OPTION lists the running core's options as key, value and
description, and with a key adds the values that option takes;
SET_CORE_OPTION sets one to one of those values, changing nothing when
it already has it. GET_MEMORY_MAP lists the core's memory map regions
with the addresses READ_CORE_MEMORY takes, their masks, kind, access,
byte order and address space, so a client can find memory without
guessing. All three are tools on the MCP server, described there.
2026-10-12 22:25:21 +02:00
libretroadmin ea863ca5d4 Remove Travis CI leftovers and move driver notes to docs/
Travis CI no longer builds RetroArch; .travis.yml, the encrypted deploy key
and the Metal deploy script go. The OMAP, Exynos and Mali fbdev driver notes
move from the root into docs/, and gmon.out from profiled builds is ignored.
2026-10-12 20:42:49 +02:00
5103a232df OpenXR: one core for the desktop and Quest headsets, with head tracking, controllers, settings and desktop OpenGL (#19811)
* menu: the cursor stays on Headset Output when Stereo Mode comes and goes

Stereo 3D & Screens lists Stereo Mode above Headset Output only while
the headset is off. Turning it on moved Headset Output up a row and
left the cursor on the row below it, Headset Refresh Rate, so a second
OK meant to turn the headset off opened the rate list instead.

The cursor follows the row, as it does for Mapped Port when Device Type
comes and goes. samples/menu/stereo_headset checks it for OK, right
and Start.

Co-authored-by: Craig <[email protected]>

* openxr: a session without focus is not logged as controllers not read

xrSyncActions answers XR_SESSION_NOT_FOCUSED, a success code, while the
runtime's dashboard or another application has focus. It was logged as
a warning each time focus went; only a failure is now.

The test layer answers a sync with a scripted result (sync <n>), and
the headset suite gains input-sync-unfocused.

Co-authored-by: Craig <[email protected]>

* libretro: a TRACKED view map, and HMD is how a core finds a headset

A map's shape could not tell a head-tracked eye pair from a
stereoscopic screen sent alone. The new flag says which. HMD now means
tracking works, and a core learns of a headset from it only.
REQUEST_FLAT is a map without the flag, and OpenXR always gives real
eye poses, so the flag and the IPD hint go; nothing read either.

Co-authored-by: Craig <[email protected]>

* openxr: the runtime, session, swapchains and frame loop are shared units

The desktop Vulkan host's instance and headset, its session state
machine, its swapchain slots and its frame loop with pacing move into
gfx/common/openxr_*, which name no graphics API, so every headset host
can use them. vulkan_openxr keeps only what is Vulkan's.

Co-authored-by: Craig <[email protected]>

* video: the headset's host says how it is, and answers the pose calls

One host interface reports the headset's state on the desktop and the
Quest alike. HMD comes with PRESENTS and STEREO, and only while the
session runs. The pose calls go to the host, and a view map sent again
unchanged is not applied again.

Co-authored-by: Craig <[email protected]>

* openxr: a TRACKED map's eyes are the desktop headset's projection

Tracked content gets a space of its own, LOCAL or STAGE as the core
asks, and the poses sampled in it. The eyes the core draws are
submitted as a projection layer with the poses it was given, and the
screens a headset leaves to that projection are hidden. A recenter
moves a seated world with the screens; a standing one stays where the
room puts it, and the core is told RECENTERED. A paused core's tracked
world comes back after a driver reinit. The views test core can draw a
world-locked grid, for checks made in a headset.

Co-authored-by: Craig <[email protected]>

* vulkan: the Quest's headset runs on the shared OpenXR core

The runtime starts Android's loader and tells the instance of it. A
headset frame can be begun and ended inside the video frame, so
vulkan_openxr runs in-line for a headset's own context, which says so
in its flags. The units that name no graphics API build without Vulkan,
and a GLES binding is ready for the GL host. A space a core asks for
again is kept, so a cached context keeps its paused world.

Co-authored-by: Craig <[email protected]>

* gl: the Quest's headset runs on the shared OpenXR core

The Quest's ES3 context is its own in-line host: gl2 draws into a
window the context owns, shown as a screen in the room, and copies a
tracked map's eyes into the headset's projection. The window shows
until the first projection. The kept view pair lives in openxr_host, so
the GL host keeps a paused world across a reinit as Vulkan does. The
quest flavour builds with GLES=3. A stand-in runtime test runs the
in-line host.

Co-authored-by: Craig <[email protected]>

* input: one headset controller module for the desktop and the Quest

The headset input's hooks belong to the frame, so any host attaches the
module, and the Quest's own controller module goes. Touch's menu button
is Start from its press, and opens the RetroArch menu when let go after
a second. The menu's laser can point at a window shown whole, mapped
through the area the core is drawn in. The stand-in test runs the
shared module.

Co-authored-by: Craig <[email protected]>

* video: headset settings for every headset driver, and Screen Placement

The headset's rows show for every driver with a headset path. Recenter
works in the menu and reaches the Quest's GL host, and a seated
recenter moves a paused world with the screens in the same headset
frame. Screens are placed from an anchor of their own: Fixed in Room,
Follow Head or Lazy Follow. The Quest asks for a refresh rate that fits
the content and repeats each core frame for whole headset frames.

Co-authored-by: Craig <[email protected]>

* input: the headset's controllers are a controller

They take joypad slots with built-in profiles, so hotkeys, port binds,
remaps and rumble use the normal input path on the desktop and the
Quest. They take the next free slot like any pad, and keep their port
when a gamepad is plugged in, without saving that exchange. A saved
"Meta Quest Touch Plus Controller" profile and its remaps no longer
apply.

Co-authored-by: Craig <[email protected]>

* gl: headset output for the desktop OpenGL drivers

glcore and gl show a headset on Linux. The XR thread holds a context in
the window's share group, made by the X11, X11 EGL and Wayland context
drivers, and the session binds it through XR_KHR_opengl_enable or
XR_MNDX_egl_enable. The video thread draws each image into shared
textures and hands it over with a fence through a triple buffer; the XR
thread copies the newest into the swapchain and shows it with the quads
or the eye poses it was drawn with. glcore draws the screens and the menu
through chains of its own and a tracked map's eyes as the projection, as
Vulkan does. gl shows its window, whole or cut into an untracked map's
screens, as the Quest does, and tracked eyes as the projection. Both
follow the headset's pacing: the XR thread wakes the core for its next
frame after taking the last, so none is shown a headset frame early.
OpenXR configures with OpenGL alone, without Vulkan. The test layer
captures OpenGL swapchain images, and the headset end-to-end runner has
lanes for both drivers on GLX and EGL.

Co-authored-by: Craig <[email protected]>

* docs: OpenXR headset output, and how a headset or graphics API is added

What the headset path does and how to build and turn it on, what a core
sees, which units are shared and what each of the three hosts adds, and
the steps for another headset, graphics API or platform.

Co-authored-by: Craig <[email protected]>

* audio: pass the reinit flag to MMDevice watchers

XAudio2 and DirectSound must give mmdevice_thread the frontend atomic flag. Passing the driver object overwrites its watcher handle when an endpoint changes. Exercise both thread backends against the extracted production spawn functions.

* test: reject video backend fallback in the threaded harness

Fail early when HARNESS_VIDEO_DRIVER differs from the initialized backend so a missing driver cannot qualify another backend's lanes.

* Animated previews: keep high-bitrate audio fed across loops

Size the audio lookahead from the preview bitrate, prime it before playback, and refill the full window on rewind. The audio demuxer walks interleaved video packets too; a fixed 2 MiB window stalled on large H.264 packets and left high-bitrate previews silent or delayed after looping.

Add a real feeder/mixer regression using generated oversized video packets. Verify that audio continues through three complete loops; the previous feeder fails this test. Validate both reported 4K clips locally on Windows and Linux.

* wdmks: bound threaded writes by the device fragment

A small write can exhaust its request-sized wait budget before a healthy WaveRT pin's next notification. Size the threaded ring waits from rt_ahead instead, and cover writable waits and blocking writes against a 64 ms fragment.

* CI: views end to end on glcore and Vulkan under Xvfb

run.py gains RA_E2E_XVFB (Xvfb in place of gamescope, llvmpipe and
lavapipe) and RA_E2E_ONLY (a case filter). The validation job runs a
subset of the cases.

* Views: one compositor for gl3 and Vulkan

gfx/video_views_draw.h holds the chain pick, the placement loop with
the interlaced row shift, and the canvas and UI target lifetime. Each
driver includes it with its own calls bound in by macros, so nothing
goes through a function pointer. The UI layer's predicate, per-eye
test and dims swap move to video_views.h. Output is unchanged.

* Threaded video harness: the frame on screen is the core's newest

A frame lag lane checks, end to end, that what the driver draws is the
frame the core pushed last: the harness core stamps each frame with its
number in eight full-height bands that survive scaling and filtering,
and the lane reads back the driver's own upload (the cached frame
dropped first) and decodes it. Copied, lent and lent as a cropped
window, with threaded video off and on: with nothing in flight it must
be the newest pushed frame, and with frames still in the wrapper's ring
at most one behind. A zero-copy path that draws a buffer the core has
since rewritten, or skips an upload, or a wrapper that holds frames
back, fails it.

It runs on vulkan, gl and glcore, desktop and GLES 3, in the existing
harness jobs (release, ASan+UBSan, TSan, the validation layer).

* Fix MSVC preprocessing of video views UI checks

Move widget conditionals outside VIDEO_VIEWS_UI_WANTED calls in the GL3 and Vulkan drivers. The traditional MSVC preprocessor treats directives inside macro arguments as tokens, breaking the Windows build.

* Provide audio state in the DirectSound pump harness

The device notification thread now uses the audio state reinit request. Supply a persistent harness-owned state through audio_state_get_ptr so the standalone MinGW test links.

* Preserve RetroArch when building the threaded video harness

Request the link command with make -W instead of deleting the frontend executables. The later video views end-to-end tests need the existing RetroArch binary to launch.

* ATRAC3plus: accept implicit master code-table indices

Master channel code-table mode 3 has no payload and uses zero indices. Return before consuming the optional value count bit, rather than rejecting valid frames and losing bit alignment. Add a synthetic regression covering float, s16 and reset decoding.

* Expose hardware H.264 decoding with CPU planes to cores

Provide an experimental versioned frontend decoder interface with Vulkan and D3D11 I420 readback. Reserve private video queues through Vulkan device negotiation v2, and retain the decoder backend with cached devices across video driver reinitialization. Keep software fallback for unavailable or disabled hardware decoding and cover readback in decoder and GPU tests.

* ATRAC3plus: distinguish coded and declared subband flags

Use coded subbands for stereo swap and negation flags and declared subbands for window shapes. Add a synthetic audible stereo regression to detect parser misalignment when fewer subbands carry spectra.

* D3D11: views

The driver draws a core's views through video_views_draw.h, straight
from the frame as the stock chain draws it: placed in each eye's area,
blended through a canvas for anaglyph and interlaced, with the UI drawn
once into a layer composited into each eye. With a preset or HDR output
the frame is drawn whole.

Windows-wine-views.yml runs the views end to end on it: run.py gains
RA_E2E_WINE, for retroarch.exe under Wine with vkd3d's shader compiler,
and the test core builds as a DLL.

* D3D12: stock pipes made for the swap chain's format

The pipes were made before the swap chain, whose formats were still
unset, so every stock draw had an UNKNOWN target format: Windows drivers
draw it anyway, vkd3d (Wine) draws nothing. They are made after it now.

* D3D12: views

The driver draws a core's views through video_views_draw.h as the
D3D11 driver does: straight from the frame, through a canvas for
anaglyph and interlaced, with the UI drawn once into a layer composited
into each eye. Its SDR pipes keep coverage in alpha, which the layer is
composited by. With a preset or HDR output the frame is drawn whole.

Windows-wine-views.yml runs the views end to end on it as well, on
Wine's vkd3d over lavapipe.

* openxr: apply unified headset support to current master

Apply PR #19811 at 3d4ad57 to master at 204f03cfec, resolving its
conflicts with the shared views compositor and hardware video decoder.

Retain master's compositor and GL frame-memory interfaces while
preserving the PR's headset UI sizing, shader-chain cleanup, tracking
and controller support. Keep both sets of regression tests and the
hardware decoder callbacks alongside the OpenXR pose helper.

---------

Co-authored-by: Craig <[email protected]>
Co-authored-by: Codex <[email protected]>
Co-authored-by: libretroadmin <[email protected]>
2026-10-12 18:33:10 +02:00
Rob LoachandCodex 1682b6bcd4 MCP: tools take named parameters, not one string (#19792)
* mcp: tools take named parameters, not one string

* mcp: preserve explicitly supplied empty parameters

Apply defaults only to absent parameters and retain separators after empty operands. This lets SET_SHADER accept an empty preset to disable shaders.

* mcp: normalize named integer parameters before dispatch

Convert integral JSON decimal and exponent forms to plain decimal digits without floating-point rounding. Reject fractional values, numeric strings and expansions beyond the request limit before running handlers. Keep the legacy opaque argument path unchanged.

---------

Co-authored-by: Codex <[email protected]>
2026-10-11 23:09:28 +02:00
Rob LoachandCodex ce5c333180 MCP: Options instead of toggles, correct error handling (#19731)
* tests: cover MCP option state and speed changes

Exercise the shipping option handlers and runloop setters with counted driver events. Cover recorder conflicts, hardcore activity, rejected speed changes and repeated requests without extra work. Run the harness under Linux sanitizers and on Windows in the network CI workflow.

* mcp: SET_OPTION/GET_OPTION, real errors

* mcp: apply option changes to runtime state

Reject recording and streaming conflicts before initializing a recorder. Read hardcore activity rather than its configured preference. Apply speed targets synchronously through runloop setters, sharing the fast-forward side effects with hotkey handling and respecting runtime restrictions.

---------

Co-authored-by: Codex <[email protected]>
2026-10-10 20:09:23 +02:00
Rob Loach 9312a11000 cli: Add a --cloudsync command to sync the Cloud from the CLI (#19504) 2026-10-09 08:00:52 +02:00
Rob Loach 62d5954fbc mcp: answer tools once their work is through
A tool whose work runs over later frames answers when that work is
through, with what came of it, or with its name, ERROR and the reason:
LOAD_CONTENT, START_CORE, CLOSE_CONTENT and UNLOAD_CORE once the load or
close ends; LOAD_STATE_SLOT and SAVE_STATE_SLOT once the state is
applied or written; PLAY_REPLAY_SLOT, RECORD_REPLAY, SEEK_REPLAY and the
replay checkpoint tools once the replay has started or the seek or
checkpoint has run; SET_SHADER once the preset has compiled; AI_SERVICE
with the service's text. A line-based interface keeps the answers it
had.

The waiting is one shape, task_notify_t (tasks/task_notify.h), held by
the work's owner: the content load, the save and load tasks, the movie
tasks, the deferred shader load and the translation service. State and
replay work a command starts runs from a main-thread task, outside the
core's own input poll. The command interfaces outlive a content load,
remade only when their settings change, and what arrives during a load
waits for it.

samples/tasks/content_load gains lanes for the state-slot, replay, seek and
content replies; samples/network/mcp_server follows.

Closes #19702
2026-10-05 11:33:27 +02:00
Roman Vasilyev a7c4f1e7c1 cloudsync: add NFS backend
Use the built-in NFS client for cloud synchronization, including atomic uploads and non-destructive backups. Enable the backend in regular and Griffin builds so it is available on webOS, iOS, and Android.
2026-10-05 03:39:20 +02:00
libretroadmin d9dfddab4b mcp: SCREENSHOT answers with the picture as well as its path
The MCP SCREENSHOT tool answers with the screenshot itself as image
content, PNG up to 4 MiB, followed by the file's path as text, so a
client on another machine, or without access to the screenshot
directory, can see what is on the screen. Past 4 MiB, or for another
format, it answers with the path alone as before.

The screenshot task reads the PNG it has just written back on its own
thread and base64-encodes it there, as the encoder streams rows into
the file and keeps no copy; the main thread only hands it on. A command
interface takes it through the new optional reply_image_to, which only
the MCP server sets; every other interface is sent the text.
2026-10-04 02:22:08 +02:00
Rob Loach 007ebda0e6 mcp: Add callback to tooling to fix return state 2026-10-04 01:53:36 +02:00
LibretroAdmin 31f2d6b4e2 docs: say what --appendconfig does to the saved config
--appendconfig loads extra config files over the main one. The help
text and the man page say that and stop. What they leave out is what
surprises people: once loaded, the appended settings are settings
like any other, and when the main config is saved - on exit, with
config_save_on_exit, or from the menu - they are written to it. Start
with --appendconfig once and the next start without it still has the
appended values.

It is long-standing behaviour that scripts and launchers may rely
on, so it stays. Both places now say it,
and say how to use an appended config for one session only: put
config_save_on_exit = "false" in the appended file. The in-tree
test configs in tests-other/ already do exactly that.

Checked with a run of each: with a setting appended, the main config
has it after exit; with config_save_on_exit = "false" appended as
well, the main config is untouched, its own config_save_on_exit
included.

The man page also gave ',' as the separator for several files. The
code splits on '|', as the help text says.
2026-10-03 11:07:37 +02:00