Move frequently accessed member variables to the beginning of the
structure to improve cache locality. Having menu_texture at the end of
the structure also saves one instruction in the hot path of
sdl_rs90_gfx_frame() (for the ARMv5TE Miyoo) as well as a few other
functions.
Controllers with same VID/PID are distinguished by the device name.
1. The Wii U only sends a prefix of the device name.
2. The check preferred the device name over VID/PID which was not
intended.
Example: The device name "USB Gamepad" is truncated to "USB" which
was mapped to "Generic SNES USB Controller", although VID/PID did not
match.
Otherwise autoconfig file can't be found on the Wii U:
VID/PID are not available, so it has to match with 'input_device' and I
don't want to add additional autoconfig files with different
'input_device' strings.
- Ensure core is properly unloaded when RETRO_ENVIRONMENT_SHUTDOWN is called
- Ensure menu stack is properly flushed when RETRO_ENVIRONMENT_SHUTDOWN is called
Otherwise the USB gamepad cannot be found, if VID/PID has leading zero.
For example: Retrode gamepad adapter:
vid=1027 (0x403) pid=38849 (0x97c1) becomes
vid=1027 (0x403) pid=-26687 (0xffff97c1)
* features_cpu: Return model name on non-x86 Linux platforms
Extract model name from /proc/cpuinfo.
* platform/unix: Rework identification of classic Arm CPUs
Identify pre-ARMv7 CPUs based on the machine hardware name starting with
"arm" instead of matching every individual variant. This will then
include the ARM926EJ-S which has armv5tejl as its machine hardware name.
* Fetch translations from Crowdin
* Support for showing and hiding indicator and navigation bar
* Refactored to use a view model
* Support defining helper bar items and support showing/hiding keyboard
* reorganized source files into separate logical files
* Moved mouse support to swift (except for delegate implementation), added support for enabling touch mouse in helper bar; reorganized swift source files
* Reorganized keyboard files; added the touch mouse messages to the RA localization files; use the RA notification system
* change keyboard letters to uppercase for clarity
Co-authored-by: github-actions <[email protected]>
* features_cpu: Fix clock for djgpp
* frontend_dos_set_fork: Fix wrong id names
* dos_input: Fix missing indexing
* dos_joypad: Fix wrong id name
* Fix menu drawing
Menu is already prescaled to VGA_WIDTH x VGA_HEIGHT in vga_menu_frame. We need
to always use those dimensions
* Change dos compilation from griffin to common
* Set vga menu size to 320x200
* Add DOS compilation in gitlab-ci.yml
* Support new elf2dol path in Makefile.griffin
* Fix NULL pointer dereference when no core info is available
* Fix double include of different versions of libogc
* Move ngc and wii to Makefile.common
Resulting binary is 60K *smaller*. This is surprising but probably due to
less inlining happening
* gx_gfx: Fix hang on gfx initialization
* Remove sthread_isself on NGC/Wii
It relies on pthread_equal that is not there for either legacy pthreads
or normal pthreads on those platforms
* Wii networking
* Missing includes in split
* Network fixes
* Fix logging of non-format string as a format
* Support for gx netlogger
* Network fix
* Network fixes
* Network info
* gx: Move config files to app directory
Otherwise it clashes between wiiU and vWii version with unpredictable
effects
* Add HAVE_CHD and HAVE_7ZIP to UWP (msvc2017)
* Add HAVE_CHD and HAVE_7ZIP to UWP (msvc2019)
* Add _7ZIP_ST to UWP (msvc2017)
* Add _7ZIP_ST to UWP (msvc2019)
* Asset Optimization
* Asset Optimization
* New Xbox/UWP Icon and Splash Screen
Replaced the Icon and Splash Screen for the Xbox/UWP port of RetroArch with a more subtle design.
* Updated Xbox/UWP Icon and Splash Screen
Updated the Icon and Splash Screen for the Xbox/UWP port of RetroArch with a more subtle design.
* Updated Xbox/UWP Icon and Splash Screen
Updated the Icon and Splash Screen for the Xbox/UWP port of RetroArch with a more subtle design.
* Support for Swift, added emulator keyboard
* fixed toggle key handling using magic number hack for now
* fixed keyboard transparency slider for now with suboptimal fix; add gesture recognizer to hide/show keyboard
* Support CocoaView extensions in Swift; move keyboard delegate impl and setup to swift extension
* moved keyboard view model creation out of EmulatorKeyboard
* implement key pressed delegate in swift extension
* added input method for directly sending RETROK_* codes to support a touchscreen keyboard; assign keyboard model delegates; updated keyboard layout (added F1-F12 keys); change shift, control and alt keys to be modifiers
* enable focus mode when custom keyboard is shown; enable/disable overlay when custom keyboard is toggled
* Specify -DHAVE_OPENGLES2 instead of -DHAVE_OPENGLES3 since glsym_es3.h does not compile in iOS 14.5
Fix tvOS build using compiler flags
* Create new project for iOS 13 deploy target; add check for deploy target to conditionally compile for new iOS 13 specific feature (custom keyboard)
* force disable core info caching for iOS, use opengl es2 for debug
* Add flag for iOS custom keyboard - 3-finger swipe up to show, 3-finger swipe down to hide
* use OpenGLES2 instead; using ES3 results in compile time errors on iOS 14.5
* code cleanup
* Updated references to -DDONT_WANT_ARM_ASM_OPTIMIZATIONS flag
* Add JIT support for non-jailbroken devices
* iOS: Add support for touch mouse handler
* Added a HAVE_IOS_TOUCHMOUSE preprocessor macro so that it builds under the iOS11_Metal xcode project
* Changed click-and-drag behavior to double tap hold and drag
* Visual improvements to the emulator keyboard: updated colors, improved key-press effect
* (Wayland) Show window early to get screen info
* Report current monitor size on initial get_video_size call
* Fullscreen to monitor selected in settings
* Fullscreen on current monitor when setting is set to automatic
* Fallback to shm_open when memfd_create is not supported
* Fix translations with messed-up string placement
* Fix Hebrew and Persian text display
Hebrew is now displayed properly as right-to-left.
Miscellaneous whitespaces, like the zero width non-joiner used in Persian, no longer break right-to-left texts.
* Disable run-ahead based on save state support level defined in core info files
* Disable rewind based on save state support level defined in core info files
* Report current monitor size on initial get_video_size call
* Fullscreen to monitor selected in settings
* Fullscreen on current monitor when setting is set to automatic
* Fix handling of big-endianness in gl1
* Enable gl1 on osx-ppc
* Force gl1 on apple if gfx supports only gl1
* Backport gl2 apple workaround to gl1
* Fix big-endianness handling in widgets
Failing here is catastrophic because we get no heap, the whole thing
just crashes and leaves nothing in the logs. vm_memblock is not even
used by RetroArch, it's just used by cores with dynarecs, so let the
cores themselves deal with problems if they arise.
* Added newlib changes
* Add action to launch PPSSPP simulator
* Remove legacy config for the stack and heap
* Add pthread
* Simplify kernel_functions and improve references to HAVE_KERNEL_PRX
* Add some flags
* Improve audio init/deinit
* Improve exit by clicking home
* Add CI for PSP1
* Update PSP.yml
* Fixes mouse-grab toggling in Wayland.
Fixes#13536
* Indicate that input_wl_grab_mouse is a necessary function.
It might prevent it from being removed again in future cleanups.
* Fix old osx condition
Current code assumes that osx < 10.12 is equivalent to ppc osx. It's not
true as Leopard x86 is still < 10.12 but not ppc. As xcode compiles fat
binaries it includes osx x86 and compilation fails.
* Disable crtswitchres when no c++11 is available
Crtswitchres altually needs c++11. Since it's not that important to make
it compatible with lower c++, just disable if no c++11 is available
* Don't use firstObject on old Mac OS X.
It was introduced in 10.6, so on old ones just implement it ourselves
* Compile osx-ppc frontend
* osx-ppc: Build a fat binary
On 10.6 i386 xcode apparently refuses to build a pure ppc.
Settle for a fat binary.
Consistently with input_config_get_device_name use in
get_string_representation_split_joycon.
Fixes a bug where saved autoconfig would not match the current device, but
an unpredictable other device in the system.
COMMON: The common library can now be used independently by any number of features.
COMMON: The common library no longer restricts HAVE_SOCKET_LEGACY.
Netplay Task: Network interface scoring changed from byte-level to bit-level.
Currently each time a screen resolution or setting change occurs, fbdev_destroy, fbdev_init and fbdev_set_mode are called in sequence, trying to destroy context and surface (though context pointer seems to remain unchanged) and create again both of them.
However it seems something is wrong with egl_destroy, as after the call fps drops from 60 to 33fps in GUI with huge performance impact, at least with libmali.
Philosophy is changed with this commit to avoid destroying and creating context and surface each time (creation only occurs in fbdev_init and egl_destroy is called only if retroarch is shutting down).
As a minor modification, framebuffer is resetted to 0 on retroarch shutdown to avoid any chance of freezed screen effect.
* Allow loading files from archive subdirectory
Common example is "games.7z#game1/version1.ext" current code assumes that
everything that is before last slash is part of filesystem directory which
is false in this case.
* Fix listing of archive subdirectories
Currently file_archive_get_file_list_cb returns 0 on skipped entries.
It's wrong as calling convention for it is "0 means to stop iterating".
So on first extensionless file or an explicitly listed directory
further listing has stopped
* Fixed crash on boot with xmb and vulkan driver Fixed wrong blend state affecting the ribbon shader Fixed up C++ style comments with C style
* Fixed compilation issue - I made a last minute change and thought I had compiled it but obviously hadn't! No wonder it worked.
-In case yoffset is not set=0 by the driver (which seems to occur randomly on certain configurations), on next set_video_mode call screen freezes and cannot be updated. Condition to set yoffset to 0 if current value is >0 is added as fix.
-If setterm is not available, sh error occurs in the shell on gfx_ctx_mali_fbdev_destroy call. Condition based on setterm availability is added to avoid this.
-If pixclock from driver is not available (=0), divide by 0 occurs when trying to calculate refresh rate. Condition is added as a fix, if pixclock=0 refresh rate is set as 60.
* Add option for showing the overlay behind the menu
This commit lays the groundwork for this option. Support for this option
in the video drivers themselves is going to be added in later commits.
* gl1: Add overlay behind menu support
* gl2: Add overlay behind menu support
* gl3: Add overlay behind menu support
* vulkan: Add overlay behind menu support
* ctr: Add overlay behind menu support
* d3d9: Add overlay behind menu support
* d3d10: Add overlay behind menu support
* d3d11: Add overlay behind menu support
* d3d12: Add overlay behind menu support
* CHANGES.md: overlay behind menu
Co-authored-by: MrHuu <[email protected]>
Co-authored-by: Tony <[email protected]>
Reordered netplay and NAT structs to follow the coding guidelines more closely.
Moved part of the chat struct out of the program's image and into the heap.
* force angle to render at 1080p regardless of screensize as the output is 1080p regardless of screensize.
This fixes an issue where at 4k any angle output would be zoomed into a corner
* set resolution based on display resolution (auto 4k)
* set driver to d3d11 if booting with opengl
* reset width and height of output on boot to match display
Co-authored-by: Tunip3 <[email protected]>
* UPnP fix for another specific router
Fix UPnP for a specific router device.
Also fix net_http not writing the host's port within the HTTP request.
* Quick edit
* NAT and netplay Fixes
Fix a crash when announcing your room to the internet without being in a tunnel.
Fix improper interface for UPnP for some Windows devices.
* Final edits
* make roms copy to a specific cache dir in the localstate folder when its copied
* auto delete vfs cache dir on start up
Co-authored-by: Tunip3 <[email protected]>
* check netplay status when unlocking achievements instead of permanently disabling them in spectate mode
* fix c89 build
* add RARCH_NETPLAY_CTL_IS_SPECTATING
Lobby Viewer: Filter out rooms that are not running RetroArch
Lobby Viewer: Display a non-connectable tag to non-connectable rooms.
Host: Display warning if we are announcing to the internet but our room isn't connectable from there.
* Netplay Stuff
## PROTOCOL FALLBACK
In order to support older clients a protocol fallback system was introduced.
The host will no longer send its header automatically after a TCP connection is established, instead, it awaits for the client to send his before determining which protocol this connection is going to operate on.
Netplay has now two protocols, a low protocol and a high protocol; the low protocol is the minimum protocol it supports, while the high protocol is the highest protocol it can operate on.
To fully support older clients, a hack was necessary: sending the high protocol in the unused client's header salt field, while keeping the protocol field to the low protocol. Without this hack we would only be able to support older clients if a newer client was the host.
Any future system can make use of this system by checking connection->netplay_protocol, which is available for both the client and host.
## NETPLAY CHAT
Starting with protocol 6, netplay chat is available through the new NETPLAY_CMD_PLAYER_CHAT command.
Limitations of the command code, which causes a disconnection on unknown commands, makes this system not possible on protocol 5.
Protocol 5 connections can neither send nor receive chat, but other netplay operations are unaffected.
Clients send chat as a string to the server, and it's the server's sole responsability to relay chat messages.
As of now, sending chat uses RetroArch's input menu, while the display of on-screen chat uses a widget overlay and RetroArch's notifications as a fallback.
If a new overlay and/or input system is desired, no backwards compatibility changes need to be made.
Only clients in playing mode (as opposed to spectating mode) can send and receive chat.
## SETTINGS SHARING
Some settings are better used when both host and clients share the same configuration.
As of protocol 6, the following settings will be shared from host to clients (without altering a client's configuration file): input latency frames and allow pausing.
## NETPLAY TUNNEL/MITM
With the current MITM system being defunct (at least as of 1.9.X), a new system was in order to solve most if not all of the problems with the current system.
This new system uses a tunneling approach, which is similar to most VPN and tunneling services around.
Tunnel commands:
RATS[unique id] (RetroArch Tunnel Session) - 16 bytes -> When this command is sent with a zeroed unique id, the tunnel server interprets this as a netplay host wanting to create a new session, in this case, the same command is returned to the host, but now with its unique session id. When a client needs to connect to a host, this command is sent with the unique session id of the host, causing the tunnel server to send a RATL command to the host.
RATL[unique id] (RetroArch Tunnel Link) - 16 bytes -> The tunnel server sends this command to the host when a client wants to connect to the host. Once the host receives this command, it establishes a new connection to the tunnel server, sending this command together with the client's unique id through this new connection, causing the tunnel server to link this connection to the connection of the client.
RATP (RetroArch Tunnel Ping) - 4 bytes -> The tunnel server sends this command to verify that the host, whom the session belongs to, is still around. The host replies with the same command. A session is closed if the tunnel server can not verify that the host is alive.
Operations:
Host -> Instead of listening and accepting connections, it connects to the tunnel server, requests a new session and then monitor this connection for new linking requests. Once a request is received, it establishes a new connection to the tunnel server for linking with a client. The tunnel server's address and port are obtained by querying the lobby server. The host will publish its session id together with the rest of its info to the lobby server.
Client -> It connects to the tunnel server and then sends the session id of the host it wants to connect to. A host's session id is obtained from the json data sent by the lobby server.
Improvements (from current MITM system):
No longer a risk of TCP port exhaustion; we only use one port now at the tunnel server.
Very little cpu usage. About 95% net I/O bound now.
Future backwards compatible with any and all changes to netplay as it no longer runs any netplay logic at MITM servers.
No longer operates the host in client mode, which was a source of many of the current problems.
Cleaner and more maintainable system and code.
Notable functions:
netplay_mitm_query -> Grabs the tunnel's address and port from the lobby server.
init_tcp_socket -> Handles the creation and operation mode of the TCP socket based on whether it's host, host+MITM or client.
handle_mitm_connection -> Creates and completes linking connections and replies to ping commands (only 1 of each per call to not affect performance).
## MISC
Ping Limiter: If a client's estimated latency to the server is higher than this value, connection will be dropped just before finishing the netplay handshake.
Ping Counter: A ping counter (similar to the FPS one) can be shown in the bottom right corner of the screen, if you are connected to a host.
LAN Discovery: Refactored and moved to its own "Refresh Netplay LAN List" button.
## FIXES
Many minor fixes to the current netplay implementation are also included.
* Remove NETPLAY_TEST_BUILD
* convert abs mouse from screen to viewport coordinates; fix relative mouse code to work in screen mode
* C89 compatibility
* revert accidental include
* make check for standard io by access rather than the just assuming based on path string
* add code to auto permissions so files can be accessed by non vfs cores
(no exfat or fat32 support yet)
* remove commit from macro because apparently it causes issues
Co-authored-by: Tunip3 <[email protected]>
* Allow parallel compilation in PS2
* Allow to compile with griffin or common compilation in PS2
* Enable dummy core to be used in other platforms
* Use threads in YML config
* Add the compilation to PS2 in GitHub Actions
This can fix a lot of performance issues, like audio crackling and frame
time spikes. This requires the GameMode package to be installed. See:
https://github.com/FeralInteractive/gamemode
This commit adds a "Game Mode" bool option to the "Power
Management" and "Latency" settings sections, and it can be toggled
on/off without restarting RA.
The actual toggling of game mode happens in a new frontend platform
interface function. Perhaps this will become useful for other platforms
that provide some equivalent of Linux GameMode.
Since the GameMode ABI is fixed, and the API comes as a single,
header-only file with no actual deps, we simply bundle the header
(deps/feralgamemode/gamemode_client.h.) That way, all Linux builds will
have support for GameMode regardless of whether the GameMode development
package is installed or not.
== DETAILS
So, the reason the gamepad was getting deregistered was
because adapter free code wasn't properly handling null-interface
adapters, causing the gamepad to match erroneously and get
deregistered.
This doesn't fix the weird "Generic SNES USB" detection issue,
but it should make it non-fatal.
Co-authored-by: Nathan Strong <[email protected]>
* Added setting to allow/disallow players other than the host from pausing the game.
* Added a sublabel for netplay max connections.
* Fixed port override macro from not being set immediately after the port setting.
* Fixed memory leaks.
The emulating mailbox infrastructure is very hacky and needs a rethink
to be able to properly support screenshots. emulating mailbox is pretty
nasty to begin with and should be considered a hack.
== DETAILS
The problem was caused by changing the driver lookup point. The deferred
lookup resulted in the WIIU trying to treat the keyboard as a gamepad which ...
didn't work.
This change short-circuits at the connection event by ignoring mouse &
keyboard connection events.
Tested this with a dev build.
Co-authored-by: Nathan Strong <[email protected]>
* Move ui_companion_driver code out of retroarch.c
* Buildfix
* Fix error - was reading the array out of (preinitialized) bounds
* Remove unused variable
When Shutdown or Reboot are selected from the main menu, configuration
is saved regardless of checking the user setting. Showing the widget and
saving the configuration should be called only in case user wants to
save configuration on exit.
will be backwards compatible with any version that removed this
disconnect. instead of disconnecting, we just read the data and
ignore, like most network implementations do
* Any pad can control the menu
== DETAILS
I am not sure I've quite got it so that any pad can *open* the
menu, but I do have it so any pad can control it.
- split out the input processing into a separate method
- track down and squish some hairy bugs that boiled down to
bad pointer math
- it looks like `menu_driver.c` has a mix of line endings, so I
ran it through `dos2unix` so it has consistent line endings
again.
- verified that this change did not impact actual cores
* optimize out cumulative_bits
* Incorporate PR feedback
Many thanks to @jdgleaver for providing these optimizations.
* apply one more optimization
* CRT Fractal scalling fix for SR2
Added comment to remind me to add video core to SR2
fixed typo
* Addedd only x fractal scaling for super resolutions
* Properly handle fractional scale factors and fix some typos.
Co-authored-by: Antonio Giner <[email protected]>
* Move more state to runloop state
* remove unused variable
* Cleanup
* Move more state to runloop_state
* Remove unused variable
* Cleanups
* move input_remapping functions over to input_driver.c
* Some buildfixes
== DETAILS
The crashes he reported in the gbatemp thread are due to iface
being null (since it's an unsupported device) and unchecked
iface dereferences.
== DETAILS
- only call disconnect when we're actually disconnecting a remote
(e.g. read errors or remote goes to sleep).
- clean up some compile warnings introduced by others (mainly
unused variables)
== DETAILS
Put the finishing touches on getting the DS3 to work on Mac OSX.
Basically, there's some differences in the HID interface bewtween
wiiu and osx where OSX expects the first byte of the report to be
the report ID, while wiiu expects that byte to be trimmed off.
I was able to put this behavior in the respective HID
implementations, which eliminated the confusing packet offset
ifdefs.
And, I was able to get the LEDs working again.
== DETAILS
The DS3 driver previously only worked with the Wii U HID implementation.
I adapted this driver from the Linux driver for the DS3. It's not quite
100%--I haven't got the LEDs to work properly--but it's functional.
Going to continue tweaking it to see if I can get the LEDs to work.
* feat: adding solarized dark theme to ozone
* fix: variable not defined in header
* fix: added string for selecting theme in menu
* fix: added message hash for string
* feat: copied solarized dark translations into msg hashes
* fix: forgot to change name of enum label after copying
* first pass of new colors
* added selection border and fixed sublabel color
* sublabel color from blue to muted gray
* trying cyan for sublabel
* adjusted selected text color to match philosophy from solarized website
* testing what the entries_ colors do
* chose colors for entries_, adjusted other border and bgs
* match selection border to sublabel color
* trying gray for sublabel
* accidentally put the color in the wrong place, reverting and updating
* trying to change selected option color to orange
* not feeling orange, lets try teal
* try for orange border
* try for magenta border
* try for violet border
* trying blue border again
* trying omar blue bc why not
* reverting to regular blue for icons and green for border
* try magenta for footer border
* trying font color for footer border
* trying to get message background to show
* can't get it to render, but changed message background to violet
* testing sidebar changes
* sidebar colors
* lighter sidebar color
* trying gray sidebar
* try a gradient
* screwed up one of the coordinates
* reversing gradient
* attempting gradient with colors i made up
* accidentally wrote gradient to dracula instead of solarized dark
* adding gradient to the top, reversing bottom gradient
* randomly trying shuffling bottom gradient coords
* moving top right coordinate somewhere else
* swapped top two bottom coords to see
* swapped them back, i got lucky and things were right
* think i figured out the order, BL, BR, TL, TR
* making background gradient lil darker
* fixed coords
* lessening gradient effect
* lessening gradient effect, but by making darker instead of lighter
* of course, messed up two coords
* removed top and bottom gradients
* dark and flat sidebar
* forgot to change running background
* made running background a bit less transparent since this is a low contrast theme
* added underscore to theme name
* adjusting message background color
* fixing message background color
* fixed cursor color border
* adjusting text to be one notch brighter, base0 -> base1, base01 -> base0
* adjusting sublabel text to use base00 instead, its in between base01 and base0
* added message hashes for light theme name
* added defines and enums for the light theme
* added solarized light structs into ozone.c, theyre all clones of dark for now
* fixing solarized dark ozone theme
fixing name of theme in ozone.c so assets load properly, fixing cursor and message colors to be green instead of purple
* added message hashes for light theme name
* added defines and enums for the light theme
* added solarized light structs into ozone.c, theyre all clones of dark for now
* i had based this branch on the wrong branch, fixed
* first pass, only changing background and regular text
* trying orange and magenta highlights
* Revert "trying orange and magenta highlights"
This reverts commit 1f1e107888cee0e97c6354a8d114863b39af8d00.
* applying the new colors to the right theme this time :)
* trying red instead of pink
* trying magenta icons in a desperate attempt to justify the use of the color
* trying magenta icons, orange labels and selector
* back to orange and red, sigh
* trying sidebar colors
* fixing sidebar gradient
* light theme red animated border colors
* trying magenta for second border color
* that was bad, trying a less light red
* going even darker
* made cursor border get darker instead of lighter
* that was a little too dark
* changed light theme running background to be..light
* adjusting text to be one notch brighter, base0 -> base1, base01 -> base0
* adjusting sublabel text to use base00 instead, its in between base01 and base0
* feat: adding solarized dark theme to ozone
* fix: variable not defined in header
* fix: added string for selecting theme in menu
* fix: added message hash for string
* feat: copied solarized dark translations into msg hashes
* fix: forgot to change name of enum label after copying
* first pass of new colors
* added selection border and fixed sublabel color
* sublabel color from blue to muted gray
* trying cyan for sublabel
* adjusted selected text color to match philosophy from solarized website
* testing what the entries_ colors do
* chose colors for entries_, adjusted other border and bgs
* match selection border to sublabel color
* trying gray for sublabel
* accidentally put the color in the wrong place, reverting and updating
* trying to change selected option color to orange
* not feeling orange, lets try teal
* try for orange border
* try for magenta border
* try for violet border
* trying blue border again
* trying omar blue bc why not
* reverting to regular blue for icons and green for border
* try magenta for footer border
* trying font color for footer border
* trying to get message background to show
* can't get it to render, but changed message background to violet
* testing sidebar changes
* sidebar colors
* lighter sidebar color
* trying gray sidebar
* try a gradient
* screwed up one of the coordinates
* reversing gradient
* attempting gradient with colors i made up
* accidentally wrote gradient to dracula instead of solarized dark
* adding gradient to the top, reversing bottom gradient
* randomly trying shuffling bottom gradient coords
* moving top right coordinate somewhere else
* swapped top two bottom coords to see
* swapped them back, i got lucky and things were right
* think i figured out the order, BL, BR, TL, TR
* making background gradient lil darker
* fixed coords
* lessening gradient effect
* lessening gradient effect, but by making darker instead of lighter
* of course, messed up two coords
* removed top and bottom gradients
* dark and flat sidebar
* forgot to change running background
* made running background a bit less transparent since this is a low contrast theme
* added underscore to theme name
* adjusting message background color
* fixing message background color
* fixed cursor color border
* adjusting text to be one notch brighter, base0 -> base1, base01 -> base0
* adjusting sublabel text to use base00 instead, its in between base01 and base0
* added message hashes for light theme name
* added defines and enums for the light theme
* added solarized light structs into ozone.c, theyre all clones of dark for now
* fixing solarized dark ozone theme
fixing name of theme in ozone.c so assets load properly, fixing cursor and message colors to be green instead of purple
* added message hashes for light theme name
* added defines and enums for the light theme
* added solarized light structs into ozone.c, theyre all clones of dark for now
* i had based this branch on the wrong branch, fixed
* first pass, only changing background and regular text
* trying orange and magenta highlights
* Revert "trying orange and magenta highlights"
This reverts commit 1f1e107888cee0e97c6354a8d114863b39af8d00.
* applying the new colors to the right theme this time :)
* trying red instead of pink
* trying magenta icons in a desperate attempt to justify the use of the color
* trying magenta icons, orange labels and selector
* back to orange and red, sigh
* trying sidebar colors
* fixing sidebar gradient
* light theme red animated border colors
* trying magenta for second border color
* that was bad, trying a less light red
* going even darker
* made cursor border get darker instead of lighter
* that was a little too dark
* changed light theme running background to be..light
* feat: adding solarized dark theme to ozone
* fix: variable not defined in header
* fix: added string for selecting theme in menu
* fix: added message hash for string
* feat: copied solarized dark translations into msg hashes
* fix: forgot to change name of enum label after copying
* first pass of new colors
* added selection border and fixed sublabel color
* sublabel color from blue to muted gray
* trying cyan for sublabel
* adjusted selected text color to match philosophy from solarized website
* testing what the entries_ colors do
* chose colors for entries_, adjusted other border and bgs
* match selection border to sublabel color
* trying gray for sublabel
* accidentally put the color in the wrong place, reverting and updating
* trying to change selected option color to orange
* not feeling orange, lets try teal
* try for orange border
* try for magenta border
* try for violet border
* trying blue border again
* trying omar blue bc why not
* reverting to regular blue for icons and green for border
* try magenta for footer border
* trying font color for footer border
* trying to get message background to show
* can't get it to render, but changed message background to violet
* testing sidebar changes
* sidebar colors
* lighter sidebar color
* trying gray sidebar
* try a gradient
* screwed up one of the coordinates
* reversing gradient
* attempting gradient with colors i made up
* accidentally wrote gradient to dracula instead of solarized dark
* adding gradient to the top, reversing bottom gradient
* randomly trying shuffling bottom gradient coords
* moving top right coordinate somewhere else
* swapped top two bottom coords to see
* swapped them back, i got lucky and things were right
* think i figured out the order, BL, BR, TL, TR
* making background gradient lil darker
* fixed coords
* lessening gradient effect
* lessening gradient effect, but by making darker instead of lighter
* of course, messed up two coords
* removed top and bottom gradients
* dark and flat sidebar
* forgot to change running background
* made running background a bit less transparent since this is a low contrast theme
* Add GET_THROTTLE_STATE environment callback
* Add RETRO_THROTTLE_UNBLOCKED
to report the case where neither vsync nor audio is limiting the call rate.
Also fix reporting of some special cases when the menu is open.
* Change throttle state mode to unsigned
Use #defines Instead of the untyped C enum to allow easier future additions.
* Spelling fixes
* Avoid any divide-by-zero
== DETAILS
- rewrote the HID deregistration algorithm; it should no longer
cause issues when dealing with multiple pads of the same HID/VID
combo
- fix initialization bug that caused wiimotes to fail to register
without an accessory attached
== DETAILS
The GCA uses a weird HID class that our current filters don't
catch, so we add it.
Needed to do a small amount of tweaking on the GCA driver to
account for iohidmanager weirdness.
== DETAILS
The HID drivers in `input/connect/` were missing an implementation
for button(), so I added it. The only exception is the wii driver,
which is really complicated and more than I wanted to try to tackle--
especially since WIIU has its own wiimote drivers.
== DETAILS
Use a little trickery to ensure the GCA driver continues working
with other HID implementation.
I've expanded the joypad implementation to support multi-pad devices.
However, this requires changes to each HID implementation to actually
function.
I've made the necessary changes for WIIU, but I don't have the means
of making the change in the other HID implementations.
So, I've built in a backwards-compatibilty mode for the driver.
The trick is to have an identifier byte at the top of both data structs
that the driver returns. We can then use that byte to determine which
of the structs has been passed to the pad functions and act accordingly.
In the GCA case, for non-wiiu platforms, it will simply expose port 1
of the GCA and the other 3 ports do nothing.
== DETAILS
cause of crash: trying to deference init when it's null
the reason it was going into deregister: the HID/VID lookup was
failing because it wasn't getting initialized first
cause of 2nd crash: the "end of pad list" method looked for an entry
with a magic value, so we add an end marker
== DETAILS
I'm going to need to re-implement the abstraction between HID device
and gamepad; the changes here lay down some foundation for that work.
- reduce logging priority of some statements I modified while debugging
- factor out the pad driver lookup into its own method
- fix so the pad driver list isn't re-initialized every invocation
- add the button() method for the GCA driver
== DETAILS
When I first implemented the Wii U HID architecture, I ended up
having to design my own implementation because, at the time, I did
not have a way to read the HID device string to allow the existing
code to successfully detect the gamepad.
After spending some time experimenting, I've figured out how to
do this. And that means I can better align the HID driver with other
platforms.
change summary:
- create a single state structure for all three sub-types of wiiu pads
(kpad, wpad, and hid)
- eliminate confusing duplicate pad lists
- eliminate confusing duplicate HID pad drivers (ds3, gamecube
adapter, etc)
- ensure the ds3 driver still works
== DETAILS
So, basically this back-and-forth is because we used fixed-size
data types (i.e. `uint32_t`) which maps to different primitive data
types on different platforms. So `uint32_t` might be a `long` on some
platforms (e.g. Wii U), while it's just a plain integer on others (PC).
And the format specifier works off primitive data type, not data type
size.
So, to resolve this, we:
- keep `%lx` as the format specifier
- cast the parameter to printf to unsigned long
This is better than the alternatives that could cause problems trying to
cast a long down to an int.
== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
* re add this after failed rebase
* update
* temp fix for device friendly naming as it is for testing
* add device friendly names in the appropiate place
* add/remove hotplug dev to ra input mouse port list
Co-authored-by: grant2258 <[email protected]>
== DETAILS
- add a `WiiU` IntelliSense configuration for vscode
- rewrite the `net_listen.sh` script in python because the
shell script approach just isn't portable enough and doesn't handle
things like multiple network adapters gracefully at all.
Setting UNIX_CWD_ENV to 1 when compiling with the unix platform will make
the base path for the env the cwd. This is to be able to match the behavior on
Windows.
== DETAILS
File this one under "I'm not sure how this ever worked."
I mean, it did (in 1.8.8). I'm not sure what changed, but ultimately what I did was
a bunch of comparative testing against 1.8.8:
- I confirmed the packet data was still being read successfully
- I confirmed that the axis value being passed into pad->get_axis() had
not changed
- I confirmed the work done in `gamepad_read_axis_data()` was working the same
between 1.8.8 and master
With the only difference between 1.8.8 and current being the return value from
`gamepad_read_axis_data()`, I just rewrote the method to work properly, and
also fixed up the default axis mapping.
I tested this with a sixaxis controller and GCA, configuring the analog-to-digital
control override to use the right stick.
* Fix for warning and fix for incorrect comment
* Fixed contrast to be more correct - now scales from 0-10 linearly and behaves more the way you'd expect it to - changed name to ditch legacy settings users may have
Added ability to skip inverse tonemapper to the shader via the constant buffer using 'inverse_tonemap' - set to 0.0f to skip
Fixed potential bug when swapping between hdr and sdr and the bit depth not being set correctly
Fixed dx11's blend, rasterizer and topology states not being set to the sames when using hdr and leaving the menu - caused issues with PCSX2's Shadow of the Colossus
Added numerous helper functions to help create the correct values to colour the UI - normally the white UI elements should be rendered at paper white not max brightness for various reasons
* Fix stylistic issues - * Don't use camelcase for variables and function names * Use '(void)' for function declarations instead of () in C code * Declare variables at the top of a function or code block * Make sure functions that return a value always have a default return path that is not encapsulated by an else block * Use more unique names for retro_math functions which are less likely to overlap with other libraries' function symbols
Co-authored-by: twinaphex <[email protected]>
* (Ozone) Take out gfx_display_rotate_z out of ozone_draw_icon -
lots of matrix rotates and multiplies were happening when
just calling it once would suffice
* (MaterialUI) Reduce calls to gfx_display_rotate_z
* (XMB) Cleanup
* Add intrinsic NEON versions for float_to_s16/s16_to_float courtesy
of davidgfnet
* Define -DDONT_WANT_ARM_OPTIMIZATIONS for resampler sinc - this should
default to intrinsic versions
* Default to ARM NEON intrinsic codepath and make the ASM codepaths
optional by defining HAVE_ARM_NEON_ASM_OPTIMIZATIONS
* (Pkg/apple/Android) Take out ASM files being compiled in
* (3DS) Add bottom screen menu
-> User can save/load state on botom screen with thumbnail.
-> Call a save_state_to_file() when RAM state has data to write a disk.
-> If the bottom screen needs updating, swap the bottom framebuffers.
Add: SAVE/LODE STATE TO RAM
-> This is useful for devices with slow I/O
-> 3DS bottom save state use CMD_EVENT_SAVE_STATE_TO_RAM
-> 3DS bottom load state use CMD_EVENT_LOAD_STATE when RAM state has no data
-> 3DS bottom load state use CMD_EVENT_LOAD_STATE_FROM_RAM when RAM sate has data
* Rewrite path_get_state to retroarch_get_current_savestate_path
* Fix unterminated state_path
* Add HDR support
* Attempt to fix Mingw build and Metal builds
* (D3D12) Fix relative header includes
* Add missing hdr_sm5.hlsl.h
* (d3d12_common.c) Some C89 build fixes
* Fix MSVC build
* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL
* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before
* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)
* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)
* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR
* Move away from camelcase named variables
* Fix RARCH_ERR logs - they need a newline at the end
* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function
* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead
* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space
* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata
* (DXGI) dxgi_check_display_hdr_support - better error handling?
* Fix typo
* Remove video_force_resolution
* (D3D12) Address TODO/FIXME
* (D3D12) Backport
https://github.com/libretro/RetroArch/pull/12916/commits/c1b6c0bff2aa33cde035b43cb31ac7e78ff2a07a
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader
* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t
* (D3D11) Add HDR support
* Add TODO/FIXME notes
* Cache hdr_enable in video_frame_info_t
* Update comment
audio_driver_sample/audio_driver_sample_batch - we can check
is_display_mode_switching to see if we're doing a fs/windowed toggle
(full teardown/setup), no audio should be processed at this point in
time
getter/setter functions - also finally take this opportunity to stop
setting framebuffer width/height/pitch for menu drivers that don't
use a framebuffer texture at all
with latest Xbox Series dashboard; DXGIResizeBuffers passing 0, 0 as
width/height is apparently problematic as it changes 0, 0 to 8,8
instead,
breaking the program
This fixes programs using /dev/uinput to create a virtual keyboard failing
to be detected on startup. Usual symptom is some sort of GPIO-based
controller that looks like a keyboard to the OS and can control
EmulationStation, but fails to work in-game unless you restart the program
while the game is running (in which case udev_input.c's hotplug code, which
was using the correct key, would pick it up).
promotion would lead to 'x' being a garbage value, leading to problems
when this value was passed to vkCmdSetViewport. This stops Vulkan
validation layers from complaining about it
* (Switch/libnx) remove dead code
* (Lakka/Switch/libnx) It was a mistake to include
switch_performance_profiles.h inside lakka.h, it was creating warnings
for nearly every file. Instead, it gets optionally included for the
files that need it
== DETAILS
After a bisect, the culprit was changing the gamepad interface from
returing a single button (bool) to multiple (int16).
The issue is that the Wii U gamepad (and presumably the Pro controller too)
have more than 16 buttons, which means some buttons get lost. Notably, L3 (18)
and R3 (17).
The solution: use int32 instead of int16.
I did a test build and confirmed that this change restores L3/R3 functionality
with the gamepad. Don't have a pro controller to test, but it should work too.
Wrong casting did read garbage data for numerical values on big endian platforms.
Numerical values are used for array/map lengths so this could easily cause random crashes during parsing but also later while using the data.
Use union to avoid strict aliasing warnings.
Correctly write map lengths between 16 and 65535 to just 2 bytes and not 4.
Fix writing of numerical values between -31 and -1.
Fix writing of numerical values less than 256 on big endian platforms.
Both INFO and DEBUGGING log functions were outputting [INFO] logs.
I switched the debug log function to output debug logs instead of info logs, and changed the output of debug logs from [VERBOSE] to [DEBUG]
This change makes the call to 'udev_enumerate_scan_devices' much faster.
In particular, for some bluetooth devices, this function may implicitly
read its battery's virtual file 'uevent', e.g.
/sys/devices/*/usb1/1-1/*/bluetooth/hci0/*/power_supply/hid-*-battery/uevent
Reading this file may (for unknown reasons) block up to 10 seconds.
Since udev_enumerate_scan_devices is called 4 times (for keyboard,
mouse, touchpad, and joypad) during startup this may cause a
considerable delay.
Limiting the scan to subsystem 'input' yields the same devices but makes
the scan faster and does not read 'uevent' of the input controller's
power_supply.
Fixed typo
added delay between winraw rect change to fix roslution changing issues.
added more comments
added delay reset
Fixed typo
updated comments
added RECT size to log
updated logging
The font backend provides only the alpha channel for a given glyph, but
we were sampling that channel for the r, g, b and a. Fix by hard-coding
the sampled colour to white - the actually desired colour is multiplied
in later.
The Ozone icons are small pngs, 46x46, while the XMB Monochrome icons
are 256x256, which do not look good on low-dpi screens when downscaled
so extremely.
Updated log defines to match SR upstream.
Added new SR_CONFIG_PATHS for non Winddows and Linux systems.
Not that SR works on them but to fix RA compile issues
Updated SR2 code base to latest. Added supprt for windows monitor indexing.
Fixed monitor index bug where index 1 was not being used corretly
and "auto" was not being sent.
Updated swithres for x86 windows fix
fixed SR2 auto issue
Fixed auto monitor bug
Fixed monitor index corruption on Windows
Fixxed buffer size bug
Added correct fractal scalling. only used when required.
Even if compiled with ANGLE, lets default to d3d11 since ANGLE is calling D3D anyway.
That makes cores like PCSX2 and Duckstation boot proper with default settings, ANGLE cores still switching automatically.
- Fixes the Encore Mode string being misread by the Crowdin scripts.
- Minor change on MENU_ENUM_SUBLABEL_CRT_SWITCH_HIRES_MENU's structure (by @DisasterMo, he asked me to do so).
Second attempt at manually updating the translations from Crowdin. Built locally today.
Huge thanks to @DisasterMo for helping with the required edits on the python files (not uploaded to avoid messing with guoyunhe's setup)!
Moving the comment that breaks the script to a better position.
We are assuming that device has its backlight device symlinked to /sys/class/backlight/backlight so this should be stated.
Additionally any hardcoding should be disallowed and the symlink should be always used.
Fixed SR close match refresh bug.
Added menu high resolution option.
Fixed desktop restore bug cuusing endless resolution change requests.
Fixed file conflicts
Added destop restore resolution back in for manu only.
Pulled Switchres fixes.
Added better PI rsolution support.
Ver 0.7 SR2 (Switchres API) Implimantation
Removed HH experimetal check. This is better done via teh switchres.ini at present.
Fixed refresh rate bug. Now new resolution and refesh is added correctly.
Removed SR deinit from menu restore. Meanu now stays at last content resolution.
Ver 0.6.2 SR2 (Switchres API) Implimantation
Fixed super resolution bug casuing abnormal video size and aspect ratio
Fixed logging issue casuing seg falts on RA exit
Ver 0.6 SR2 (Switchres API) Implimantation
Ver 0.2 SR2 (Switchres API) Implimantation
Added forced super resolutions.
Added Multi-monitor/monitor selection support.
Added desktop resolution restore when switching back to menu only.
Added new menu items for 31KHz standard and 120hz monitor profiles.
Added new menu item INI. load monitor profile from switchrss.ini.
Fixed winraw driver. Coordinates new refreshed after a resolution change.
Fixed Menu aspect ratio in super resolutions.
Removed static glabals. These have been added to videocrt_switch struct.
Ver 0.1 SR2 (Switchres API) Implimantation
Removed old CRTSwitchRes method. Added new SR2 API implimantaion.
Resolution swithcing is now done by switchres libs. Both Linux and Windows
working with native and super resolutions. Working multi-monitor support
with monitor index selection. Working 31KHz support with standard and 120Hxz
modes. The monitor index selection is still done via the RA UI. Only choose
native and 15KHz form the CRT options in the RA UI as all options are now set
in the switchres.ini. All other CRT optoins in the RA UI currently do nothing.
Added SR wrapper to fix compile issues. Added back RPi functionality
Fixed windows resize/scaling issues on resolution change
Thanks @Calamity no more need for crt_switch_driver_refresh()
Fix broken case after prevous commit
Monitor preset options 15/31KHz now active. Added new meu option.
Moitor persets can now be choosen fom the RA UI. 15KHz and 31KHz will set
arcade_15 and aracde_31 respectivly. New option INI, if this is chosen your
monitor preset will be selected from your switchres.ini file.
Added 3KHhz, 120Hz. for old RA users. Renamed 31KHz to 31 KHz, Standard
Fixed winraw input coordinates after switching resolution.
Code cleanup
Fixed menu aspect ratio issue
Added menu resolution restore after closing content
Fixed aspect ratio after menu resolution restore.
code clean up
Fxed menu Resulition Restore Aspect Ratio. When SR uses non integer scalled resolution.
super width bug with restoring menu resolution fix
added super resolution check after setting desktop resolutoion variables
when menu active only sr_deinit() used to restore desktop mode.
Fixed menu sr_deinit bug. now setting sr_active false
Removed static globals, added them to video_switch struct
Fixex compile bug due to comment //
Fixed compile issues doe to c++ comments in teh switchres_wrapper.h
Temporarily removed SR2 logging to fix compile isses for c90
added logging back in. Removed support for winnt and osx
Added define for C89. Disabled SR if defined C89
Removed all RA compile fixes fro C89 C90 etc. Swithing now working again.
Put Switchres behind HAVE_SR2. HAVE_SR2=no by default. --enable-sr2
Ver 0.5 SR2 Implimentation.
Ver 0.4 SR2 Implimantation.
Bake SR inside RA
Removed temporary log files
Disable switchres when C89/C99 builds.
Removed C89 and C90 checks for SR
Fixed switchres_wrapper.h location
Ver 0.3 SR2 Implimenation
Dissable logging for C89 __STDC__
Fix For RPi
fixed missing EOL
fixed RPi function definition
added vidrocrt_switch stuct to RPI funcion
fixed xoffset for RPi
Removed old RPi function call
SR disabled for videocore until VC4 switching ported
Reverted back to state 5c8a56c Bake SR inside RA
Use native win32 api for threads.
Fix static lib linking
LIBERROR would be defined twice otherwise + improper function names prefixed by __imp_
Added lidstc++ to makefile.common for switchres
Fixed RPi switching. Disabled Switchres for videocore unill it is ported.
removed RAA.log. Should not exist
Added check for when SR fails to set mode with an aspect ratio fix.
added video driver re init for RPi
GB, GBA and GBC core check, adjusted reseolutions and scale. Please turn on integer scalling in the RA UI
Added logas back in. Checking STDC verstion >= C11
Fixed c89 for loop declaration.
Code clean up. Added new functions
Fix resolution switching bug introduces with HH code clean up.
Fixed menu restore bug on closw content after code clean up
Moved SR logging to relevant RA logs
Update makefile. Checks for X11 and xrandr
fixed makefile
Use native win32 api for threads.
Fix static lib linking
LIBERROR would be defined twice otherwise + improper function names prefixed by __imp_
Update switchres_wrapper.* header comments
Update year copyright
DRMKMS: build only if libdrm has the required version
XRANDR: build only if xrandr is available
Simplified maklefile
Fixed RPI compile error with unsued functions.
As before
Disable Griffin. No switching support available. Never has been
Removed log file 1
Added Win32 static define
Added SR source
Removed Videocore check on destroy SR
Moved SR deinit to trigger earlier on RA exit.
Fixed compile error after upstream rebase
Fixed aspect ration bug cused by super resolutions. Temporarily disbabled SR logging
Re inabled runtim eSR loggind. Disableed all RARCH logging on retro_deinit_drivers
Removed srdeinit from menu restore. Menu stays in current reolution until a fix can be found
Fixed refresh rate changes when no reolution change is detected.
Forgot to add teh resolution cahge in with the refresh change oops
Fixed endless no detection log.
Removed HH check. This can been better adjusted using the switchres.ini
fixed compile issue
Added better PI crt switching and fixed typo
Pulled Swicthres fixes. Updated desktop restore resolution.
removed unused makefile
Lockec menu refresh to 60hz
fixed missing new line
Fixed file conflicts
Forced 640x480@60 for menu
Added high resolution menu option
Removed item logg checker
Fixed typos
Removed unused functions
Fixed SR close match refesh bug.
Fixed typo
This addresses 2 issues:
1. Input controllers report battery supplies.
That causes wrong charging status or capacities if they report percentages instead of levels.
Such supplies normally report scope attributes that report Unknown or Device type of power supply.
If reported value is System or the attribute is missing, it's considered a System supply and used.
2. Various systems have backup batteries.
That causes the wrong capacity to be reported depending on order of node creation.
This is addressed by keeping track of these and calculating an average.
Most DEs have the tendency to lose focus when monitor is getting swapped or the resolution changes.
That causes X11 exiting fullscreen and setting a lower resolution to fit desktop.
Pushing the window back to top, automatically fixes that and X11 enforces fullscreen again and new max resolution.
Additionally, XConfigure events are now checked and preferred over XGetWindowAttributes.
That saves several to hundreds μs per frame.
it with a single snprintf call under the assumption it will probably
still be faster
- In some instances, the first time the string was manipulated on was
with a strlcat call instead of an strlcpy - change this
At best, this results in junk on screen, at worst we could crash.
It's not a perfect fix, there's still a scenario where this breaks: when
fast forwarding is enabled, and we swap from vsync-off to vsync-on when
pausing/rendering the menu, the swap chain (and textures) gets
recreated, and the frame data is completely lost.
There isn't much we can do about this without more intrusive changes,
such as preserving the textures inbetween swap chain reinits.
Reworked the test a bit to make it separate from RA's build system for
simplicity.
Reworked the testing a bit to ensure coverage is properly generated.
This needs more work since it's rather manual and verbose
- Core info cache can now be enabled/disabled on all platforms via a new `Settings > Core > Cache Core Info Files` option
- Core info cache file has been renamed from `.cache` to `core_info.cache` (i.e. it is no longer a 'hidden' file on Unix platforms, so can be deleted easily)
- The core info cache file is now compressed (rzip) to further reduce disk IO
- The presence of a `core_info.refresh` file in the core info directory will force a one-time refresh of the info cache. This file is generated automatically when toggling on the `Cache Core Info Files` option, and we will also add it to core info file packaging such that updating info files (either manually or via the online updater) will force a refresh
- The core info cache no longer contains 'core is locked' and 'firmware missing' data fields; these are 'dynamic' properties that must be determined at runtime
- The 'core is locked' status is now determined on core info intialisation by parsing the core directory listing, rather than by performing indivdual 'lock file exists' checks. This minimises file IO, and greatly improves performance on devices with slow storage
- While parsing the core info cache file, we now avoid unnecessary `strdup()`s when adding entries to the resultant cache list
- Memory leaks (potential and real) have been fixed, and safety checks added
- Build errors have been fixed
- 3DS: Add a menu toggle for switching between old and new 3DS speeds, located in the 'Power Management' menu. Enabled by default, hidden on old 3DS devices.
- AUDIO/MIXER: Free audio voices properly
- CHEEVOS: Update to rcheevos 10.3.3
- CHEEVOS: Support for Arduboy
- CHEEVOS: Fix tab sequences in rich presence being turned into t character
- CHEEVOS: Fix overflow when parsing float value that has more than 9 digits after the decimal
- CHEEVOS: Fix memory mapping when disconnect mask breaks a region into multiple blocks
- CORES: Enable manual selection of which cores are displayed in the 'Standalone Cores' menu
- DATABASE/EXPLORE: Added more categories to the Explore menu
- INPUT: Fix analog stick not working with 'Unified Menu Controls'
- INPUT/MAPPING: Add 'Manage Remap Files' submenu + automatically save input remaps when closing content
- INPUT/MAPPING: Add 'Reset Input Mapping' option to 'Manage Remap Files' menu
- IOS/IOS13+: Support a toolbar that allows toggling of onscreen keyboard and touch mouse
- LIBRETRO: RETRO_ENVIRONMENT_SHUTDOWN fix - ensure core is properly unloaded when RETRO_ENVIRONMENT_SHUTDOWN is called
- LIBRETRO: RETRO_ENVIRONMENT_SHUTDOWN fix - ensure menu stack is properly flushed when RETRO_ENVIRONMENT_SHUTDOWN is called
- LINUX/MALI FBDEV: Fix segfault switching video threaded from quickmenu
- LOCALIZATION: Add Czech language support
- MMAP: Handle disconnect bits on both sides of len
- MIYOO: Improve CPU architecture and model name identification for Miyoo
- MENU/SETTINGS: Remove 'Advanced Settings' flag from 'Settings > Core' menu
- MENU/MATERIALUI: Add 'Gray Dark + Light' themes
- MENU/RGUI: Add 6x10 extended ASCII and Latin Extended A and B fonts. These will enable most Latin alphabets to be displayed in RGUI.
- MENU/RGUI: Add 'Gray Dark + Light' themes
- MENU/XMB: Add title margin adjustment
- MENU/XMB: Vertical fade corrections
- MENU/OZONE: The size of the thumbnail bar can now be changed though a new option (Settings->User interface->Appearance) up to double its normal size.
- MENU/OZONE: Add 'Gray Dark + Light' themes
- MENU/OZONE: Add thumbnail scale option
- HOTKEYS: Added hotkey for toggling sync to exact content framerate
- HOTKEYS: Prevent log spam when using rewind hotkey with cores that don't support rewind, if rewind functionality itself is disabled
- HOTKEYS: Add hotkey for toggling sync to exact content framerate
- PS3/PSL1GHT: Add RSX graphics support
- PS3/PSL1GHT: Add libco support
- PS3/PSL1GHT: Add experimental PSMove support
- RS90: Optimise layout of sdl_rs90_video
- STEAM: Use native OSK (Onscreen Keyboard) instead of built-in RetroArch version
- STEAM: New built-in core DLC downloader
- STEAM: Swap OK/Cancel buttons by default
- VIDEO/HDR: Removed redundant copy of buffer in HDR mode if the shader has already a HDR format i.e. R10G10B10A2 (updated Vulkan/D3D11/D3D12 drivers)
- VIDEO/HDR: Fixed crash when using stock shader and HDR and previous optimisation
- WAYLAND: Dynamically load libdecor at runtime
- WAYLAND: Fix splash screen when using xdg_toplevel
- WAYLAND: SHM anti-collision for the splash screen
- WAYLAND: Skip splash screen if window is not ready
- WII: Fix find_connection_entry(): needs unsigned int
Otherwise the USB gamepad cannot be found, if VID/PID has leading zero. This issue happened with Retrode gamepad adapter
- WII: Rework Retrode gamepad implementation to support multi_pad interface
- WII: Fix - Unplugging and re-plugging now works again
- WII: vWii- Only gamepad 1 is supported, because multi_pad is currently only relevant in the Wii U implementation
- WIIU: Implemented the multi_pad interface according to input/connect/connect_wiiugca.c
- WIIU: Add Optimize for Gamepad option
- WIIU: Fix USB gamepad support
# 1.10.1
- ANDROID: Add `HAVE_LANGEXTRA` back to makefile
- ANDROID: Include adaptive launcher icons
- ANDROID: Populate external storage devices inside the file browser on Android 11+ devices
- CHEEVOS: add mastery placard
- CHEEVOS: more description message for missing RetroAchievements credentials
- CHEEVOS: prevent occasional infinite wait loading multi-disc game from secondary disc
- CHEEVOS: stop load process if unable to retrieve achievement data
- CHEEVOS: support for identifying Dreamcast CHDs
- CHEEVOS: Updated to 10.3.2
- CONTENTLESS CORES: Disable per-game and per-content-directory remaps when running contentless cores
- CONTENTLESS CORES: Disable per-game and per-content-directory shader presets
- CONTENTLESS CORES: Enable config overrides
- CONTENTLESS CORES: Enable runtime logging
- CORE INFORMATION: Show core version
- CORE UPDATER: Add 'Core System Files Downloader'
- CORES/SETTINGS: Add 'Standalone Cores' menu
- D3D10/D3D11: Add Vsync swap interval
- EMSCRIPTEN: Enable 7zip
- GBA: New GBA filter Upscale_240x160-320x240
- GONG: Removed now that it's a standalone core
- HISTORY/FAVORITES: Fix default core on 'Add to Favorites'
- INPUT/WAYLAND: Allow toggling mouse grabs
- INPUT/WAYLAND: Release keys and mouse buttons on lost focus
- iOS: Support for custom keyboard and touch mouse support, among other iOS 13 features
- LIBRETRO: Fix crash when cores using RETRO_ENVIRONMENT_SET_AUDIO_CALLBACK return false from retro_load_game()
- LIBRETRO: Add optional frame skipping when fast-forwarding
- LOCALIZATION: Fetch translations from Crowdin
- LOCALIZATION: OSD fonts for Chinese, Korean, Arabic and Persian
- LOCALIZATION: Translation fixes for various languages
- MENU/RGUI: Add dynamic theme
- MIYOO: Enable NEAREST audio resampler
- MIYOO: Support battery level
- NETPLAY: Disable savestates on stateless mode
- NGC/Wii: Several improvements
- OSX: Enable compilation on PPC
- OZONE/XMB: Improve efficiency/accuracy of History/Favorites icon rendering
- RECORDING/FFMPEG: Fix building against FFmpeg 5.0
- RETROARCH INFORMATION: No longer report on enabled Python support, which was removed in RetroArch 1.7.8
- SAVESTATES: Disable save states based on save state support level defined in core info files
- UNIX/WINDOWS: Allow setting the default libretro_directory via environment variable
- WAYLAND/VULKAN: Fix Wayland Vulkan not reacting to initial resize
- WINDOWS/WINRAW: Enable mouse overlay control
- Xbox/UWP: Fix CHD not working with Cheevos / Add 7zip support.
# 1.10.0
- 3DS: Add Jaxe, A5200 and WASM4 cores
- 3DS: Fix rotation
- ARCHIVE: Allow loading files from archive subdirectory
- AUDIO: Remove frame limit from audio batch callback. Before, if a core used the audio batch callback, there would be a hidden cap of 1024 on the number of audio frames that could be sent. If a core exceeded this value, any excess samples were silently discarded. While this is sufficient for 'normal' samplerates/framerates, it means that e.g. a core using the batch callback to send 44100 Hz audio at 30 fps with would have entirely broken sound. This has been fixed by removing the audio batch frame limit.
- AUDIO/RESAMPLER/NEON: Implement sinc kaiser NEON function
- CHEEVOS: Reset hardcore default to enabled; show message when trying to load state in hardcore
- CHEEVOS: Fix memory map conversion
- CHEEVOS: Check netplay status when unlocking achievements
- CHEEVOS: Support for hashing buffered NDS ROMs
- CHEEVOS: Fix hung task whe badge doesn't exist
- CLI: Load save states from command-line or playlist
- CORE INFO CACHE/SETTINGS: Restore missing 'Cache Core Info Files' menu entry
- DATABASE: Serial scanning for Gamecube/MegaCD/SegaCD/Saturn/PSX/PSP/Dreamcast/Wii
- EMSCRIPTEN: Add Jaxe, WASM4 cores
- FILE IO: Fix incorrect file names for remap files when the content path doesn't have a preceding slash
- INPUT/OVERLAY: Added support for showing the overlay behind the menu instead of in front. This is currently only supported on the GL, Vulkan, D3D 9/10/11/12 and 3DS drivers.
- INPUT/UDEV: Convert abs mouse from screen to viewport coordinates; fix relative mouse coords
- INPUT/WAYLAND: Ignore mouse clicks on window decoration
- INPUT/WAYLAND: Add scroll wheel support
- LINUX: Added support for Linux GameMode (https://github.com/FeralInteractive/gamemode), which can be toggled on/off in the Power Management or Latency settings menus.
- LOCALIZATION: Fetch translations from Crowdin
- LOCALIZATION: Add Indonesian, Swedish and Ukrainian language options
- LOCALIZATION/MENU/RGUI: Enable Indonesian and Swedish localisations for RGUI
- LOGGING: Logging cleanups
- LOGGING: Stop logging FPS statistics twice on quit
- LOGGING: Log font rendering backend only once
- HOTKEYS: Added a hotkey toggle for the on-screen technical statistics.
- HOTKEYS: Add delay + acceleration to volume hotkeys
- MENU: Add option for showing notifications only in menu
- NETWORK: Fix dummy notification - no longer shows a netplay initialization failed notification when netplay is not enabled
- NETWORK: LAN addresses only for UPnP - Some router devices might accept non-LAN addresses without raising an error.
- NETWORK: Filter out non-connectable rooms. Add an option for filtering out non-connectable netplay rooms.
- NETWORK: Netplay spectator notification fix. Fix double notification when the host switches to spectator.
- NETWORK: Prevents long-term pausing from clients dishonoring allow pausing
- NETWORK/LOBBY: Lobby Viewer: Filter out rooms that are not running RetroArch
- NETWORK/LOBBY: Lobby Viewer: Display a non-connectable tag to non-connectable rooms
- NETWORK/LOBBY: Host: Display warning if we are announcing to the internet but our room isn't connectable from there
- NETWORK/RELAY: Custom relay server support - Add support for custom user-ran relay servers
- NETWORK/RELAY: Replace Canadian relay server with Singapore relay server. Current relays: New York/USA, Madrid/Spain, Sao Paulo/Brazil, Singapore
- NETWORK/UPNP: Various refactors/improvements, no more dependent on miniupnpc
- NETWORK/UPNP: Various UPnP binding fixes for specific routers
- NETWORK/UPNP: Accept IGD v2 service types
- NETWORK/UPNP: Delay lobby server announcing - delay the announcing in order to give UPnP's port forwarding more time. Fix the remaining truncation warnings.
- NETWORK/UPNP: Smart interface selection - Find the most suitable address for UPnP by scoring interfaces on how close their address is to the device's address
- OPENGL1: Fix buffer overflow - RetroArch would sometimes crashes at startup when loading asset textures with GL1 driver
- PS3: PSL1GHT port added to Gitlab CI
- VULKAN: Double combined image sampler descriptor pool size - fix segfaults with AMD GPUs using RADV
- VULKAN: Emulate mailbox only with Vsync enabled - otherwise have it disabled - useful for VRR/G-Sync/FreeSync
- VULKAN/SWAPCHAIN: Vulkan max swapchain images option adjustments: removed value 1, since it won't be used - Video reinit on change, so that there is no need to restart or toggle fullscreen
- VULKAN/HDR: HDR support - tested on Windows
- WAYLAND: Add libdecor for client side decoration
- WAYLAND: Use any display for initial metrics
- WAYLAND: Fix the window closing, if RetroArch is build without libdecor
- WAYLAND: Use checked sizes in EGL resize
- WAYLAND: Fix window title update
- WEBOS: Fix webOS build and run
- WIIU: Fix rotation
- UWP/XBOX: Fix content over 4GB (approx) failing to load, improve/speed up copy/load times
- UWP/XBOX: Fix scanning for playlists
- UWP/XBOX: Move content copied to LocalState to a dedicated dir and clear on startup
- UWP/XBOX: Make content copy to a specific cache directory in the LocalState folder when it's copied
- UWP/XBOX: Auto delete VFS cache dir on startup
- UWP/XBOX: Make resolution switching automatic and fix angle output issues
- UWP/XBOX: Force ANGLE to render at 1080p regardless of screensize as the output is 1080p regardless of screensize. This fixes an issue where at 4k any angle output would be zoomed into a corner.
- UWP/XBOX: Set resolution based on display resolution (auto 4k)
- UWP/XBOX: Set driver to D3D11 if booting with opengl
- UWP/XBOX: Reset width and height of output on boot to match display
- UWP/XBOX: Mitigate need for VFS cores on NTFS drives
- UWP/XBOX: Make check for standard I/O by access rather than the just assuming based on path string
- UWP/XBOX: Add code to auto permissions so files can be accessed by non VFS cores (no exFAT or FAT32 support yet)
- ANDROID/PLAYSTORE: Bump up SDK level to 30 to comply with Play Store policies
- AUDIO/MIXER: Increase sample buffer padding
- CHEEVOS: Disallow achievements when spectating netplay
- CHEEVOS: Fix need-to-activate achievement logic for non-hardcore
- CHEEVOS: Don't queue rewind re-init if already on main thread
- CHEEVOS: Ignore unofficial achievements unless setting is enabled
- CHEEVOS: Use SSL host when available
- CHEEVOS: Validate hashes for secondary discs in multi-disc games
- CHEEVOS: Ensure placard is initialized on main thread when game has no achievements
- CHEEVOS: Audit achievement settings defaults and visibility
- CHEEVOS: Show error message when no password provided
- CHEEVOS: Use widget for game loaded achievement progress
- CONFIG: Honor config_save_on_exit when Reboot/Shutdown is called
- DISK CONTROL: Focus on current content entry in Disk Control append/insert
- FRAMEDELAY: Auto Frame Delay Improvements - swap interval handling, D3DX handling, and delay target resets also on core restart. It should now work with high refresh rates and also with Direct3D 10/11/12 drivers
- INPUT/GYRO/ACCELEROMETER/ANDROID: Re-enable Gyroscope & Accelerometer when RetroArch resumes or regains focus
- INPUT/HID: Fix gamepad disconnect on unrecognized HID device
- LAKKA: Patch to fix keyboard typing
- LAKKA: CD-ROM eject menu item
- LAKKA/BLUETOOTH: Add option to remove pairing
- LAKKA/SWITCH: Disable rumble gain
- LAKKA/SWITCH: Disable cpu scaling, uses its own CPU governor
- LOGGING: Logging cleanups. A bunch of unifications and reformattings (capitalizations, dots, quotes, prefixes etc). Also added a few missing things, such as Run-Ahead error logging and LED interface init logging when it is enabled.
- NETPLAY: Networking - should not print country for a local lobby
- NETPLAY: Added setting to allow/disallow players other than the host from pausing the game.
- NETPLAY: Added a sublabel for netplay max connections.
- NETPLAY: Fixed port override macro from not being set immediately after the port setting.
- NETPLAY: Show passworded rooms on lobby
- NETWORK: Make HTTP header parsing case insensitive
- NETWORK/UPNP: Fixed memory leaks
- NETWORK/UPNP: Added a task_queue_wait to prevent executing two nat tasks at once, so it's also thread safe now
- NETWORK/UPNP: Switch to a permanent lease time, but request it to be removed when we do netplay_free. Switch to a permanent lease time, but request it to be removed when we do netplay_free.
- NETWORK/UPNP: Only use a single interface for UPnP, return on the first one found instead of iterating over all of them and opening them one by one
- OVERLAYS: Revert changes
- RETROFW: Add OSS audio
- VIDEO/ROTATION: Always return false if rotation can't occur. RETRO_ENVIRONMENT_SET_ROTATION should return false when rotation has been forcefully disabled in frontend, that way the core can decide if aspect ratio should be rotated or not for vertical games. Useful for FBNeo for instance.
- VULKAN: Avoid hard crash when capturing screenshot in emulating mailbox.
- WIIU: Make wiiu_gfx_load_texture code safer
- WIIU: Fix keyboard support.
# 1.9.13
- CHEEVOS/MSVC2010: Add Cheevos support
- CRT/SWITCHRES: Fixes some issue where scaling is incorrect in some video modes for CRT output.
- FRAMEDELAY: Add 'Automatic Frame Delay' option
- INPUT: Add 'All users control the menu' setting - any gamepad can control the menu when this is enabled. Only limitation right now is that only player 1 can toggle the menu, but any set Menu Toggle Controller Combo will work fine for all users, so this should be acceptable for now
- INPUT/UDEV: Fix Dolphin bar and safeguard against not adding devices with no mouse or touch buttons detected
- NETPLAY/CLI: -C/--connect commandline fix
- NETPLAY: Other improvements
- NETPLAY: Remove forced disconnection on unknown netplay command -
will be backwards compatible with any version that removed this
disconnect. instead of disconnecting, we just read the data and
ignore, like most network implementations do
- TASKS/CHEEVOS: Replace coroutines with tasks/thread
- TASKS/DATABASE/EXPLORE: Initialise 'Explore' menu on a background thread - no more stall when hovering over the Explore tab
# 1.9.12
- 3DS: Ensure parallax barrier is disabled when '3DS Display Mode' is '2D'
- COMMAND: Command interface should work again
- INPUT/HID: Rewrote the HID deregistration algorithm; it should no longer cause issues when dealing with multiple pads of the same HID/VID combo
- INPUT/HID: Fix initialization bug that caused wiimotes to fail to register without an accessory attached
- INPUT/HID: Fix Wiimote regression
- INPUT/HID/MAC: Get Sony Sixaxis (DualShock 3) working on MacOS
- INPUT/UDEV: Add extra abs check for dolphinbar
- INPUT/UDEV: Add relative left mouse button when pointer device is not abs
- INPUT/WAYLAND: Fix keyboard input on Wayland - fixes 'Certain cores ignore user input'
- NETPLAY: Improvements from Cthulhu
- OPENDINGUX: Fix HAS_ANALOG/HAS_MENU_TOGGLE defines in sdl_dingux joypad driver
- LIBRETRO: Enable SRAM for contentless cores
- LIBRETRO: Add environment callback to get the rate retro_run is called - GET_THROTTLE_STATE and RETRO_THROTTLE_UNBLOCKED environment callback
- LINUX: Update metadata manifest
- MENU/OZONE: New themes - Solarized Light, Solarized Dark
- WINDOWS/WIN9X: Fix non-ASCII text display in window title
# 1.9.11
- ANDROID: New launcher logo - will fill the corners on the homescreen
- D3D9: Driver works again (RGUI only and software rendered cores work, no shader support yet)
- HID/MAC: WiiU GameCube Adapter now works
- HID/WIIU: WiiU and general HID subsystem unified/merged
- INPUT: Refactor menu toggle combo button logic to allow quit combo button
- INPUT/UDEV: Add mouse relative check and set appropriately to fix issue
- LIBNX/SWITCH: Splitted Joycon button mapping
- LIBRETRO: Add environment callback to enable cores to notify the frontend that a core otion value has changed
- MIYOO: Add initial port
- OPENDINGUX/RG350: Enable tinyalsa for the RG350
- PS2: Add 'Change Resolution' option
- PS2: Add option to change video windows offsets
- STEAM/LINUX: Move to new 'soldier' runtime
- WAYLAND: Remove xdg-shell-v6 protocol
- WINDOWS: Fix non-ASCII text display in window title
- WINDOWS 11: Shows Windows 11 version name now (Information -> System Information)
- UWP: Further improvements to WinRT VFS layer
# 1.9.10
- 3DS: Add bottom screen idle state
- 3DS: Add unique IDs for Gearboy/Gearcoleco/Gearsystem, correct CAP32 code
- 3DS/SAVESTATES: Fix RAM states to file when core deinits
- AUDIO/MIXER: Pad sample buffers to prevent potential heap-buffer-overflows when resampling (fixes crash when using 30 kHz menu audio files)
- AUDIO/LINUX/SNAP: Add JACK support
- CHEEVOS: Don't write achievement credentials to overrides
- CHEEVOS: Disable slowmotion when enabling hardcore mode
- D3D9: Fixed MVP matrix issue for RGUI texture (main game frame still won't show up though)
- D3D11/D3D12/HDR: Fixed contrast to be more correct - now scales from 0-10 linearly and behaves more the way you'd expect it to - changed name to ditch legacy settings users may have
- D3D11/HDR: Fixed D3D11's blend, rasterizer and topology states not being set to the sames when using HDR and leaving the menu - caused issues with PCSX2's Shadow of the Colossus
- D3D11/D3D12/HDR: Added ability to skip inverse tonemapper to the shader via the constant buffer using 'inverse_tonemap' - set to 0.0f to skip
- D3D11/D3D12/HDR: Fixed potential bug when swapping between hdr and sdr and the bit depth not being set correctly
- D3D11/D3D12/HDR: Added numerous helper functions to help create the correct values to colour the UI - normally the white UI elements should be rendered at paper white not max brightness for various reasons
- BUGFIX/ANDROID: Fix crash that could happen on Android with Sameboy core - would crash on rumble function
- GFX/WIDGETS: New regular widget message appearance
- INPUT/MOUSE: Add distinct mouse zero index label for drivers that do not support multimouse
- INPUT/RUMBLE: Add generic rumble gain to input settings
- INPUT/UDEV/X11: Add workaround to fix keyboard input when using X11 + Udev
- LIBNX/SWITCH: Add Video Filters support
- LOCALIZATION: Fetch translations from Crowdin
- OPENDINGUX/BETA: Disable OpenAL
- PLAYLISTS: Add 'Refresh Playlist' option
- STEAM: Initial release on Steam
- UWP/VFS/XBOX: Improvements and bugfixes to UWP VFS driver
- VIDEO/REFRESH RATE: Automatic PAL/NTSC refresh rate switch where available - as long as the platform display server allows changing refresh rates and the display has the desired refresh rate
- VIDEO FILTERS: Add 'Picoscale_256x-320x240' video filter
- WIIU/HID: Fix analog inputs on HID devices
# 1.9.9
- 3DS: Add bottom touchscreen menu
- 3DS/SAVESTATES: Save and load save states to and from RAM
- AUDIO/MIXER: Ensure than menu sounds are re-enabled when calling CMD_EVENT_AUDIO_REINIT
- AUDIO/RESAMPLER/MIXER: Fix menu sounds (audio mixing) when using the 'sinc' resampler with quality lower than 'normal'
- AUDIO/CONVERSION/ARM NEON: Add intrinsic NEON versions for float_to_s16/s16_to_float - should lead to optimized codepaths for AArch64/ARMv7 architectures without being dependent on ASM codepaths.
- AUDIO/RESAMPLER/ARM NEON: Add intrinsic NEON version for lanczos sinc function - should lead to optimized codepaths for AArch64/ARMv7 architectures without being dependent on ASM codepaths.
- CHEEVOS: Upgrade to rcheevos 10.2
- CHEATS: Add enhanced search functionality to the 'Cheats' menu
- CHEATS/RUNAHEAD: Fix cheats when using second instance runahead
- CONFIG: Add option to (force-)write current core options to disk (Quick Menu)
- CORE INFO CACHE: Remove core path from core info cache. Should make core info caches portable now (for example: you can move RetroArch to a separate dir and they would still work).
- D3D11: Use Shader Model 5.0 for frontend shaders if D3D11 Feature level is at least 11.0 or higher. Should fix some new shaders that require SM 5.0 (like AMD FSR)
- D3D11: Add HDR support (disabled for UWP for now)
- D3D12: Add HDR support (disabled for UWP for now)
- EMSCRIPTEN: Fixed web player bug with filesystem and runtime
- INPUT/OVERLAY: Fix overlay input when analog to digital mapping is enabled
- INPUT/UDEV: Look for "ID_INPUT_KEY", not "ID_INPUT_KEYBOARD"
- INPUT/WINRAW: Fix crash when overlay is enabled
- MAC/METAL: Add Discord RPC support
- MENU: Allow 'Custom Aspect Ratio (X Position)/(Y Position)/(Width)/(Height)' to be entered manually via keyboard
- MENU: Allow 'Vertical Refresh Rate' to be entered manually via keyboard
- MENU/SHADERS: Highlight currently selected value in Shader Parameter drop-down lists
- STABILITY: Safer way of avoiding the race condition in
audio_driver_sample/audio_driver_sample_batch - we can check
audio-suspended to see if we're doing a fs/windowed toggle - enhances stability when fullscreen toggling/tearing down context
- STABILITY: When audio driver write callback function fails, don't
turn audio off completely - look if audio_driver_output_samples_conv_buf
is non-NULL first before we attempt to write audio - enhances stability when fullscreen toggling/tearing down context
- STABILITY: Input robustness for cores that use internal threading
(full teardown/setup), no audio should be processed at this point in
time
- VIDEO: Screen resolution list sanitizing
- VULKAN: Fix some Vulkan validation layer errors
- UWP: Updated icons courtesy of Danp142
- UWP/XBOX: Disable CPU model check on Xbox as it doesn't work and can even crash
- UWP/VFS/XBOX: Code cleanup and simplification of UWP VFS driver
# 1.9.8
- AUDIO/WINDOWS/WASAPI: Stop deactivating audio on fast forward
- CHEEVOS: Hide challenge indicators when resetting
- CHEEVOS: Support for more than 64 memory regions
- DATABASE: Fix heap-buffer-overflow when fetching CRC values
- DATABASE/EXPLORE: Fix CRC32 reading in explore menu
- DATABASE/LIBRETRODB: Fix writing of numerical values
- DATABASE/LIBRETRODB: Fix libretro-db loading on big endian platforms
- DUMMY CORE: Skip state_manager_event_{deinit/init} when core type is dummy, should skip warning spam 'Implementation uses threaded audio. Cannot use rewind..' when using rewind
- INPUT/UDEV: Limit udev device scan to subsystem 'input'
- INPUT/SDL2/WINDOWS: Fix keyboard event keycodes
- INPUT/WAYLAND: Fixes a bug where the first player's mouse, pointer, and lightgun are echoed to the other ports. Now, those other ports correctly report zero. In the future support for multiple mouselike devices will need to be added, which is a bigger project
- INPUT/WAYLAND: The driver now respects keyboard_mapping_blocked
- INPUT/WAYLAND: When possible, deprecated lightgun defines are replaced with the new ones. The coordinates are still using the old relative callbacks
- INPUT/WINRAW: Prevent Alt getting stuck when Alt-Tabbing
- INPUT/WINRAW: Add pointer status
- INPUT/WINRAW: Add missing analog keybinds
- LIBNX/SWITCH: Fix poll missing for controller 2-8
- LIBNX/SWITCH: Fix layout not applied correctly and hangs when splitting joycons
- LIBRETRO: Core options category API implemented
- LIBRETRO: Fix RETRO_ENVIRONMENT_SET_FASTFORWARDING_OVERRIDE callback when runahead is enabled
- LIBRETRO: Add environment callback for enabling core option menu visibility updates without toggling Quick Menu
- LOGGING: Starting logging and verbose mode before first config load
- LINUX: In some Linux Desktop Environments, like Budgie, task bar feature is unable to pin applications. With StartupWMClass= present in .desktop file, it is possible to pin the application
- MENU/REFRESH RATE: Fix double notifications with refresh rate settings
- MENU/OZONE: Ensure the existence of values used in selection calculation
- MENU/OZONE/VULKAN: Casting to unsigned caused an integer overflow and after float promotion would lead to 'x' being a garbage value, leading to problems when this value was passed to vkCmdSetViewport. This stops Vulkan validation layers from complaining about it
- METAL: Fixed font driver memory leaks
- MOUSE: Change default mouse index to port index
- MOUSE: Friendly names for mice where available
- OSX: Fix some memory leaks
- OSX: Fix controller duplication bug
- PS2: Implement alpha for the video driver
- PS2: Aspect ratio handling
- RETROFW: Initial port
- UWP/XBOX: Enable Explore tab by default - seems to work fine
- UWP/XBOX: Fix startup issues with latest Xbox Dashboard updates - ANGLE cores still show up wrong
- UWP/XBOX: fix issue where files where opened as OPENALWAYS instead of OPENEXISTING this fixes beetle cores
- UWP/XBOX: fix issue where filesizes where not returned properly, this fixes loading arcade dat files
- UWP/TRANSLATION: Enabled translation services for both UWP MSVC2017 and 2019. No TTS speech yet.
- VIDEO: Fix refresh rate 59Hz rounding
- WINDOWS: Remember original refresh rate
- WINDOWS/VULKAN: Refresh rate fixes + cleanups
- WIIU: Fix L3/R3 buttons
- WIIU: Compress RPX libretro cores
- WIIU: Add ICInvalidateRange (necessary for JITs)
- WIIU: Slight filesystem optimisation
- WIIU: Add option for running without core info (emscripten-style)
# 1.9.7
- 3DS: Add unique ID's
- CRT/SWITCHRES: Fixed some Monitor index bugs ad updated to the latest SR2
- CRT/SWITCHRES: Fixed monitor index corruption on Windows and added correct fractal scaling. Only used when required
- CRT/SWITCHRES: Updated log defines to match SR upstream.
- CRT/SWITCHRES: Added new SR_CONFIG_PATHS for non Windows and Linux systems.
Not that SR works on them but to fix RA compile issues
- CRT/SWITCHRES: Updated SR2 code base to latest. Added supprt for windows monitor indexing. Fixed monitor index bug where index 1 was not being used correctly and "auto" was not being sent.
- CRT/SWITCHRES: Updated swithres for x86 windows fix
- CRT/SWITCHRES: fixed SR2 auto issue
- CRT/SWITCHRES: Fixed auto monitor bug
- CRT/SWITCHRES: Fixed monitor index corruption on Windows
- CRT/SWITCHRES: Fixed buffer size bug
- CRT/SWITCHRES: Added correct fractal scalling. only used when required.
- CORE INFO: Automatically disable core info cache when core info directory is read-only
- EMSCRIPTEN: add MAME2003 / MAME2003-plus to web.libretro
- INPUT/UDEV: udev fixes add pointer pressed to pointer device to allow udev users to access this device
- SHADERS: Max Shader Parameters increased to 1024
- VIDEO: Add 'Integer Scale Overlay' - Force integer scaling to round up to the next larger integer instead of rounding down
- VIDEO: New 'Full' aspect ratio added. This aspect ratio is useful when used with a shader which has a border in it. The aspect ratio is set to the full window area, so that the viewport spans the whole viewport. When using a border type shader like the Mega Bezel this allows the graphics to span the whole window regardless of the user's monitor aspect ratio
- VITA: Wrong flags for not piglet version
- UNIX: Correct backlight max_brightness path
- UWP/XBOX: Default to Direct3D11 driver on UWP builds
- UWP/XBOX: Do not use windowed mode on UWP/Xbox by default, set default resolution to 1920x1080 by default. Should fix display issues with Dolphin/PCSX2 on Xbox
- WIIU: Fix inputs breaking when connecting/disconnecting remotes
- WIIU: Input - ignore some bogus KPAD results
- WIIU: Font rendering fixes - render font lines with correct spacing, and only sample alpha channel when rendering fonts
- INPUT/UDEV: Only add mouse if it has buttons and add vebose device friendly names
- INPUT/UDEV: Skip mouse with no button errors and keep the rest
- INPUT/UDEV: Fix Game Focus mode
- INPUT/UDEV/X11: Change udev driver for dual lightgun support in X11
- LIBNX/SWITCH: Update to libnx 4.0.0
- LOCALIZATION: Fetch translations from Crowdin
- LOCALIZATION: Fix Switchres menu texts
- MENU/OZONE: Ensure sidebar display status is updated correctly when performing rapid menu navigation
- MENU/XMB: Dynamic wallpaper fix
- MENU/XMB: Icon opacity fix
- MENU/QT/WIMP: Fix default core detection when playlist file name does not match 'db_name'
- PLAYLISTS: Optimise scanning of large rom sets
- SECURITY: Plug so-called high-risk vulnerability related to Powershell - avoid injection - don't send speech input as commandline argument
- UWP/XBOX: Add expanded resources Rescap to increase performance of UWP version in app mode on Xbox
- WINDOWS/INSTALLER: Add smarter isEmptyDir reference implementation that looks for subdirectories from NSIS documentation
- WINDOWS/INSTALLER: Register new function DirectorySet that is called when pressing the "Next" button on the MUI_PAGE_DIRECTORY, aka the install folder selection GUI. DirectorySet contains the criteria for an acceptable folder, which are:
- MENU/XMB: Fix display of 'Maximum Users' menu entry dropdown list
- PS3/PSL1GHT: Joypad driver works again
- PSTV: Fix Vita input driver for PSTV
- PSTV: Support for 720p on PSTV when using 'Unlock framebuffer' in Sharpscale plugin
- PSTV: Fix scaling on PSTV when not using 720p
- RPNG: Fix some memory corruption if processing broken input PNG file
- SECURITY: Fix CVE-2021-28927
# 1.9.3
- 3DS: Disable menu screensaver animations in XMB/GLUI
- COMMAND: Initialize netcmd->cmd_source_len before recvfrom()
- CONTENT LOADING/STATICALLY LINKED: Ensure 'Always Reload Core on Run Content' setting is applied when loading content via the file browser
- CONTENT LOADING/EMSCRIPTEN: Fix content loading via file browser on platforms with 'broken' core handling (i.e. emscripten)
- CORE INFO: Skip whitespace when writing compressed core info cache files
- CORE INFO/FILE IO: Core Info cache; significant file I/O performance improvements on systems with slow disk file I/O
- CORE INFO/FILE IO: Enable core info cache by default on all 'console' platforms
- FREEBSD: FreeBSD build fix
- LAKKA: Support for tweaking CPU governors/scaling policies
- LAKKA: This adds managed policies and settings to store them and reload them at startup
- LIBRETRO API: Add API extension for cores to override frontend fast-forward state
- MENU/RGUI: Fix saving of config files/overrides when 'Lock Menu Aspect Ratio' is enabled
- SHADERS: Fix 'Auto-Shader Delay' functionality
- UWP/D3D11: Disable mipmap generation
- UWP/XBOX: Add 'Force 4K resolution' option (Force the resolution to the fullscreen size on Xbox, if set to 0, a fixed value of 3840 x 2160 will be used)
# 1.9.2
- 3DS: Enable graphics widgets / overlays
- 3DS: Load texture images as BGR colors
@@ -33,7 +586,7 @@
- MENU: Add optional menu screensaver
- MENU: Add search filter support to cheats and overlays file browser menus
- MENU/INPUT: Block accidental diagonals in menu navigation
- MENU/INPUT: Block accidental diagonals in menu navigation
- MENU/RGUI: Add option to disable menu transparency
- MENU/RGUI: Fix display of 'Video > Scaling' menu when 'Lock Menu Aspect Ratio' is enabled
- MENU/MATERIALUI: Add icon to 'Turbo Fire' menu entry
@@ -152,7 +705,7 @@ Having remaps for many different cores makes finding the active core files cumbe
- MAC/UNIVERSAL: Add CoreAudio3 audio driver for Metal Universal build
- MAC/IOS: Only extract assets once on first install
- MENU: Add 'L2 + R2' menu toggle gamepad combo
- MENU: Menu text improvements; clarifications, consistency, text mistakes,
- MENU: Menu text improvements; clarifications, consistency, text mistakes,
- MENU: Tweak menu scroll initial hold delays
- MENU: Restrict menu acceleration to navigation buttons
- MENU: Add 'Menu Driver' setting to 'User Interface'
@@ -369,7 +922,7 @@ save state limit (global). Instead of wrapping around the slot counter it will s
- FILE PATH: Various file path handling optimisations
- FONT: Fix Arabic, Chinese and Korean font rendering
- INPUT MAPPING/REMAPPING: Restore broken 'reset to default' functionality with RetroPad 'start' button
- INPUT MAPPING/REMAPPING: Fix 'reset to default' action for analog sticks and undefined core inputs
- INPUT MAPPING/REMAPPING: Fix 'reset to default' action for analog sticks and undefined core inputs
- LOCALIZATION: Update Arabic translation
- LOCALIZATION: Update Chinese (Simplified) translation
- LOCALIZATION: Update Chinese (Traditional) translation
@@ -631,7 +1184,7 @@ appear to be required in order for mouse input to work on macOS
- VITA: Re-add Online Updater
- VULKAN: Fix font driver 'vulkan_get_message_width()' function
- VIDEO FILTERS: Only use threads when the number exceeds 1. Fixes race conditions with some CPU filters on Vita
- WINDOWS: Add ANGLE support for x64, separate binary (for now?)
- WINDOWS: Add ANGLE support for x64, separate binary (for now?)
# 1.8.2
- BUG/CRASH/GLSLANG: Fix glslang crashing error - managed to reproduce an issue which has been plaguing
@@ -808,7 +1361,7 @@ Vulkan, so use the old onContentRectChanged callback to get notified when size c
# (1.7.9)
- AI SERVICE: Image mode is now much faster, it now saves the image in-memory in PNG format then passes it along to the translation service
- BUGFIX: Touch input - When using an overlay to toggle the quick menu on touchscreen devices, we no longer get 'phantom' menu input - i.e. the old bug of hitting the toggle and instantly resuming content (or performing a save state) is fixed
- BUGFIX: Networking - RetroArch crashed when pressing left while Relay Server Location entry was selected
- BUGFIX: Networking - RetroArch crashed when pressing left while Relay Server Location entry was selected
- BUGFIX: Networking - fix memory leak that could happen at exit after a network
operation had run
- CHEEVOS: Improve handling of line endings when calculating CD hashes for retroachievements
* long (4 bytes [64bit Win], 8 bytes [64bit non-Win],
4 bytes [32bit])
* int32_t (4 bytes)
* unsigned (4 bytes)
* float (4 bytes)
* int (4 bytes)
* enum (4 bytes)
* int16_t (2 bytes)
* char (1 byte)
* bool (1 byte)
[1] PS3 uses 4 byte pointers despite having a 64bit processor
[1] PS3 uses 4 byte pointers despite having a 64bit processor
Struct members should be sorted by alignment. Therefore, structs
should be sorted by the largest type inside them.
Struct members should be sorted by alignment. Therefore, structs
should be sorted by the largest type inside them.
For example, take a struct like this:
For example, take a struct like this:
typedef struct
{
size_t capacity;
bool old_format;
bool compress;
bool fuzzy_archive_match;
bool autofix_paths;
char path[PATH_MAX_LENGTH];
char base_content_directory[PATH_MAX_LENGTH];
} playlist_config_t;
typedef struct
{
size_t capacity;
bool old_format;
bool compress;
bool fuzzy_archive_match;
bool autofix_paths;
char path[PATH_MAX_LENGTH];
char base_content_directory[PATH_MAX_LENGTH];
} playlist_config_t;
size_t has the biggest alignment here, so 'struct playlist_config_t' inside a struct should come before or after size_t.
size_t has the biggest alignment here, so 'struct playlist_config_t'
inside a struct should come before or after size_t.
*** BEST PRACTICES ***
* If we have pointers and size variable pairs, it's best to interleave them to increase the probability they go in the same cacheline. It also makes the code more readable, that these two variables are connected.
* If we have pointers and size variable pairs, it's best to
interleave them to increase the probability they go in the
same cacheline. It also makes the code more readable, that
these two variables are connected.
Example:
struct a
{
char* b;
size_t b_len;
char* c;
size_t c_len;
};
struct a
{
char* b;
size_t b_len;
char* c;
size_t c_len;
};
Stack size
----------
You have to assume that stack size is going to be limited in RetroArch. Some game consoles (and other embedded systems) might have a default stack size as low as 128Kb or less. Be conservative with stack size but don't try to put very small structs on heap either [to avoid memory fragmentation among other things].
You have to assume that stack size is going to be limited in
RetroArch. Some game consoles (and other embedded systems)
might have a default stack size as low as 128Kb or less.
Be conservative with stack size but don't try to put very
small structs on heap either [to avoid memory fragmentation
among other things]. A balancing act here is necessary.
Be mindful that heap allocations are slow compared to stack.
Functions
---------
- Avoid doing small getter/setter functions. We want a function
to justify its function call overhead by doing a significant
body of work. Small one-line getter/setter functions for what
is predominantly C-style structs is not useful, plus it leads
to people thinking this function is more complex than it
actually is, thus obfuscating the sourcecode instead of it
being easier to read.
If you can find examples in the codebase that violate this
guideline, do not hesitate to point them out to us.
Variable declaration
--------------------
For C source files, we have to insist you stick to the following:
- Declare variables either at the start of a function or the start
of a code block, depending on the scope they need.
- Do not do initial for loop declarations. Refer to the bulletpoint above:
either declare them at the start of the function, or at the start
of the code block.
Not doing this would break compilation on platforms where we are compiling
these C source files in C89 compatibility mode. If such issues occur in pull
requests, we have to request that it be fixed.
VLA (Variable Length Array)
---------------------------
Do not use VLAs (Variable Length Array) in C source files. These are not
If you are a developer and want to contribute to the development of RetroArch, please read this.
If you have found a bug and want to submit a minor patch or a bug report, please read this as well.
If you are a developer who wishes to contribute to the development of _RetroArch_; or if you have
found a bug and wish to submit a minor patch and/or bug report, please read this document.
# Submitting a bug report
When submitting a bug report, make sure that the bug is local to RetroArch.
A bug in a libretro core or something deemed to be external is likely to be closed very fast.
If you still suspect a bug in RetroArch, make sure to test with several cores to make sure.
Active discussions happen on our [Discord](https://discordapp.com/invite/27Xxm2h), mostly within
the_Programming_ channel category. We value discussions that happen in real time around
these contributions.
If you have troubles building RetroArch on Linux/BSD/OSX, make sure to paste shell output of ./configure,
as well as config.log and shell output of make. If building on Windows, just paste shell output of make.
Please do note that contributors to _RetroArch_ do such contributions within their spare time.
We do prefer to keep a professional and non-aggressive atmosphere around the project, along
with any disagreements to be settled professionally without insults, name calling, or otherwise.
If there are any issues, we are willing to have discussions about it.
If the issue occurs during runtime, make sure to paste RetroArch's verbose log.
If using Phoenix frontend, you can find log in (File -> Show Log) after running.
In console, make sure to run with verbose (-v) flag.
## Submitting Bug Reports
# Pull Requests
Outside contributions are generally only accepted in the form of a pull request. The process is very simple.
Fork RetroArch, make your changes, and issue a pull request on GitHub. This can all be done within the browser.
The changes are reviewed, and might be merged in. If the pull request isn't acceptable at the time,
note that it's possible to continue pushing up commits to your branch.
Bug reports in _RetroArch_ may fall into one of two categories:
If you want to develop a larger feature,
we'd like to discuss this first (ideally on IRC) so that you don't risk developing something
that won't be merged. A pull request with a proof-of-concept is fine, but please indicate so.
* _RetroArch_ itself, the user interface and API around all of the various cores.
* Individual_Core_, of which interact with _RetroArch_.
When submitting a bug report, ensure that the report is submitted to the correct repository.
For _RetroArch_ itself, it is done by reporting a bug within the
[RetroArch](https://github.com/libretro/RetroArch) repository. For other cores, please use
the search function within the [libretro Organization](https://github.com/libretro) on
GitHub. Issues that are specific to a core and not _RetroArch_ are likely to be closed very
quickly. If an issue is suspected with _RetroArch_, please make sure to test with multiple
cores to be sure that is is not isolated.
If the issue occurs during runtime, please paste the verbose log output:
* If using the _Pheonix_ interface, the log will be in _File_ -> _Show Log_.
* If using the main interface, enable verbose logging with _Settings_ -> _Logging_ ->
_Logging Verbosity_. Ensure both _Log to File_ and _Timestamp log Files_ is enabled.
* Otherwise, run _RetroArch_ with the verbose (`-v`) flag.
If the error happens during compilation and/or building, paste the output of `./configure`
and `make` accordingly. If using an IDE, please paste any of the errors and log output.
## Submitting Pull Requests
Any and all contributions should be submitted through Pull Requests on
[GitHub](https://github.com/libretro/RetroArch/pulls). The process requires that you fork the
repository, make the appropriate changes, and then open a pull request on _GitHub_. If your
pull request is for a proof-of-concept then please indicate as such.
Your pull request will then be reviewed. There may be comments and requests for additional
changes to be made. It may also be possible that the changes will not be accepted. Otherwise, it
may be merged in when it is fully approved. The final approval of merge requests is at the
discretion of the project.
If you want to develop a larger feature or make broad changes, please do join our
[Discord](https://discordapp.com/invite/27Xxm2h) server to discuss. The discussion is
necessary to prevent the possibility of major work being done which will not be accepted at all.
## libretro API
If you wish to add functionality to libretro's API, it can take some time to merge in, because changes
to libretro API will affect other projects as well, and we highly value API/ABI stability.
Features will only be added when deemed *necessary* for a concrete libretro core to function properly.
Features will not be added on basis of hypothetical libretro implementations.
# Coding style
Having a consistent code style throughout the code base is highly valued.
Please look through the code to get a feel for the coding style.
A pull request may be asked to fix the coding style before submission.
In other cases, a pull request may be followed up with a "style nit commit".
If you wish to contribute additional functionality to _libretro_'s API, there are considerations
that must be accepted. Please note that because this API affects multiple different projects, we
highly value and require API and ABI stability and backwards-compatibility. Due to this
requirement, there will be additional scrutiny in reviews for this added functionality.
## Non-obvious things:
- Code should be both C89 and ISO C++ compatible. This dual requirement is for XBox360 and MSVC in general. Think of it as a C++ compatible subset of C99.
- Warnings are not allowed (-Wall). Make sure your code is warning-free. Note that warning sensitivity differs a bit across compiler versions.
- Using deprecated APIs is discouraged.
Any and all features will be added only when **necessary** for an existing _libretro_ core to
properly function. Hypothetical implementations of _libretro_ are not considered.
# Copyright Headers and AUTHORS
If you have contributed to a part of a source file (a chunk of code that's written by you),
you should add yourself to the copyright header in that file.
If you have contributed significantly
(a feature, a contribution you can "name", e.g. "Added audio driver foo"), you should add yourself to AUTHORS file.
We'd like your full name and email, and which features you have been part of.
## Coding style
# IRC
Active development happens on IRC. (#retroarch @ irc.freenode.org)
We value discussing things in "real-time".
We highly value a consistent code style throughout the entire code base, please make sure you look
through the existing code to get a feel for the coding style. When submitting a pull request, it may
be asked to fix any coding style issues before submission. In other cases, there may be a follow-up
pull request making the code style consistent.
# Commit Access
Contributors who show a track record of making good pull requests over time will eventually get commit access to the repo.
This typically happens when the "overhead" of looking through pull requests over time becomes a burden.
For full guidelines please see the [Coding Standards](https://docs.libretro.com/development/coding-standards/).
Some non-obvious things to be aware of:
- Code should be both C89 and ISO C++ compatible. This is a requirement for XBox 360 and MSVC to
properly build. Think of it as a C++ compatible subset of C99.
- There must be no warnings in your code (enabled by `-Wall` for GCC compilers), do also note that
different compilers may produce different warnings.
- Avoid using deprecated APIs, these will be removed in the future at some point.
## Copyright Headers and AUTHORS
If you have contributed a chunk of source code that is written to you, you should add yourself to
the copyright header in the file. If you have made a significant contribution you should add
yourself to the `AUTHORS` file, adding your full name, e-mail, and the feature you worked on.
## Commit Access
Contributors who show a good track record of pull requests over time may eventually
get commit access to the repository. This may happen when looking through pull requests
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