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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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- Added new strings for installation reset prompts and messages in strings.xml.
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data. - Implemented unit tests for InstallReset to ensure correct functionality and file handling. - Updated RetroRewindPackTest to include new test cases for update and deletion order. - Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android. - Improved error handling and logging for GPU submission failures in Vulkan backend.
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@@ -261,6 +261,9 @@ void aurora_store_pipeline_caches();
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// Allows the pipeline compiler to store the caches itself, rate-limited, whenever a first-use
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// burst completes. Off by default; enable it while a stall is acceptable, such as in menus.
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void aurora_set_pipeline_cache_idle_store(bool allowed);
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// The Linux thread id of Aurora's frame worker, or 0 before it runs and where there is none.
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// Android's OpenXR runtime takes it as a scheduling hint (XR_KHR_android_thread_settings).
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uint32_t aurora_get_frame_worker_native_thread_id(void);
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// Absolute schedule for the next sealed frame, on steady_clock: baseNanos anchors the group and
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// intervalNanos is the period, so slot k of N+1 fires at base + k*interval/(N+1). Zeros clear it.
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void aurora_set_present_schedule(uint64_t baseNanos, uint64_t intervalNanos);
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@@ -78,11 +78,14 @@ typedef struct {
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/**
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* Fired when Aurora either finishes or abandons the stereo sink. `success`
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* guarantees that the copies were submitted and that every release entry is
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* valid. The callback runs on Aurora's frame worker while its queue-submit
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* mutex is held: it may record and submit work on the OpenXR side's own Vulkan
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* queue, but must not wait for the GPU or re-enter Aurora.
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* valid. Otherwise `gpuWorkQueued` says whether the copies may have reached
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* Dawn's queue before the failure (the shared buffers may then be written with
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* no fence to wait on) or nothing was recorded at all. The callback runs on
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* Aurora's frame worker while its queue-submit mutex is held: it may record and
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* submit work on the OpenXR side's own Vulkan queue, but must not wait for the
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* GPU or re-enter Aurora.
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*/
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typedef void (*AuroraVulkanStereoSubmittedCallback)(uint64_t frameToken, bool success,
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typedef void (*AuroraVulkanStereoSubmittedCallback)(uint64_t frameToken, bool success, bool gpuWorkQueued,
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const AuroraVulkanStereoRelease* releases,
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uint32_t releaseCount, void* userdata);
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