- 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.
This commit is contained in:
iChris4 committed 2026-09-19 00:08:58 +02:00
1 parent d4a3f0b350
commit 7f2113dbc5
22 files changed
+583 -94

No files matched your search

+3
View File
@@ -261,6 +261,9 @@ void aurora_store_pipeline_caches();
// Allows the pipeline compiler to store the caches itself, rate-limited, whenever a first-use
// burst completes. Off by default; enable it while a stall is acceptable, such as in menus.
void aurora_set_pipeline_cache_idle_store(bool allowed);
// The Linux thread id of Aurora's frame worker, or 0 before it runs and where there is none.
// Android's OpenXR runtime takes it as a scheduling hint (XR_KHR_android_thread_settings).
uint32_t aurora_get_frame_worker_native_thread_id(void);
// Absolute schedule for the next sealed frame, on steady_clock: baseNanos anchors the group and
// intervalNanos is the period, so slot k of N+1 fires at base + k*interval/(N+1). Zeros clear it.
void aurora_set_present_schedule(uint64_t baseNanos, uint64_t intervalNanos);
+7 -4
View File
@@ -78,11 +78,14 @@ typedef struct {
/**
* Fired when Aurora either finishes or abandons the stereo sink. `success`
* guarantees that the copies were submitted and that every release entry is
* valid. The callback runs on Aurora's frame worker while its queue-submit
* mutex is held: it may record and submit work on the OpenXR side's own Vulkan
* queue, but must not wait for the GPU or re-enter Aurora.
* valid. Otherwise `gpuWorkQueued` says whether the copies may have reached
* Dawn's queue before the failure (the shared buffers may then be written with
* no fence to wait on) or nothing was recorded at all. The callback runs on
* Aurora's frame worker while its queue-submit mutex is held: it may record and
* submit work on the OpenXR side's own Vulkan queue, but must not wait for the
* GPU or re-enter Aurora.
*/
typedef void (*AuroraVulkanStereoSubmittedCallback)(uint64_t frameToken, bool success,
typedef void (*AuroraVulkanStereoSubmittedCallback)(uint64_t frameToken, bool success, bool gpuWorkQueued,
const AuroraVulkanStereoRelease* releases,
uint32_t releaseCount, void* userdata);