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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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@@ -90,6 +90,9 @@ inline void ProcessAuroraEvents(const AuroraEvent* events) {
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}
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break;
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case AURORA_WINDOW_RESIZED:
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#if !defined(__ANDROID__)
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// The Quest's surface is pinned to a size nobody sees; persisting it would only churn
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// Config.toml on every quit.
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if (aurora_get_display_mode() == AURORA_DISPLAY_MODE_WINDOWED &&
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event->windowSize.width != 0 && event->windowSize.height != 0) {
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WindowPlacementPersistence::width = event->windowSize.width;
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@@ -97,6 +100,7 @@ inline void ProcessAuroraEvents(const AuroraEvent* events) {
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WindowPlacementPersistence::sizeDirty = true;
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WindowPlacementPersistence::changedAt = std::chrono::steady_clock::now();
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}
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#endif
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surfaceChanged = true;
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break;
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case AURORA_DISPLAY_SCALE_CHANGED:
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@@ -35,6 +35,8 @@ enum class OpenXRAndroidThreadType {
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RendererWorker,
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};
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bool OpenXRAndroidRegisterThread(OpenXRRuntime& runtime, OpenXRAndroidThreadType type);
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// The same hint for another thread, named by its Linux thread id (gettid).
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bool OpenXRAndroidRegisterThreadId(OpenXRRuntime& runtime, OpenXRAndroidThreadType type, uint32_t thread_id);
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} // namespace mkw::vr
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@@ -32,7 +32,12 @@ enum class OpenXRBeginStatus {
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enum class OpenXRSubmissionStatus {
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Success,
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// GPU work may have touched the compositor image or the shared buffers with no completion
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// marker to wait on; the session cannot continue.
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Failed,
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// The eye copy was not submitted and nothing touched the compositor image or the shared
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// buffers, so the frame may end without a layer and the next one is tried normally.
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Skipped,
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Timeout,
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ShuttingDown,
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};
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