Commit Graph
84 Commits
Author SHA1 Message Date
iChris4 6467c6390c Added support for VR Frame Interpolation 2026-09-10 21:33:34 +02:00
iChris4andClaude Opus 5 c8eaa52727 Merge upstream/main into openxr-work (reverse-Z fix adapted for VR)
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).

Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.

#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:

- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
  specifically so the shader's following negation would land it at
  +0.5*w. With that negation gone it now writes +0.5*w directly; keeping
  the minus sign would park the screen at NDC -0.5, outside the clip
  volume, discarding every 2D/HUD draw.

- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
  the projection it was handed. That projection is effective_projection()
  output, which now already carries it, so the function is a pass-through
  of the Z row and no longer depends on the reversed-Z setting; the dead
  bool parameter is dropped. Re-applying it would invert the virtual
  screen's depth ordering, so 2D layers meant to sit on top would lose
  the depth test to the ones behind them.

- shader_info.cpp stages the host depth window for that exact-depth path.
  It now uses the same reversed-Z remap as upstream's new SetViewport
  code, since frag_depth is written directly and has to reproduce the
  window the fixed viewport transform would have applied. Restricted
  depth windows (how the game forces an element in front of everything)
  are exactly the 2D draws the virtual screen carries.

The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.

Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
  projection's own Z row rather than against the helper's output, so it
  actually catches a re-introduced double correction (verified: it fails
  when the old negation is put back; the previous self-consistent form
  passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
  clear_depth_value() inversion, expressed through UseReversedZ rather
  than hardcoded. Upstream changed the behaviour without updating this
  test, so it fails on upstream/main as-is.

Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 04:19:51 +02:00
iChris4 ee34fbe419 Online First-person camera anchor fix 2026-09-10 03:56:42 +02:00
iChris4 0353b76baa Online fix 2026-09-10 03:30:03 +02:00
iChris4 5caec70da9 Added Support for VR in Launcher Setup 2026-09-09 20:40:23 +02:00
c2289e4ba4 os_sleep: process due sleep timers one at a time to stop stranding parked threads (#195)
ProcessSleepTimers popped every due timer into a private vector and then
resumed the sleepers in a loop. OSResumeThread re-enters SelectThread, which
can switch fibers away mid-loop, so the timers still in that vector were
gone from gSleepTimers while their threads stayed parked (Ready, suspended,
no timer). The reconciler healed them 100ms later and the stale-timer drop
fired when the original fiber eventually resumed.

Pop one due timer at a time straight from the shared table instead, so any
timer not yet processed stays visible to every other pump while this call
is switched away.

Co-authored-by: jordanblakepp <slamuelrose2002@gmail.com>
Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 08:30:16 +02:00
iChris4 d86dcb0aeb Updated default fpv values 2026-09-09 02:13:05 +02:00
iChris4 f525b9dd75 Fix : XR thread resubmits the last valid frame during stall + Eager Frame Heartbeat option 2026-09-09 01:08:04 +02:00
iChris4 4cf9f60ee7 Added Desktop view selector 2026-09-09 00:18:41 +02:00
iChris4andClaude Opus 5 a138670b37 Merge upstream main (v0.2.31) into openxr-work
Brings in 25 upstream commits: Dolphin-compatible input expressions and
GCPadNew.ini import, NAND setting.txt console identity, empty-MKW-save
handling, rumble toggle, LLVM 22, and CI caching.

The only conflict was runtime/CMakeLists.txt, where both sides appended
test targets after mkw_platform_paths_tests. Both blocks are kept: the VR
first-person test alongside upstream's NAND save/settings, SC serial, and
input expression tests.

runtime_config.h and settings_overlay.cpp auto-merged; the VR settings
menu, recenter hotkey, and stereo/first-person init calls are intact
alongside upstream's InputBindings wiring.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 22:32:59 +02:00
iChris4 0e3e2c3dc0 Added Yaw only / Yaw + Pitch / Full rotation options to first-person 2026-09-08 22:17:50 +02:00
iChris4 bd106dd1fe Anchored Main Menu Quad 2026-09-08 21:24:37 +02:00
iChris4 913eda2b3a Added "Lean back angle" option 2026-09-08 20:58:49 +02:00
iChris4 6e7e0f075b Added hotkey/menu recenter & Removed head orientation into the view rotation 2026-09-08 18:38:47 +02:00
iChris4 bf8539999d Moved VR Settings from "Graphics" Menu 2026-09-08 15:53:35 +02:00
iChris4 6440c5bc10 Added First-person "Hide Driver" and "Hide Driver and Kart" & Improved Default FPV Settings 2026-09-08 15:43:52 +02:00
iChris4 2742b8d9a2 Fixes for the First Person Camera 2026-09-08 13:37:28 +02:00
patchzyy e0e362bd99 csnum fix 2026-09-06 15:28:56 +02:00
Wubbzeeandpatchzyy f424536d3b Treat empty MKW save as missing rather than corrupt (#168)
* treat empty mkw save as missing

first-run format zero-fills rksys.dat before any real save; a quit before
the first save left an all-zero file that read back as corrupt and trapped
the user in a delete/recreate loop. read opens now treat an all-zero
rksys.dat as absent (a real save always begins with the RKSD0006 header),
so the game recreates it from scratch. also ignore native build output.

* shorten

* I dont really want to change this to be honest.

* extra safety

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-06 11:20:51 +02:00
patchzyy 2d9dc4e0f2 import setting.txt (#169)
* import setting.txt

* coderabbit ugh
2026-09-06 11:14:54 +02:00
patchzyy d1d80613cc Load console identity from NAND setting.txt (#164) 2026-09-05 23:00:23 +02:00
patchzyy 5d67b229f6 Update settings_overlay.cpp 2026-09-05 16:54:24 +02:00
Michael G a67069afd3 fix(macos): increase guest fiber stack size (#154) 2026-09-05 15:45:29 +02:00
patchzyy 009697fb97 Update network_socket.cpp 2026-09-05 14:31:53 +02:00
Nicholas Blyandcoderabbitai[bot] be153e0fa0 Add Dolphin-compatible input expressions and GCPadNew.ini import, DualSense L/R remapping, vibration toggle (#89)
* Add Dolphin-compatible input expressions and GCPadNew.ini import

Rebased onto current main; addresses both CodeRabbit reviews on #89.

- Expression engine matching Dolphin's semantics: doubles rather than
  booleans, 0.5 press threshold, & as min, | as max, and the functions if,
  min, max, clamp, abs, sqrt, pow, sin, cos, tan, deadzone, timer, toggle,
  hold, tap, pulse and smooth. Timing uses a steady clock in seconds, as
  Dolphin does, so a copied expression behaves identically.

- Expressions bind to the GameCube buttons and triggers, combined with the
  existing button mapping rather than replacing it, and are skipped while
  the settings overlay holds input.

- Import reads [GCPadN] from the Dolphin config directory or from
  GCPadNew.ini beside the executable. Stick axes are not expression driven
  and keep their normal mapping.

- Fixes #74: a digital button bound to L or R now reports a fully pulled
  analog trigger, plus a PlayStation preset and a vibration toggle.

Review fixes: config paths round-trip through RuntimeConfigFile::PathToUtf8
and PathFromUtf8 so non-ASCII paths open correctly on Windows, and the
duplicated exists branch is gone; the tap count is clamped before the
unsigned conversion; the expression editor uses resizable storage via
ImGuiInputTextFlags_CallbackResize so a long expression cannot be saved
truncated; clamp bounds are ordered before std::clamp; <cstdlib> is included
for std::strtod; non-finite values are rejected at the evaluator boundary as
well as at the deadzone and timer divisions; and InputBindings::Reload() runs
from InitializeRuntimeSettings rather than the vibration handler.

runtime/tests/test_expr.cpp covers operator precedence, each stateful
function and every case raised in review.

Third review round: smooth() guards NaN as well as infinity so a zero rate
cannot latch a non-finite value in node state; division evaluates both operands
so stateful functions in the left subtree still update when the divisor is zero;
the expression editor clears stale errors when the port changes; and
runtime/tests/test_expr.cpp is registered with CTest as mkw_input_expr_tests,
following the existing test targets.

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Update runtime/src/input_expr.cpp

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-09-05 10:07:05 +02:00
iChris4 02e5cb60a4 Added First Person Camera Option 2026-09-04 23:11:22 +02:00
patchzyy efc44b0482 Default Wii remote continuous scanning to off (#137) 2026-09-04 19:35:39 +02:00
iChris4 7898a76a22 Added 2D Virtual Screen for HUD and Ortho Elements 2026-09-04 18:31:03 +02:00
patchzyy d3d0de62a6 Throttle SDL logs and gate Wii rescans (#129)
* Throttle SDL logs and gate Wii rescans

* Clarify Wii remote scan state in overlay
2026-09-03 23:29:49 +02:00
iChris4 60316f0115 Merge upstream main into openxr-work 2026-09-03 15:08:50 +02:00
theofficialgmanandcoderabbitai[bot] 2bcfdca199 Linux appimage prebuild aurora (#121)
* Linux Appimage: statically prebuild Aurora (and all its dependencies)

adds symlinks to the compiler locations in a static path that way rebuilds do not think that the compiler path has changed between appimage install commands

* Update package.yml

* Update Launcher/build-appimage.sh

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-09-03 10:20:24 +02:00
iChris4 2156617cd5 runtime: integrate OpenXR presentation for Mario Kart Wii 2026-09-03 04:00:24 +02:00
ca7d126a13 Bluetooth Wii Remote support: Wii Remote / Wii Wheel, Nunchuk and Classic Controller through KPAD (#73)
* Bluetooth Wii Remote support: the game reads a real Wii Remote through KPAD

Enable SDL3's HIDAPI Wii driver and hand a paired Wii Remote (bare or with
Nunchuk) to the game as a real Wii Remote: WPADProbe reports CORE/FREESTYLE
and KPADRead fills KPADStatus[0] from SDL every frame (buttons, accelerometer
in KPAD's g frame, Nunchuk stick and accelerometer), while the GameCube pad
view of that port reports no controller. The game's own motion code then
handles wheelies, tricks and Wii Wheel steering. Classic Controllers and
Wii U Pro Controllers keep going through the GameCube pad path with a default
button table picked by name.

SDL's Wii driver drops a remote on a failed Bluetooth read or when the
Nunchuk is plugged or unplugged and never re-adds it, so the runtime keeps
rescanning (Dolphin style) while no Wii controller is present by toggling the
driver hint off and, a few frames later, on again; a dropped remote is back
within 1-2 s. Settings live in the F10 overlay under Wii Remotes (Bluetooth)
and in Config.toml (wii_remotes, wii_continuous_scan).

* Fix Wii U Pro / Classic Controller ZL and ZR not registering

SDL's Wii driver reports ZL/ZR as the LEFT_TRIGGER/RIGHT_TRIGGER analog
axes, never as digital shoulder buttons. Binding them to
LEFT_SHOULDER/RIGHT_SHOULDER meant they never fired and also disabled
aurora's own analog-trigger fallback (a button table entry for
PAD_TRIGGER_L/R marks the trigger as "handled", even when the bound
digital button never actually presses). Leaving them unbound lets the
default axis mapping drive them like every other analog-trigger pad.

Reported by an end-to-end tester connecting a real Classic Controller to
a Wii Remote.

* Wii Remotes menu: live raw D-pad/ZL/ZR readout for Classic Controller / Wii U Pro

Diagnostic aid for a reported issue where the Classic Controller's D-pad
does not do anything in-game (no wheelies). Shows what SDL itself sees so
a driver-level problem (nothing lights up) can be told apart from a
mapping problem (it lights up but the game does not react).

* Fix Classic Controller D-pad input

* Address CodeRabbit review on PR #73

- PADRead: hide KPAD-served ports even while input is blocked so the port
  error state does not flip when the overlay opens/closes.
- WPADProbe: run the Wii Remote rescan state machine before probing so a
  reconnect probe before the next PADRead can see the remote.
- EnsureSensors: only cache the gamepad id once every accelerometer enabled,
  so a failed activation is retried.
- ConfigureSdlHints: reset the in-flight rescan bookkeeping.
- Settings overlay: disable "Rescan now" while Wii Remotes are turned off.

* Bluetooth Wii Remote: fix wheel steering, native Classic Controller, extension hot-swap

Accelerometer
- The SDL -> KPAD conversion negated the wrong axis: SDL's z is the remote's
  +Y (towards the user), so KPAD acc is (-wiiX, -wiiZ, +wiiY). Fixes mirrored
  Wii Wheel steering.
- Drop reports whose accelerometer bytes arrive zeroed (+-5.12 g on every axis,
  a few times a minute over Bluetooth) and repeat the last good sample; they
  read as a full-lock steer plus a 9 g shake.
- One-button zero-point calibration in the overlay (remote flat, buttons up),
  stored in Config.toml as wii_accel_offset_x/y/z. SDL's read of the remote's
  factory calibration times out over Bluetooth and falls back to a nominal
  zero point, which left a per-axis bias of up to ~0.3 g on the tested remote.
- Live accelerometer readout and an optional per-frame CSV trace
  (wii_accel_trace = true) for debugging.

Classic Controller through KPAD/WPAD
- WPADProbe reports WPAD_DEV_CLASSIC; KPADRead fills ex_status.cl and
  KPADGetUnifiedWpadStatus the raw WPADCLStatus (WPAD_CL_BUTTON_* bits, sticks
  in the SDK's signed -512..511 range, triggers), so the game shows the Classic
  layout and icons and no button mapping is involved. Ports served through KPAD
  are hidden from PADRead; only the Wii U Pro Controller stays a GameCube pad.

Extension hot-swap
- SDL's Wii driver destroys the joystick on an extension change but keeps the
  HID handle open, and HIDAPI never re-creates a joystick for such a device.
  Patch the vendored SDL at configure time (AuroraSDL3Patches.cmake, wired into
  AuroraSDL3Provider.cmake for both the downloaded tarball and a pre-provided
  FETCHCONTENT_SOURCE_DIR_SDL) so the joystick is rebuilt in place with the new
  extension type, without touching the Bluetooth handle.
- Keep a vanished remote's channel alive with neutral input for up to 3 s while
  SDL re-creates the joystick, so the game never sees a disconnection. The
  driver-hint rescan stays as a fallback for real drops, starting 3 s after
  the loss, and also runs from the overlay's per-frame Draw. Log rescans.

Mappings / overlay
- Do not apply the shared positional [controller] bindings to Wii pads: that
  override is what made a Classic Controller's A/B and X/Y look swapped.
- Raw D-pad fallback also for the Wii U Pro Controller; overlay readouts read
  joystick buttons directly (SDL's generated HIDAPI mapping expects a hat).
- Overlay: Classic Controller readout, accelerometer readout and calibration.
- README: Bluetooth Wii Remote section and known limitations.

* Review pass on the Wii Remote input path

- EffectiveKind: stop bridging an extension swap once a different controller
  has taken the port, and note that everything touching the scanner state runs
  on the guest thread.
- KPADGetUnifiedWpadStatus: fill every requested entry (the SDK returns `count`
  recent samples), capped at KPAD's 16 read buffers.
- IsKpadKind gets internal linkage; the calibration accessors get their
  comments; clarify why Draw() also runs Poll().

* Drop the dead Classic-Controller-as-GameCube-pad matching

A Wii Remote with a Classic Controller is served through KPAD and its port is
hidden from PADRead, so the name matches that once gave it a GameCube button
table and the raw D-pad fallback could never take effect any more. Both now
match only the Wii U Pro Controller, and the default table is renamed
accordingly (g_defaultButtonsWiiUPro).

---------

Co-authored-by: LOL <andresguerra2k26@gmail.com>
Co-authored-by: Nick <89667145+Nick1232345@users.noreply.github.com>
2026-09-01 21:47:31 +02:00
Michael Gandpatchzyy 5c76e2b0df feature: add apple silicon native macOS support (#81)
* feature: add apple silicon native macOS support - #81

* (macos): Fix crash

This fixes a crash when viewing the rear camera

* fix(macos): keep interpolated presentation on main thread

* fix(macos): supply Retro-WFC payload during setup

* perf(windows): compile out flat-memory fallback check

* remove duplicate smoke test

* test(macos): name and focus host platform tests

* fix(macos): validate Retro-WFC payload cache

* fix(payload): preserve staged file access failures

* Limit flat-page checks to variable-page hosts

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-01 18:57:15 +02:00
patchzyy 2b5b889249 Add windows CI 2026-09-01 17:01:13 +02:00
DarthM abe7cd2b61 security: enforce TLS certificate validation 2026-09-01 03:43:59 -04:00
patchzyy 1af7cd6d9b Merge pull request #109 from DarthMDev/discord-rich-presence
feat: add basic Discord rich presence support
2026-08-31 16:32:44 +02:00
patchzyy 13b6d0b447 Refine SEH crash handling on Windows 2026-08-31 16:28:24 +02:00
patchzyy db576cd5cb Update runtime_config.h 2026-08-31 16:08:32 +02:00
DarthM edacfcb8bc fix: handshake before Discord activity updates 2026-08-31 06:57:19 -04:00
DarthM 36faa76dc0 fix: harden Discord IPC retries 2026-08-31 06:36:45 -04:00
DarthM 3fc1555871 config: set default Discord client ID 2026-08-31 06:15:30 -04:00
DarthM be691bd08d feat: add Discord rich presence support 2026-08-31 06:15:30 -04:00
Christophe 8b607ccbb9 Merge branch 'patchzyy:main' into master 2026-08-31 01:24:26 +02:00
patchzyy 243eb86021 Merge pull request #50 from theofficialgman/aarch64-main
Add ARM64 Support (with Linux ARM64 packaging implementation)
2026-08-30 22:28:36 +02:00
patchzyy 7b750e96ac Update ppc_isa_float.h 2026-08-30 22:20:58 +02:00
Christophe 6e3bf9fe15 Merge branch 'patchzyy:main' into master 2026-08-30 21:51:47 +02:00
iChris4 e31932de0a OpenXR D3D12/Vulkan backend 2026-08-30 21:48:59 +02:00
iChris4 0beb7d880c Initial OpenXR configuration 2026-08-30 21:47:12 +02:00
zydezu 1c7e4e79c5 FEAT: add MPRIS for music attenuation support on linux 2026-08-30 19:17:58 +01:00