- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking.
- Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization.
- Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness.
- Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow.
- Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios.
- Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame.
- Improved error handling and logging in the GX thread to capture exceptions during command execution.
- 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.
Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek
skip-return hook fixes (#182, #218), the exit button and controller LED
fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux
--sysroot plumbing (#224) and the switch to the theofficialgman
dawn-build fork (#215).
Conflicts resolved to keep the VR integration intact:
- settings_overlay.cpp/.h: kept both new declarations. The controller
rebinding UI takes upstream's click-to-rebind widgets wholesale - our
only edit there was wrapping the combo width in Scaled(), and
upstream's bindingWidth is already font-relative, so the headset
panel still scales. Kept our DrawResolutionMenu() extraction (the VR
panel reuses it) while adopting upstream's DrawExitPrompt() and its
new DrawTopBar() prologue; kept our Diagnostics menu alongside
upstream's exit-button width math. HandleEvents merges both keyboard
paths, with the VR recenter hotkey now guarded by !g_rebind.active so
it cannot fire while a binding is being captured.
- AuroraDawnProvider.cmake: dropped our now-dead Android hash block.
Upstream restructured the pins into an if/elseif chain that already
covers android/aarch64, with the digest for the new dawn-build fork;
our leftover block was unreachable and carried the old encounter
digest.
- Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and
csproj): kept this fork's own line, which is 0.2.39 and centralised in
Launcher/Directory.Build.props, rather than regressing to upstream's
hardcoded 0.2.32.
Verified: translator 654/654; runtime ctest 14/14 including every VR
test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263,
the one failure being the TevRegisterLiveness case already documented as
pre-existing on this branch.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
fix timeout loop, fixed drift issues, fixed infinite rumble, fixed gamecube controller adapter taking over all ports, require assigning a virtual controller port specifically to the gamecube controller adapter, and block inputs from gamecube controller while settings menu (f10 menu) is open