* 🎵 Fast forward audio resampling. Solves #15160.
Previously, we avoided doing any resampling while fastforwarding based
on the assumption it was impossible to make the audio not crackle due to
both flush-to-flush timing fluctuations and timer accuracy.
However, turns out this is not the case. The audio doesn't "crackle" per
se when the timing fluctuates! It's just that the sounds don't make
sense since the time compression and decompression caused by the flush
time fluctuations mess with the audio consistency.
To work around that, we introduce a running average flush delta time
that makes sure the audio is both resampled to approximately the correct
rate and consistent.
This was tested in two settings:
- Limited rate fastforwarding (2x-4x)
- Unlimited fastforwarding
In both cases it seems to work well, but with unlimited fastforwarding
it's just high pitched and annoying, so this is probably the most useful
in the 2x to 4x range.
* Move declartion to support C89
* resampling ratio upper and lower bounds
* Add toggle for speeding up audio
If cores are not deterministic, or if they only have bounded
determinism, we can obtain less drift if replay files also contain
periodic checkpoint states. These are configured by the new retroarch
stting replay_checkpoint_interval (measured in seconds). States are
inserted into the replay file in between frames.
This patch also fixes the settings display for the replay
autoincrement max keep setting.
* Add bsv replay controls (not yet fully implemented), remove toggle
see notes in task_movie.c, make sure command.c calls the right
functions, check retroarch.c and other todos.
bsv files are also now stored with states, not saves.
* Compilation fixes
* Added command impls for play and record replay, and some code in load state to do the right thing there
* Guard some parts of the new code with HAVE_BSV_MOVIE
* wip, menu fixes
* more menu fixes, osd for movie errors, halt recording properly
* Menu and label fixes
* move bsvs to own file suffix series under savestates, fix recording and playback command validity checks
* Fix replay autoincrement
* fix endif placement, whoops
---------
Co-authored-by: Joseph C. Osborn <jcoa2018@pomona.edu>
ever implemented for OpenGL2 driver, lots of code debt, best to
instead just keep improving the overlay system instead which is
already available for most video drivers
* msg_hash_us.c contents to Crowdin, phase 2
Remaining part of the fixed strings moved to msg_hash_us.h, and some other changes:
- added help text for individual menu drivers
- prepared help labels for video drivers
- prepared help labels for input drivers
- old entries from the now defunct help menu are hidden from compilation
(may be added back later, when the menu is again visible)
- moved notification color/bgcolor items to sublabels
- language fixes from phase 1 comments
* c89 compilation fixes
* Compilation fix for Android builds
* msg_hash_us.c contents to Crowdin, phase 2
Remaining part of the fixed strings moved to msg_hash_us.h, and some other changes:
- added help text for individual menu drivers
- prepared help labels for video drivers
- prepared help labels for input drivers
- old entries from the now defunct help menu are hidden from compilation
(may be added back later, when the menu is again visible)
- moved notification color/bgcolor items to sublabels
- language fixes from phase 1 comments
- 'Unlocks/Mastery' split into two options
- 'Account/Login Messages' split off from 'Verbose', gated all login success/error messages
- menu_cbs_sublabel.c - Now in same order as menu options
- menu_setting.c - VISIBILITY_UNLOCK default value now uses define
- All suggested text/cleanup changes from Jamiras
- Startup Summary split off from Verbose Mode, added option to hide for games with zero core cheevos
- Some existing options moved into this submenu
- Leaderboard-related options coming in future PR
When running on Android, RetroArch considers most devices that emit dpad events as gamepads, even if they also emit other keyboard events; this is usually the right thing to do, but it has the side effect of not letting some actual keyboards (e.g.: Logitech K480) act as such inside RetroArch. This configuration option allows users to manually select a specific input device to act as a physical keyboard instead of a gamepad, which is handy when emulating computers as opposed to consoles.
also adds audio_driver_mixer_play_scroll_sound to menu_cbs_left and menu_cbs_right which are (seemingly) responsible for the large scroll on some menus (and also bumper scrolling on glui's playlist menu?).
* Allow repositioning of achievement notifications
* PS4/ORBIS build fix
Would have thought cheevos-related notification code was wrapped in HAVE_CHEEVOS, but guess not.
WIP version of Append and Prepend preset, Includes UI for Standard Retroarch, but not the QT UI companion
Co-authored-by: HyperspaceMadness <remimcgill@hotmail.com>
- New descriptors: 'dpad_area' and 'abxy_area'
- Each has a diagonal sensitivity setting, 100% being 8-way symmetry
- Buttons can be redefined in the cfg file
E.g. This would create a d-pad area, then redefine it to use analog directions:
overlay0_desc0 = "dpad_area,0.85,0.57,rect,0.166228,0.295516"
overlay0_desc0_up = "r_y_minus"
overlay0_desc0_down = "r_y_plus"
overlay0_desc0_left = "r_x_minus"
overlay0_desc0_right = "r_x_plus"
* Add View feature
Add saving of a filter set in the Explore menu into a so called "View" file which then gets listed alongside playlists.
This also adds the ability to filter a category by range in the Explore menu and not just filter on exact matches.
* Menu improvements for explore and views
* Collapse ozone sidebar in view
* Fix problems with the sidebar in explore/view
* Ignore view files in the Qt playlists menu
* Add missing semicolon
* Support downloading thumbnails in views
* New Menu Items Disable Info & Search
Add menu options for disabling Info and Search buttons
* Update msg_hash_us.h
Update Sublabels
* Update menu_setting.c
Set Advanced flag for new settings
one - if you set the last parameter to a valid 'rarch_setting_t' pointer
and enum_msg to MSG_UNKNOWN, you will get the previous menu_entries_append
behavior
* Renamed remaining function to menu_entries_append so that we have one
consistent way of adding menu entries instead of two
Reduces some code duplication significantly
Reasons:
1 - Just a macro for strcpy
1.2 - doesn't have a return type unlike strlcpy, can't be used
for string concatenation
1.3 - unsafe compared to strlcpy
Do either manual string assignment per character or strlcpy, no
inbetween by resorting to strcpy
- (database_info.c) Optimizations for database_info_build_query_enum() -
it would call strlcat at the very least 3 times, normally more than that.
Every strlcat call is at least one or more strlens. Reduce it all down
to manual string concatenation and one strlcat
- (database_info_build_query_enum) - always NULL terminates string so no need for NULL termination done by callee
* (menu_displaylist) use smaller strings for basename paths, remove one unnecessary string
in menu_displaylist.c function
- (disk_index_file.c) Avoid another trivial string concatenation by doing
it manually after fill_pathname_join_special
- (fill_pathname_join_delim) since fill_pathname_join_delim() now has a return value, use it for
string concatenation
- (platform_unix) - Use BUFSIZ as size for a buffer in system_property_get
- some other trivial strlcat usage replacements
as deprecated.
* Use fill_pathname_join_special in the vast majority of cases where
we can ensure out_path is a new empty string
* Get rid of some extension concatenation with strlcat where encountered
* Some general cleanups with NULL termination of strings that get immediately
passed to strlcpy/strlcpy-adjacent functions
* (joypad_connection) Small optimizations -
* Turn functions static where possible
* Hose strlen call out of loop
* (input_driver.c) General cleanups:
* Some small code/style nits
task_screenshot.c:
* Move widget callback function for screenshots to task_screenshot.c
(file_path.c):
* Turn get_pathname_num_slashes into static function
* path_linked_list_free - always returns true, so get rid of return value
* path_linked_list_new - fix function signature
* path_get_archive_delim - do not NULL-terminate string, already done by strlcpy later on
General:
* Slight optimizations - use int/size_t for loop counter variable instead of unsigned
* Take advantage of fact that strlcpy already NULL-terminates, so don't do this explicitly
outside if we're just going to end up calling strlcpy/fill_pathname_join on it anyway
Path: Netplay -> Host -> Kick Client
- Allows the host to kick clients.
- Allows the host to view client information: connected clients (names), status (playing/spectating) and ping.
Closes https://github.com/libretro/RetroArch/issues/3414
I have investigated the issue. The crux of the problem is that on Android there
is no way distinguishing 2 scenarios:
1) 2 identical bluetooth controllers A and B and first there are button presses
only on controller A and then on controller B
2) the same controller disconnects and reconnects.
Android doesn't give bluetooth mac address of where the touch came from, only
opaque ID and this opaque ID changes after reconnect. Hence without changes to
android this is infeasible without giving up the ability for 2 users to play on
identical controllers.
I guess that this sacrifice makes sense for affected users
* Support for Swift, added emulator keyboard
* fixed toggle key handling using magic number hack for now
* fixed keyboard transparency slider for now with suboptimal fix; add gesture recognizer to hide/show keyboard
* Support CocoaView extensions in Swift; move keyboard delegate impl and setup to swift extension
* moved keyboard view model creation out of EmulatorKeyboard
* implement key pressed delegate in swift extension
* added input method for directly sending RETROK_* codes to support a touchscreen keyboard; assign keyboard model delegates; updated keyboard layout (added F1-F12 keys); change shift, control and alt keys to be modifiers
* enable focus mode when custom keyboard is shown; enable/disable overlay when custom keyboard is toggled
* Specify -DHAVE_OPENGLES2 instead of -DHAVE_OPENGLES3 since glsym_es3.h does not compile in iOS 14.5
Fix tvOS build using compiler flags
* Create new project for iOS 13 deploy target; add check for deploy target to conditionally compile for new iOS 13 specific feature (custom keyboard)
* force disable core info caching for iOS, use opengl es2 for debug
* Add flag for iOS custom keyboard - 3-finger swipe up to show, 3-finger swipe down to hide
* use OpenGLES2 instead; using ES3 results in compile time errors on iOS 14.5
* code cleanup
* Updated references to -DDONT_WANT_ARM_ASM_OPTIMIZATIONS flag
* Add JIT support for non-jailbroken devices
* iOS: Add support for touch mouse handler
* Added a HAVE_IOS_TOUCHMOUSE preprocessor macro so that it builds under the iOS11_Metal xcode project
* Changed click-and-drag behavior to double tap hold and drag
* Visual improvements to the emulator keyboard: updated colors, improved key-press effect
* Disable run-ahead based on save state support level defined in core info files
* Disable rewind based on save state support level defined in core info files
* Add option for showing the overlay behind the menu
This commit lays the groundwork for this option. Support for this option
in the video drivers themselves is going to be added in later commits.
* gl1: Add overlay behind menu support
* gl2: Add overlay behind menu support
* gl3: Add overlay behind menu support
* vulkan: Add overlay behind menu support
* ctr: Add overlay behind menu support
* d3d9: Add overlay behind menu support
* d3d10: Add overlay behind menu support
* d3d11: Add overlay behind menu support
* d3d12: Add overlay behind menu support
* CHANGES.md: overlay behind menu
Co-authored-by: MrHuu <MrHuu@users.noreply.github.com>
Co-authored-by: Tony <45124675+sonninnos@users.noreply.github.com>
Lobby Viewer: Filter out rooms that are not running RetroArch
Lobby Viewer: Display a non-connectable tag to non-connectable rooms.
Host: Display warning if we are announcing to the internet but our room isn't connectable from there.
* Netplay Stuff
## PROTOCOL FALLBACK
In order to support older clients a protocol fallback system was introduced.
The host will no longer send its header automatically after a TCP connection is established, instead, it awaits for the client to send his before determining which protocol this connection is going to operate on.
Netplay has now two protocols, a low protocol and a high protocol; the low protocol is the minimum protocol it supports, while the high protocol is the highest protocol it can operate on.
To fully support older clients, a hack was necessary: sending the high protocol in the unused client's header salt field, while keeping the protocol field to the low protocol. Without this hack we would only be able to support older clients if a newer client was the host.
Any future system can make use of this system by checking connection->netplay_protocol, which is available for both the client and host.
## NETPLAY CHAT
Starting with protocol 6, netplay chat is available through the new NETPLAY_CMD_PLAYER_CHAT command.
Limitations of the command code, which causes a disconnection on unknown commands, makes this system not possible on protocol 5.
Protocol 5 connections can neither send nor receive chat, but other netplay operations are unaffected.
Clients send chat as a string to the server, and it's the server's sole responsability to relay chat messages.
As of now, sending chat uses RetroArch's input menu, while the display of on-screen chat uses a widget overlay and RetroArch's notifications as a fallback.
If a new overlay and/or input system is desired, no backwards compatibility changes need to be made.
Only clients in playing mode (as opposed to spectating mode) can send and receive chat.
## SETTINGS SHARING
Some settings are better used when both host and clients share the same configuration.
As of protocol 6, the following settings will be shared from host to clients (without altering a client's configuration file): input latency frames and allow pausing.
## NETPLAY TUNNEL/MITM
With the current MITM system being defunct (at least as of 1.9.X), a new system was in order to solve most if not all of the problems with the current system.
This new system uses a tunneling approach, which is similar to most VPN and tunneling services around.
Tunnel commands:
RATS[unique id] (RetroArch Tunnel Session) - 16 bytes -> When this command is sent with a zeroed unique id, the tunnel server interprets this as a netplay host wanting to create a new session, in this case, the same command is returned to the host, but now with its unique session id. When a client needs to connect to a host, this command is sent with the unique session id of the host, causing the tunnel server to send a RATL command to the host.
RATL[unique id] (RetroArch Tunnel Link) - 16 bytes -> The tunnel server sends this command to the host when a client wants to connect to the host. Once the host receives this command, it establishes a new connection to the tunnel server, sending this command together with the client's unique id through this new connection, causing the tunnel server to link this connection to the connection of the client.
RATP (RetroArch Tunnel Ping) - 4 bytes -> The tunnel server sends this command to verify that the host, whom the session belongs to, is still around. The host replies with the same command. A session is closed if the tunnel server can not verify that the host is alive.
Operations:
Host -> Instead of listening and accepting connections, it connects to the tunnel server, requests a new session and then monitor this connection for new linking requests. Once a request is received, it establishes a new connection to the tunnel server for linking with a client. The tunnel server's address and port are obtained by querying the lobby server. The host will publish its session id together with the rest of its info to the lobby server.
Client -> It connects to the tunnel server and then sends the session id of the host it wants to connect to. A host's session id is obtained from the json data sent by the lobby server.
Improvements (from current MITM system):
No longer a risk of TCP port exhaustion; we only use one port now at the tunnel server.
Very little cpu usage. About 95% net I/O bound now.
Future backwards compatible with any and all changes to netplay as it no longer runs any netplay logic at MITM servers.
No longer operates the host in client mode, which was a source of many of the current problems.
Cleaner and more maintainable system and code.
Notable functions:
netplay_mitm_query -> Grabs the tunnel's address and port from the lobby server.
init_tcp_socket -> Handles the creation and operation mode of the TCP socket based on whether it's host, host+MITM or client.
handle_mitm_connection -> Creates and completes linking connections and replies to ping commands (only 1 of each per call to not affect performance).
## MISC
Ping Limiter: If a client's estimated latency to the server is higher than this value, connection will be dropped just before finishing the netplay handshake.
Ping Counter: A ping counter (similar to the FPS one) can be shown in the bottom right corner of the screen, if you are connected to a host.
LAN Discovery: Refactored and moved to its own "Refresh Netplay LAN List" button.
## FIXES
Many minor fixes to the current netplay implementation are also included.
* Remove NETPLAY_TEST_BUILD
This can fix a lot of performance issues, like audio crackling and frame
time spikes. This requires the GameMode package to be installed. See:
https://github.com/FeralInteractive/gamemode
This commit adds a "Game Mode" bool option to the "Power
Management" and "Latency" settings sections, and it can be toggled
on/off without restarting RA.
The actual toggling of game mode happens in a new frontend platform
interface function. Perhaps this will become useful for other platforms
that provide some equivalent of Linux GameMode.
Since the GameMode ABI is fixed, and the API comes as a single,
header-only file with no actual deps, we simply bundle the header
(deps/feralgamemode/gamemode_client.h.) That way, all Linux builds will
have support for GameMode regardless of whether the GameMode development
package is installed or not.
* Added setting to allow/disallow players other than the host from pausing the game.
* Added a sublabel for netplay max connections.
* Fixed port override macro from not being set immediately after the port setting.
* Fixed memory leaks.
Adds new entry (where the entry for dumping CD is) to eject the disc -
in case the CD drive has no physical button to eject the disc / the
button does not work. Useless for most, but quality of life improvement
for some.
Upstream of patch used by Lakka at build time
1943ad296e/packages/libretro/retroarch/patches/retroarch-99-eject_disc.patch
Pressing the START button removes the device pairing. Useful in case
the device (e.g. gamepad) was paired with a different adapter/computer
and needs to be paired again with current adapter/computer.
To pair again, RetroArch needs to be restarted, so the device list is
populated again.
Upstream of patch used by Lakka at build time
1943ad296e/packages/libretro/retroarch/patches/retroarch-98-remove_bluetooth_pairing.patch
== DETAILS
So, basically this back-and-forth is because we used fixed-size
data types (i.e. `uint32_t`) which maps to different primitive data
types on different platforms. So `uint32_t` might be a `long` on some
platforms (e.g. Wii U), while it's just a plain integer on others (PC).
And the format specifier works off primitive data type, not data type
size.
So, to resolve this, we:
- keep `%lx` as the format specifier
- cast the parameter to printf to unsigned long
This is better than the alternatives that could cause problems trying to
cast a long down to an int.
== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
* Add HDR support
* Attempt to fix Mingw build and Metal builds
* (D3D12) Fix relative header includes
* Add missing hdr_sm5.hlsl.h
* (d3d12_common.c) Some C89 build fixes
* Fix MSVC build
* - Attempt to fix build on mingw/msys unix with dirty hack
- Fix shader compilation of hdr_sm5.hlsl.h on MSVC/Visual Studio -
the define was seen as an error and was causing the first pipeline
to error out
- Make sure we manually set handle of backBuffer to NULL
* Moving the release of the texture above the freeing of desc.srv_heap
and desc.rtv_heap solves the hard crashes on teardown/setup in RA -
it was crashing hard in d3d12_release_texture before
* Add HAVE_D3D12_HDR ifdef - needs to be disabled for WinRT for now
because of several things that are Windows desktop-specific right now
(GetWindowRect)
* Add dirty GUID hack - should work for both mingw/msys on Windows/Linux
as well as MSVC/Visual Studio (hopefully)
* Change HAVE_D3D12_HDR to HAVE_DXGI_HDR
* Move away from camelcase named variables
* Fix RARCH_ERR logs - they need a newline at the end
* d3d12_check_display_hdr_support - make it return a bool on return
and set d3d12->hdr.support and d3d12->hdr.enable outside of the
function
* (DXGI) Remove D3D12 dependencies from dxgi_check_display_hdr_support and
move it to dxgi_common.c instead
* (DXGI) move d3d12_swapchain_color_space over to dxgi_common.c and
rename it dxgi_swapchain_color_space
* (DXGI) move d3d12_set_hdr_metadata to dxgi_common.c and
rename it dxgi_set_hdr_metadata
* (DXGI) dxgi_check_display_hdr_support - better error handling?
* Fix typo
* Remove video_force_resolution
* (D3D12) Address TODO/FIXME
* (D3D12) Backport
c1b6c0bff2
- Fixed resource transition for present when HDR is off
Fixed cel shader displaying all black as blending was enabled when the hdr shader was being applied - turned off blending during this shader
* Move d3d12_hdr_uniform_t to dxgi_common.h and
rename it dxgi_hdr_uniform_t
* (D3D11) Add HDR support
* Add TODO/FIXME notes
* Cache hdr_enable in video_frame_info_t
* Update comment