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ARM linux uses features_cpu.c from libretro-common, which in turn requires all of these dependencies. x86/_64 builds don't build features_cpu.c, but it doesn't hurt to build these anyway in that case.
…cess code being sent. (#18483)
this steals some of the improvements from the coreaudio3 driver to use atomics and dispatch_semaphore instead of fifo_queue.
…debug logs & FSE guard (#18673)
#18678) Set explicit blend factors (src=ONE, dst=ONE_MINUS_SRC_ALPHA) on the HDR pipeline blend attachment for correct alpha compositing. Refactor vulkan_run_hdr_pipeline to check the return value of vulkan_buffer_chain_alloc before writing vertices, replace the VULKAN_WRITE_QUAD_VBO macro with explicit vertex definitions for clarity, and move vkCmdBindVertexBuffers/vkCmdDraw inside the allocation success block to avoid drawing with invalid buffers.
Replace the incorrect two-step conversion (709->2020 then 2020->P3) in the WIDE gamut mode with a single direct kP3to2020 matrix that correctly converts DCI-P3 colour primaries into Rec.2020. Add the kP3to2020 colour rotation matrix to HLSL (hdr_sm5.hlsl.h), GLSL (hdr_common.glsl), and the Vulkan fragment shader (hdr.frag). Rebuild SPIR-V shader binaries.
…8680) Fix indentation of the HDR pipeline initialization block inside vulkan_init_pipelines to use consistent 3-space indentation matching the surrounding code style. Use vk->sdr_render_pass instead of vk->render_pass when restoring pipeline state after the HDR tonemapping readback pipeline setup, to correctly reference the SDR render pass.
* glui: Add Dracula Color Theme for MaterialUI * Remove dup variant - Tahnks @sonninnos * glui: Select a darker background for the title, toolbar
* Changes up to 2026-01-15 * Changes up to 2026-02-04
the new functionality. The biggest change is that save states work for most (I say most because one can't seek through some broken by design test files I have available.) files. I've also added a seek that increments or decrements the position in the file according to a strength which cycles through a fixed set of seconds by again pressing the relevant button. I also changed the audio and subtitle controls to allow more handling by moving forwards or backwards through the available streams within the given file. Finally, I made a null subtitle state so that subtitles can be disabled by simply cycling through the available streams.
…rt (#18692) Add separate HDR pipeline states (pipe_blend_hdr, pipe_noblend_hdr, pipe_font_hdr) for R10G10B10A2 render targets and select the correct pipeline based on the current render target format, tracked via a new current_rt_format field. Fix resource state management: create render target textures in RENDER_TARGET state instead of PIXEL_SHADER_RESOURCE, add mipmap generation with zero-size level guards, move resource transitions to correct positions in the frame loop, and add missing back buffer transitions after HDR compositing. Fix HDR compositing: always use R8G8B8A8_UNORM for the intermediate back buffer regardless of shader preset format, set root signature before descriptor table binds, populate source/output size in the HDR UBO, and set the blend pipeline after menu texture upload. Extend HDR back buffer compositing to handle overlays in addition to the menu (D3D12_ST_FLAG_OVERLAYS_ENABLE). Only request GPU descriptor handle for shader-visible descriptor heaps to avoid D3D12 validation errors.
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