since version 3.5.1 users reported issues with 4K displays not
initializing on every boot. after reverting to kernel/fw version used in
Lakka v3.5 the issue seems to be gone.
* mesa: update to 21.3.6
https://docs.mesa3d.org/relnotes/21.3.6.html
* rpi: update kernel/firmware to 1.20220120
* linux: update mainline kernel to 5.10.101
* rpi: rebase patch for non standard modes in VEC
* add xpadneo driver for Xbox One wireless gamepad
* xpadneo: add kernel patches
should prevent generic hid module to claim the gamepad
* xpadneo: add additional settings to modprobe conf
* Add new package get method for L4T kernels. This allows changing kernel repos and combining them easier to maintain.
* Update Nintendo Switch defconfig
* Switch: Add configuration for schedutil to platform_init
* Remove switch brightness patch, as it isnt needed with new switch kernel.
* Add new brightness patch that has been upstreamed.
* Switch: Autosave/load cpu/gpu freqs, and restore on boot.
* Fix download sha verification
* Switch: Disable USB3 for joycon stability on dock
* Add new platform: Linux4Tegra(L4T) base
* L4T: Add Nintendo Switch device to L4T Project
* L4T: Add support for Nintendo Switch bootloader package to build system
* Script Update: Extract Add support for tbz2 extension
* Package Update: Update pulseaudio to latest building version, add patches to support ucm2 as that is what lakka is shipping.
* New Package: Add rewritefs package, because we need to edit filenames on the fly, when using nintendo switch, as all data is saved to fat32 partition, where : is not a valid character in file names. eg. Bluetooth Configs
* Package Update: Linux Add support for nintendo switch l4t kernel
* Package Update: Busybox: Allow L4T device builds to just dump files in initramfs, such as firmware or new init script
* New Package: Mergerfs
* Package Update: Retroarch Bump version, and Add Nintendo Switch support, add support for X display server to retroarch start enviornment
* New Package: xf86-video-nouveau
* Package Update: libxkbcommon L4T fixes
* Dockerfile: Add needed build dependencies for L4T Platform stuff.
* Update Scripts: Add support for building L4T Switch to build_all script
* Package Update: Mupen64plus_next Add Nintendo Switch build support
* Package Update: Mame2015 Add support for building on Nintendo Switch
* Package Update: Bluez Add support for Nintendo Switch
* Package Update: libdrm remove libdrm.so.2 symlink with L4T boards, as nvidia supplies their own
This adds a new function hook that can be defined for devices that have
slightly different cmdline within the same configuration.
Remove vcchost regulator since it is not used and just makes the rumble
go crazy during kernel boot.
This reenables Wifi (MT7601U) that was deleted by a previous commit.
Also enables the secondary SD card reader by fixing the voltages.
Finally re-enable low power OPPs that were disabled. This brings power
savings on idle mode and low demanding emus (in particular voltages are
lower for those points, reducing power consumption significantly)
* Fix OGA builds
No need for the u-boot patch, update the INI files instead.
Added the new userspace mali G31 blob and update the build script (we
pull headers still from Rockchip repo).
Add the RTL8821 patch to fix linux build with newer GCCs too.
This makes OGAs bootable again (tested it on OGA Super)
* Adding aarch64 support
This is essentially an OGA clone with a bigger (640x480) non-rotated
screen. Requires a joypad kernel patch (a copy of OGA's + small bits) and a new
DTB.
Changed a bit the way splash screens work, now you can specify proper
resolutions (instead of just vertical res) so that it works well for
cases like rotated screens.
Tweaked Retroarch to ship both drivers (DRM + GO2 DRM) and the GO2
driver to inhibit itself in case the console has a non-rotated display.
This should work for any console as long as the resolution is reported
correctly. The regular DRM driver should have 1 frame less latency!
What's not working: Console is still rotated (minor issue) and kernel
panics on poweroff :) Debugging it, but I'll need to solder the UART for
that.