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Libretro API bindings for Rust

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Hello. I've recently stumbled upon this repo while developing a core for my own emulator, and noticed that this is pretty much dead and the maintainer is not responsive. In...

I'm just starting to investigate this but I figured I'd post it now. I'm developing a core which loads and runs fine when compiled at opt-level=0 (debug level default). However,...

Hi there, we (Rust group @sslab-gatech) are scanning crates on crates.io for potential soundness bugs. We noticed that the `Retro` struct which allows for some unsafe operations is marked as...

Also add an inner module that should contain all safe wrappers for libretro environment API.

This commit adds a default feature called "logging" that adds the rust log crate as a dependency. Libraries compiled with libretro-backend can now use the log crate and its usual...

This is a very useful library, thank you. Apart from joypads, it would be great to have keyboard support. Any hints how this could be done?

An internal macro (`set_callback`) uses a transmute to create several different function types. This is UB and indicative of an underlying problem. https://github.com/koute/libretro-backend/blob/9248d749174bfb50641630c149d8529f1ba65a30/src/lib.rs#L223-L233 According to [the documentation](https://doc.rust-lang.org/std/primitive.fn.html) of the function...

A `Core` is able to access the `GameData` any time between `on_load_game` (when it is passed in) until `on_unload_game` (when it must be returned). However the data seems to be...

Cross posting this from https://github.com/gfx-rs/gfx/issues/3108 I'd like to explore what is needed to get hardware accelerated rendering from rust to libretro running. More information on the differences to framebuffer rendering...

In the libretro API, the word content is used instead of game or ROM. Games aren't the only things that can be loaded, and libretro isn't just aimed at emulation....