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* optimizations * Update menu_game.h * try new code * use cached EGLImages * try drm cache on pi * nani? * huh? * require opengl egl * find EGL * find EGL separately * logging * add support for versions of ffmpeg less than 6.0 * disable drm cache for now * Update ui_sdl.c * use old code for now * disable avcc hdr for now * restore error message * try disabling format modifiers? * tell me what the layer is * pi decoder actually produces frames in yuv420p * print more debug info * try this * switch to faster decode path * switch to old code * Update ui_sdl.c * add more timing profiling * more printing * enable some optimizations * draw menus when not in game mode * call render present * Update ui_sdl.c * Update ui_sdl.c * remove unused code * Update CMakeLists.txt * incorporate direct DRM code * Update CMakeLists.txt * free drm context and test old decoding code * move SDL event loop to separate thread so controls are not limited by display rate * add a wait to reduce CPU thrashing * fix double free * separate video into recv and consume threads * Update ui_sdl_drm.c * Update ui_sdl_drm.c * Update gamepad.c * further optimizations * anti-alias buttons more * fix some compiler errors * only include DRM on linux * fix windows compile issues * fix includes * Update CMakeLists.txt * add htobe32 define for macOS * Update video.c * Update gamepad.c
vanilla-pipe
No, this is not something you smoke, vanilla-pipe is a program on various platforms that facilitates a connection between the Wii U and another device. Since the Wii U connection is slightly nonstandard, not all devices can connect to it on their own. Hence, vanilla-pipe, which allows a connection on one device that forwards all communication to another.
vanilla-pipe is also used locally to allow the connection to happen with root permissions (which the nonstandard connection requires) while the frontend can remain a user program (with regular access to the user's X/Wayland/PulseAudio sessions).