Libretro cores are selected based on the file extensions of the ROMs. However, ROM file extensions are not unique across cores (e.g., .zip is used in both DosBox and MAME). To load a specific core correctly, it's necessary to place the corresponding ROMs in designated folders specified in the configuration. By default, you can use the keys from cores.list as the folder names, or you can specify your own custom folder names using the 'folder' parameter for each core.
* Follow Go standard for naming constants
* Use reformatted pixFormats for Libretro cores
* Use OpenGL 2.1 Core profile bindings for render instead 4.1
* Cleanup the code
* SDL attributes should be set before the sdl.Init call
* Use simple vertical frame flip function instead imaging lib with OpenGL renderer
* Use the separate control flow for the macOS OpenGL context handling
* Add OpenGL pixel type/format switch based on cores callback
* Use unified log instead of fmt
* Clean code
* Remove unnecessary SDL init flag
* Printout errors with SDL / OpenGL functions
* Add CGO Libretro logging output
* Use main thread lock for windows and OpenGL context
* Remove Darwin OS switch
* Add extended OpenGL version info print
* Update Libretro cores info print
* Add game library module (#232)
* Add game library
* Add missing local game lib files
* Add missing return statement
* Use v2 suffix
* Bump the dependencies
* Update Libretro modules to support headless test runners
* Port old savestates tests as example for Libretro cores runner testing
* Add n64 core example game and a test
* Update room tests for various games
* Add frame dump support for CI builds
* Add frame rendering to image output for core testing
* Update ROM frame exporter in tests
* Disable Docker image publishing
* Add frame rendering output for non-gl cores for CI
* Add auto GL context override for headless, gpu-less machines (e.g. Github CI Xeon)
* Add Windows CI headless cores frame render config
* Add missing Mesa OpenGL drivers to Ubuntu CI
* Add mupen n64 core download into CI tests
* Add Linux, macOS, Windows core frame render tests into CI
* Remove unnecessary var
* Add some comments
* Revert Y flip
* Move OpenGL into a separate package
* Add SDL package
* Update modules
* Introduce Makefile and go vendor directory for faster build
* WIP: Refactor cloud-game codebase with spliting overlord and worker binary
* Fix all issues and have a running build
* Complete first version of refactor