* fix: stop stale Android readbacks snapping Steam's brightness slider back during a held stick
* fix: let deploy_fast sign with the release env on macOS and Linux
* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests
* fix: honor DROIDDECK_SIGNING_ENV first and cover the env signer in tests
* fix: retry held brightness readbacks, use a monotonic hold clock and resolve the signing env path
* fix: resolve the build-tools path before signing changes directory
* fix: pick the newest build-tools numerically and keep the env file from replacing them
* fix: only pick build-tools that have aapt, zipalign and apksigner
Remove the Performance mode switch. The session always runs the way
Performance mode did: replaced buffers go back to the game at once
(except while mirroring to glasses), gamescope's WSI layer and winex11
reuse their per-present window checks, and games get eight swapchain
images while uncapped. Steam's Frame Limit in the Quick Access menu is
the only limit.
gamescope 3.16.29-p15 (p14 plus two patches):
- 0119: with the Frame Limit on, gamescope forces FIFO while the WSI
layer hands the driver MAILBOX, so a game with eight images could
queue up to seven frames ahead of the screen. While the limiter forces
FIFO the layer uses its default of 3 images; DXVK and VKD3D-Proton
recreate their swapchain when the limiter changes, other apps are asked
to with VK_SUBOPTIMAL_KHR.
- 0120: -r fixed gamescope's pacing and limiter rate for the whole
session. With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1 a rate the host
has reported for 300 ms replaces it (a switch from 144 to 120 Hz passes
through 72 Hz for a few frames), and Steam gets the display information
again. The session sets it whenever it passes -r.
Steam keeps its Frame Limit as the client setting
gamescope_app_target_framerate and offers the values gamescope's display
state lists. After a refresh change, a limit the new rate does not offer
(72 at 120 Hz) left the slider on its first value while the game kept the
old limit. The Steam helper watches the offered values and, once they
settle, keeps the limit when it is still offered and moves it to the
highest value otherwise, through Steam's own setting so the slider shows
it. Steam's webpack does not expose its module cache, so the gamescope
service is found by the calls its module makes, and the helper retries
the install every 10 s until Steam is ready.
The session window asks for the fastest mode the peak refresh setting
allows and chose again only when the display changed, so after it had
asked for 60 Hz, raising Android's refresh setting left the display,
gamescope and the limit at 60. It now also chooses again when
peak_refresh_rate or min_refresh_rate changes.