* fix: carry the installed Steam build into imported games so Steam stops re-verifying them
A second-library game downloaded by WinNative was registered with a bare
manifest (no buildid or InstalledDepots), so Steam treated it as build 0 and
verified all ~92 GB of Final Fantasy XV through proot. Reuse WinNative's
.winnative-steam manifest, or a completed .DepotDownloader/depot.config, so
Steam only fetches what changed since the recorded build.
* fix: give queued Steam fresh installs of imported games the recorded build
Steam rewrites a bare import manifest into a fresh install at build 0
before downloading anything. While nothing is downloaded or staged, the
WinNative build is still safe to carry over, so Steam skips the full
re-download (FF7 Remake was queued for 98 GB this way).
* fix: mount the game storage at /mnt/droiddeck-sd
The second library was bound at /mnt/bannerlator-sd, a name left from the
Bannerlator port, which is what Steam shows in its paths and errors. Bind
it at /mnt/droiddeck-sd, keep the old path as an alias for links and
prefixes that still name it, move Steam's library entry in place, re-point
import links, read ownership snapshots taken under the old path, and key
added-game shortcut ids by the old path so their prefixes stay put.
* fix: restart Steam once when owned added games are confirmed
On a fresh install the importer runs before any ownership snapshot exists,
so every added game became a non-Steam shortcut and stayed one until the
client happened to restart. Once the watcher confirms owned titles that are
not imported, it asks the session for one restart, while no game runs and
no download is in progress, and the importer turns them into Steam entries.
* feat: pick GPU drivers as matched pairs, set automatically for the device's GPU
* DD-Turnip Driver Support (#106)
---------
Co-authored-by: MaxsTechReview <maxjividen@gmail.com>
* perf: answer Turnip's zero-timeout KGSL timestamp polls without blocking
Turnip polls a timeline point with IOCTL_KGSL_DEVICE_WAITTIMESTAMP_CTXTID
and a timeout of 0, which KGSL reads as wait forever; Mesa does it under
a lock on every signalling submit, so vkd3d-proton, DXVK, gamescope and
Zink ran in lock-step with the GPU. The session preload now answers
those polls from the context's retired timestamp and passes everything
else to the kernel. Bannerlator measured a D3D12 demo at 614 -> 4335 fps
with the same answer in its Vulkan adapter. BL_NO_KGSL_POLL_FIX=1 turns
it off.
* perf: frame limiter, live panel refresh, opt-in GPU clock pin, cheaper cursor sync
- A per-mode frame limit (Steam and desktop settings, off by default):
gamescope's -r, the compositor's buffer-release pacer, the display
layer's frame-rate vote and a panel mode the cap divides evenly, as
WinNative's per-shortcut limit does. BL_FPS was always 0 and the
pacer's limit was never set.
- The compositor follows the panel's refresh rate when it changes
mid-session instead of reporting the rate read at start. (WinNative.)
- Performance > GPU: hold the Adreno clock at its top through KGSL's
power-control property, no root (Bannerlator's PerfGpuTurbo). Off by
default; cleared when the session stops and at the next app start if
a killed process left it set.
- The cursor image is copied across JNI only when its serial changes,
not on every pointer move.
* perf: stop re-seeding every prefix every 5 s, and run the library helpers only on change
- bannerlator-seed-redists stamped its change check from a block that
carried the current time, so it never matched: every prefix had ~32
keys appended to system.reg on every beat. The stamp now comes from
the names; Proton's prefix template is seeded too (date kept), with
WinNative's built-in list until the client has the install scripts.
- The library beat runs the seeder every 15 s and steam-compat only
when a directory it reads has changed, or once a minute.
- The client-core pin reads /proc itself and runs taskset -a only for
new processes or ones that grew threads.
- The games watcher backs off after a failed ownership probe and does
not probe while a game runs.
- The Proton launcher runs the newest ARM64 depot by build number, and
PROTON_USE_PIPEWIRE defaults to 0. (WinNative.)
* perf: Mesa's database shader cache, and proot's tracer above the guest
- MESA_DISK_CACHE_DATABASE=1 for the session: the file cache opens a
file per lookup and opens and renames one per store, each a proot
stop; the database is opened once and used with pread/pwrite.
- proot's single tracer thread is raised to nice -6 (under the
compositor's -8) two seconds after it starts, so the first guest
process it forks keeps nice 0. setpriority() directly, not
Process.setThreadPriority, which would also move its cgroup.
* feat(lsfg): take Lossless Scaling from Steam by itself, import it once owned, rebuild on update
- Lossless.kt owns the DLL and its shader cache. The copy the Steam
client installs (runtime library or the card's) is taken by itself
and taken again when the client updates it (size/mtime stamp). The
DLL is copied in and built into a cache named after its SHA-256, so
a new DLL hands the compositor a new path; a build that fails keeps
the working cache. Builds are serialized.
- The Steam session asks the signed-in client once per session whether
the account owns app 993090 until the answer is yes, then records it
and the app stops asking (BL_LOSSLESS_OWNED). Once owned, the frame
generation menu offers "Import Lossless.dll…", on the main screen and
in the session drawer; an import stays until Steam's copy changes.
- The compositor restarts the LSFG engine when its cache path changes,
and a new engine selection clears an earlier start failure, so an
updated DLL or a retry no longer needs the app restarted.
- The HUD says when LSFG is waiting on Lossless Scaling instead of
"starting"; frame generation strings are resources.
- Removed LsfgNative's unused DLL variant and cache-match calls.
* Find Lossless.dll in added Games libraries too
* LSFG: 120, 90 and 60 fps targets alongside 2x-4x
The pacer's target-rate mode picks 0-3 generations per game frame. While it
is warm the input ring and shared chain follow every frame, so frames that
generate nothing don't leave the next one without history.
* Credit LSFG: Camille LaVey / Eden, ported to WinNative and DroidDeck by @maxjivi05
* LSFG: aim 0.1 fps under the target so output never passes the refresh rate