* fix: ship the Ubisoft launcher service as an add-on pack, not inside the APK
* fix: treat the Ubisoft service as a packed tree, stage it when its pack lands
* fix: serialize staging of the Ubisoft service
* feat: the PowerVR runtime is a downloaded add-on pack, not bundled in the APK
* fix: a stopped session cancels the PowerVR pack download
* fix: a session stopped during runtime unpacking ends before staging
* fix: a failed PowerVR pack download ends the session with a message
* Retain compositor resources when GPU completion is unconfirmed
* Stop quarantined GPU callers before retries and mapped writes
* Support Android hardware-buffer presentation over Wayland
* Support PowerVR swapchains and linear image imports in Gamescope
* Bundle verified PowerVR graphics components through existing build preparation
* Detect and select the system Vulkan backend on PowerVR
* Apply PowerVR Steam and game compatibility during normal launches
* Show PowerVR support through existing driver and component controls
* Update existing hardware guidance for system Vulkan support
* Import the shared system Vulkan readiness check
* Discover and propagate the actual PowerVR render node
* Prune obsolete PowerVR runtimes after guest processes exit
* Retain external DMA-BUF ownership after GPU quarantine
* Name the PowerVR HAL selection explicitly
* Isolate component UI tests from application startup
* Cover the inherited FEX preset in PowerVR profile tests
* Log test worker failures for CI diagnosis
* Remove temporary test logging after diagnostic CI
* Prefer system dependencies for the Android Vulkan loader
* Capture raw stderr before test worker termination
* Remove the temporary test worker crash probe
* Import pinned DXVK recipe prerequisite from PowerVR PR570
Copy only the standalone build recipe, source pin, BC-format prerequisite
and presentation-sync patch/check from wallentx/DroidDeck at d0f7264ea8.
Source: https://github.com/Droid-Deck/DroidDeck/pull/570
Preserve that proposal attribution; no Android app, compositor, managed
pack, private data or fork development history is imported.
* Add opt-in low32 GPU mapping adapter and integrity probes
* Add opt-in D3D9 single-sample workaround and fix HUD texel format
* Document verified production game workaround and publication scope
* Restrict reset diagnostics and create private output atomically
* Target official runtime review and document PR570 prerequisite provenance
* Fix runtime tool output isolation, mmap64 chaining and DST ambiguity
* Normalize swapchain backbuffers for the opt-in D3D9 single-sample path
* Experimental Samsung Xclipse support on the system Vulkan path
Detect Samsung's Vulkan HAL (vulkan.samsung.so) and its sgpu render node
alongside PowerVR, and run Xclipse through the same libhybris bridge:
- VK_LAYER_DROIDDECK_xclipse (tools/linuxfs/xclipse-layer), built with the
glibc preloads and enabled only on Xclipse: sets bionic's environ for the
driver's shader compiler, avoids immutable YCbCr samplers in compute
layouts, forwards the KHR calibrated-timestamp entry points to the EXT
ones, and reports textureCompressionBC and BC4/BC5 filtering over the
compat layer's BC emulation.
- Upstream DXVK 2.6.2, pinned as a tar.gz component and selected on Xclipse:
the driver has 128 bytes of push constants, DXVK 3 needs 256.
- android_wlegl accepts a zero stride and passes it through unchanged:
Samsung's gralloc records none for GPU-only buffers.
Tested on a Galaxy A56 (Xclipse 540, driver 24.0.560): Steam Big Picture
and PICO PARK (D3D9).
* Xclipse layer: copy the device chain and track samplers per device
- Clear textureCompressionBC in a copy of the device-create chain (every
structure up to the VkPhysicalDeviceFeatures2 that enables it) instead of
writing the caller's structure; a chain led by a structure of unknown size
is passed on unchanged.
- Track YCbCr samplers per device in a growable list, drop them on
vkDestroySampler and device teardown, and fail sampler creation rather
than leave one untracked when the list cannot grow.
- Fail descriptor set layout creation with VK_ERROR_OUT_OF_HOST_MEMORY when
a replacement sampler array cannot be allocated, instead of passing the
original YCbCr samplers to the driver.
* Xclipse layer: copy any device-chain structure the headers define
The chain copy that clears the emulated textureCompressionBC only knew a
handful of structure sizes, so a valid chain such as
VkPhysicalDeviceTimelineSemaphoreFeatures -> VkPhysicalDeviceFeatures2 was
passed on unchanged and the compat layer refused the bit. Size every
structure that may extend VkDeviceCreateInfo from a table generated from the
Vulkan registry (gen_device_chain.py, Vulkan-Headers 1.3.275, the headers
the build compiles with), and copy onto the heap instead of a fixed buffer.
Only a structure newer than those headers still passes the chain unchanged.
Add a regression test that runs the layer between a simulated loader and a
mock driver: the timeline-semaphore chain, pEnabledFeatures, an unknown
structure, the caller's structures left untouched, per-device YCbCr sampler
tracking with handle reuse, and the KHR calibrated-timestamp forwarding. CI
installs libvulkan-dev for it.
* Mali bridge (#517, by ASEbrahim) on the non-Adreno test branch
Squash of Droid-Deck/DroidDeck#517 (ASEbrahim/DroidDeck mali-bridge @ 6b823341): the Vulkan
bridge (tools/vkbridge) that runs the guest's Vulkan on the phone's own driver, with BC1-BC7,
clip/cull distance, vertex-divisor and depth-clip emulation and dma-heap memory sharing for Mali.
All of the bridge is ASEbrahim's work; squashed only to carry it on this test branch.
Combined with #570 on this branch, a device draws through exactly one path:
- Adreno: Turnip, unchanged (checked first; the bridge setting is ignored there).
- PowerVR / Xclipse with the system HAL and a render node: the system-Vulkan path (#570).
- Anything else with the Setup toggle on (Mali): the bridge.
* Test branch: keep #570's DXVK build recipe so its pinned PowerVR components verify
#602 adds output checks to tools/dxvk/build.sh; tools/powervr/fetch.py pins the exact
recipe the published PowerVR DXVK was built from, so the branch carries #570's copy.
* Test branch: make #570, #602 and #560/#561 pass each other's tests
- tools/dxvk/build.sh: #602's copy (its output checks) and the PowerVR pin in
tools/powervr/release.json moved to that file's hash; the recipe's outputs are unchanged.
- droiddeck-session: the presentation block sets _bl_cef for #570's PowerVR path, and the UI
block keeps main's order, defaulting to -cef-use-angle=vulkan when the block has not run.
- Compositor test harnesses: AHardwareBuffer stubs for #570's AHB import, and a stub for
vkp_effects_forget_image (main #597) that #561's caller harness predates.
* Auto drivers for Mali and Xclipse on the non-Adreno test branch
Auto now picks an open driver pair for the GPU, the way it does for Adreno:
- Mali (no KGSL, /dev/mali0): the GPU's name ("Mali-G720-Immortalis MC12", from the vendor
Vulkan driver or kbase's gpuinfo) picks the PanVK build: G52-G78 (Job Manager), G610/G710,
G615 or G720. A Mali none of them covers (G925...), or one whose pair is not published yet,
draws through the Mali bridge, switched on by Auto.
- Xclipse keeps the system-driver path as Auto; the RADV pair is offered as a manual choice.
- The pairs come from The412Banner/droiddeck-nonadreno-drivers (one pre-release per driver,
each a DriverBundle zip). Only a device without an Adreno reads that repo.
- The importers accept PanVK and RADV libraries (libvulkan_panfrost / libvulkan_radeon).
- An open driver pair and the Mali bridge are alternatives: a selected pair turns the bridge off.
- TU_DEBUG is only set for Turnip, on an Adreno.
Every new branch is reached only when the device has no Adreno; an Adreno's detection, release
sources, Auto choice and session environment are unchanged.
* Auto: the one-binary PanVK kbase build for Mali v9-v13 on Android 15+
The412Banner/droiddeck-nonadreno-drivers adds panvk-mali-kbase: one PanVK build for
G57/G68/G77/G78, G610/G710, G615/G715, G720/G725 and G925, whose display half needs Android 15.
On Android 15+ Auto prefers it for every Mali it covers; below 15, and whenever its release is
not listed, Auto falls back to the GPU generation's own pair. G52/G76 keep the Job Manager
build; a G715/G725/G925 below Android 15, or any Mali no pair covers, draws through the bridge.
Every pair stays selectable by hand.
* Test: the G925 is in the kbase build's family now
* Offer faux123's device PanVK builds (RP4 Pro, Ace, RG556) as manual pairs for their Mali
* Detailed graphics logs for non-Adreno test reports
- graphics-report.txt in every session folder: the graphics path the session draws with and why
(Turnip, system Vulkan #570, Mali bridge #517, or an open driver pair with its release), the
driver mode and choices, what Auto would pick, the GPU (family, Vulkan device name, kbase
gpuinfo, Android, SoC, kernel), the GPU nodes the app can see (access, device numbers, SELinux
label; nothing is opened) and the guest's graphics environment. At the end it adds the
compositor's driver lines from app.log and the game launches that were logged.
- vulkan-summary.txt: the session's own vulkaninfo --summary with the driver as exported, in the
background with a 10 s timeout.
- Per-game logs under games/<time>-<appid>/: Proton's log, DXVK's and vkd3d-proton's, Mesa's and
PanVK's startup messages and the launch environment, from droiddeck-game-env. Each file is cut
to 20 MB and the folder to 120 MB at the session's end.
- The per-game logs and the Vulkan summary are on for a GPU that is not an Adreno, and on an
Adreno only with Setup's new "Detailed graphics logs" switch. Share logs already takes the
whole session folder, so all of it is in the zip, scrubbed as before.
* Mali pairs: a stand-in render node, the driver's real library name, and a Mali known by its chip
- Auto on Jim's Dimensity 9300+ chose the bridge: the GPU had no name (the app had not asked
Vulkan yet and kbase's gpuinfo is unreadable under SELinux), so a Mali-G720 counted as a Mali
no build covers. The name now falls back to the GPU the chip is known to carry (Dimensity,
Helio, Kompanio, Tensor); and when nothing names it, Auto asks the vendor Vulkan driver off the
main thread before it settles for the bridge. Auto logs what it decided and why.
- An open Mali driver pair gets /dev/mali0 as the guest's render node, as the bridge does
(bindGpuNode, BL_DRM_STANDIN): gamescope needs the node the driver reports. The session shim
only answers libdrm's PRIME and GEM-close calls on it, which PanVK on kbase never makes.
- A PanVK or RADV runtime half is installed as libvulkan_panfrost.so / libvulkan_radeon.so rather
than under Turnip's name; Turnip keeps libvulkan_freedreno.so.
- graphics-report.txt names the render node the guest got, adds the session script's driver lines
and flags a failed Mali-bridge self-test at the top.
* Auto takes the RADV pair on a Samsung Xclipse, with the system route as its fallback
A tester's Galaxy S24 FE (Xclipse 940) boots to Steam with the RADV-Xclipse pair, where the
system-driver route fails at Steam's OpenGL (glamor and GLX cannot load a driver). Auto now
downloads and selects RADV on an Xclipse like the Mali pairs, and falls back to the system route
only when RADV is not published. #570's reset of both drivers at each start no longer undoes an
open driver pair. PowerVR (vulkan.powervr.so) keeps the system driver as before.
* An Exynos with a Mali is a Mali, not an Xclipse
The system route took vulkan.samsung.so as Samsung's Xclipse, but an Exynos 1280/1380 (Galaxy Tab
S9 FE: Mali-G68) may name its HAL the same; with /dev/mali0 present that HAL is not the system
route's, and the device is detected as the Mali it is. The chip table adds the Exynos 1380 and
1280 (s5e8835, s5e8825: Mali-G68).
* Auto fetches the open drivers itself; Xclipse named as such; sound and frame-gen in the logs
- Auto looks online again when its saved release list predates this device's open drivers, so a
Samsung or Mali phone gets its pair without pressing refresh first.
- A Samsung Xclipse is labelled "Samsung Xclipse" (not PowerVR), with its own support line.
- Per-game logs add audio-streams.txt: PulseAudio's sink inputs 20 s and 60 s into the launch,
so a silent game shows whether its stream reached Pulse.
- graphics-report.txt states the frame-generation setting and keeps the LSFG gate, FrameGen and
audio lines from app.log.
* Client sound retries a briefly disconnected AAudio; kbase ioctl refusals explained in the report
A Galaxy S24 FE's session had no sound at all: the DirectAudio sink's AAudio stream opened with
AAUDIO_ERROR_DISCONNECTED while the output route was still changing at session start, and the
plain AAudio fallback failed the same moment. The sink guard now retries DirectAudio, then the
plain sink, five times over ten seconds and says which one it got. graphics-report.txt keeps the
client-sink and kbase lines, and explains a KBASE_IOCTL_MEM_EXEC_INIT EPERM as the kbase driver's
own answer rather than the session's sandbox.
* Mali pairs draw the display on the phone's own Mali driver; Xwayland falls back without glamor
- Testers' Mali pairs got the guest drawing (gamescope on the stand-in node, Zink on PanVK) but
the compositor's PanVK Android half failed on Mali gralloc: it probes AHB formats 0x38/0x3b that
mali_gralloc does not have, and "vkCreateImage w/ native buffer failed". Under Auto a Mali pair
now leaves the display on the phone's own Vulkan driver (dma-buf, modifiers and AHB all pass the
testers' checks) and runs the pair's PanVK in the guest; the Android half stays installed for a
manual pick. "Pair in use" now follows the runtime half.
- A session after one whose Xwayland crashed (segfault, then gamescope's X11 I/O error) starts
Xwayland with XWAYLAND_NO_GLAMOR=1 on a non-Adreno device, and says so in app.log.
- graphics-report.txt names the display driver the compositor used, and keeps gralloc, dma-buf,
modifier and import lines from app.log and Xwayland's own lines from the session log.
* Non-Adreno sound: the daemon falls back on its own; the build's commit in device.txt and the report
The S24 FE's session still had no sound: its AAudio refuses DirectAudio's low-latency stream with
AAUDIO_ERROR_DISCONNECTED, and the sink guard never got to retry because pactl did not reach the
daemon in time ("the daemon did not answer in 15 s"). On a GPU that is not an Adreno the daemon's
own start-up script now asks DirectAudio again without low latency and loads the plain AAudio sink
underneath it, so a default sink exists whatever pactl does. device.txt and graphics-report.txt
name the build label and source commit, so a log says which build it came from.
* Non-Adreno sound: no second DirectAudio load (it hung the daemon); the plain AAudio sink underneath
On the S24 FE the daemon stopped after DirectAudio's failed low-latency load: the second
DirectAudio load in the same daemon never returned, so nothing after it ran and pactl never
connected. The daemon now loads only the plain AAudio sink (no low latency) after DirectAudio,
inside .nofail, and sets whichever exists as the default.
* gamescope: explicit sync off where the kernel or the stand-in node cannot signal its timelines
Adds tools/gamescope/patches/0126 (GAMESCOPE_DISABLE_EXPLICIT_SYNC=1 for the nested backends) and
sets it on a GPU that is not an Adreno when the kernel is older than 6.6 (no
DRM_IOCTL_SYNCOBJ_EVENTFD) or the guest's render node is Mali's stand-in. The graphics report
lists it with the rest of the guest's graphics environment.
* Test branch: gamescope with the explicit-sync switch (0126), pinned by sha
Built by build-gamescope.yml run 38335744351 from 0136fb61 and published as a component release
of The412Banner/droiddeck-nonadreno-drivers; the apk build fetches it by tag and checks the sha.
* Sound: nothing that can block in the daemon's start-up; Steam's web compositing in software on open pairs
- The S24 FE (US) daemon hung loading the plain AAudio sink from default.pa (its AAudio open
blocks rather than fails), so it never finished starting. default.pa is back to DirectAudio
alone inside .nofail; the fallbacks are loaded from the app once the daemon answers, each pactl
bounded by its timeout (DirectAudio, then the plain sink with and without low latency). The
guard waits 30 s and logs, with timestamps, how long the daemon took, whether its socket and
pactl exist, and what it finally got.
- With an open driver pair on a GPU that is not an Adreno, Steam's CEF composites in software
(-cef-disable-gpu-compositing) with GPU raster kept: RADV on Xclipse showed stale, half-written
tiles, as #570 saw on PowerVR. The session log says so.
* Mali under Auto: the display always on Android's own Vulkan loader; a reboot hint for refused audio
Axel's Tab S9 FE still drew its display with the PanVK Android half, set by an earlier build, and
stalled at "Waiting for Steam's first frame" on Mali gralloc's format probes. Under Auto a Mali's
display now goes to Android's own loader whatever was set before (DriverMenus resets it, and the
compositor's driver choice ignores a pair's Android half), with no HAL path to find first. A pair
counts as in use when its runtime half is. A manual pick of the PanVK display is kept.
When audio.log shows AAUDIO_ERROR_DISCONNECTED, the report and the client-sink line say Android
refused the output and that rebooting the phone usually fixes it.
* Fix: call SessionPrefs.gpuDriverMode through its instance from Java
* Compositor: log each new dma-buf format/modifier/size it imports (for colour and swizzle reports)
Steam's software web compositing already covers every open driver pair, Mali included.
* Open driver pairs: vkd3d-proton reports the driver's caps; buffer attach/release tracing; Mesa log
- With a PanVK or RADV pair (BL_OPEN_DRIVER=1), droiddeck-game-env drops the app-wide
VKD3D_FEATURE_LEVEL=12_2 and VKD3D_SHADER_MODEL=6_9 so vkd3d-proton reports what the driver has
(an Unreal DX12 game crashed at start on PanVK with the overrides); a game's own setting still
wins, and launch.txt records DROIDDECK_VKD3D_CAPS=driver.
- The compositor traces, on a GPU that is not an Adreno, the first 400 dma-buf attaches and buffer
releases by wl_buffer id and sending line, and logs any release of a buffer already released
and not attached again (gamescope's "Compositor released us but we were not acquired" on G925).
- Per-game logs no longer set MESA_DEBUG=silent, which kept mesa.log empty.
* Tests: the dma-buf quarantine harness follows send_buffer_release's tracing macro
* Mali (Venus): David Cimo's Venus route sources and recipes
From DavidCimo/droiddeck-mali, branch mali-venus @ 4f838891 (prototype 13; his 12 commits on top
of DroidDeck 0.3.1, GPL-3.0), by David Cimo:
- tools/venus: Mesa Venus vtest patch (incl. the per-queue submit_mutex fix and the cached-memory
frame readback), virglrenderer Android patch, the Mali compatibility layer (the six features
DXVK needs: fill modes, multi-viewport, robustness2, clip/cull distance, BC1-BC7) and his tools.
- tools/linuxfs/preload/venus.c: keeps Zink's kopper under Venus.
- tools/gamescope/patches/0127 (his 0114): shm buffers uploaded on every commit.
- docs/development/mali-venus.md: his design notes.
- tools/venus/ci-build.sh and build-venus.yml: his build recipes as one CI job that packs the
component (vtest server, ICD, layer) as venus.tzst for the apk.
Co-authored-by: Dersim Abbas <derabb0620@gmail.com>
* Mali (Venus) as a selectable route, by David Cimo
Ports David Cimo's Venus route (DavidCimo/droiddeck-mali, mali-venus @ 4f838891) onto this branch
as "Mali (Venus)", one tap in Setup next to the Mali bridge:
- VenusComponent (his): stages the Venus ICD and runs virglrenderer's vtest server over the
phone's own Vulkan driver; the guest gets VK_ICD_FILENAMES, VN_DEBUG=vtest, VTEST_SOCKET_NAME and
MESA_VK_WSI_DEBUG=sw.
- Selection rule: Venus when Setup's "Mali (Venus)" is on, on a GPU that is neither an Adreno nor
a system-driver one (PowerVR, Xclipse), and the apk carries it. It then replaces the Mali bridge
and any open driver pair for the session, and the display stays on the phone's own driver.
Auto is unchanged (the PanVK pair). Adreno never takes any of it.
- The compositor enables only the dma-buf extensions the driver has, logs a vendor driver's
extension list, and gives a zero row pitch a packed row (his vk_present.c changes).
- The Mali compatibility layer is staged into the runtime on non-Adreno devices only.
- The component (vtest server, ICD, layer) comes from build-venus.yml as venus.tzst, published on
The412Banner/droiddeck-nonadreno-drivers and pinned by sha in tools/venus/release.env.
- gamescope 3.16.29-p15 adds his shm upload patch (0127) next to 0126; pinned by sha.
- device.txt and graphics-report.txt name the route.
Co-authored-by: Dersim Abbas <derabb0620@gmail.com>
* Mali: Venus gamescope without robustness2, the bridge switch honoured and kept, clean driver switches
- gamescope 0128: VK_EXT_robustness2 is optional. A Mali driver through Venus has none, and
gamescope stopped at "Missing required extension: VK_EXT_robustness2" (the wayland_surface error
after it was only the knock-on). Without it, unused descriptor slots point at a 1x1 texture
instead of VK_NULL_HANDLE. (David Cimo's Pixel 9 driver has robustness2, so his build never
needed this.) gamescope component rebuilt and pinned by sha.
- Open-files limit: on a GPU that is not an Adreno the session script raises the soft limit to the
hard limit for the whole session tree (a PanVK-kbase session froze on "Too many open files"
after ten minutes) and graphics-report.txt shows before and after. A stopgap; the driver leak is
fixed separately.
- The Mali bridge switch is honoured: when on and usable it wins over a PanVK pair for the
session (Venus still wins over it). Selecting a pair no longer switches the bridge off, which is
why the switch did not survive an app restart (Auto re-selected the pair at start). Setup says
when this phone cannot use the bridge at all.
- Driver switching: picking a Mali pair by hand keeps the display on the phone's own driver, as
Auto does (a PanVK Android display stalls on Mali gralloc at "Waiting for Steam's first frame",
and stayed set after switching back); installing a bundle again replaces it instead of adding a
"-2" copy beside the old one.
- graphics-report.txt names the runtime driver's folder and libraries, and the previous session's
drivers, flagged when they changed.
* gamescope p16 (0128 robustness2 optional), pinned by sha; graphics-report says who chose the display driver
* Bundle replace only for open non-Adreno pairs; Adreno bundles keep their numbered copies
* Rebuilt open drivers reach phones: re-downloaded when their digest changes, release list hourly on non-Adreno
The non-Adreno driver releases replace their assets in place (the PanVK kbase sync-file fd leak
fix). A download is now remembered with its GitHub sha256, and an asset whose digest changed
counts as not installed, so Auto fetches it again and the bundle replaces the old one; the release
list is re-read after an hour instead of a day on a GPU that is not an Adreno.
* Mali compatibility layer: multiDrawIndirect, depthClipEnable and robustness2 for DXVK on Venus
A Galaxy A15 (Mali-G57) on Venus got gamescope and Steam up, but DXVK refused the GPU:
"Device does not support required feature 'multiDrawIndirect'". DXVK 3.1 stops at the first
missing feature, so the rest of its required list (dxvk_device_info.cpp) was checked against what
the testers' Mali drivers cannot have, and covered in the same pass, on top of David Cimo's six:
- multiDrawIndirect: reported, taken off the device, and an indirect draw with drawCount > 1 is
recorded as single draws at offset + i * stride; maxDrawIndirectCount reported as 2^30.
(drawIndirectCount is optional for DXVK and stays as the driver says.)
- VK_EXT_depth_clip_enable (required): offered when the driver lacks it; depthClipEnable off in a
pipeline becomes depthClampEnable, and the extension's structures never reach the driver.
- VK_EXT_robustness2 missing entirely (gamescope saw the same on these phones): offered with
robustBufferAccess2 (as robustBufferAccess, as before) and nullDescriptor, emulated by small
stand-ins (a zeroed buffer, a 1x1 image) for VK_NULL_HANDLE buffers, image views and vertex
buffers in plain, template and push descriptor writes and vertex-buffer binds. A null
texel-buffer view stays null (its format is not known).
The layer logs every feature it emulates per device.
* Venus component 22694a38 (layer: multiDrawIndirect, depthClipEnable, robustness2), pinned by sha
* Non-Adreno round 3: bridge images, Venus GL, shared buffers, Steam GPU drawing
- vkbridge: the memory model skips lazily allocated types. Mali-G615 lists
DEVICE_LOCAL|LAZILY_ALLOCATED first; taken as the device-local type it left
images with no memory type (self-test "image clear/draw: setup" FAIL,
gamescope "No compatible image memory type").
- Session: a bridge self-test that fails images or draws falls back to the
runtime's driver pair for that session (BL_VKBRIDGE_FALLBACK_ICD); Setup
and the graphics report say so.
- Venus: the Mali compatibility layer runs in every process but gamescope
(DROIDDECK_MALI_COMPAT=1), so Zink in Steam and Xwayland gets
nullDescriptor; null texel-buffer views get stand-ins too. Without
nullDescriptor the session's GL goes to llvmpipe.
- gamescope 0129: a refused compute pipeline is named with its SPIR-V
capabilities.
- Compositor: a buffer on two surfaces at once (gamescope's planes while a
notification is up) is released only when the last one lets go.
- Open driver pairs: processes.txt timeline for the first three minutes;
Setup "Steam interface: GPU drawing" turns off software web compositing.
* Pin gamescope p17 (0129) and Venus 55b30fbf
* Non-Adreno round 4: Mali GPU-drawing block, gamescope YCbCr retry, GL probe, bridge draw sync
- Setup's "Steam interface: GPU drawing" is hidden on Mali and a saved "on" is
cleared: with PanVK it rebooted an Edge 60 (G615) as steamwebhelper started.
Kept for Xclipse.
- gamescope 0130: a composite pipeline refused at start-up is retried with a
layout without immutable YCbCr samplers (G615 through Venus refused every
composite shader; their SPIR-V has no Float16, so fp16 was not the cause).
- Venus: droiddeck-glprobe opens GL through GLX the way the Steam client does,
with the loader's reasons logged; when it fails the client's GL goes to
llvmpipe.
- vkbridge self-test: the draw check waits for the render pass's stores before
copying out (a tiler read zeros without the dependency).
* Pin gamescope p18 (0130)
* Non-Adreno round 5: gamescope memory fallback, Venus destroy guard, OpenAL depot
- gamescope 0131: DEVICE_LOCAL|HOST_VISIBLE requests fall back to host-visible
memory (the bridge's unified-memory model lists none with both), with the
request, type bits and memory types logged on failure; 0130's probe pipeline
is kept and skipped when forced.
- Venus: GAMESCOPE_NO_YCBCR_SAMPLERS=1 from the start; virglrenderer ignores
the destroy of a pipeline it never created instead of marking the context
fatal (vtest server exit 137 on a Mali-G615).
- Steam's OpenAL depot (229020) maps to oalinst_dll, so games that list it
(Hotline Miami) get OpenAL in their prefix.
* Pin gamescope p19 (0131) and Venus 6199a93f
* Non-Adreno round 6: PowerVR PRIME on old kernels, thermal, hang-up names, bridge flippable images, Venus Zink variants
- drm.c: PR #570's current PRIME ownership check (F_DUPFD_QUERY, then kcmp,
then the F_SETOWN_EX owner marker): on a kernel before 6.10 with kcmp
blocked, drmPrimeFDToHandle answered EOPNOTSUPP for every PowerVR import
(Pixel 10, Android 17: Zink "failed drmPrimeFDToHandle", Xwayland error 7,
gamescope X11 I/O error). The Mali stand-in node is kept.
- A /sys/class/thermal the kernel will not list gets an empty directory, so
mangoapp no longer aborts on it.
- gamescope 0132: a hung-up waitable is named before the abort; 0133: the
bridge's flippable images use supported-but-unexportable modifiers instead
of asserting.
- Venus: when Zink does not start, the loader's view is logged and Zink is
retried without ZINK_DEBUG=compact, with ZINK_DESCRIPTORS=auto and without
kopper before falling back to llvmpipe.
* Pin gamescope p20 (0132, 0133)
* Non-Adreno round 7: bridge command-buffer guard, Venus Zink trace, PowerVR mangoapp, Xclipse label
- vkbridge server: every command buffer a device hands out is tracked; Begin,
End (stream replay) and QueueSubmit refuse one it never allocated or has
freed (VK_ERROR_DEVICE_LOST, logged) instead of passing it to the driver,
where Mali's vkBeginCommandBuffer crashed the app (SIGSEGV 0x10, Steam's
Zink on an Edge 60 and a Tab S11).
- vkbridge server: a fault inside the driver while serving a request cuts
that client off (SIGSEGV/SIGBUS guard per request) and leaves its objects
alone; the app and the other clients carry on. Other faults go to the
previous handler.
- vkbridge server: the pipeline cache directory is copied; the JNI string it
pointed at was freed (garbage in the cache path).
- Venus: DROIDDECK_MALI_COMPAT_TRACE=1 makes the Mali compatibility layer log
what an application queries before vkCreateDevice; a failed glprobe adds a
traced run and vulkaninfo --summary under the same environment.
- PowerVR: mangoapp draws with llvmpipe (Zink could not make it a swapchain
and it crashed at every start).
- Setup: an Xclipse GPU reads "Experimental: RADV or the system Xclipse
driver", not the PowerVR line.
* Pin Venus e40cd361 (layer trace)
* Non-Adreno round 8: bridge sharing fallback and crash detail, Venus diagnostics and 1.2 gate, compositor disconnect reasons, RADV upstream
- Mali bridge: the self-test fails "memory sharing" when the server offers
no host-visible memory type (no sharing method passed, RP4 Pro G77); the
session then falls back to the PanVK pair like a failed draw, and Setup
says the bridge cannot share memory with that driver. Without a pair to
fall back on, the log says so.
- Mali bridge: a guarded driver crash now logs the sub-command it was in,
the fault address and pc (library + offset via dladdr), the command
buffer's level, begin flags, pool flags and state, and the last 32
replayed commands. Begin on an executable buffer from a pool without
RESET_COMMAND_BUFFER_BIT is logged once (implicit reset).
- Venus: vulkan-summary.txt gets the device extension list and key
features (full vulkaninfo in vulkan-full.txt); a failed GL probe runs
once with VN_DEBUG=init,result, ZINK_DEBUG=mem, MESA_LOG_LEVEL=debug and
the layer trace into glprobe-trace.txt. The Mali compatibility layer's
trace covers every pre-device query (devices, memory, queue families,
formats, image formats, external handles) and names the extensions.
- Venus: off when the phone's driver reports Vulkan below 1.2 (gamescope
skips such a device); Setup and the graphics report say why and the
session uses the PanVK pair.
- Compositor: libwayland's own disconnect reasons go to wayland.log, and a
client's buffer may grow to 1 MB before a slow reader is dropped. A
session that ended without teardown records Android's exit reasons.
- Drivers: RADV-Xclipse upstream (radv-xclipse-upstream) is a manual
choice for Xclipse; Auto keeps radv-xclipse.
* Tests: the terminal-callers harness stubs the Quest layer and Cardboard modules and Android's system properties
* Pin gamescope p21 (main's patches + 0120-0133) and Venus a4d47cf3 (layer trace)
* Display driver Auto: Quest's patched Turnip first; the system driver only for a Mali, other GPUs keep the generic fallback
* Open driver pairs: the installed build's version, its upload date, and an Update when the release is rebuilt in place
- The release check records each asset's GitHub id and updated_at; a
download records them (with the digest) for an open non-Adreno pair.
- Components > GPU drivers: an installed open pair shows its manifest
version ("android <tag> + linux <commit>"), one not yet installed shows
"built YYYY-MM-DD". A different digest, asset id or upload time on the
same tag marks the installed pair "Update available" with an Update
action: the pair is downloaded again and replaced in place, and stays
selected only if it was. Adreno and DD-Turnip pairs are unchanged.
- graphics-report.txt: the pair release line gives the installed and the
listed upload dates and flags a newer build; an exact bundle id match is
preferred (RADV-Xclipse-upstream is not RADV-Xclipse).
* Session preload: drop oom_score_adj raises so lmkd does not treat games as cached apps
steam-launch-wrapper starts every game with --oom-score-adjust 900; on
Android 900 is CACHED_APP_MIN_ADJ, so lmkd kills the running game first
when memory runs short (and on Linux 6.1 the raise becomes the process's
permanent minimum). A process in the app cannot go below the score it
inherits, so the writes that succeed from inside are raises: every
write-open of /proc/<pid|self|thread-self>[/task/<tid>]/oom_score_adj (or
oom_adj), through open/openat or fopen, goes to /dev/null, logged once.
Based on the oom_score_adj redirect in the preload's opens.c by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/commit/6be00e00)
* Display: why presenting failed on the session-ended screen, and the display driver that really loaded
- The compositor records why it cannot present (no Vulkan driver loaded,
vkCreateInstance/vkCreateDevice failed, no GPU or graphics queue, no
swapchain on the screen with the driver's reason, device lost, GPU work
unconfirmed). Each is a DD_PRESENT_FAULT line in wayland.log, read back
over JNI or from wayland.log; the session-ended screen shows it instead
of a black screen, and graphics-report.txt gets "!! DISPLAY FAILED". A
first frame or a working swapchain clears it.
- After the display device is created, the driver that answered is logged
from VkPhysicalDeviceDriverProperties (device, driverName, driverInfo,
driver id, Vulkan version) and reported in graphics-report.txt. When a
driver pair's display half was requested but a vendor driver answered
(adrenotools falls back to the system driver when the requested one does
not load), it says so.
Based on DD_PRESENT_FAULT in vk_present.c / waylandcomp_jni.c / SessionActivity by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/blob/arena/cd8ab18a-droiddeck-mali/app/src/main/cpp/waylandcomp/src/vk_present.c)
Based on the adrenotools silent-fallback finding by ryanistr (https://github.com/ryanistr/DroidDeck-Mali/blob/main/docs/development/panvk-mali-g77-bringup.md)
* tests: steam presentation test sets 0.5.0's steam_client
* Non-Adreno: find every driver pair, Venus before the bridge, fix the bridge's begin info
From the logs testers sent since c9ebb247:
- The app read the drivers repo's newest 15 releases only; the component releases (gamescope,
Venus) pushed every PanVK pair and RADV-Xclipse past them, so Auto found no pair on any Mali
and switched the Mali bridge on. The non-Adreno repo is now read in one page of 100.
- Auto's stand-in for a missing pair: Mali (Venus) where the apk carries it (Steam runs on it
from the G57 to the G1-Ultra), the bridge otherwise, nothing on a driver below Vulkan 1.2. It
no longer clears the Linux driver, does nothing when the list could not be read, records that
it chose the route, and turns it off again once a pair is installed. A bridge that earlier
builds left on under Auto is taken as Auto's.
- Mali bridge: vkBeginCommandBuffer sent its begin info without the count the server decodes, so
Mali got a zeroed begin info with stale flags and crashed at 0x10 (Pixel 8 Pro G715, Lenovo
G615, Xiaomi G925, Tab S11).
- Mali-G1 series (MT6993, arch v14) known by its chip; its label says Venus, not the bridge.
- A session Android killed for memory is said so on the next start (the S24 FE "crashes" were
low-memory kills, not driver faults).
- The in-app updater never installs an official (Adreno-only) build over this test build.
* Venus: destroy the device's object mutex after the objects that lock it
Bionic aborts on locking a destroyed mutex ("pthread_mutex_lock called on a destroyed mutex",
Tab S9 FE G68, Pixel 9a), so a client that exited holding objects took the render worker down.
From BattleTempest's DroidDeck-Pixel (kevinbryant551-ux/DroidDeck-Pixel, GPL-3.0).
* release check: a session helper may be extracted to another runtime path
droiddeck-steam-taskset (#570) goes to usr/local/libexec/droiddeck-steam/taskset, where PATH puts
it in front of Steam's own taskset for the client only; 0.5.0's check wanted every droiddeck-*
helper at its own path.
* Venus component 93038b7d (destroyed-mutex fix)
* Update MaliBridge to v0.5.1 (#1135)
* Mali Auto: never leave a session on the runtime's Turnip
Logs from a Retroid Pocket 4 Pro (G77), Galaxy S21 Ultra (G78), Tab S11 Ultra
(G925) and Xiaomi G610 showed Auto ending on the runtime's Turnip, where
gamescope finds no GPU ("failed to find physical device"): after a pair's
trial rolled back, when the pair is on the bad list, and when the driver
list could not be read. In each case Auto now switches on its stand-in
(Venus, or the bridge) when no open driver, Venus or bridge is set.
Under Auto the Mali display also leaves any imported driver, not only a
pair's PanVK half (a lone PanVK_G720 import gave a black screen).
* Mali bridge: MaliBridge 224b6e36 (v0.5.3 source, by ASEbrahim)
From c65062b6 (v0.5.1). v0.5.2/v0.5.3: Steam mode on older Mali drivers
(G77/G710/G610/G57) gets past "starting display and audio", OpenGL 4.6 on
most Malis through dynamic-rendering and vertex-format emulation, Dimensity
9500 texture fixes, async pipeline compile, RE2 flicker on G925, DirectX on
the Pixel 8 family. JNI entry and session env names are unchanged.
* gamescope 0134: linear when the backend offers no modifier; Venus on Mesa 26.2.5
0134: CVulkanTexture::BInit asserted !modifiers.empty() when the nested Wayland
backend offered no modifier for a flippable image's format (NieR Replicant on a
Pixel 9a under Venus, session exit 134). It now tries linear and logs it.
Venus ICD: mesa-26.2.5 (venus TLS teardown from an unloaded driver, virtio-gpu
devices without 3D skipped); virglrenderer stays on 1.3.0.
* gamescope p22-nonadreno (0134 + main's 0116 cursor fix; build run 40159674290)
* CI: build the non-Adreno additions before the preload check
* build.gradle: drop verifyHandModel (main moved the hand models into the tracking pack)
* Venus component venus-proto13-e24ed8ab (Mesa 26.2.5; build run 40161447324)
* CI: fetch the Mali (Venus) component again (lost when build.yml took main's jobs)
Build a7a1ebf1 (run 40161734101) had no assets/venus or libvirgl_test_server.so, so
VenusComponent.available() was false and Auto's stand-in would have been the bridge.
* Auto: the Mali bridge stands in on a Vulkan 1.1 Mali driver
Auto refused both Venus and the bridge when the phone's driver reports Vulkan
below 1.2, so on the G77, G78 and G610 (r32p1/r38, Vulkan 1.1) a rolled-back or
missing pair left the runtime's Turnip: "failed to find physical device"
(Retroid Pocket 4 Pro after the JM pair's trial, Xiaomi 13T). Only Venus needs
1.2; the bridge raises the driver for gamescope and runs on these phones. A
Venus switch that cannot start on such a driver no longer counts as a route.
* Tests: stub main's g_release_unpaced in the DMA-BUF quarantine probe
The probe copies release_buffer out of compositor.c; since the merge it reads
g_release_unpaced, which the harness did not declare (setUpClass failed to compile).
* Update MaliBridge to v0.5.4 (ASEbrahim)
48477fe6 (tag v0.5.4): Dimensity 9500 green squares and red-tinted textures,
Balatro and other OpenGL text, fewer crashes when memory runs low, one screen
update per game frame, picture kept after a long background pause (SIGHUP no
longer stops the server), wrong colours after changing graphics settings on
the G720, more in the session report. The app-side changes of his DroidDeck
Mali app (Steam menus setting, per-game setup, Send logs, updates) are not
part of the MaliBridge repository and are not in this build.
* gamescope 0135: linear when the driver rejects every offered modifier
An r32p1 Mali-G610 (Vulkan 1.1) behind the Mali bridge answered both of the
backend's modifiers for AR24 with VK_ERROR_FORMAT_NOT_SUPPORTED, so the first
flippable image failed and gamescope asserted in vulkan_create_flat_texture
(Xiaomi 13T). Linear, when offered, is tried anyway; the bridge makes such
images without the handle type and exports them through a dma-heap. If the
image cannot be made, BInit fails as before.
* gamescope: pin the non-Adreno p23 build (0135)
* Tests: the terminal-callers harness stubs take_shm's game-frame detection
Main's take_shm now reads surface damage, parent/role/mapped and the HUD state
to spot game frames; the harness declares them so the copied function compiles
(setUpClass failed in Build APK run 40505286127). No damage, so it stays off.
* gamescope: number the test branch's patches 0920-0935
Main now has its own 0121-0125 (window override walk, host-event wake, commit fences, done at
import, HUD frame times), which sorted in between this branch's 0120-0135. The branch's sixteen
patches move to 0920-0935 with the same last two digits, so they apply after main's set and stay
clear of its next numbers. Applying all 38 to gamescope 3.16.29 in the old order and the new one
gives the same tree (checked with patch -p1, as build-in-arch.sh does). PATCHES.md and the one
code comment that named 0130 follow the new numbers.
* check_session_assets: helpers count in usr/local/bin or the Steam taskset folder only
The merge kept this branch's pattern (any usr/ target), which main's new test rejects: a helper
extracted into a subfolder of usr/local/bin must not count. The pattern now takes usr/local/bin
under any name, as on main, plus usr/local/libexec/droiddeck-steam for droiddeck-steam-taskset.
Every helper in the overlay is still found extracted in SessionFiles.kt.
* gamescope: pin 3.16.29 p24 (non-Adreno)
Built from this branch @d13b9d88 (run 41119284267): main a5b035b2's patches plus this branch's,
now 0920-0935. All 38 applied, gamescope's tests 2/2. sha256 1d1088d4.
* Update MaliBridge to v0.5.4.2 (ASEbrahim)
95a1e600 (tag v0.5.4.2), was v0.5.4 (48477fe6). For the bridge: memory sharing without the handle
type where that is all the self-test passed (unflagged buffers, client/memory.c, server_memory.c),
the older-Mali (G52-G77) game-mode start fixes, the r38p1 beta geometry-shader erratum (gs_hide),
present timeouts and an API cap per process. Client, server and the in-app library all build from
the submodule with MaliBridge's own scripts, which did not change; the protocol only gained
fields an older server sends as 0.
* Session end: the compositor fault query no longer fails the hint when the native library is absent
presentationFault() (6778a224) called WaylandCompositor.compositorFault() directly. Main's new
SessionEndHintTest runs sessionEndHint() in Robolectric, where libdroiddeckwayland cannot load, so
all six cases ended in UnsatisfiedLinkError (Build APK run 41125749537). The call is now wrapped
like runtimeDamageHint()'s, and without an answer the hint reads wayland.log as before.
* test: stub the GPU busy reader in the caller harness
* fix: release build is not debuggable, Mali uses the system display driver, staging failure ends its own session
* fix: address non-Adreno review findings
* fix: preserve current gamescope and GPU warning behavior
* fix: retain graphics failure hints and launch diagnostics
* fix: identify non-Adreno GPUs in driver failure hints
* test: harnesses follow the external client barrier and effects upscaling changes
* fix: client sources return to foreign ownership after the overlay draws
---------
Co-authored-by: Leask Wong <i@leaskh.com>
Co-authored-by: wallentx <william.allentx@gmail.com>
Co-authored-by: Stefan Zijlstra <6730062+stefanz92@users.noreply.github.com>
Co-authored-by: William Allen <wallentx@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: Dersim Abbas <derabb0620@gmail.com>
Co-authored-by: root <root@localhost.localdomain>
Co-authored-by: ASEbrahim <ahmadsmain@gmail.com>
Co-authored-by: The412Banner <the412banner@gmail.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
* perf: download hand tracking models and native libs on first use
* feat: build and publish add-on packs in CI, add Xbox and Comet packs
* feat: ship proot and DirectAudio drivers as CI-built packs
* test: hand tracking readiness requires the tracking pack
* ci: attach PR test-build packs to the PR release instead of Components
* Add VITURE glasses support: hardware control, 3D, head tracking
Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.
* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs
* Hang the glasses Settings lip over the top of the button
* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses
* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top
* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad
* Let the pad hands reach a metre out so buttons with deep colliders press
* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters
* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad
* Glasses: SteamVR field of view defaults to 90°
* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand
* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's
* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam
* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end
* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs
* Harden VITURE stereo negotiation and output refresh tracking
* Localize stereo recovery feedback and record Astra reconnect tests
* Improve test failure diagnostics and refresh Astra firmware findings
* Handle VITURE docks separately and reject truncated USB frames
* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes
- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
model, so Play SteamVR no longer blacks out the glasses after every restart;
Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
retries a failed first swapchain
- Dead strings and helpers removed; docs updated
* Glasses: drop USB frames with a bad checksum
* Glasses: count frames dropped for a bad checksum
* Feat/viture xr (#907)
* Add RayNeo Air and GT support to the XR glasses pipeline
* Add RayNeo Air and GT support to the XR glasses pipeline
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Document confirmed XREAL 1S brightness control
* Document confirmed XREAL 1S brightness control
* Fix SteamVR glasses defaults and rendering controls
* Fix SteamVR glasses defaults and rendering controls
* chore: keep only the 3 newest session log folders (#852)
* chore: add agent comment rules (#748)
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* fix: wireless ADB page names the child-process switch the way Android shows it (#848)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru
- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.
Machine-assisted translation; native-speaker review is welcome.
* l10n(es): say registro, not grabación, for the missing installer record
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* fix: a failed cloud save recovery no longer ends the app (#846)
The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
* fix: an interrupted Linux runtime download resumes instead of starting again (#847)
* fix: an interrupted Linux runtime download resumes instead of starting again
installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.
* test: Downloader resumes a cut-off download from the bytes it kept
Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.
* fix: a resumed download discards a 206 that does not start where the kept bytes end
Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.
Adds a test with a server that answers the Range request from offset 0.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings
Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.
* l10n: correct missing active swap translations
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)
fix: droiddeckctl reaches builds shipped under a variant package
The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)
feat: droiddeckctl pacing reports the frames that reached the screen
Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* fix: Steam can restart more than twice in a session (#754)
* fix: Steam can restart more than twice in a session
Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.
* fix: measure the client's run time as it exits
The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.
---------
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: the front end keeps its page when the Fold is folded or unfolded (#832)
* fix: the front end keeps its page when the Fold is folded or unfolded
MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.
* fix: store login keeps rebuilding its toolbar when the display density changes
StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* Release pointer buttons without replaying stale motion (#803)
* Fix cursor warping on native touch down
* Preserve input cleanup without replaying stale pointer motion
---------
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)
* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)
The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).
Also fix four Hong Kong strings that kept the simplified 着色器.
* l10n(zh): fix stale and ambiguous strings found in review
Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.
Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.
* l10n(ja): fix stale and ambiguous strings found in review
---------
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* Rebuild and verify Windows VR runtime components
* Rebuild and verify Windows VR runtime components
* Add top, bottom, and centered picture positions for Steam sessions (#871)
* fix: dependency scan ignores folders above the game folder (#859)
* DroidDeck-Proton: get releases from the Droid-Deck org repo
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.
* feat: low-latency controller and touch toggles in the session drawer (#808)
* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)
* feat: Steam home wall fills from the signed-in library instead of store picks (#878)
* test: cover GPU family and support classification (#880)
* Fix local builds on Linux failing after the first Comet build (#866)
* feat: sort the store library and installed tabs, and switch between card and list views (#798)
* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)
* fix: keep Quest-patched Turnip as the auto default (#853)
* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)
* fix: keep proot sessions alive when the kernel loses fork events (#457)
* fix(quest): correct desktop and Steam display corruption across sessions (#733)
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: keep SteamVR syscall hooks and report Steam crashes (#905)
* fix: preserve SteamVR syscall hooks
* fix: report Steam crashes through gamescope
* fix: honor glasses pacing and resolution in SteamVR launches
---------
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture
* Translate the glasses calibration, XREAL and SteamVR recovery strings
* SteamVR recovery: give a finished teardown time to collect logs before restarting
* Credit the projects the XR glasses support builds on
* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise
* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected
* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves
- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver
---------
Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
Co-authored-by: informalTechCode <informaltechyt@gmail.com>
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>