* 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
* feat: turn Deck mode on for new installs and add a performance overlay toggle
* feat: hide the session fps HUD where Deck mode's performance overlay runs
* feat: add an Updates page that installs Stable, Nightly or test builds in-app
* style: put update channels on the left and the build on one line
* style: make the update card read like a system updater
* feat: expand update notes, show the build beside the title, fit with button hints
* style: check for updates with the refresh icon Components uses
* feat: run Flatpak apps through a proot bwrap stand-in and add a Flathub store
* feat: give Flatpak apps the KGSL GPU, the controllers and a CPU LLVM can target
* feat: Flatpak games on the desktop, Store apps on the Desktop page, safer remove
* test: cover the sandbox planner and store helpers; docs: explain Flatpak on DroidDeck
* fix: keep controller focus through Store tabs and app pages; show progress per Flatpak step
* fix: let Chromium, Electron and Firefox Flatpaks start without their own sandboxes
* fix: fetch Flatpak's supporting libraries when the runtime lacks them
* fix: add Flathub without a download, log store commands, keep Electron apps on X11 under gamescope
* feat: import ARM64 AppImages from storage and run them from the Desktop page
* fix: report failed Flatpak installs as failures and deploy runtimes that ship a resolv.conf link
* fix: let Flatpak create its repo where Android denies hard links
* fix: point store commands at the current network's DNS
* fix: keep failed Flatpak extensions non-fatal, give Electron AppImages a bus, X11 and time to relaunch
* docs: AppImage import and what x86 apps would take
* feat: put the Flathub Store and AppImage import behind beta toggles in Setup
---------
Co-authored-by: MaxsTechReview <maxjividen@gmail.com>
The floppy disk beside the Steam cog and its Game saves page are gone. A game's
page now has Manage saves beside Proton prefix, a menu with Import saves (a
GameHub or Winlator zip, picked in the app's file picker; the saves there now are
backed up first), Export as GameHub zip, Export as Winlator zip (a folder picked
the same way) and Open save folder. The game's saves are looked for when the menu
opens. The Proton list and config.vdf reader only that page needed are removed.
A floppy disk beside the Steam page's cog opens a Game saves page, laid out like
Components: the Proton at the top (from the client's compatibility tools, with
bannerlator-proton-arm64 shown as Proton Experimental), the zip type beside it
(GameHub or Winlator, LB / RB turn it), and the games the client runs with that
Proton (CompatToolMapping, its default for the rest), each with Import and Export.
Import picks a zip in the app's file picker, backs up the game's steamuser profile
to Download/DroidDeck/Saves/backups, then unzips drive_c with any user folder but
Public renamed to steamuser, so GameHub and Winlator zips both land. Export finds
the save folders by name under the usual roots (Bannerlator's SaveLocator), or
takes the whole profile, and writes <Game>_<date>.zip to a folder picked the same
way, under steamuser (GameHub) or xuser (Winlator). Imports wait while a session
runs. Ported from Bannerlator's GameSaveBackup and SaveLocator.
* feat: stand in for /dev/uinput so Steam Input's virtual pads reach games
* feat: present the pad to the Steam client as a Steam Deck controller over hidraw
* docs: log the uinput stand-in and the Steam Deck controller
* feat: feed the handheld's gyro and accelerometer to the Steam Deck controller
* feat: let the Steam page choose between the Steam Deck controller and the Xbox 360 pad
* feat: Deck back grips and trackpads on the second screen
* fix: serialize ring teardown with its writers, fall back to the Xbox pad when the Deck cannot be set up, and read motion only for a Deck
* fix: keep the second screen's choice through sleep and bring it back on wake
* perf: cache pinned downloads, skip unchanged proot rebuilds, and wait out a Docker Desktop restart in the local build
* perf: skip xalia and gamescope realtime queues by default, add a realtime toggle, default the mic off
* fix: show the saved Steam Deck mode on the Steam page before Performance has been opened
A replaced buffer went straight back to a game with no frame limit, so a
MAILBOX/IMMEDIATE swapchain drew frames that were never shown; it now
comes back once per refresh as in WinNative. gamescope's -r and the
compositor read the rate of the mode the activity asked for rather than
the one the panel was still in, and the zero-copy layer votes it.
Sustained performance mode, which caps clocks on most power HALs, and
the ADPF session, which reported frame intervals as work, are gone.
* fix: give the QAM chord a Guide lead that stretches with slow frames so A is not taken as a press
* fix: start the QAM Guide lead at 80 ms and stretch it only when frames are slow
* fix: set the QAM Guide lead minimum to 80 ms
* fix: use Android's 300 ms double-tap window for Back so the single-press action comes sooner
* fix: keep the 500 ms Back double-press window
* feat: pair wireless debugging from a notification for the child-process gate
* fix: pair over loopback, handle Android 12 and 14 child-process routes, use D logo for notifications
* fix: read the adb tls port directly before falling back to mdns
* fix: end pairing on the same notification so progress never lingers
* Add ownership-aware Steam game folder imports
* Fix Steam title lookup and installed game manifests
---------
Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
0.2.0 hardcodes the proot utsname nodename to "DroidDeck". Steam sends
it as the machine name, so an install updated from an earlier build
(which reported Android's "localhost") shows up in Steam under a new
name, with the same machine-id and login. /etc/hostname cannot fix it
from inside: proot's -k override wins.
Add a "Host name" field (Performance > Session identity), stored in
SessionPrefs and passed to guestUtsname(). Only a valid RFC 1123 label
is saved; blank or invalid falls back to the old default, "DroidDeck",
so nothing changes for anyone who leaves it alone. The value is also
listed in device.txt.
The desktop forced a software cursor (WLR_NO_HARDWARE_CURSORS=1) because
labwc's cursor never showed when handed to the app's compositor. With a
software cursor wlroots never scans out: every frame of a full-screen game
was composited by labwc first ("Direct scan-out disabled by software
cursor", 2284 times in one Adreno 825 report).
Why the cursor never showed: wlroots' Wayland backend attaches and commits
its cursor surface before wl_pointer.set_cursor gives it the cursor role,
and sets it again with nothing new committed each time the pointer enters.
The compositor released a role-less surface's buffer on commit, so the
cursor surface had no image by the time it became the cursor.
- A role-less surface's last buffer (cursor-sized only) is held until the
next commit; set_cursor publishes it, and a repeat set_cursor of the
surface already shown unhides its last image.
- A dma-buf cursor is read back after the client's implicit render fence,
as the zero-copy path waits for it.
- The desktop no longer forces a software cursor.
Device-tested on the AYN Thor (Adreno 740, 1920x1080): labwc's own cursor
is drawn, with its shapes (I-beam over a terminal); wlroots logs "Direct
scan-out enabled" for a full-screen glxgears. At the same 60 fps on screen
the GPU is 3.0 % busy against 4.6 % with the software cursor, both at
550 MHz.
KGSL's files and thermal zone names differ between Snapdragon generations.
Each value now takes the first source that exists, in the order GameNative
and the Winlator forks read them: GPU load from gpu_busy_percentage or
devfreq/gpu_load, GPU clock from devfreq/cur_freq or gpuclk, GPU temperature
from KGSL's temp, devfreq/temp or a zone whose sensor name has "gpu". CPU
zones are any whose name has "cpu" and not "gpu" (cpuss-0, cpu0-silver-usr,
apc1-cpu0-usr, ...), matched without regard to case.
Valve's mangoapp reads an Adreno GPU's load, clock and temperatures from the
paths of its own hardware, and the CPU temperature from thermal zones named as
mainline kernels name them. Every Adreno under Android keeps the GPU values in
KGSL's sysfs, readable by the app, and Android kernels name the CPU sensors
cpuss-N / cpu-N-M; the session binds each where mangoapp looks. Thermal zones
are found by sensor name, since their numbering differs per device, and
anything that cannot be found is left alone.
The Quick Access menu's performance overlay toggle and level slider stayed
greyed out: the client exposes SteamClient.System.Perf only with -steamos3,
which SteamOS and Armada pass alongside -steamdeck. Deck mode now launches the
client with both. The session already puts package/beta back to the forced
branch before every start, which keeps -steamos3's own branch switch from
turning into an update loop.
The Deck mode switch moves from the Performance page to the Steam page's
Client settings, next to the client branch it selects by default.
The compositor composed every surface with a blit, which replaces what is under it. gamescope's
Wayland backend hands its overlay and notification planes to the host as full-size translucent
subsurfaces, so a Steam toast, the Quick Access menu or Deck mode's performance overlay blacked
out what was beneath it.
Surfaces whose buffer has alpha and that are not declared opaque now go through an alpha pass
(premultiplied source-over); everything else, and any image the driver cannot sample, keeps the
blit. wl_surface.set_opaque_region is honoured, and only for programs that declare opaque regions
at all, so Wine windows with a meaningless alpha channel are drawn as before. On the SurfaceControl
path a translucent plane is never promoted to the game layer, and the overlay layer is marked
translucent when its plane is.
From WinNative (maxjivi05, feature/wayland-gamescope 69218fc; GPL-3.0), with the SurfaceControl
layer handling added.
Developer options' "Disable child process restrictions" writes only the
feature-flag property persist.sys.fflag.override.settings_enable_monitor_phantom_procs,
never the global setting. Android (FeatureFlagUtils.isEnabled) uses the global
setting when it is set and that property otherwise, but the check read only the
global setting, so a device switched off in Developer options stayed flagged as
unset however often Check again was pressed.
The check now follows Android's order, and the Setup card no longer says "On"
for a setting that is unset or unreadable.
* docs(release): draft 0.2.0 beta notes
* docs(release): credit prs and authors in 0.2.0 notes
* docs(release): add #39 and #45 to 0.2.0 notes
* chore: update readme
* fix(ui): cover the whole screen with the capsule wall
The wall was shifted right and then tilted around its own centre, which
left the bottom-left of the home and loading screens bare. Centre it and
size it to the tilted page's bounding box so every corner stays covered.
* feat(ui): flood from the play button into the throbber
Starting a session from a blue button no longer slides the session up
over the front end. The button stretches out on staggered springs until
the page is the ball's blue, the session opens on that same blue with no
window animation, and the blue gathers into the throbber's ball before
the throbber starts. Re-joining a running session, tiles and reduced
motion keep the old rise.
* docs(release): cover everything since 0.1 in the 0.2.0 notes
0.2.0 is the first release from the org, so list what DroidDeck does
as a whole, grouped by area: org pull requests as #N, pull requests
from before the move as The412Banner/DroidDeck#N, and the early work
that predates pull requests by author. CI and build work gets one
short section instead of a line each.
* docs(release): add screenshots and animations to the 0.2.0 notes
Lead with a game running and a few visual highlights, fold the full
list into collapsible sections by area, and shorten every line to the
feature and its credit. Pre-move pull requests read as legacy#N.
* fix(session): give the desktop its own loading hints
The loading screen's hints were written for Steam, so starting the
desktop or an emulator said the first run downloads Steam and that
leaving the app pauses Steam. Desktop and program sessions now rotate
through hints about the desktop instead.
* fix(build): skip incomplete NDKs when picking one locally
An interrupted sdkmanager install leaves a directory like
28.2.13676358.failed under ndk/, which sorted last and was picked
without a toolchain in it. Only consider directories that carry
source.properties.
* docs(release): show launching straight into Big Picture
* docs(release): credit the launch transition to #46