Commit Graph
174 Commits
Author SHA1 Message Date
Kurt Himebauch a5d9e0a943 Merge branch 'main' into fix/qam-keeps-game-focused 2026-10-01 14:56:59 -04:00
xXJsonDeruloXx 33fe6edd0d chore: stage gamescope-3.16.29-p5 2026-10-01 14:53:28 -04:00
xXJsonDeruloXx df7ba1fead fix: skip the pointer warps that jolted the game as the QAM opened and closed 2026-10-01 14:43:30 -04:00
xXJsonDeruloXx e8c69a89a2 fix: keep the game running behind the Steam menu and QAM, as on a Steam Deck 2026-10-01 14:31:30 -04:00
Kurt Himebauch 5cfed09e3b Merge branch 'main' into fix/mangoapp-drm-listing 2026-10-01 14:31:23 -04:00
xXJsonDeruloXx a3fafcb10e feat: feed the overlay's fan, GPU memory and Valve msm reader paths 2026-10-01 13:28:26 -04:00
Kurt Himebauch d659a03467 Merge branch 'main' into stretch-to-panel 2026-10-01 12:41:57 -04:00
xXJsonDeruloXx 2896e0a945 fix: log an empty focused-app or touch-mode property as none 2026-10-01 10:37:58 -04:00
xXJsonDeruloXx 7c0fc1cbfa feat: log controller, touch-mode and pad-ring evidence for input reports 2026-10-01 09:58:51 -04:00
xXJsonDeruloXx a53c4a3707 fix: keep touch scrolling the Steam interface when the client finds no controller at start 2026-10-01 08:18:24 -04:00
Kurt Himebauch 8331b7fadf Merge branch 'main' into fix/a840v2-linux-turnip 2026-09-30 23:55:50 -04:00
xXJsonDeruloXx 9fe3ce7a86 fix: reflect republished PR test freshness 2026-09-30 23:04:34 -04:00
xXJsonDeruloXx a5f2895a6a feat: publish and consume update catalog 2026-09-30 22:46:44 -04:00
xXJsonDeruloXx 69b5a17e20 Merge main into PR #93 2026-09-30 19:41:59 -04:00
MaxsTechReview 1d5d3acc46 fix: carry the installed Steam build into imported games so Steam sto… (#108)
* 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.
2026-09-30 19:34:15 -04:00
Kurt Himebauch 771dca7048 Preserve added game launch options (#111) 2026-09-30 19:08:57 -04:00
MaxsTechReview 5251c6a5f6 Additional performance fixes (#87)
* 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.
2026-09-30 16:43:52 -04:00
MaxsTechReview b20f77f988 Added LSFG/Import/License Checking (#96)
* 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
2026-09-30 16:40:46 -04:00
xXJsonDeruloXx be86fd953a fix: report Adreno 840v2 as the A840 the runtime's Turnip knows 2026-09-30 07:53:12 -04:00
Magarto db8928f7ce Merge branch 'main' into stretch-to-panel 2026-09-30 09:30:37 +02:00
Kurt HimebauchandMaxsTechReview 4a234b2824 feat: Flatpak apps and a Flathub store (#77)
* 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>
2026-09-30 00:35:49 -04:00
The412Banner 42e6a45051 Merge branch 'main' into fix/resume-restore-minimized 2026-09-29 22:10:04 -04:00
Kurt Himebauch 8fbcf11fc8 feat: the pad as SteamOS has it - Steam Input's virtual pads for games, a Steam Deck controller for the client (#86)
* 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
2026-09-29 21:57:52 -04:00
The412Banner d1dcf2974c gamescope-3.16.29-p4: restore a game minimized behind the Steam menu (patch 0112) 2026-09-29 21:56:42 -04:00
The412Banner f50d775912 Restore a game that minimized itself behind the Steam menu
The Steam menu is an overlay that takes input without changing gamescope's focus
window. A fullscreen wine game minimizes itself when it loses input, and gamescope
only takes a window out of iconic when the focus window changes, so after Resume
the game stayed minimized: a black screen with its caption in the top-left corner
(Titanfall 2 on GE-Proton 11, proven on device).

gamescope patch 0112 remembers the iconify request and puts the window back to
NormalState before input returns to it, then hands focus over again so wine
restores and activates it. The session script also asks gamescope to restore the
game once input comes back from the client (GAMESCOPE_RESTORE_FOCUS_WINDOW);
BL_RESTORE_ON_RESUME=0 turns that off.
2026-09-29 21:52:34 -04:00
Kurt Himebauch 7d1e1707be perf: faster local build, skip xalia and gamescope realtime by default, mic off by default, show the saved Deck mode (#85)
* 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
2026-09-29 20:00:10 -04:00
maxjivi05 72e4147449 perf(gamescope): ask X for the pointer only while a cursor is drawn
The gamepad-cursor port queried the X pointer on every vblank, a
blocking round trip to Xwayland on the paint thread. With no cursor
image the position comes from wlserver as upstream; while the cursor is
hidden for inactivity X is asked every 50 ms. The realtime-queue comment
now says it is a no-op on KGSL Turnip.
2026-09-29 18:44:32 -04:00
maxjivi05 2fd209be83 perf: poll without starting processes, and stop rewriting unchanged Steam files
The session's watchers slept with sleep(1) and read files with cat, an
exec each under proot; they now wait in bash itself. steam-compat
writes its tool, the adopted wrappers and config.vdf only when they
change, the games watcher probes ownership when its matches change or
every five minutes instead of every 30 s, and Proton no longer inherits
the client's steamrtarm64 library path.
2026-09-29 18:44:32 -04:00
maxjivi05 cc37cc8a4d perf: stop proot's fake_id0 and ioctl traps from stopping every stat, sendmsg and GPU ioctl
fake_id0 (loaded by -i for Xwayland's set*id) now traces only the set*id
family and the xattr fixups when the ids given are proot's own, and the
seccomp filter traces ioctl only for the termios and FICLONE requests
proot rewrites. The faccessat2 and statx exit stops are dropped on
kernels that have the calls.
2026-09-29 18:44:32 -04:00
Magarto 92d04d6fa9 Merge branch 'main' into stretch-to-panel 2026-09-29 22:00:43 +02:00
xXJsonDeruloXx 23b2ffde14 fix: stop gamescope respawning a mangoapp that keeps dying at start 2026-09-29 15:08:28 -04:00
xXJsonDeruloXx 4f14d396bc perf: stop proot's kompat from trapping futex/epoll/fcntl and stripping the vDSO when only the hostname changes 2026-09-29 14:39:53 -04:00
Magarto 9d36f1a73b Merge branch 'main' into stretch-to-panel 2026-09-29 17:49:28 +02:00
xXJsonDeruloXx 69a140da28 Merge remote-tracking branch 'origin/main' into HEAD
# Conflicts:
#	app/src/main/java/com/droiddeck/launcher/MainActivity.kt
2026-09-29 09:41:11 -04:00
Kurt Himebauch e7d889e443 perf: cache the Steam client's repeated path lookups to cut startup from 31s to 6s (#69) 2026-09-28 23:18:48 -04:00
Kurt Himebauch 6840b9139f fix: let the Steam client shut down cleanly when a session stops (#68) 2026-09-28 22:12:19 -04:00
MaxsTechReviewandMaxsTechReview d647879299 Steam Owned Games Importing (#62)
* 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>
2026-09-28 18:13:08 -04:00
magartus 93db74642c Add an opt-in 16:9 stretch for screens narrower than 16:9
On a foldable's inner panel (Galaxy Z Fold8: 2448x1848, ~4:3) gamescope
is started with the nested size equal to the output, so games are asked
for the panel's own shape. Many cannot do it and letterbox themselves,
and gamescope's scaler has nothing to stretch. "Stretch games to fill
the screen" only forces window size, so it does not help.

New Steam setting "Stretch 16:9 games to a narrower screen" (off by
default): bannerlator-session then gives games a 16:9 surface at the full
output height (-w) and adds -S stretch, so they render at a shape they
support and fill the panel with no bars and no crop. An output that is
already 16:9 or wider is left untouched. Passed as
BL_GAMESCOPE_STRETCH_16X9 and listed in device.txt.
2026-09-28 23:03:10 +02:00
Kurt Himebauch 47d8dc21d1 Merge branch 'main' into fix/steamdeck-performance-overlay 2026-09-28 16:36:33 -04:00
MaxsTechReviewandMaxsTechReview ae4f6727e0 Fix/variables (#60)
* Add editable per-game environment settings below FEX presets

* Add typed preset variable pickers and default D3D12 capability levels

---------

Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
2026-09-28 15:17:57 -04:00
Kurt Himebauch 8caf6d038c Merge branch 'main' into fix/desktop-hardware-cursor 2026-09-28 14:39:52 -04:00
xXJSONDeruloXx 080f72f7a0 build_local: sign with DroidDeck's key when a local .signing.env has it
A local build was signed with the testkey alone, which a release refuses
as an update ("signatures do not match"): testing on a device with a CI
build meant uninstalling it and losing its data first.

With an untracked .signing.env (RELEASE_KEYSTORE, RELEASE_STORE_PASSWORD,
RELEASE_KEY_ALIAS) in the checkout, or in the main checkout for a
worktree, build_local.sh finishes with tools/release/sign-apk.sh as CI's
main builds do, and the apk installs over a release. Without the file
nothing changes. DROIDDECK_SIGNING_ENV points at the file explicitly.
2026-09-28 14:33:15 -04:00
xXJSONDeruloXx f87289f75b Desktop: hand labwc's cursor to the app, so full-screen games scan out
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.
2026-09-28 14:33:08 -04:00
xXJSONDeruloXx 458de0acab mangoapp: GPU memory from KGSL
mangoapp's VRAM figure on a Qualcomm driver comes only from the gpu_mem_total
trace event. The tracefs stand-in's event list now declares that event as
Android kernels do, and reading the stand-in's events answers with one
record carrying the total KGSL reports in /sys/class/kgsl/kgsl/page_alloc,
which every Adreno under Android has and the app can read.
2026-09-28 12:28:45 -04:00
xXJSONDeruloXx 016558ca0b mangoapp: run the performance overlay under Android
Three things kept Valve's mangoapp from drawing the overlay in a session:

- GLFW 3.4 takes XDG_SESSION_TYPE=wayland with WAYLAND_DISPLAY set as
  Wayland-only, and mangoapp needs gamescope's X server; the wrapper sets
  XDG_SESSION_TYPE=x11.
- On a Qualcomm display driver it opens a tracefs instance for the GPU memory
  total and aborts when that fails, which it always does for an Android app.
  The session preload now places the instance in an empty directory of its own
  when the real one cannot be made.
- gamescope sends it each frame's timings through a System V message queue,
  and Android kernels have no System V IPC. sysv.c now emulates the queue
  operations gamescope and mangoapp use, beside its semaphores and shared
  memory.
2026-09-28 12:19:01 -04:00
xXJSONDeruloXx 3cf51b3814 Deck mode: enable Steam's performance overlay controls
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.
2026-09-28 12:19:01 -04:00
xXJsonDeruloXx 20b63bba9b chore(release): set version 0.2.0 and remove code comments 2026-09-28 10:32:12 -04:00
Kurt Himebauch 738c40cbb9 fix(session): stop the session script's own loops when steam exits 2026-09-28 11:52:03 +00:00
Kurt Himebauch c7e692c5ec 0.2.0 release notes with screenshots, plus launch transition and UI fixes (#46)
* 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
2026-09-27 22:14:23 -04:00
The412Banner 9d13b238bd Session stop: kill guest processes proot lost, and cap the session log
Twice today a session's Xwayland aborted from one thread ("The futex
facility returned an unexpected error code"), proot lost the tracee, and
the process lived on reparented to init: proot's seccomp filter, with no
tracer left, answers ENOSYS, so Xwayland's main loop logged
"WaitForSomething(): poll: Function not implemented" until something killed
it - 9 GB after Dolphin, 13 GB after PPSSPP. --kill-on-exit and the tree
sweep only reach what proot still traces, and the straggler sweep ran only
at the next session's start.

Now a session stop also kills every process of ours whose executable lives
in the Linux runtime, and bannerlator-session keeps only the first
BL_LOG_CAP bytes (256 MB) of session.log, draining the rest so a writer
that filled it is not killed by SIGPIPE.
2026-09-27 16:52:51 -04:00