Commit Graph
521 Commits
Author SHA1 Message Date
The412Banner 43a0ce93f9 fix: Frame Limit sync and refresh follow on a still screen (review follow-ups) (#1663)
The Steam helper checked the Frame Limit only when the offered frame
rates changed. With the limit off during a refresh change, turning it
back on left a value the new rate does not offer, and a failed write was
not tried again. It now checks on every state change and every 5 s, and
waits for Steam's settings write so a rejected write is caught and tried
again on the next check.

gamescope 3.16.29-p16 (0120 changed): gamescope took a new host refresh
only from the presentation feedback of a frame it drew, so with nothing
moving on screen it kept the old rate. It now presents once when the
host's wl_output mode changes and keeps presenting while a new rate is
pending, so the 300 ms check runs on a still screen too.

Found by CodeRabbit in the reviews of #1650 and #1663.
2026-10-27 05:08:21 -04:00
The412Banner 4c7e59ed8b feat: Steam's Frame Limit decides; gamescope and the limit follow the refresh rate (#1650)
Remove the Performance mode switch. The session always runs the way
Performance mode did: replaced buffers go back to the game at once
(except while mirroring to glasses), gamescope's WSI layer and winex11
reuse their per-present window checks, and games get eight swapchain
images while uncapped. Steam's Frame Limit in the Quick Access menu is
the only limit.

gamescope 3.16.29-p15 (p14 plus two patches):
- 0119: with the Frame Limit on, gamescope forces FIFO while the WSI
  layer hands the driver MAILBOX, so a game with eight images could
  queue up to seven frames ahead of the screen. While the limiter forces
  FIFO the layer uses its default of 3 images; DXVK and VKD3D-Proton
  recreate their swapchain when the limiter changes, other apps are asked
  to with VK_SUBOPTIMAL_KHR.
- 0120: -r fixed gamescope's pacing and limiter rate for the whole
  session. With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1 a rate the host
  has reported for 300 ms replaces it (a switch from 144 to 120 Hz passes
  through 72 Hz for a few frames), and Steam gets the display information
  again. The session sets it whenever it passes -r.

Steam keeps its Frame Limit as the client setting
gamescope_app_target_framerate and offers the values gamescope's display
state lists. After a refresh change, a limit the new rate does not offer
(72 at 120 Hz) left the slider on its first value while the game kept the
old limit. The Steam helper watches the offered values and, once they
settle, keeps the limit when it is still offered and moves it to the
highest value otherwise, through Steam's own setting so the slider shows
it. Steam's webpack does not expose its module cache, so the gamescope
service is found by the calls its module makes, and the helper retries
the install every 10 s until Steam is ready.

The session window asks for the fastest mode the peak refresh setting
allows and chose again only when the display changed, so after it had
asked for 60 Hz, raising Android's refresh setting left the display,
gamescope and the limit at 60. It now also chooses again when
peak_refresh_rate or min_refresh_rate changes.
2026-10-26 23:17:35 -04:00
Kurt Himebauch 0e9a31ccfe feat: trust contributors for test builds (#1646)
* feat: trust contributors for test builds

* fix: restrict trusted list changes

* fix: retain same-repository test signing

* fix: publish completed fork builds

* feat: trust K11MCH1 test builds

* fix: recognize maintain collaborator role
2026-10-26 22:54:57 -04:00
maxjivi05 bb9a64fa5f Reconfigure the app decoder when the capture layout changes
A capture format or buffer change now closes the app's decoder so the
next packet reopens it with the new stride and height, and a capture
slot whose remap fails no longer keeps its old mapping.
2026-10-26 20:36:24 -04:00
maxjivi05 916a39585f Decode Remote Play streams on the arm64 Steam client
Steam's arm64 streaming_client only decodes through a V4L2 stateful
decoder and libdrm dumb buffers, neither of which exist on Android, so
streams from a PC never showed a picture. The preload now offers it a
/dev/video-dec0 and a libdrm stand-in backed by dma-heap buffers, and
each frame is decoded by the app's MediaCodec (Qualcomm low-latency
mode) over the encoder socket, falling back to the FFmpeg in Steam's
runtime.
2026-10-26 20:36:24 -04:00
maxjivi05 9555cb9f65 fix(skate.): run ReSkate at D3D12 feature level 12_1
skate. under ReSkate crashed with an access violation in Skate.exe 12 to
60 seconds after it started at the default feature level 12_2; at 12_1
it loads San Vansterdam and plays. The rule matches Skate.exe with
ReSkate.dll beside it, so it covers ReSkate started from skate.'s own
Steam entry and as a non-Steam game, and a game profile can still set
another level.
2026-10-26 20:35:59 -04:00
maxjivi05 70d8fc6559 Hand a profile's WINE_CPU_TOPOLOGY to Proton as well 2026-10-26 18:31:11 -04:00
maxjivi05 70c512693a Set PROTON_CPU_TOPOLOGY too so Proton's per-game CPU list doesn't replace it
Proton sets WINE_CPU_TOPOLOGY from its own default_cpu_limit for games
like Prototype (8 cores) unless PROTON_CPU_TOPOLOGY is set, so the
pinned topology never reached the game the issue was about.
2026-10-26 18:31:11 -04:00
maxjivi05 43266b2923 Keep an empty WINE_CPU_TOPOLOGY from a game profile 2026-10-26 18:31:11 -04:00
maxjivi05 9d85af7558 fix(proton): Windows games see only the cores they are pinned to
Game cores pinned the game with taskset, but Wine counts the online
CPUs, so a game held to two cores still saw eight processors and sized
its thread pools for them. Prototype freezes at its splash screen that
way. When the session or a game profile limits the game cores, Wine now
gets WINE_CPU_TOPOLOGY for exactly those cores unless the profile sets
its own.
2026-10-26 18:31:11 -04:00
Kurt Himebauch 73daaf7adc fix(gamescope): keep Fill scaling and magnification visible (#1634)
* fix(gamescope): preserve signed plane positions

* fix(gamescope): pin validated scaling component
2026-10-26 16:06:40 -04:00
The412Banner 830c753312 fix: turn off D3DGear's capture hook when it sits beside a game (#1627)
The Crew 2 loads D3DGear64.dll from its folder. Its DXGI Present hook
faults over a thousand times within seconds under Wine and the game
never presents again: black screen while the sound keeps playing.
droiddeck-game-env now disables the DLL when it finds it beside the
game, and DLL overrides from several engine fixes are kept together
instead of the last one replacing the others.
2026-10-26 18:07:15 +00:00
Kurt Himebauch a0a68f7280 feat(steam): sync QAM controls and pass held Back shortcuts (#1621)
Steam's native QAM sliders now control Android brightness and media
volume, with device changes reflected back in Steam. Holding Android
Back for 700 ms sends a real held QAM button for Steam shortcuts. Single
and double taps keep the existing menu/QAM order and swap setting; the
double-tap window remains 500 ms.

- Discover native brightness through a guest backlight descriptor and
use Android's Modify system settings permission. Retain the latest
pending request until permission is granted or the session stops, with a
notification action for hidden sessions.
- Give DirectAudio and fallback AAudio sinks Android media volume/mute
callbacks, keeping software gain at unity. Recover when initial volume
state is absent or invalid, brightness acknowledgements differ or never
arrive, or the Display bridge is not ready yet.
- Forward other buttons while QAM is held in Steam Deck and Steam
Controller modes. Consume release after a hold and clear pending input
on overlays, focus loss, pause, disconnect, and teardown. The session
menu retains its compact Back choice without an explanatory paragraph.

Validation:
- Local ARM64 release build passed. The latest timing change passed 20
targeted input tests, including release at 600 ms remaining a tap. The
preceding full feature check passed 61 Android input/device-control
tests, with permission cases on API 28 and 33.
- 66 Linux Python/Node/C tests passed for device controls, audio
recovery, Steam compatibility, and file dialogs. Both audio sink modules
rebuilt with Android NDK 27.2.
- Release-signed integration build 14d12cf0 is installed on the unrooted
AYN Thor, carrying the Android/input changes through 749ade4a plus the
existing portrait changes. Device checks confirmed the configured
QAM/menu tap order, Back dismissal, removal of the inline menu
description, and held QAM overlapping X with clean release. Hands-on
testing confirmed this installed build works.
- Earlier Thor testing covered brightness permission and pending
requests, brightness synchronization in both directions, native volume
changes, hardware volume key readback, and both sink backends. Failure
recovery is covered by the automated tests above.

The subsequent queued-notification fix in 4d7ceb23 is covered by the
Linux regression suite and has not replaced the Thor install.

Bluetooth/wired output switching and other device models remain
untested. CI and CodeRabbit monitoring continue against the pushed head.
2026-10-26 13:46:14 -04:00
maxjivi05 455bf0fba9 fix(fex): install DroidDeck's FEX build again when it no longer loads
A tag that matches no longer vouches for the build: FEX and FEXServer must
also load (ld.so --list), otherwise the session reinstalls it and x86
programs use the Steam or system FEX meanwhile.
2026-10-26 13:40:36 -04:00
maxjivi05 4de4c65c2a fix: wait before retrying a FEX build that did not install
A failed catalog install is retried after an hour or when the session names
another build, a missing updater falls back to the FEX already here, and the
archive download gives up on a stalled connection.
2026-10-26 13:40:36 -04:00
maxjivi05 7e2d13b641 fix(fex): x86 programs use DroidDeck's own FEX build, kept to the catalog's version 2026-10-26 13:40:36 -04:00
maxjivi05 5bdf0d6b04 fix(fex): report the x86 platform under AT_PLATFORM 2026-10-26 13:40:36 -04:00
maxjivi05 13493d44c3 fix: keep Sentry for Godot games that are not .NET
The Sentry GDExtension was turned off for every Godot game that ships it,
because its crash handler takes the .NET runtime down under FEX. GDScript
games such as Pathogenic call SentrySDK from their scripts, so without the
extension their autoloads fail to parse and the game quits. Only Godot .NET
builds have it turned off now.
2026-10-26 13:27:59 -04:00
Kurt Himebauch 4d7ceb2325 fix(steam): drain queued control notifications 2026-10-26 13:27:03 -04:00
maxjivi05 a984d11742 fix: run Xbox games from a short drive letter
The launch view lives under the app's files folder, so games saw an
install path like Z:\data\user\0\com.droiddeck.launcher\files\xbox-runtime
\views\launch-<n>\droiddeck-xbox-<id>. Forza Horizon checks that length and
quits with "Installation path is too long". The view is now mapped to a
free drive letter in the prefix (X: first) for the length of the launch.
2026-10-26 13:21:31 -04:00
Kurt Himebauch fa5506df35 fix(steam): preserve Back taps and recover QAM controls 2026-10-26 13:13:08 -04:00
maxjivi05 c446566f42 fix: hold a setup lock instead of guessing from running processes 2026-10-26 12:47:00 -04:00
maxjivi05 2e2b950964 fix: Flatpak setup clears a package lock left by an interrupted run 2026-10-26 12:47:00 -04:00
Kurt Himebauch 53d643dd00 fix(audio): clear volume bridge during sink teardown 2026-10-26 12:34:31 -04:00
Kurt Himebauch 6a5dfe1486 feat(steam): sync QAM brightness and volume with Android 2026-10-26 12:32:36 -04:00
Kurt Himebauch d08afbd878 fix: restart compression delay for new games 2026-10-26 11:55:01 -04:00
Kurt Himebauch 36135327f5 fix: resolve zram focus conflicts 2026-10-26 11:45:17 -04:00
0x1Nawaf d65912f0c5 fix: stop starting a session on the slow proot (#1395) 2026-10-26 11:41:18 -04:00
Kurt Himebauch 5d945d7784 refactor: remove duplicate session frame limiter (#1616) 2026-10-26 11:25:31 -04:00
The412Banner 1b3814a587 Hold games to the frame limit in Performance mode (#1609)
A frame limit only paced what reached the screen: a game without vsync
kept drawing hundreds of frames a second that were thrown away (AIO at
a 60 fps limit drew 155 to 2,446 fps), so the limit saved no power.

With Performance mode on and a frame limit set, the session now sets
gamescope's per-game limit over gamescope_control (gamescopectl
debug_set_fps_limit). gamescope's limiter then has its WSI layer hold
Vulkan games, DXVK and VKD3D included, to the limit. gamescope's own
--framerate-limit option is reset on its first frame in 3.16.29, and
Steam resets the per-game limit while it starts, so the session watches
gamescope's limiter state file and sets the limit again whenever it is
off (a once-a-second check with shell builtins, no process started).
With Performance mode off, a limit paces the screen only, as before.

The session also gives gamescope a fixed limiter state file path, so
gamescope stops leaving a new one behind on every start, and removes
the old ones.

Device-proven on the AYANEO Pocket FIT (Turnip, AIO D3D11, 45 s runs on
battery, three runs each): at a 60 fps limit the game held exactly
60.0 fps and the device drew 7.08 W instead of 9.45 W, with 1.3 instead
of 2.6 busy cores and 5 instead of 11 % GPU load. No limit: unchanged.
2026-10-26 09:16:05 -04:00
maxjivi05 24f0b97c08 fix: report a gamescope that cannot start and ignore Agent answers that are not objects 2026-10-26 09:01:02 -04:00
maxjivi05 3b6b304f55 fix: take the Agent's empty answer for an uninstalled game as gone
Once Blizzard's Agent has removed a game it answers GET /game/<uid> with
an empty object, not installed false, so a finished uninstall read as a
failure and opened Battle.net.
2026-10-26 09:01:02 -04:00
maxjivi05 c48297e0d1 fix: wait for a cancelled Battle.net job before removing it, and bound uninstall waits
A cancelled install now waits for its Agent job to end before the
uninstall runs, and removes the folder only once the Agent no longer
lists the game or the folder is empty. Uninstall gives up when Battle.net
or a game keeps the prefix busy for a minute, so the page falls back to
opening Battle.net. An uninstall only counts when the Agent reports the
game as not installed.
2026-10-26 09:01:02 -04:00
maxjivi05 b887e8653d feat: install Battle.net games from Stores with downloads, updates and uninstall
Battle.net games now install like Epic, Xbox and itch games: Install,
pick a location, and the download runs in the Downloads tab while the
Stores page stays open. droiddeck-battlenet starts Blizzard's own Agent
on its own under a headless gamescope and drives its local API, so no
window opens and nothing waits on the Battle.net client.

- Progress, speed and time left come from the Agent, with pause, resume
  (the Agent keeps what it downloaded) and cancel, which uninstalls the
  partial game and removes its folder.
- A job only finishes once the Agent has really run it and the game is
  playable; the first status after a request can still describe the
  previous operation.
- Installed games check Blizzard's version service and show Update when
  the build on disk is behind; the update repairs missing files too.
- Battle.net games can be uninstalled from their page through the Agent.
- Games land in the chosen location: internal storage, other storage or
  a Games folder.
- The hero keeps its action row clear of the playtime column.
2026-10-26 09:01:02 -04:00
MaxsTechReview c71ba6da96 Run desktop games on the GPU in a window (#1584)
Steam games and Battle.net started from the KDE desktop run on the GPU in gamescope, opened as a KDE window, and Plasma no longer leaves programs with a zero realtime CPU limit that got games killed.
2026-10-25 21:09:24 -04:00
Thomas Lee 4922d309c8 perf: allocate only solved DD-FG flow levels (#1556)
The flow solver starts at flowFinest_, but its images, uniform buffers and descriptor sets were allocated for every pyramid level. Keep the seven-level indices and allocate flow resources only where the solver reads and writes them.

The default preset avoids three unused RGBA16F images, saving 38,707,200 bytes of pixel payload at 2560x1440 without changing the shaders or recorded GPU work. Add native allocation/dispatch regressions and document the resource budgets.
2026-10-25 19:21:40 -04:00
Kurt Himebauch 8cf2ffe2ad fix: say why Flatpak setup failed instead of blaming the mirrors (#1580) 2026-10-25 18:05:41 -04:00
Kurt Himebauch 65bacc067b fix: extract GOG installer fallback natively on ARM (#1174) 2026-10-25 17:56:35 -04:00
b4b7883648 fix: Reuse the prefix the client made for a shortcut id (#1107)
* fix: Reuse the prefix the client made for a shortcut id

droiddeck-proton-run builds the prefix path as steamapps/compatdata/<appid>,
but the client names that folder with the signed 32-bit form of the shortcut
id. A shortcut whose id has the top bit set therefore got a second, empty
prefix, and the first launch after that ran wineboot from scratch: the
session sat on a black screen for the length of a full prefix init, and the
old prefix was never reused.

Match the folder by its unsigned value instead, the way the client does:
int(name) % 2 ** 32 == appid % 2 ** 32. prefix_of() also accepts a negative
folder name now, and reports its unsigned id so the Steam environment it sets
up stays valid.

* fix: Reject folder names int() cannot read, and skip files

lstrip("-").isdigit() accepts "--1" and superscript digits, which int() then
raises on, and one such entry in compatdata would stop shortcut resolution.
Match r"-?[0-9]+" instead. A matching name is also only used when it is a
directory, so a stray file cannot take STEAM_COMPAT_DATA_PATH.

* fix: reuse signed shortcut compatdata prefix

* fix: prefer initialized Proton shortcut prefixes

---------

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
2026-10-25 17:49:58 -04:00
Kurt Himebauch 815b93db5f feat: profile PRoot costs and test fast-path libraries without an APK rebuild (#1528) 2026-10-25 16:49:35 -04:00
MaxsTechReview aca4b5dd3e Start World of Warcraft on DirectX 11 by default (#1576) 2026-10-25 16:41:41 -04:00
Kurt Himebauch 8d858b4334 feat: pick a game's CPU cores in its game profile (#1566)
* feat: pick a game's CPU cores in its game profile

* fix: match per-game cores against the online CPU list
2026-10-25 16:38:11 -04:00
The412Banner 38926b3157 feat: Performance mode puts frame pacing and per-frame window-check fixes behind one switch (#1563)
Adds a Performance mode switch under Mode settings > Frame rate, off by default and stored per mode like the frame limit. Off keeps today's behaviour. On:

- with no frame limit, the compositor hands buffers back to the game as soon as they are replaced instead of once per refresh, and gamescope's WSI layer is asked for at least 8 swapchain images; a chosen frame limit still paces
- DROIDDECK_WSI_BYPASS_CHECK_MS=100 lets gamescope's WSI layer reuse its present-time Xwayland bypass check (patch 0117, gamescope-3.16.29-p13); WINE_OFFSCREEN_CHECK_MS=100 does the same for winex11 once a DroidDeck-Proton release carries that fix. Off sets both to 0.

The gamescope pack now ships the patched WSI layer and SessionFiles stages it over the runtime's stock copy. Two per-game options, off by default: PROTON_DXVK_D3D8 and WINE_D3D_CONFIG renderer=vulkan|gl.

AIO Graphics Test on an AYANEO Pocket FIT (Adreno 750), off -> on: Vulkan 204 -> 1787, OpenGL 296 -> 2169, D3D12 308 -> 3563, D3D11 1133 -> 2874, D3D9 1253 -> 3098 fps; DiRT Showdown 92.2 -> 93.4 (GPU-bound).
2026-10-25 20:29:26 +00:00
Kurt Himebauch 9593529197 feat: a setting to keep Steam uncompressed while games run (#1565)
* feat: a setting to keep Steam uncompressed while games run

* fix: say that the RAM cap still compresses Steam when this is off
2026-10-25 13:20:33 -04:00
MaxsTechReview 27e390a846 fix: StarCraft starts its 32-bit client from Battle.net (#1564) 2026-10-25 13:10:28 -04:00
Charles DuBose c4df7e9b3d feat: Battle.net on the desktop with its games and store, plus memory options (#979) 2026-10-25 12:49:27 -04:00
597402107d [FIX] statx call on old kernels < 4.11 (#947)
* [FIX]
Fix git statx call on old kernels < 4.11 for correct using of "Fast proot path"

Issue
https://github.com/Droid-Deck/DroidDeck/issues/770

* [FIX]
fix: don't call major() from the proot fast path

* fix: preserve statx fallback request semantics

* fix statx fallback argument handling

* fix: silence statx null check warning

---------

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
2026-10-25 12:42:51 -04:00
Kurt Himebauch 10fe5c5f77 feat: stretch 16:9 games to screens wider than 16:9 too (#1558)
* feat: stretch 16:9 games to screens wider than 16:9 too

* fix: don't offer 16:9 game fit while the session follows the screen
2026-10-25 12:37:47 -04:00
Kurt Himebauch 7d99a24ad5 fix: find the arm64 reaper under XDG_DATA_HOME and serve queued file dialog requests at once (#1560) 2026-10-25 12:27:42 -04:00
Kurt Himebauch 8658ffff90 fix: Steam's Browse buttons open the file chooser with the x86-64 client too (#1557) 2026-10-25 12:08:12 -04:00