Select the explicitly configured Android render node for nested KWin 6.8, apply OpenGL settings before Plasma starts, and pin the original signed Mesa 26.2.4 package that passed Thor rendering. Remove build-directory runtime search paths and fail closed on ELF inspection errors.
Native ARM64 build passed. Thor validated a visible nested Wayland terminal, active OpenGL ES/Zink on Turnip, 1280x720 output, and keyboard input. Mesa pin regression tests, launcher and ELF failure controls, shell syntax, and human authorship checks passed. Published desktop pin remains r2; full latest-head CI is pending and maintainer authorized this merge after device validation.
Match the native builder and desktop package override to Arch Linux ARM KWin 6.8.0, pin the official source hash, and port the nested-scaling patch. Check package/source version consistency in both build jobs.
Official source checksum, patch application, live package closure, and shell syntax verified. The published desktop remains pinned to r2; candidate 6.8 device/rendering validation remains pending before any package publication.
Combine trusted source and squash-metadata validation with the exact-head APK compilation result. Preserve automatic trailer cleanup in the installed hooks.
Validated with 10 authorship/hook tests and 9 combined-gate tests.
Install commit and push hooks that remove bot co-author trailers, preserve human credits, and reject bot primary authors. Add a trusted default-branch CI checker and publish its required status on the exact proposed commit. Validate main pushes as well. Ten regression tests pass, including real Git hook tests and the --no-verify case.
* feat: tools/device-smoke.sh checks a build on a real device over plain adb
Installs and launches the app, changes the density and the window size, cycles a foldable's device state, then reads the newest debug session (first frame, last frame rate, memory page size, process exits). It restores the display and the device state it changed. No python needed; complements tools/droiddeck-scenario, which drives games.
* fix: device-smoke.sh restores only what it changed and checks more carefully
Restore the device state by cancelling the override the script made, or
by putting back the override that was already pinned (a test lab pins
one), instead of pinning the committed state. Restore density and size
only after the script changed them. Keep adb's exit status, count only
crashes of the tested app and fail when the crash buffer cannot be read,
compare the top activity after the density change, and exit 2 when an
option value is missing.
* fix: check wm density/size exit statuses and keep restore flags on failure
* fix: verify smoke-test display changes and restoration
* fix: reject false smoke-test launches and quote remote paths
* Run final display cleanup before reporting smoke results
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
The == STEP lines in session.log now read HH:MM:SS.mmm, so the setup
steps before Steam starts can be timed; with whole seconds most of them
showed the same time.
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix(gamescope): avoid retaining pointer cursor SHM commits
* test(gamescope): verify cursor release and pending window control
* test(gamescope): keep live probe inert during test discovery
* test: match Gamescope process name in cursor probe
* test: clarify cursor-role probe serial behavior
---------
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* feat: itch.io store, library and installs for DRM-free Windows builds (#1064)
* feat: add experimental SDK-free VITURE Pro 2 tracking
* docs: record full-app Pro 2 hardware validation
* docs: record successful Pro 2 user game test
* fix: translate Pro 2 tracking notice for all supported locales
* fix: respect model capabilities for glasses controls
* fix: handle fold configuration during glasses probe
---------
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* Run FEX-tool games on the chosen game cores
Performance > Game cores reached only the Proton launchers: games started
through "Linux x86 (FEX)" ran on every core, including the slowest cluster.
* Test that SteamVR FEX launches keep the game cores
* perf: FEX's in-root path lookups go through the fast path instead of proot
Android has no openat2, so libblsession walks RESOLVE_IN_ROOT lookups for
FEX one component at a time. Every fstatat, readlinkat and openat in that
walk was a raw syscall that stopped in proot. When libblfastpath is loaded,
the walk now calls its fstatat, readlinkat and openat, which answer without
proot and fall back to the raw syscall themselves. Without it the walk uses
the raw syscalls as before.
One lookup drops from 250-940 us to 26-86 us. A Graveyard Keeper launch
makes 37.5k proot stops instead of 54.0k and reaches its first scene
0.31 s sooner.
* test: count fstatat64 where the preload asks for it
* perf: FEX's own file opens go through the fast path instead of proot
FEX opens host files for the game with syscall(SYS_openat), so every one
stopped in proot even when the fast path could answer it. libblsession's
syscall() now sends SYS_openat to the fast path's openat as well, the same
way the in-root walk does, and makes the raw syscall when the fast path is
not loaded.
A Graveyard Keeper launch makes 28.0k proot stops instead of 37.5k; FEX's
openat stops go from 6,739 to none.
* fix: the fast path's start-up reads don't come back through syscall()
libblsession's syscall() now sends SYS_openat to the fast path. A process
named FEX starts the fast path by reading /proc/self/cmdline with
syscall(SYS_openat), which came straight back into the fast path and
waited on its own pthread_once. Its start-up reads now call libc's
syscall directly.
A process's status read for another process is served read-only, so
Chromium's ReadOnlyFile check no longer kills the browser. Chromium-based
AppImages without chrome-sandbox get --no-sandbox, and Flathub Chromium and
Electron apps skip zypak's spawn portal, which cannot work here.
* perf: performance overlay updates ride the next game frame instead of an extra composite
* gamescope: a held overlay repaint is only cleared once an output was painted
* gamescope: release.env points at p12
* feat: run SteamOS PipeWire and WirePlumber for gamescope screen capture
* feat: hardware Remote Play encoding through MediaCodec behind Steam's V4L2 stage
* feat: deliver Remote Play touches to gamescope as touches
* feat: route game audio through PulseAudio while a Remote Play client is connected
* fix: keep the Remote Play marker when a forked child closes the encoder
* fix: allow standalone preload tests without V4L2 encoder hook
* fix: stop the DirectAudio output while the sink is suspended
* fix: verify every session thread before reporting suspension
* fix: freeze PRoot first and stop each guest thread on suspend
---------
Co-authored-by: Detinator10 <8469261+Detinator10@users.noreply.github.com>
FEX launched through a script (Valve's _v2-entry-point) was judged 32-bit, so the
fast path stayed off in the FEX client while FEXServer bound its socket through it.
The fast path now follows #! lines before judging the program.
The live compat sync drops apps the client refuses GetCompatTools for instead of
reattaching forever.
* 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
Flatpak starts bwrap with an empty environment, so the bwrap shim lost DROIDDECK_BWRAP_SOCKET and dialled the default package's socket. The session now writes the socket name to /etc/droiddeck/bwrap-socket and the shim reads it when the variable is missing.
Fixes#1092
Games launched from Steam get Turnip's own per-render-pass choice between
tile memory and system memory again; TU_DEBUG=sysmem now stays with the
Steam client, whose interface it was set for. A per-game TU_DEBUG, the
debug override file and the Adreno 710/720 driver still win. On the
REDMAGIC tablet (Adreno 840) PEAK runs 46.8 -> 52.3 fps over 7 alternating
pairs and Valheim's 3D menu needs 12.6 % less GPU time per frame; light
games are unchanged.
droiddeck-seed-redists remembers the identity (inode, size, mtime) of each
prefix registry it has verified and skips re-reading it while it is
unchanged. Steam started after it on every session, ~1.8 s later.
SessionFiles keeps a ledger of the files it staged for the installed APK
and copies only the ones that changed, ~180 ms less per session start.
Session start to Steam ready: 5.57 -> 3.57 s.
RPCS3's AppImage could not start: its own runtime unpacks the image with
a dwarfsextract it runs from a memfd, which Android refuses (EACCES), and
it has no other way to run it. Emulator AppImages for arm64 now start
through the shipped uruntime, which falls back to a file in /tmp.
RPCS3 then stopped with "Null object" in utils::shm (errno 13): it reads
/proc/sys/vm/overcommit_memory to pick memfd for guest memory, and apps
cannot read it. The guest now gets the kernel's default policy (0) there
when the real file is unreadable, like file-max.
A GOG download only places the files, so games that look up their own registry keys (Fallout: New Vegas reads HKLM\Software\Bethesda Softworks\FalloutNV "Installed Path") said they were not installed. Every GOG launch now reads the setRegistry actions of the game's goggame-<id>.script and imports them into the prefix's 32-bit view through Proton's reg.exe, once per change of the script, so games already downloaded are fixed on their next launch.
fix: let Wine write hooks into code FEX has translated
Wine 11's wineserver writes another process's memory with process_vm_writev,
which the kernel refuses on a page that is not writable. FEX's WoW64 layer
keeps the pages it has translated read-only to catch self-modifying code and
re-protects them right after a program unprotects them, so WriteProcessMemory
and NtWriteVirtualMemory into ntdll failed with a partial copy and Ubisoft
games stopped at "Error at hooking API NtProtectVirtualMemory". Wine only
falls back to /proc/<pid>/mem on ENOSYS or EPERM.
libblsession now completes a single-buffer write that wineserver was refused
with EFAULT through /proc/<pid>/mem, the way Wine wrote before Wine 11. Other
programs and every other error keep the kernel's answer. The iovecs are read
with process_vm_readv, so a bad pointer still returns EFAULT, and offsets are
64-bit in the i386 build.
* Restrict Xbox credentials to host backends and lease game launches
* Verify mapped PRoot backend images and retry lease heartbeat timeouts
* Bound Xbox backend shutdown and isolate service socket lifetimes
* Keep unique Xbox service sockets within Unix address limits
* Own licensed launch directories and recover abandoned views safely
* Serialize Xbox account revocation with sign-in commits and launch authorization