App name, app ID and code package: DroidDeck, com.droiddeck.launcher
(sources moved to com/droiddeck/launcher, the 68 JNI functions renamed
with them). The new app ID installs beside SteamDeck rather than over it.
Everywhere the name was the app's own: the sidebar title, the session
report, share zips, the shell title, wake-lock and log tags, User-Agents,
the Compose theme, the Download folder and switch files (droiddeck-env,
-osc, -driver, -tu-debug, -no-pad, -pad-log, -no-hud, -wlr-renderer; the
old names are not read), and inside the runtime (droiddeck-desktop,
Firefox's droiddeck.js, the shortcuts tag, the rumble socket, debug and
cache paths). Build scripts, CI artifact (droiddeck-apk), CMake project,
README and the progress log follow.
Kept on purpose: Valve's Steam Deck (the -steamdeck flag,
steamdeck_publicbeta/stable, 'Steam Deck mode', the steamos.cloud
package URLs) and names inside the hosted desktop package (steamdeck.png,
steamdeck-steam, steamdeck-bigpicture). 'Desktop installed' now tests for
labwc instead of the launcher the app stages itself. A committed
__pycache__ .pyc is removed.
The five files the audit measured as Winlator's are replaced: a one-method callback interface by
java.util.function.Consumer, the component base by SessionPart (attach an application context,
start, stop), the environment list by HostEnvironment, the process starter by HostProcess, and
the pad's state holder by PadState with named sticks, triggers, directions and buttons. The
frame-generation tree is framegen/ (its contents were never Winlator's: lsfg-vk's port and
Bannerlator's Win-FG), the log tags are the app's, and the fake pad's rumble socket is now one
the app actually serves: RumbleComponent turns a game's force-feedback effects into the phone's
vibrator, which used to go nowhere. The two design notes describing Bannerlator's X11 path are
gone, and the README and credits say what is whose.
The client already writes one menu entry per installed game (steam steam://rungameid/<id>, with
the game's icon); they were dead for want of a steam command, and r45 added a second entry per
game beside them. Now: steam on the desktop is a shim that hands off to bannerlator-steam-launch
(and is the client itself anywhere else), and bannerlator-desktop-games writes an entry only for
a game the client wrote none for.
bannerlator-desktop-games writes one menu entry per installed game (both libraries, the
client's own artwork) and links Steam Games / SD Games in the home folder. The entries, and the
menu's Steam / Big Picture ones, run bannerlator-steam-launch: the client cannot draw on the
desktop (labwc, no dma-buf), so it leaves a request in the session directory; the service
watches it (FileObserver), ends the desktop session and hands the activity a Steam session to
start - desktop UI (BL_STEAM_UI=desktop drops -gamepadui) with the game's rungameid URL.
The choice belongs inside the client - the drive drop-down on Install, Settings > Storage - so
the app no longer needs a setting for the common case. Default = automatic (the first SD card
present); the cog keeps Internal only and a chosen folder.
The runtime already knew how to register /mnt/bannerlator-sd with the client; the app never
bound anything there, so the client only ever saw internal storage. The Steam cog's Game storage
section offers every removable volume (through the app's own folder on it, the one place a card
lets a targetSdk-28 app write) and any folder from the File Manager, proven writable first. The
session binds the choice and names it (BL_LIBRARY_LABEL); bannerlator-steam-library registers it,
or forgets it when nothing is bound. The client does the rest: asks where to install, shows both
on Storage, moves games between them. device.txt records the choice.
RPCS3 on the desktop died at its first frame with VK_ERROR_SURFACE_LOST: labwc composites in
software (pixman) and initialises no dma-buf, so no Vulkan program on the desktop can get a
swapchain. The GPU path that works is gamescope's, which Steam's games already render through.
MODE_RUN starts a program inside the runtime as a session of its own under gamescope (the
script's run mode: AppImage, script or binary), taking Steam's display/driver/HDR settings; the
apps dialog offers ▶ for every installed emulator (AppImages, PPSSPP, RetroArch).
Volume Up/Down/Mute were forwarded to the guest as keys and never reached Android, so the
device's volume never changed during a session; they now fall through, on the media stream.
The file picker is now Bannerlator's File Manager itself (files/FileManagerScreen.kt, carried over
whole with its rail, favourites, grid/list, copy/cut/paste, rename, delete, properties) minus what
has no meaning without a Wine container: run, add to shortcuts, C:/Z: drives, the archive
unpacker. StorageRoots, CollapsibleRail, FavoritesStore, PeIconExtractor, OutlinedAlertDialog and
MenuStyle come with it unchanged; FileOps carries the progress copy/move. A Files tile opens it;
its pick mode chooses the ROMs folder and imports drivers.
Play and Desktop each get a cog: resolution cap (1080p default, 900p, 720p, panel), shape, HDR10,
the mode's Linux runtime driver, the display driver, touch, and per mode the on-screen controls +
audio (Steam) or the renderer (desktop). The Graphics drivers and Audio tiles are gone into them.
HDR10: HdrSupport reads the panel's HDR types; the switch is greyed with the reason unless HDR10 is
listed. On, the activity feeds the compositor's gate (nativeSetHdrDisplay + nativeSetHdrRequest),
turns zero-copy on, sets BANNER_WAYLAND_HDR=1, and the session gets BL_HDR=1 (gamescope
--hdr-enabled) and DXVK_HDR=1.
OrphanReaper kills every process of our uid but the app at session start and on an app crash: a
tree left by a killed app held the rootfs, the GPU and Steam's lock, and the next session never
came up (Thor Pro report). The drawer gains Steam menu, which sends the Guide button.
A program's file dialog inside the session never showed the phone: internal storage was bound
at its own path, but proot binds do not appear in /proc/mounts and nothing under home pointed at
it. Every session now binds internal storage at /root/Storage and the folder chosen with the new
ROMs folder tile at /root/ROMs - a bind, so a folder on an SD card works the same.
Folder and file choosing is the app's own picker (files/), Bannerlator's File Manager pick mode
carried over: StorageRoots verbatim for the drive menu, the same intent API (InAppFilePicker),
folders first, an up-arrow floored at the volume root, the last folder remembered. Both driver
imports use it instead of the system document picker.
A session folder is finished whichever way the session ends: SessionArtifacts is shared by the
ordinary stop, an uncaught-exception handler (App/CrashHandler, writes crash-app.txt and finishes
the folder before the process dies) and a sweep at the next app start for a folder without its
.complete marker (a kill or a native crash), which gets ended-without-teardown.txt and the crash
buffer. A Session logs tile turns the folder off: it then lives in the cache and is deleted at
the end.
The main menu is two columns of tiles, each with its setting's value under its title.
The Steam client builds Settings > Internet and its connection indicator on
NetworkManager and looks for one on the system bus as it starts. This runtime
had neither, so the page stopped with "StartScanningForNetworks is not a
function" under a header that showed no connection while downloads ran. A user
on an Odin 2 reported exactly that, and I told him it was cosmetic and unfixed -
wrongly: Max wrote the answer for WinNative (e7a224ae) and Bannerlator has
carried his port for days. This app was the only one without it.
The session now starts a small system bus and his stand-in, which reports one
connection that is up while Android has a route out and refuses what it cannot
do, since nothing here can scan for or join a network. Both the script and the
bus config come from the apk at every launch, so an installed runtime gets this
without a re-host; dbus-daemon and python-gi are already in r9.
Named bannerlator-netmanager rather than steamdeck-: CI copies
overlay/usr/local/bin/bannerlator-* by glob, so anything else would have been
built, committed and never packaged - the same shape as the proot artifact that
was produced and discarded on every run for a week.
Version 0.1.3, and the README gains a section for it.
The README had grown a section per feature in the order they were written, and
the parts that describe the whole had fallen behind: it still said version 0.1,
the ledger listed none of the drivers, audio, cores, session fixes or logs, and
the architecture diagram showed neither the audio relay nor that there are two
Turnips with two import lists.
Now: the ledger covers everything the app does with an honest state against
each - and says outright where something sets what it claims but has never been
measured; the diagram shows both driver slots and where a game's audio can go;
the session-log folder has a section of its own instead of being an appendix to
the device switches; and Installing mentions the one Android setting that
decides whether a session stays up at all, since that has cost two people an
afternoon.
Closes the four gaps that were left after the session folder: everything the
app itself decided was reaching logcat and nowhere a user can get at, sound had
no record at all, the network had none either, and a session the system killed
left its only trace in a buffer nobody was reading.
app.log mirrors this process's logcat for the length of the session - which
driver was chosen and why, the audio line, a rival client stopped, a helper
missing, the exit status. An app may always read back its own entries, so this
needs no permission; where a ROM refuses, the file says so rather than being
absent and looking like silence.
crash.log is Android's crash buffer at teardown. proot once died before main
over a missing library and said so there and in no other log, and a session the
OS kills for spawning children says it there too.
audio.log takes the PulseAudio daemon's output and the relay helper's, both of
which went to logcat only. The 17.0-module failure that cost the microphone a
whole round of builds would have been one line in this file.
network.txt records the transport, whether the link validated, the address
families, the DNS the system offered and the resolv.conf the runtime was
actually given - never the network's name, which is identifying. It also states
plainly that the client's own "wifi is off" is cosmetic, since that reading has
now cost two people an afternoon.
Left out on purpose: a Vulkan dump. It needs a new native entry point for
information wayland.log already carries on its first lines.
A session used to leave a loose session-<stamp>.log in Download/SteamDeck and
a compositor log in a different folder entirely, with Steam's own logs copied
beside the first one only if the session exited cleanly - which the sessions
worth reading never do. Reports arrived needing three questions answered
before anything could be read: what device, which drivers, which settings.
Now each session claims Download/SteamDeck/session-<stamp>/ and everything
lands in it: device.txt, session.log, wayland.log, steam.log plus steam/ in
Steam mode, desktop.log in desktop mode. The folder is claimed by whoever
starts first, since the activity starts the compositor before the service
starts the session, and the compositor is told where to write through its
environment - it opens that file once, so the service also copies it in at
teardown, which covers the second and later sessions of one process.
device.txt is written before the session starts, so a session that dies in its
first second still says what it ran on: model, SoC, Android, kernel, cores and
ceilings, RAM, the GPU as KGSL names it, the panel, the driver each half of the
session chose, the runtime version, every switch in effect, and whether Android
is set to kill the session's child processes.
Nothing identifying is collected - no serial, no device or advertising id, no
account name, no network names - and Steam's logs are scrubbed line by line on
the way in, with Bannerlator's patterns: session tokens (including the bare
numeric "Using JWT" form), machine-auth GUIDs, WebAPI keys, Guard codes,
emails, and SteamIDs masked to their last four digits so lines still correlate.
loginusers.vdf, config.vdf and the ssfn files are never copied.
Also from Max: a switch to run proot without its seccomp acceleration
(PROOT_NO_SECCOMP=1), for kernels that handle that filter badly - ENOSYS from
calls that plainly exist is the signature, which is what the Fold's storm looks
like; and the phantom-process warning above, which is his "your OS killed it".
xalia is an x86 Windows program Proton launches to give Windows programs
gamepad navigation. Under FEX it cannot load the session's aarch64 preload
shim, so its socket() and memfd calls reach the vendor's seccomp filter raw -
and where that answers ENOSYS, measured on a Galaxy Fold, it storms: 89
refusals of each in a few seconds, then a broken Wayland pipe and a session
that is gone 6-12 seconds after Big Picture appeared. Fourteen sessions in
eighteen minutes died that way on one device while the same build ran for
minutes on another.
Proton has its own gate for it, PROTON_USE_XALIA, so the switch sets that
rather than interfering with the helper. Off by default: xalia is Valve's, and
on a device whose seccomp answers its syscalls normally there is no reason to
take it away.
The two tunables the Fold experiment needs, as switches under Performance
rather than files in Downloads: TU_DEBUG=sysmem for the runtime's Turnip and
ZINK_DESCRIPTORS=lazy for the client's menus. The Downloads files still win.
Downloads/steamdeck-env holds KEY=VALUE lines that go into the session's
environment as written, after the app's own, so a line here wins. For a device
that cannot be reached with a debugger and an experiment that would otherwise
cost a build per attempt: Zink and Turnip tunables, gamescope's, the client's.
The case at hand is a Fold whose Steam menus run at 14 fps on the A8xx Turnip
while a game on the same session runs at 89 - the client's Chromium goes
through ANGLE and Zink, and ZINK_DESCRIPTORS=lazy is the first thing to try.
A Steam session runs two things that want different cores at the same time,
and one affinity cannot serve both (Bannerlator cfca3912).
The client is the case that prompted it: Steam pins its own interface renderer
to a subset of cores it chooses - five of eight on one device, leaving out both
little cores and the fastest one - reasonable while a game is running and wrong
when the client is all there is, where it shows as Big Picture feeling sluggish.
BL_CLIENT_CPUS overrides it, re-applied on a beat by the session script because
steamwebhelper spawns children continuously and each inherits Steam's choice.
That block is Bannerlator's, verbatim. One deliberate difference: the client's
mask is sent whenever the override is on, even when it names every core,
because undoing Steam's pin is the whole point and the scheduler's default is
exactly what that pin takes away.
A game gets BL_GAME_CPUS instead, consumed by the Proton wrappers that r27
already carries, and as in Bannerlator it is sent only when it is a real
restriction: a list naming every core is what the scheduler does unaided.
Both live behind a Performance dialog with a checkbox per core, labelled with
its ceiling, and apply at the next session start.
Two opt-ins on a new Audio screen, both ported from Bannerlator's gamescope
runtime where they are proven with voice in Steam's own tester.
DirectAudio replaces the audio driver inside the games the client launches -
Wine's mmdevapi driver, glibc build - with one that talks to a helper on the
Android side over a unix socket. The client keeps PulseAudio either way: it is
a native Linux program with no other way to make a sound. The helper runs here
because nothing inside the session can open Android's audio: a game is a glibc
process in a rootfs that binds no /system, and the uid the helper runs under is
what the recording permission is checked against.
The microphone is its own opt-in. The helper opens the input stream only when
asked and writes it to a pipe; PulseAudio's module-pipe-source turns that into
a source the client sees as DirectAudioMic. The daemon makes the pipe and the
helper waits for it - the two used to race, and the module fails on EEXIST.
The Proton wrappers gain Bannerlator's bl_directaudio, which adds the driver's
directory to WINEDLLPATH and names the driver in the prefix, and refuses on any
Proton that is not Wine 11 rather than pair a driver with an interface it was
not built against, which would be silence rather than an error. bl_game_cpus
comes along in the same splice and is inert until BL_GAME_CPUS is set.
The driver is staged into the runtime at every launch like the session scripts;
the helper ships as libdirectaudiorelay.so beside the PulseAudio daemon. Both
are the binaries Bannerlator carries, built by The412Banner/directaudio's relay
workflow (linux-wine11 build against ValveSoftware/wine proton_11.0).
Turnip's debug flags reach the runtime's driver and everything on it through
TU_DEBUG. Downloads/steamdeck-tu-debug now sets it verbatim, like the other
device switches. With nothing there, an imported driver from the A710/A720/A722
legs gets "sysmem" on its own: both the patch's author and our release notes
advise it for those GPUs, and nothing else in the list needs it.
Two deviations from a normal Steam launch, both removed rather than worked
around — Bannerlator's fix (334955ea), brought across unchanged.
The overlay was being stripped from every game because it landed in front of
open() and read() on /dev/input, letting Wine open the session's pad and then
answering every read of it with nothing. That was the wrong cure for an
ordering problem: glibc reads LD_PRELOAD before /etc/ld.so.preload, and the
interposer lives in the latter, so the overlay was simply ahead of it. Naming
the interposer first in LD_PRELOAD puts it back in front and the overlay loads
as Valve intends, in both wrappers — Valve's depot and an adopted GE-Proton or
proton-cachyos. Every difference between the launch Valve ships and what runs
here is a difference this runtime would otherwise have to account for.
Second, the competing Steam client is asked to stop rather than only named.
killBackgroundProcesses is a normal permission and ends exactly the case that
keeps recurring: GameHub declares boot receivers, so it is running from the
moment the phone starts without ever being opened, and it takes the login off
the client seconds after every sign-in. Done at Steam-session start only; the
desktop signs into nothing.
README: the GPU requirement now says which Adrenos Turnip actually drives. A
user's session log ended at "device (chip_id = 7010000, gpu_id = 710) is
unsupported" — an Adreno 710, which Mesa has no entry for.
Ported from Bannerlator's driver selection so the standalone stops being pinned
to whatever Turnip the runtime image was built with (Mesa 26.2.2 today, while
Bannerlator already runs 26.3.0 in the same role).
Linux runtime driver: LinuxVulkanDriverManager imports a "-Linux" (glibc)
Turnip zip under files/linux_vulkan_drivers/<id>/ with a generated ICD manifest
whose library_path is absolute, validated by the libc the driver links against
(libc.so.6, never libc.so) and by its ELF header. The choice is per mode, so
Steam and the desktop can differ. SessionService hands the session BL_VK_DRIVER,
and the session script — staged from the apk at every launch, so no runtime
re-host — checks the manifest and its library from inside before exporting
VK_DRIVER_FILES; the runtime's own driver is what anything unreadable falls
back to. That block is Bannerlator's, verbatim.
Display driver: TurnipDriver now also imports AdrenoTools zips beside the two
bundled builds and honours a chosen id ahead of the GPU pick, with the same
refusals as Bannerlator's AdrenotoolsManager — a zip with no libraryName, a
Linux runtime driver, or a glibc library dressed as one is refused with the
list it belongs in, never installed as a black session.
One dialog on the main screen carries both lists; a removed import falls back
at once. Documented in the README.
Touch on the desktop now works the way Bannerlator's desktop containers do:
the arrow stays where it is and a finger dragged anywhere moves it from there,
tap clicks, a second finger tapping while one holds (or a two-finger tap)
right-clicks, two fingers scroll, hold-then-drag and double-tap-hold drag.
Steam keeps the direct pointer; the drawer pins either.
The runtime's resolv.conf is written from the active network's DNS servers on
every link change — IPv4 first, never Android's link-local IPv6 ones, the
public pair as fallback — which is what glibc, and so Firefox, resolve with.
Routing needs nothing: proot makes no network namespace.
A session had no way to type without a hardware keyboard. The drawer's Keyboard
opens the soft keyboard onto an invisible host View whose InputConnection turns
what the IME commits into the key events that would have typed it, and the
key path carries Bannerlator's two soft-keyboard fixes: a symbol key with no
scan code is worked back from the character it stands for, and a capital gets
the Shift a soft keyboard reports but never sends — not a hardware one, whose
own Shift would be released early by a second.
Compatibility tools, on the main screen and in the drawer, queues a GE-Proton
or proton-cachyos install as a line in the runtime's ~/.bl-proton-extra, which
the session script hands to bannerlator-proton-extra before the client starts;
it shows what is installed and removes a build.
The audio stack, the gamepad model and the shape of a session's host-side
components are brunodev85's, and both apps this was lifted from are Winlator
lineage. The credits and README named the descendants and not the ancestor.
gamescope's display cannot change size once the session is up, so a foldable
that starts on one panel and opens onto the other can only be letterboxed
differently, never re-shaped. A fixed 16:9 sits with modest bars on either
panel; the panel's own shape fits one and leaves a strip on the other. A device
with a hinge sensor defaults to 16:9; the drawer toggles it for the next
session.
Back used to background the app outright. It now opens a slim panel on the
right with the switches a player reaches for mid-game — the performance HUD,
the frame-generation picker (shared with the main screen), the on-screen
controls' mode (auto / always / never, replacing the file-only override) —
and the two things that leave the session: send it to the background, or stop
it. Back again, or a tap outside, closes it.
Whether frame generation is doing anything was only knowable from a log. The
top-right line counts the game's own frames from the compositor's per-frame
callback, and while an engine generates it shows the engine's telemetry beside
it — "LSFG 2× 60 → 118 fps" — or says the engine is starting, unsupported or
failed. Touches pass through it. steamdeck-no-hud in Downloads hides it.
The compositor was built with its frame-generation leg stubbed out. Bannerlator's
two engines and the DXBC translator they need now ride along, so extra frames
are generated on gamescope's final output — any game, nothing changed in the
runtime. Win-FG needs nothing; LSFG takes its shader chain from the user's own
Lossless Scaling, which in this app is installed from the Steam client and read
straight out of the runtime's library. One picker on the main screen: Off, or an
engine at 2x/3x/4x, applied live on the next return to the session.
A phone had no way to answer Big Picture: touch moved the pointer and nothing
pressed a button. The on-screen pad writes into the same rings the physical one
does, so the client sees a single Xbox pad whichever is in use and both work at
once. An InputManager listener takes the controls away when a controller
appears and brings them back when it goes; steamdeck-osc in Downloads pins it
either way. Virtual input devices no longer count as controllers — the system's
own synthetic devices would otherwise hide the controls with nothing to
replace them.