Commit Graph
674 Commits
Author SHA1 Message Date
Kurt Himebauch 445bbcdcbe Merge pull request #122 from Droid-Deck/feat/readable-session-logs 2026-10-01 07:48:03 -04:00
xXJsonDeruloXx fb7c1d2f70 feat: name session log folders by day, number and mode, keep the newest 30, and add Clear logs 2026-10-01 07:43:21 -04:00
Kurt Himebauch dee60a3749 Merge pull request #102 from Droid-Deck/fix/x360-raw-pad-axes 2026-10-01 07:24:19 -04:00
Kurt Himebauch 5790ce7445 Merge branch 'main' into fix/x360-raw-pad-axes 2026-10-01 07:19:45 -04:00
Kurt Himebauch 6ae5940f0d Merge pull request #120 from Droid-Deck/ci/publish-test-waits-for-build
ci: wait for the PR build before publishing a test build instead of failing
2026-10-01 06:57:01 -04:00
xXJsonDeruloXx 9a424aabb7 ci: wait for the PR build before publishing a test build instead of failing 2026-10-01 06:54:05 -04:00
Kurt Himebauch 70b7408f1a Merge branch 'main' into fix/x360-raw-pad-axes 2026-10-01 06:21:24 -04:00
Kurt Himebauch 44c649f6e7 Merge pull request #93 from Droid-Deck/fix/a840v2-linux-turnip 2026-09-30 23:59:27 -04:00
Kurt Himebauch 8331b7fadf Merge branch 'main' into fix/a840v2-linux-turnip 2026-09-30 23:55:50 -04:00
Kurt Himebauch 3581fb1e9e Merge pull request #117 from Droid-Deck/fix/qam-battery-eta 2026-09-30 23:55:10 -04:00
Kurt Himebauch 684add97aa Merge branch 'main' into fix/qam-battery-eta 2026-09-30 23:50:02 -04:00
Kurt Himebauch 3d4397ce42 Merge branch 'main' into fix/x360-raw-pad-axes 2026-09-30 23:43:27 -04:00
Kurt Himebauch 424e714277 Merge pull request #116 from Droid-Deck/fix/pr-publish-post-release
fix: finish PR test publish after signing
2026-09-30 23:29:37 -04:00
xXJsonDeruloXx ff4f6edf08 fix: show QAM battery life and charge time estimates 2026-09-30 23:27:27 -04:00
xXJsonDeruloXx df730c472a fix: finish PR test publish after signing 2026-09-30 23:25:47 -04:00
Kurt Himebauch 77c35e968c Merge pull request #115 from Droid-Deck/feat/update-catalog
feat: publish and consume update catalog
2026-09-30 23:17:38 -04:00
xXJsonDeruloXx 3b849607f6 fix: allow catalog to inspect active tests 2026-09-30 23:06:09 -04:00
xXJsonDeruloXx 9fe3ce7a86 fix: reflect republished PR test freshness 2026-09-30 23:04:34 -04:00
xXJsonDeruloXx aece4b16bc fix: bypass stale update catalog caches 2026-09-30 22:57:43 -04:00
xXJsonDeruloXx 79f04eb69e docs: call main builds Preview 2026-09-30 22:54:32 -04:00
xXJsonDeruloXx a5f2895a6a feat: publish and consume update catalog 2026-09-30 22:46:44 -04:00
Kurt Himebauch b3a87d3d73 ci: streamline signed PR test builds (#114) 2026-09-30 22:18:08 -04:00
Kurt Himebauch a2105c2c0b Merge branch 'main' into fix/a840v2-linux-turnip 2026-09-30 21:47:17 -04:00
Kurt Himebauch c0597809ec Merge branch 'main' into fix/x360-raw-pad-axes 2026-09-30 21:46:58 -04:00
Kurt Himebauch 184ed90c51 fix: offer updates to release-signed local builds and align the Updates page (#112) 2026-09-30 21:46:45 -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
Kurt HimebauchandMaxsTechReview 7e6df11344 feat: pick GPU drivers as matched pairs, set automatically for the device's GPU (#103)
* 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>
2026-09-30 16:57:49 -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
Kurt Himebauch bd5e9f4458 Merge branch 'main' into fix/a840v2-linux-turnip 2026-09-30 16:28:51 -04:00
Kurt Himebauch a690771d57 Merge branch 'main' into fix/x360-raw-pad-axes 2026-09-30 16:27:45 -04:00
Kurt Himebauch aac7e15f2b Feat/step out stop confirm (#105) 2026-09-30 16:26:39 -04:00
Kurt Himebauch a303e5c8a6 docs: add a join-the-Discord badge and community section to the README (#104) 2026-09-30 14:54:35 -04:00
xXJsonDeruloXx 98f5da262b fix: give games the Xbox 360 axis layout when Steam Input is off 2026-09-30 13:36:14 -04:00
Kurt Himebauch a81363d743 feat: turn Deck mode on for new installs and add a performance overlay toggle (#101)
* 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
2026-09-30 13:06:12 -04:00
Kurt Himebauch 11a8221623 fix: keep Deck mode on the Steam Deck client branch so Steam stops offering an update (#100) 2026-09-30 12:47:57 -04:00
Kurt Himebauch 6689f809e2 fix: stop update channel cards flashing as a controller moves between them (#99) 2026-09-30 11:45:44 -04:00
Kurt Himebauch 62e75e23ed feat: add an Updates page that installs Stable, Nightly or test builds in-app (#98)
* 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
2026-09-30 11:25:18 -04:00
Kurt Himebauch faf8ce97ba ci: sign PR test builds in every variant and take stable from the org repo (#97) 2026-09-30 10:53:26 -04:00
Kurt Himebauch 50890336c0 Merge pull request #94 from Droid-Deck/fix/remove-pr-approval-gates
ci: remove PR approval gates from signed releases
2026-09-30 09:19:58 -04:00
xXJsonDeruloXx 043547c7ee ci: remove PR approval gates from signed releases 2026-09-30 09:14:30 -04:00
xXJsonDeruloXx be86fd953a fix: report Adreno 840v2 as the A840 the runtime's Turnip knows 2026-09-30 07:53:12 -04:00
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 970fc3a946 ci: say what each DroidDeck-CI build is at the top of its release notes (#92) 2026-09-30 00:11:55 -04:00
The412Banner d25c94471d Merge pull request #91 from Droid-Deck/feat/game-saves
Game saves: import and export save zips for added games
2026-09-29 23:49:50 -04:00
The412Banner 2805c94f9f Game saves: show Manage saves only on added games 2026-09-29 23:36:49 -04:00
The412Banner f22b8253fd Game saves: Manage saves on each game's page instead of a separate page
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.
2026-09-29 23:21:40 -04:00
The412Banner 174321c0ec Game saves: import and export save zips per game
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.
2026-09-29 23:01:21 -04:00