Commit Graph
630 Commits
Author SHA1 Message Date
Kurt Himebauch 4b8f63d84d feat: Mali Vulkan support through MaliBridge (#2027) 2026-11-02 20:23:21 -05:00
Kurt Himebauch 3dcb3eac42 chore: revert the Mali Vulkan squash to re-land it with history (#2026) 2026-11-02 20:22:29 -05:00
张先生 1f91283f40 feat: Mali Vulkan support through MaliBridge (#1950) 2026-11-02 20:16:48 -05:00
LingWindT c43a493ad8 preload: set PR_SET_CHILD_SUBREAPER so double-forked Xwayland is not orphaned to init (#1716) 2026-11-02 20:00:31 -05:00
Kurt Himebauch 34a1cbbead fix: keep PRoot out of the APK, VPN DNS first, bridge failure exits, HUD polling stays on 2026-11-02 18:17:00 -05:00
Kurt Himebauch f05e0df39e Merge remote-tracking branch 'origin/main' into review/malibridge-1950 2026-11-02 18:14:00 -05:00
Moroni Granja cdde9d3390 fix: a GOG game whose installer cannot run gets its install registry (#2022) 2026-11-02 18:06:08 -05:00
Kurt Himebauch b16b67e6c4 feat: desktop session follows the app language (#1971) 2026-11-02 09:08:48 -05:00
The412Banner 55da0afd06 fix(hud): GPU clock and load without root on Adreno 8xx and hardware-scheduled kernels (#1981)
On phones where Android blocks the GPU's sysfs files for apps, the HUD
reads the GPU without root (#1969). On Adreno 8xx that showed no GPU
clock and only the partial load from Vulkan timing (OnePlus 13, Adreno
830, reported by iamTooShaar).

- GPU clock: the clock job used the Adreno 6xx/7xx registers. The
  register layout is now picked from the KGSL chip id: on 8xx
  CP_ALWAYS_ON_COUNTER is 0x8e7 and the RBBM cycle countable is 1.
  Unknown later generations read nothing.
- GPU load: hardware-scheduled kgsl kernels (every 8xx, and some 7xx
  such as the AYANEO Pocket FIT's) never write the memstore ringbuffer
  timestamps. When those stay 0, the reader samples the contexts' own
  memstore entries (every context that has submitted work, up to 64,
  contexts with new or running work first).
- HUD diagnostics report: a "GPU readers without root" line with the
  reason each reader works or fails, "none" instead of "null", and the
  per-core CPU % source named honestly.

Tested: iamTooShaar's OnePlus 13 shows GPU clock and load with the PR
test build (06be2c5). Pocket FIT standalone build of the final readers
against the kernel's sysfs numbers: idle 1-2 % vs 3-4 %, GPU job loop
25-29 % vs 28-30 %, clock 1050 MHz vs 1050 MHz. The review fixes after
the test build were not tested on the OnePlus 13.
2026-11-02 10:07:26 +00:00
DroidDeck Merge 8171bf20fd Merge latest origin/main and resolve conflicts 2026-11-02 10:44:24 +08:00
The412Banner 40dfcd94f9 fix(game-env): DOOM (2016) keeps the swapchain image count it asks for (#1987)
DOOM (2016) asks for exactly two swapchain images and stops with "FATAL
ERROR: getSwapchainImagesKHR failed with error (VK_SUCCESS)" when it gets
more. Every game launch gets GAMESCOPE_WSI_MIN_IMAGE_COUNT=8 and
GAMESCOPE_WSI_ENSURE_MIN_IMAGE_COUNT=1, so gamescope's WSI layer gave it 8
images (3 with only the count removed) and the game crashed on start.

When DOOMx64vk.exe sits beside the launched program (DOOMx64.exe for a GOG
install, or DOOMx64vk.exe), both variables are removed and
vk_x11_strict_image_count=true is set, the option Mesa's driconf gives the
game. Other games keep the defaults. A per-game value in the environment
editor still wins.

Tested on an AYANEO Pocket FIT with DroidDeck 0.6.9 and the same values set
per game: the swapchain gets 2 images and the game reaches its main menu at
60 fps; before, it crashed on every launch.
2026-11-02 02:02:18 +00:00
Kurt Himebauch 84a04d9ead fix: Steam shows cached library art when it starts without reaching Steam (#1985) 2026-11-01 19:55:18 -05:00
Kurt Himebauch e30e722f8b feat: manage several Steam libraries beside internal and the card (#1967)
* feat: manage several Steam libraries beside internal and the card

* fix: serialize Steam library registry edits, refuse folders inside a Games root, refresh games after changes

* fix: rename refreshes games, added x86-64 libraries join redist seeding and direct mapping
2026-11-01 17:35:05 -05:00
MaxsTechReview c5577478ca chore: remove source comments and unused code, translate every missing string (#1965)
* chore(i18n): translate every missing string in all locales

Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.

Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.

* chore(patches): drop comments from the lines downstream patches add

Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.

The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.

* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix

These were credited only in source headers and NOTICE files.

* chore: remove source comments and unused functions

Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.

Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.

Also removes 37 functions and 4 fields that nothing referenced.

* chore: remove comments from the Syncthing integration and the latest main sources

* docs: credit Syncthing and the syncthing-android fork

* chore(i18n): translate the Syncthing strings in all locales

The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.

* docs: credit @xXJSONDeruloXx for the HUD metric readers

The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.

* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
2026-11-01 16:27:27 -05:00
Kurt Himebauch bf9435cd36 feat: KDE desktop on the bottom screen beside the session (#1966)
* feat: KDE desktop as a bottom-screen mode beside the top-screen session

* test: bottom-desktop launch test sets DISPLAY instead of inheriting it

* fix: drop the bottom desktop's launch when the session stops while preparing it

* fix: bottom desktop restarts on a fresh surface, trackpad/touch toggle, loading throbber, DroidDeck's display driver

* fix: bottom desktop pauses with the session and opens the keyboard for a tapped text field

* fix: no bottom desktop guest starts or keeps running unfrozen while the session is paused

* fix: bottom desktop treats a freeze in progress as paused

* fix: only the session that began a freeze clears its pausing flag

* fix: bottom desktop launch is stored and cleared only for its own session generation

* fix: a stopped session tears down the bottom desktop it started even after a newer launch is prepared

* fix: a new session's bottom desktop replaces one an earlier session left running

* fix: release the bottom desktop's keyboard watcher when its compositor dies

* fix: bottom desktop starts its guest only for the launch its compositor was attached for

* fix: bottom desktop ignores compositor replies to an earlier session's attach
2026-11-01 16:13:52 -05:00
The412Banner 8cb5c2168e feat(hud): GPU load and clock without root where Android blocks kgsl (#1969)
On some Adreno devices (the Retroid Pocket Duo) SELinux hides kgsl's sysfs
nodes from apps, so the HUD showed no GPU % and no GPU clock. Devices whose
nodes are readable keep using them; nothing changes there or on GPUs
without kgsl.

Where the nodes are blocked:

- GPU %: a native reader maps kgsl's memstore read-only (any kgsl client
  may) and samples the ringbuffer start/end timestamps once a millisecond
  while a HUD is shown. That covers all GPU work, Android's own
  composition included.
- Backup for GPU %: an implicit Vulkan layer in the guest
  (tools/gpuload) and the compositor time their own GPU work with
  timestamp queries. It runs until the memstore stamps are seen moving,
  and for the whole session if they never move.
- GPU clock: a small GPU job of our own reads the always-on and RBBM
  cycle counters (libgpuclock).

The HUD diagnostics export lists which source each GPU value came from.
tools/gpuload/build.sh takes the Vulkan headers from build_local.sh's NDK
first and keeps NDK paths with spaces intact.
2026-11-01 20:22:51 +00:00
superboo07 8c09b2c6a8 Intergrated syncthing (#1442) 2026-11-01 12:58:09 -05:00
DroidDeck Merge a2a5f84711 Merge origin/main into feat/malibridge-v25 2026-11-01 19:59:31 +08:00
DroidDeck Merge 65e2c55e9b fix: fall back to builtin mscoree when dotnet40 has no native 2026-11-01 18:20:40 +08:00
openMali 9419a19c66 local: MaliBridge rc4, auto local DNS, KWin render node 2026-11-01 15:17:41 +08:00
The412Banner ec9573643a fix(game-env): give Codemasters EGO games a thread plan for the core count Windows sees (#1936)
Codemasters EGO games (DiRT 3, DiRT Showdown, GRID, F1 ...) pick their thread plan by core count from system/hardware_settings_restrictions.xml, which only has plans for 2, 3, 4, 6 and 8+ cores. When DroidDeck leaves a phone's slow cores out Windows can see 5 (Retroid Pocket Duo), and DiRT 3 then puts every worker on one core and stops on a loading screen; Showdown closes at start.

When a game starts with WINE_CPU_TOPOLOGY set and its restrictions have no cpu rule for that count, droiddeck-game-env adds one copied from the nearest smaller plan (5 -> the game's 4-core plan), only if that plan's worker map file exists. The file as it was is kept as .droiddeck-original; later launches change nothing. Only ASCII digits count as a core count, and the edited file is staged under a unique name.

Tested on a Retroid Pocket Duo: with DiRT 3's shipped file, the plan is added at launch and the game loads to its menus and races.
2026-11-01 06:22:36 +00:00
Moroni Granja dbf114a0f2 fix: draw the guest cursor into the glasses picture (#1925) 2026-11-01 00:26:14 -04:00
Kurt Himebauch 9b024ffcdc chore: quick_deploy reuses runtime assets prepared on another branch (#1934) 2026-11-01 00:09:11 -04:00
MaxsTechReview 6e57af02af perf: Little Nightmares keeps its render thread (+12.7% FPS on the Retroid Pocket Duo) (#1930)
perf: Little Nightmares keeps its render thread (up to 13% more FPS on the Retroid Pocket Duo)
2026-10-31 23:49:56 -04:00
MaxsTechReview 86983092af fix: Flathub installs work again outside a session (#1923) 2026-10-31 23:36:24 -04:00
The412Banner 8a7022fc14 feat(dual-screen): bottom-screen Dashboard with downloads, notifications, screenshots, Steam chat and In-game stats (#1920)
A Dashboard mode for the second screen of dual-screen handhelds (developed on a Retroid Pocket Duo), the default on dual-screen devices. It opens on Chat at each Steam start and switches to In-game stats when a game starts.

- Downloads: Steam downloads and updates (SD-card libraries too), shader caches and DroidDeck store downloads.
- Notifications: other apps' notifications once access is allowed, kept in memory only.
- Screenshots: a game screenshot without the overlay, and a gallery of DroidDeck's and Steam's screenshots.
- Chat & voice: mic and game volume buttons, and Steam's web chat signed in with the Steam client's own session.
- In-game stats: FPS, CPU, GPU, RAM and battery plus the running game or Steam client type, and a racing dash from Codemasters, Forza and OutGauge games' data output, with War Thunder and Elite Dangerous layouts; speed in km/h or mph.
- Send dashboard data: turns a Codemasters game's data output on for the dash (per game or Automatic) and keeps the original setting to put back.
- DiRT 3 / DiRT Showdown: with their data output on they stop with error 10038 at race end; a ws2_32.dll stand-in (tools/dirt-ws2) is swapped into the prefix while the game runs, skipped on DroidDeck-Proton 11-11.10 which has the fix built in. Same behaviour as DiRTTelemetryErrorFix by RoccoC, based on Carsten Gottschling's fix.

About "telemetry": here it means a racing game's own live driving data (speed, gear, rpm, pedals), not app analytics. For In-game stats no information leaves the device and nothing is shared: the game sends its data to 127.0.0.1 on the same device, DroidDeck only listens there while the page is open and keeps the numbers in memory just long enough to draw them. DroidDeck sends no data about the user or their use of the app; logs leave the device only when the user taps Share logs.
2026-11-01 02:36:57 +00:00
K11MCH1 583f34fc55 fix: stop importing games as Spacewar (480) and follow a changed Steam app id (#1896) 2026-10-31 13:36:43 -04:00
MaxsTechReview 85dd8beae1 zRAM: compress Battle.net with the Steam client while one of its games runs (#1882) 2026-10-31 08:10:57 -04:00
DroidDeck Merge d4a6d95127 Merge MaliBridge integration (feat/malibridge) into 0.6.7 2026-10-31 19:01:40 +08:00
MaxsTechReview b07eca3c06 perf: .NET games keep the FEX preset's multiblock setting (Stardew Valley starts in 45 s instead of 85 s) (#1880)
perf: .NET games keep the FEX preset's multiblock setting
2026-10-31 00:17:09 -04:00
MaxsTechReview 28067b3bbe Run x86_64 Flatpak apps through FEX (#1875)
* Run x86_64 Flatpak apps through FEX

* proot: run an execveat with an absolute path like execve

* Find x86_64 Flatpak installs and resolve sandbox paths like the sandbox does
2026-10-30 21:21:22 -04:00
MaxsTechReview 6673a892e2 fix: x86 Flatpak bundles are refused with a clear message instead of installing and failing to start (#1873) 2026-10-30 19:03:27 -04:00
MaxsTechReview 8cf01ebb77 fix: Linux games on an NTFS USB drive start the first time instead of failing to load a library (#1850)
* fix: a read-only file on a USB drive no longer fails to close the first time it is read

On the RedMagic Astra 2, Android's NTFS USB drive returns EIO from close() for a file opened read-only when that first read updates its access time; the update itself succeeds and the descriptor is released. The x86 loader under FEX treats a failed close as fatal, so every Linux game newly installed or updated on such a drive failed to start once (libfreetype.so.6: cannot close file descriptor: Input/output error). The session library's close() now reports success for EIO on read-only descriptors; errors on descriptors opened for writing are still returned.

* Check the read-write close still reports EIO
2026-10-30 18:36:08 -04:00
MaxsTechReview 7bc3529722 fix(audio): DirectAudio no longer crackles where Android refuses low-latency output (#1862)
* fix(audio): DirectAudio no longer crackles where Android refuses low-latency output

On devices where Android won't give the game a low-latency output (AYN Thor,
Android 13), DirectAudio kept Wine's 10 ms period and 12 ms buffer. An
emulated game audio thread can't keep that pace there, so audio crackled.
The session now checks for low-latency output and, only when it is refused,
asks DirectAudio for a 20 ms period and a 60 ms buffer.

DirectAudio's settings are now AUDIO_DIRECT_* everywhere in DroidDeck and are
handed to the driver under the names it reads when DirectAudio is set up.
AUDIO_DIRECT_MS and AUDIO_DIRECT_PERIOD_MS can be set per game.

* fix(audio): game profile DirectAudio settings and the microphone-off setting reach the driver
2026-10-30 16:34:45 -04:00
MaxsTechReview a8cebd024b fix(ci): required-check test matches the gate's !cancelled() condition (#1864)
fix(ci): the required-check test expects the gate's !cancelled() condition
2026-10-30 15:20:30 -04:00
MaxsTechReview 83980035c6 fix(desktop): video wallpapers no longer race ahead after DroidDeck returns from the background (#1833)
* fix(desktop): video wallpapers no longer race ahead after DroidDeck returns from the background

* test: give the vrclient loader harness the clock syscall hook
2026-10-30 13:58:49 -04:00
MaxsTechReview 8f7cdb7106 fix: Battle.net scales its windows to large desktops instead of opening tiny on high-resolution screens (#1832) 2026-10-30 13:58:44 -04:00
MaxsTechReview ab949a4a5a fix(runtime): the x86-64 Steam client starts again on the Ubuntu runtime (liblzo2-2 for FEX) (#1825)
* fix(runtime): ship liblzo2-2 so the x86-64 Steam client can install FEX

FEX's unsquashfs links liblzo2. The Ubuntu runtime did not ship it, so the FEX check failed on every build, the x86-64 client was never set up, and the session went straight back to the home screen. Only phones with the desktop installed had it.

* fix: the x86-64 Steam client starts again after it updates itself under FEX

On its first start the x86-64 client downloads a 500 MB update and, under FEX, ends on an illegal instruction (rc=132) instead of asking for a restart with rc=42, so the session ended there. The client is started again once.
2026-10-30 13:58:35 -04:00
MaxsTechReview b91e8fdeab fix: a session in picture-in-picture draws at 30 fps instead of the full refresh (#1842)
* fix: a session in picture-in-picture draws at 30 fps instead of the full refresh

Since auto picture-in-picture became the default (#1727), pressing Home leaves the session running in a small window that takes no input. A game kept drawing at its full rate there: on a REDMAGIC Astra 2 Among Us in picture-in-picture drew 3.31 W, the same as playing it and about 1.05 W more than a suspended session. While in picture-in-picture the compositor now paces the session at 30 fps (or a lower limit already set). Mirroring to glasses keeps the glasses rate, and the display mode request ignores the picture-in-picture limit so the app in front is not slowed.

* fix: keep the no-argument output limit the glasses pacing tests read

* fix: hold scene renders to the output limit and keep frame generation off in picture-in-picture

A frame limit only paced dmabuf buffer releases, so a shared-memory client was still drawn on every vsync with its frame callbacks sent at the panel's rate. The vsync tick now waits until the limit's interval, less half a refresh, has passed since the last scene. Frame generation is disarmed while picture-in-picture is shown and armed again when it ends; frame generation requests are applied in order.

* Give the commit render harness the frame limit hold

* Hold scene renders to a frame limit deadline, also on the fallback timer, and keep frame generation for glasses mirroring in picture in picture
2026-10-30 13:29:10 -04:00
maxjivi05 0a5955d6fa Merge remote-tracking branch 'droiddeck/main' into feat/malibridge
# Conflicts:
#	README.md
#	app/src/main/java/com/droiddeck/launcher/gpu/TurnipDriver.java
#	app/src/main/java/com/droiddeck/launcher/runtime/BwrapSpawner.kt
#	app/src/main/res/values-ar/strings.xml
#	app/src/main/res/values-b+es+419/strings.xml
#	app/src/main/res/values-bg/strings.xml
#	app/src/main/res/values-cs/strings.xml
#	app/src/main/res/values-da/strings.xml
#	app/src/main/res/values-de/strings.xml
#	app/src/main/res/values-el/strings.xml
#	app/src/main/res/values-es/strings.xml
#	app/src/main/res/values-fi/strings.xml
#	app/src/main/res/values-fr/strings.xml
#	app/src/main/res/values-hi/strings.xml
#	app/src/main/res/values-hu/strings.xml
#	app/src/main/res/values-in/strings.xml
#	app/src/main/res/values-it/strings.xml
#	app/src/main/res/values-ja/strings.xml
#	app/src/main/res/values-ko/strings.xml
#	app/src/main/res/values-ms/strings.xml
#	app/src/main/res/values-nb/strings.xml
#	app/src/main/res/values-nl/strings.xml
#	app/src/main/res/values-pl/strings.xml
#	app/src/main/res/values-pt-rPT/strings.xml
#	app/src/main/res/values-pt/strings.xml
#	app/src/main/res/values-ro/strings.xml
#	app/src/main/res/values-ru/strings.xml
#	app/src/main/res/values-sv/strings.xml
#	app/src/main/res/values-th/strings.xml
#	app/src/main/res/values-tr/strings.xml
#	app/src/main/res/values-uk/strings.xml
#	app/src/main/res/values-vi/strings.xml
#	app/src/main/res/values-zh-rCN/strings.xml
#	app/src/main/res/values-zh-rHK/strings.xml
#	app/src/main/res/values-zh-rTW/strings.xml
#	app/src/main/res/values/strings.xml
#	tools/linuxfs/overlay/usr/local/bin/droiddeck-game-env
2026-10-30 11:58:55 -04:00
MaxsTechReview d31f234f74 fix(xbox): games run from their own folder on the short drive, not the drive root (#1804)
* fix(xbox): keep the game in its own folder on the short drive instead of at the drive root

* fix(xbox): SD card Xbox games can read their own package files

Xodus mounts a store library on the selected SD card at /mnt/droiddeck-stores/<card> and links the launch view to it, but game sessions only bound that library as /mnt/droiddeck-sd. The links were dangling inside the game, so MicrosoftGame.Config, appxmanifest.xml and XCurl.dll could not be read and GDK games stopped with "Failed to initialize GDK". Game sessions now bind the same store roots Xodus uses.

* fix(xbox): give the SD Steam library its own store path when another store root shares the card

externalRootsForXodus added the selected Steam library's Games folder with the card's guest path even when another store root on the same card already used it, so both bound to one destination. It now takes a path-derived suffix in that case, the same way externalRoots separates its own roots.
2026-10-30 10:10:23 -04:00
MaxsTechReview fb5af9d35e fix(runtime): cutscenes and in-game videos play again with DroidDeck-Proton (libva-drm2, libva-x11-2) (#1823)
fix(runtime): ship libva-drm2 and libva-x11-2 so DroidDeck-Proton's video demuxer loads

DroidDeck-Proton's ffmpeg links libva-drm and libva-x11. The runtime only had libva2, so winedmo.so failed to load and Media Foundation video stopped: Resident Evil Revelations hung on its loading screen with "Failed to create demuxer, status 0xc000007a", and RE engine and Kingdom Hearts cutscenes broke. Installing the desktop hid it because Plasma pulls both in.
2026-10-30 09:18:09 -04:00
FX1922 67d391958f feat: apply itch updates as butler patches (#1829) 2026-10-30 07:38:06 -04:00
MaxsTechReview f69e2d0171 fix: Steam's UI draws at an even share of the refresh near 60 fps instead of the panel's full rate (lag and heat since 0.6.7) (#1809) 2026-10-30 02:16:25 -04:00
MaxsTechReview 3b917c0db3 fix(runtime): ship GTK 3 and the libraries Proton's arm64 builds need (#1802) 2026-10-29 23:44:50 -04:00
MaxsTechReview 26e2f26ec9 fix: Steam's Browse buttons work when another app holds port 8080 with Decky enabled (#1798) 2026-10-29 21:22:14 -04:00
MaxsTechReview 23bb361006 fix: Steam no longer restarts every launch to import added games, and asks first (#1795) 2026-10-29 21:14:11 -04:00
MaxsTechReview ee3876b965 Windows components: restore bundle parts, wait for restores and keep older picks (#1788) 2026-10-29 20:31:18 -04:00
Kurt Himebauch 5d6f9c7d74 feat: show the DroidDeck D mark as the fastfetch logo (#1778) 2026-10-29 20:21:49 -04:00
MaxsTechReview d5d3aa2ae4 fix: ARMSX2, melonDS and Cemu start without the desktop installed (#1793) 2026-10-29 20:16:55 -04:00