Commit Graph
153 Commits
Author SHA1 Message Date
The412Banner 941cde30f2 Merge org main 0f839bef into the non-Adreno test branch
Conflicts resolved:
- build.yml: main's proot pack pin check and the Venus component fetch both kept.
- compositor.c: main's unpaced release goes through send_buffer_release (DMA-BUF quarantine).
- PulseAudioComponent: the AAudio retry loop stays; both sinks get main's control_dir.
- SessionService: main's add-on pack and proot checks, then the PowerVR driver setup and staging.
- droiddeck-session: main's stretch and refresh arguments with the selectable backend.
- droiddeck-gpu: main's desktop window mode on the wayland backend; PowerVR's sdl backend stays full screen.
- gamescope/release.env: the non-Adreno build stays pinned until the next one is published.
- FrontEndActivity/FrontEndScreen/SessionActivity/SessionFiles/SessionPrefs/LinuxRuntime/strings: both sides kept.
- test_gamescope_backend: the desktop backend test turns window mode off.
2026-10-27 12:25:25 +00:00
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
0x1Nawaf d65912f0c5 fix: stop starting a session on the slow proot (#1395) 2026-10-26 11:41:18 -04:00
The412Banner c19b541611 CI: fetch the Mali (Venus) component again (lost when build.yml took main's jobs)
Build a7a1ebf1 (run 40161734101) had no assets/venus or libvirgl_test_server.so, so
VenusComponent.available() was false and Auto's stand-in would have been the bridge.
2026-10-25 04:41:19 +00:00
The412Banner acb3ee64da CI: build the non-Adreno additions before the preload check 2026-10-25 03:56:04 +00:00
The412Banner 379dd900f1 Merge org main c5d7cdc0 (0.6.0+) into the non-Adreno test branch
Conflicts: build.yml takes main's component jobs; the Mali bridge client,
Venus GL probe and Xclipse layer build in their own step of the components
job (with submodules). vk_present.c keeps main's import list and AHB flag,
with the #561 AHB present path still limited to the phone's own driver.
TU_DEBUG stays Adreno-only and off under Venus.
2026-10-25 03:35:23 +00:00
XxJSONDeruloxX 9835c4e3e1 ci: persist PR caches and stabilize build time 2026-10-23 15:39:22 -04:00
XxJSONDeruloxX 556bd96d5a ci: reuse build metadata and verified pack downloads 2026-10-23 15:01:04 -04:00
XxJSONDeruloxX d7bf0b274f ci: consolidate verified component preparation 2026-10-23 14:31:13 -04:00
XxJSONDeruloxX d111b2b3dd ci: reuse preload snapshots verified against main builds 2026-10-23 13:59:04 -04:00
XxJSONDeruloxX a4447039b9 ci: install native Vulkan and ARM64 C headers for tests 2026-10-23 13:48:55 -04:00
XxJSONDeruloxX 8355c1495b ci: bound apt phases and retry the official Ubuntu mirror 2026-10-23 13:48:55 -04:00
XxJSONDeruloxX 74d5daaa5d ci: parallelize regression checks and isolate component caches 2026-10-23 13:48:55 -04:00
MaxsTechReview ffa40a15d5 perf: run Wine's arm64 SIGUSR2 context switch without a kernel signal (#1371) 2026-10-23 02:12:49 -04:00
Kurt Himebauch e7b523d653 Merge commit 'e1a7d527fd412b6bd78833e01fe80f515e324971' into merge/main-into-non-adreno-all
# Conflicts:
#	.github/workflows/build.yml
#	app/build.gradle
#	app/src/main/java/com/droiddeck/launcher/core/DeviceReport.kt
#	app/src/main/java/com/droiddeck/launcher/gpu/DriverPairs.kt
#	app/src/main/java/com/droiddeck/launcher/gpu/GpuInfo.kt
#	app/src/main/java/com/droiddeck/launcher/gpu/TurnipDriver.java
#	app/src/main/java/com/droiddeck/launcher/gpu/TurnipReleases.kt
#	app/src/main/java/com/droiddeck/launcher/runtime/LinuxRuntime.java
#	app/src/main/java/com/droiddeck/launcher/session/SessionFiles.kt
#	app/src/main/java/com/droiddeck/launcher/session/SessionService.kt
#	app/src/main/res/values/strings.xml
#	app/src/test/java/com/droiddeck/launcher/ui/ComponentsPageProfileTest.kt
#	tools/build_local.sh
#	tools/gamescope/PATCHES.md
#	tools/gamescope/release.env
#	tools/linuxfs/overlay/usr/local/bin/droiddeck-game-env
#	tools/linuxfs/preload/netif.c
#	tools/linuxfs/preload/opens.c
#	tools/release/runtime_inputs.py
2026-10-22 12:22:36 -04:00
Kurt Himebauch 792a69ebfe Combine authorship validation with the required APK result (#1329)
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.
2026-10-22 12:11:05 -04:00
Kurt Himebauch 4421e851dd Enforce human authorship with automatic trailer scrubbing (#1325)
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.
2026-10-22 11:12:41 -04:00
ASEbrahim 21f393f93b Update MaliBridge to v0.5.1 (#1135) 2026-10-21 23:12:44 -04:00
Kurt Himebauch e5b54f6248 feat: SteamVR controller types, phone controls on glasses, flat games as VR panels (#1268) 2026-10-21 21:22:21 +00:00
Kurt Himebauch e9891d5a29 feat: Remote Play host: PipeWire capture, hardware encoding, touch and game audio (#1139)
* 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
2026-10-21 17:57:24 +00:00
Kurt Himebauch 4131d9a978 fix: prefetch Comet and Xbox packs for existing users (#1204) 2026-10-20 16:29:08 +00:00
Kurt Himebauch e3246b7dd5 feat: ship proot, DirectAudio, Xbox, Comet and hand tracking as CI-built add-on packs (#1198)
* 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
2026-10-20 11:18:44 -04:00
Grimarius fe7b75318a feat: add configurable touchscreen gestures (#940) 2026-10-20 03:22:41 +00:00
Kurt Himebauch 7eae6ca3e7 Restrict Xbox credential IPC and address launch review findings (#1164)
* 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
2026-10-19 20:10:54 -04:00
Kurt Himebauch a63f3b1fbc Add experimental Xbox and PC Game Pass store support (#1156) 2026-10-19 18:44:10 -04:00
Kurt Himebauch aa6fae1924 Fix intermittent CI package updates and escaped test worker (#1151)
Fix escaped cloud-save test worker and CI package updates
2026-10-19 14:52:30 -04:00
kingokksa 55bf51cf37 Ship the desktop's translations as per-language packs (#942) 2026-10-19 09:54:19 -04:00
The412Banner bab999038f Merge DroidDeck 0.5.0 into the non-Adreno test branch
Conflicts kept both sides: the 0.5.0 GPU drivers redesign (Auto / pair / mix modes, rollback of
a pair that never starts a session) with the test branch's Mali, PowerVR and Xclipse rules (Mali
display on the phone's own driver, bridge and system-Vulkan fallbacks, 1-hour list refresh for the
open drivers); the test branch's Update button for rebuilt open pairs moved into 0.5.0's new GPU
drivers panel; Venus GL probing, the Mali compatibility layer and oom_score_adj redirect kept with
0.5.0's x86-64 Steam client, VAC diagnostics and caller-aware preload hooks.
2026-10-19 08:51:42 +00:00
The412Banner 292295ba30 feat: x86-64 client follows DroidDeck-Components' fex.json; fuller x86-64 session logs (#1053)
FEX builds can reach devices without an app release: while the x86-64
client is selected the app reads DroidDeck-Components' fex.json (directly,
on its own thread, not in Offline Mode) and a session passes that build to
droiddeck-steam-x64, which installs it only once its sha256 matches and its
programs load, keeping the replaced files aside until the installed copy
loads too; it keeps a working installed build otherwise and falls back to
the build it pins. FEX is built and published by Components' build-fex.yml
on its single fex release; this repository's build-fex.yml only checks the
build. x86-64 session logs name the FEX build and its source, the rootfs and
the client's builds, report the rootfs download in tenths, and say in one
line when the web helper's GPU process keeps exiting, with x86 glxinfo and
vulkaninfo through FEX. Settings shows the FEX build installed.
2026-10-18 03:40:17 -04:00
The412Banner db8d1c9910 feat: optional x86-64 Steam client (Valve's Linux client under FEX) beside the arm64 one (#152)
An opt-in second Steam client (Steam settings, Steam client: x86-64): Valve's
x86-64 Linux client, unchanged, runs under FEX in its own home with its own
game library and the same sign-in. Linux builds run directly, so titles such
as Team Fortress 2 and Half-Life use their Linux versions; Windows games use
DroidDeck-Proton as on arm64. The arm64 client stays the default.

- droiddeck-steam-x64: FEX and the x86-64 rootfs from DroidDeck-Components
  (sha256-pinned), client install and sync from Valve's CDN, sign-in shared
  with the arm64 client, its web helper on the GPU (ANGLE GL over FEX's GL
  thunk, zink, Turnip), Proton wrappers for the arm64 client's tools,
  DroidDeck direct for Linux builds, SD-card library (x86-64/ beside the
  arm64 one), repair.
- FEX 2610 built by build-fex.yml with thunks and three patches: an openat2
  fallback without openat2 (proot), newer-clang thunkgen, MAP_32BIT
  exhaustion returning ENOMEM. libblsession resolves RESOLVE_IN_ROOT paths
  inside the root.
- Session: x86-64 gating, shortcuts and compatibility tools per client,
  logs from the client that ran.
- App: client setting with the FEX version, an x86-64 chip on the Games
  header, the active client's library, art, storage, downloads, repair,
  Offline Mode, Decky, desktop mode, optional VAC diagnostics; per-client
  state for art, the content log, repair and leftovers.
- Strings in every locale.
- Review fixes: the library cache is saved only by the newest scan; an
  abandoned session's Steam logs come from the client it recorded; distinct
  VAC console names; FEXInterpreter in CPU pinning; clearer VAC hint in
  pl, ru, uk, cs and bg.
2026-10-17 23:57:52 -04:00
+13 16f9916825 Add VITURE XR controls, head tracking, and SteamVR (#732)
* Add VITURE glasses support: hardware control, 3D, head tracking

Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.

* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs

* Hang the glasses Settings lip over the top of the button

* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses

* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top

* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad

* Let the pad hands reach a metre out so buttons with deep colliders press

* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters

* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad

* Glasses: SteamVR field of view defaults to 90°

* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand

* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's

* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam

* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end

* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs

* Harden VITURE stereo negotiation and output refresh tracking

* Localize stereo recovery feedback and record Astra reconnect tests

* Improve test failure diagnostics and refresh Astra firmware findings

* Handle VITURE docks separately and reject truncated USB frames

* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes

- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
  model, so Play SteamVR no longer blacks out the glasses after every restart;
  Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
  Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
  one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
  retries a failed first swapchain
- Dead strings and helpers removed; docs updated

* Glasses: drop USB frames with a bad checksum

* Glasses: count frames dropped for a bad checksum

* Feat/viture xr (#907)

* Add RayNeo Air and GT support to the XR glasses pipeline

* Add RayNeo Air and GT support to the XR glasses pipeline

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Checkpoint glasses tracking, calibration, and SteamVR launch integration

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Add XREAL 1S support and correct GT and Pro 2 tracking

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Fix mirrored glasses tracking and recover SteamVR after device loss

* Document confirmed XREAL 1S brightness control

* Document confirmed XREAL 1S brightness control

* Fix SteamVR glasses defaults and rendering controls

* Fix SteamVR glasses defaults and rendering controls

* chore: keep only the 3 newest session log folders (#852)

* chore: add agent comment rules (#748)

Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* Fix SteamVR polling, VITURE checksums, and fence tracking

Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.

Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.

* fix: wireless ADB page names the child-process switch the way Android shows it (#848)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)

* l10n: refresh stale and untranslated strings in es, fr, ko, ru

- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
  the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.

Machine-assisted translation; native-speaker review is welcome.

* l10n(es): say registro, not grabación, for the missing installer record

---------

Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>

* fix: a failed cloud save recovery no longer ends the app (#846)

The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.

Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>

* fix: an interrupted Linux runtime download resumes instead of starting again (#847)

* fix: an interrupted Linux runtime download resumes instead of starting again

installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.

* test: Downloader resumes a cut-off download from the bytes it kept

Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.

* fix: a resumed download discards a 206 that does not start where the kept bytes end

Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.

Adds a test with a server that answers the Range request from offset 0.

---------

Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)

* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings

Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.

* l10n: correct missing active swap translations

---------

Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>

* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)

fix: droiddeckctl reaches builds shipped under a variant package

The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.

Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>

* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)

feat: droiddeckctl pacing reports the frames that reached the screen

Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.

Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>

* fix: Steam can restart more than twice in a session (#754)

* fix: Steam can restart more than twice in a session

Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.

* fix: measure the client's run time as it exits

The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.

---------

Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>

* fix: the front end keeps its page when the Fold is folded or unfolded (#832)

* fix: the front end keeps its page when the Fold is folded or unfolded

MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.

* fix: store login keeps rebuilding its toolbar when the display density changes

StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.

---------

Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>

* Release pointer buttons without replaying stale motion (#803)

* Fix cursor warping on native touch down

* Preserve input cleanup without replaying stale pointer motion

---------

Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>

* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)

* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)

The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).

Also fix four Hong Kong strings that kept the simplified 着色器.

* l10n(zh): fix stale and ambiguous strings found in review

Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.

Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.

* l10n(ja): fix stale and ambiguous strings found in review

---------

Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>

* Rebuild and verify Windows VR runtime components

* Rebuild and verify Windows VR runtime components

* Add top, bottom, and centered picture positions for Steam sessions (#871)

* fix: dependency scan ignores folders above the game folder (#859)

* DroidDeck-Proton: get releases from the Droid-Deck org repo

DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.

* feat: low-latency controller and touch toggles in the session drawer (#808)

* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)

* feat: Steam home wall fills from the signed-in library instead of store picks (#878)

* test: cover GPU family and support classification (#880)

* Fix local builds on Linux failing after the first Comet build (#866)

* feat: sort the store library and installed tabs, and switch between card and list views (#798)

* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)

* fix: keep Quest-patched Turnip as the auto default (#853)

* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)

* fix: keep proot sessions alive when the kernel loses fork events (#457)

* fix(quest): correct desktop and Steam display corruption across sessions (#733)

fix(quest): stabilize desktop and Steam layer presentation

Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.

Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.

Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>

* fix: keep SteamVR syscall hooks and report Steam crashes (#905)

* fix: preserve SteamVR syscall hooks

* fix: report Steam crashes through gamescope

* fix: honor glasses pacing and resolution in SteamVR launches

---------

Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>

* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture

* Translate the glasses calibration, XREAL and SteamVR recovery strings

* SteamVR recovery: give a finished teardown time to collect logs before restarting

* Credit the projects the XR glasses support builds on

* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise

* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected

* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves

- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver

---------

Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
Co-authored-by: informalTechCode <informaltechyt@gmail.com>
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
2026-10-17 13:17:05 -04:00
Kurt Himebauch 700a843b10 Fix Quest CI headers when preloads are cached (#951) 2026-10-16 12:35:55 +00:00
Kurt Himebauch 679e3d8934 feat: add immersive Quest SteamVR to the standard app (#910) 2026-10-16 01:48:00 -04:00
The412Banner 75612da44b Merge org main 5aa245cf into the non-Adreno test branch
Conflicts resolved keeping both sides: main's comment cleanup (#764) taken
where only comments differed; the test branch's code kept everywhere else.
ensureAuto runs main's Quest auto drivers before the Mali paths;
vkp_update_map keeps the Quest layer path and the completion-unknown check
(pass_begin goes through it); gamescope backend selection plus main's
steam-mode cursor composite; droiddeck-session's watcher is main's shared
loop with the Venus GL probe after it; SessionFiles/runtime_inputs/build.yml
carry both the Xclipse layer and main's VR assets. Main's GPU detection
test follows the non-Adreno support text; the Steam presentation test
finds its block by code, not by a removed comment.
2026-10-15 18:40:47 -04:00
Kurt Himebauch aecd2ebe1d cleanup (#764) 2026-10-13 21:27:42 -04:00
Kurt Himebauch 0d099ef171 Use preview-builds for the Discord channel name (#729) 2026-10-13 11:27:39 -04:00
Kurt Himebauch ec838c2576 Align Discord build names with the app (#726) 2026-10-13 11:17:41 -04:00
Kurt Himebauch f4b0ab6867 feat: Cardboard VR mode with ARM64 SteamVR (#704)
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking

* fix: derive the Cardboard field of view from the panel and recentre fully when far from upright

* feat: share the Cardboard head pose with the guest and add a SteamVR driver for it

* feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD

* feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display

* feat: install and start SteamVR for Cardboard mode from the session drawer

* docs: describe Cardboard mode and the SteamVR path

* feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby

* docs: record where the SteamVR dashboard stops

* fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw

* fix: give Cardboard its previous picture back when SteamVR stops

* fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start

* fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs

* feat: present SteamVR straight to DroidDeck's compositor at panel resolution

* docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter

* fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing

* fix: clear a stale SteamVR active marker on status

* fix: clear only an old SteamVR active marker

* fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs

* fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices

* docs: record VR games, SteamVR Home and OpenXR results on the Thor

* docs: add Cardboard VR learnings from the Thor bring-up

* docs: add Cardboard VR screenshots from the Thor

* fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start

* fix: report SteamVR start and stop failures from the helper's exit code
2026-10-13 14:36:56 +00:00
The412BannerandDersim Abbas a2c778f6e8 Mali (Venus) as a selectable route, by David Cimo
Ports David Cimo's Venus route (DavidCimo/droiddeck-mali, mali-venus @ 4f838891) onto this branch
as "Mali (Venus)", one tap in Setup next to the Mali bridge:
- VenusComponent (his): stages the Venus ICD and runs virglrenderer's vtest server over the
  phone's own Vulkan driver; the guest gets VK_ICD_FILENAMES, VN_DEBUG=vtest, VTEST_SOCKET_NAME and
  MESA_VK_WSI_DEBUG=sw.
- Selection rule: Venus when Setup's "Mali (Venus)" is on, on a GPU that is neither an Adreno nor
  a system-driver one (PowerVR, Xclipse), and the apk carries it. It then replaces the Mali bridge
  and any open driver pair for the session, and the display stays on the phone's own driver.
  Auto is unchanged (the PanVK pair). Adreno never takes any of it.
- The compositor enables only the dma-buf extensions the driver has, logs a vendor driver's
  extension list, and gives a zero row pitch a packed row (his vk_present.c changes).
- The Mali compatibility layer is staged into the runtime on non-Adreno devices only.
- The component (vtest server, ICD, layer) comes from build-venus.yml as venus.tzst, published on
  The412Banner/droiddeck-nonadreno-drivers and pinned by sha in tools/venus/release.env.
- gamescope 3.16.29-p15 adds his shm upload patch (0127) next to 0126; pinned by sha.
- device.txt and graphics-report.txt name the route.

Co-authored-by: Dersim Abbas <derabb0620@gmail.com>
2026-10-12 23:45:36 -04:00
The412BannerandDersim Abbas 9035dd1dc2 Mali (Venus): David Cimo's Venus route sources and recipes
From DavidCimo/droiddeck-mali, branch mali-venus @ 4f838891 (prototype 13; his 12 commits on top
of DroidDeck 0.3.1, GPL-3.0), by David Cimo:
- tools/venus: Mesa Venus vtest patch (incl. the per-queue submit_mutex fix and the cached-memory
  frame readback), virglrenderer Android patch, the Mali compatibility layer (the six features
  DXVK needs: fill modes, multi-viewport, robustness2, clip/cull distance, BC1-BC7) and his tools.
- tools/linuxfs/preload/venus.c: keeps Zink's kopper under Venus.
- tools/gamescope/patches/0127 (his 0114): shm buffers uploaded on every commit.
- docs/development/mali-venus.md: his design notes.
- tools/venus/ci-build.sh and build-venus.yml: his build recipes as one CI job that packs the
  component (vtest server, ICD, layer) as venus.tzst for the apk.

Co-authored-by: Dersim Abbas <derabb0620@gmail.com>
2026-10-12 23:41:52 -04:00
The412Banner a2637af094 Mali bridge (#517, by ASEbrahim) on the non-Adreno test branch
Squash of Droid-Deck/DroidDeck#517 (ASEbrahim/DroidDeck mali-bridge @ 6b823341): the Vulkan
bridge (tools/vkbridge) that runs the guest's Vulkan on the phone's own driver, with BC1-BC7,
clip/cull distance, vertex-divisor and depth-clip emulation and dma-heap memory sharing for Mali.
All of the bridge is ASEbrahim's work; squashed only to carry it on this test branch.

Combined with #570 on this branch, a device draws through exactly one path:
- Adreno: Turnip, unchanged (checked first; the bridge setting is ignored there).
- PowerVR / Xclipse with the system HAL and a render node: the system-Vulkan path (#570).
- Anything else with the Setup toggle on (Mali): the bridge.
2026-10-12 18:34:49 -04:00
The412Banner 56dc433673 Merge #570 (PowerVR + Xclipse system Vulkan) into the non-Adreno test branch
# Conflicts:
#	.github/workflows/build.yml
#	app/src/main/java/com/droiddeck/launcher/session/SessionFiles.kt
#	app/src/main/java/com/droiddeck/launcher/session/SessionService.kt
#	tools/build_local.sh
#	tools/dxvk/build.sh
#	tools/linuxfs/overlay/usr/local/bin/droiddeck-session
#	tools/release/runtime_inputs.py
#	tools/tests/test_runtime_inputs.py
2026-10-12 18:34:02 -04:00
Jagger15 6c35297dba Add Quest 3/3S compatibility to the standard APK (#642) 2026-10-12 17:13:07 -04:00
Kurt Himebauch 8f36eb7f54 Add opt-in GOG achievements through Comet (#651) 2026-10-12 16:40:06 -04:00
Stefan Zijlstra 6fcc11ab80 Xclipse layer: copy any device-chain structure the headers define
The chain copy that clears the emulated textureCompressionBC only knew a
handful of structure sizes, so a valid chain such as
VkPhysicalDeviceTimelineSemaphoreFeatures -> VkPhysicalDeviceFeatures2 was
passed on unchanged and the compat layer refused the bit. Size every
structure that may extend VkDeviceCreateInfo from a table generated from the
Vulkan registry (gen_device_chain.py, Vulkan-Headers 1.3.275, the headers
the build compiles with), and copy onto the heap instead of a fixed buffer.
Only a structure newer than those headers still passes the chain unchanged.

Add a regression test that runs the layer between a simulated loader and a
mock driver: the timeline-semaphore chain, pEnabledFeatures, an unknown
structure, the caller's structures left untouched, per-device YCbCr sampler
tracking with handle reuse, and the KHR calibrated-timestamp forwarding. CI
installs libvulkan-dev for it.
2026-10-12 07:32:52 +02:00
Stefan Zijlstra b93141b757 Experimental Samsung Xclipse support on the system Vulkan path
Detect Samsung's Vulkan HAL (vulkan.samsung.so) and its sgpu render node
alongside PowerVR, and run Xclipse through the same libhybris bridge:

- VK_LAYER_DROIDDECK_xclipse (tools/linuxfs/xclipse-layer), built with the
  glibc preloads and enabled only on Xclipse: sets bionic's environ for the
  driver's shader compiler, avoids immutable YCbCr samplers in compute
  layouts, forwards the KHR calibrated-timestamp entry points to the EXT
  ones, and reports textureCompressionBC and BC4/BC5 filtering over the
  compat layer's BC emulation.
- Upstream DXVK 2.6.2, pinned as a tar.gz component and selected on Xclipse:
  the driver has 128 bytes of push constants, DXVK 3 needs 256.
- android_wlegl accepts a zero stride and passes it through unchanged:
  Samsung's gralloc records none for GPU-only buffers.

Tested on a Galaxy A56 (Xclipse 540, driver 24.0.560): Steam Big Picture
and PICO PARK (D3D9).
2026-10-12 05:55:57 +02:00
wallentx 690f737a4c Bundle verified PowerVR graphics components through existing build preparation 2026-10-11 04:01:08 -05:00
Kurt Himebauch ff9792f885 Merge rules (#540) 2026-10-10 19:13:01 +00:00
The412Banner 9c052be865 CI: re-pin the Debian image and stop the publish workflow replacing it (#501)
The publish workflow's push trigger fired again on the branch's rebase and overwrote the
release asset with a freshly compressed copy, so main's first build failed the checksum and
fell back to the registry pull. The env file now pins the asset as published; the workflow is
dispatch-only, defaults to a new tag, and refuses to replace an existing asset unless asked.
2026-10-09 23:59:58 -04:00
The412Banner 2755e027da CI: host the Debian image the preloads build in on a release of this repo (#497)
* CI: host the Debian image the preloads build in on a release of this repo

The preloads step pulled debian:bullseye from a public mirror on every build whose preload
cache missed; the mirrors rate-limit the shared runner addresses and failed two builds in an
hour tonight. Debian 11 is frozen upstream, so the image is published once (workflow
ci-debian-image.yml, release ci-debian-bullseye-r1, pinned in tools/linuxfs/debian-image.env)
and the build downloads that file; only if that fails does it pull, with retries.

* CI: pin the published Debian image (ci-debian-bullseye-r1, 34 MB)

* CI: a new Debian image rebuilds the preloads (env file joins the cache key)
2026-10-09 23:21:11 -04:00