Commit Graph
219 Commits
Author SHA1 Message Date
The412Banner 90c7574e28 Merge pull request #14 from The412Banner/fix/exact-panel-shape
Display: Exactly this panel shape + custom resolution per mode
2026-09-23 13:27:13 -04:00
The412Banner ad2f9f8aa6 Custom resolution per mode, as in Bannerlator
Resolution gains Custom…: a width × height box (320×240 to 3840×2160, evened) with one-tap
presets for 4:3 (960×720, 1024×768, 1280×960), 16:10 (1280×800) and 16:9. A custom size replaces
the cap and the shape for that mode - the Shape row greys out and says so - and the compositor fits
it to the panel with bars where the shapes differ. Choosing any cap clears it. The device report
lists it for both modes.
2026-09-23 13:18:15 -04:00
The412Banner 9c470950ea Display shape: Exactly this panel, for 4:3 and 3:2 handhelds
The panel's shape was never allowed narrower than 16:9 (the foldable guard), so on a 4:3 panel
such as the Retroid Pocket's both choices gave 16:9 with bars. A third choice, Exactly this panel,
presents the panel's own aspect with no floor; the other two are unchanged and foldables still
default to 16:9. Offered in the mode settings and the in-session menu.
2026-09-23 13:14:36 -04:00
The412Banner 0ddb0be65a Merge pull request #12 from The412Banner/feat/play-installs-runtime
First-run onboarding: Play and Desktop install what they need; Desktop & apps as a page
2026-09-23 13:10:54 -04:00
The412Banner cbd3bc95a1 Desktop & apps is a page with a dropdown per tier, not a dialog
The package list opens in the front end's pane like the Settings pages. Each tier (Native ARM64,
ARM64 experimental, source builds) is a dropdown row with the rail's caret and an installed/total
pill; Native ARM64 starts open. Each package has its own Install/Remove button, and the one that is
installing shows its own step line and bar in its row (its tier opens when the install starts).
Leaving the page does not stop an install. The rail's Install emulators and Setup's Desktop & apps
highlight while the page is open.
2026-09-23 13:04:02 -04:00
The412Banner f43795714d Desktop installs the runtime and the desktop on a fresh install, on the loading screen
Desktop is enabled without a runtime or the desktop package. The session's loading screen installs
whatever is missing first - the runtime, then the desktop ("downloading the desktop · 212 of 426
MB", checking, unpacking) - and starts the session when both are in. A failure ends on the loading
screen with the reason. Desktop UI and Desktop now give the same non-Adreno warning as Play before
any download.
2026-09-23 12:53:36 -04:00
The412Banner 586c9c28b4 Play installs the Linux runtime on a fresh install, on the loading screen
Play and Desktop UI are enabled without a runtime. The session's loading screen downloads and
unpacks it first, reporting on its usual step line and bar ("downloading the Linux runtime · 332
of 791 MB", then checking, then unpacking), and starts the session when it is in. A failure ends
on the loading screen with the reason. Non-Adreno devices still get the warning before any
download. Setup > Linux runtime is unchanged.
2026-09-23 12:48:49 -04:00
The412Banner f79dc2da43 Merge pull request #11 from The412Banner/fix/directaudio-default
Audio defaults: classic client sink, DirectAudio for games and as a client option; mic on; Share latest logs
2026-09-23 12:20:07 -04:00
The412Banner 3bb485a437 Steam client audio: the classic sink by default, DirectAudio as a choice; audio diagnostics on
- The client's sound goes back to the adaptive AAudio sink 0.1.5 shipped (bundled unchanged as
  module-aaudio-classic-sink, sink name AAudioSink). Through the DirectAudio relay it stayed
  choppy on an AYN Thor (Android 13, 20 ms bursts) even with a two-burst buffer.
- Steam cog > Audio: DirectAudio for games (on by default, unchanged) and Steam client audio
  (Classic by default, or DirectAudio). The relay also starts when only the client wants it.
- The relay runs with --log and the daemon at info level, so audio.log carries the stream each
  path was granted and, on the relay, Android's xrun count every 1000 callbacks.
- Device report shows both settings.
2026-09-23 12:10:34 -04:00
The412Banner 8dd0043072 Audio bundle re-unpacks whenever its contents change; the DirectAudio sink logs the buffer it asked for and what the relay settled at
The unpack check compared a hand-bumped stamp only. Two sink changes shipped without a bump, so a
device that had run the earlier build kept the old module: the 40 ms ring floor and the 24 ms
device buffer never reached the AYN Thor they were for. The stamp now carries a CRC-32 of
pulseaudio.tzst. The sink's connect line names the buffer it asked for, and one line ten seconds
in reports the relay's device buffer, ring target and underruns.
2026-09-23 11:50:24 -04:00
The412Banner 4c43fe3502 DirectAudio sink: ask the relay for a 24 ms device buffer
The relay's default is 12 ms rounded up to whole bursts. On a device where Android grants a fast
stream (4 ms bursts) that is three bursts; on one where it grants a legacy stream (20 ms bursts,
an AYN Thor on Android 13) it is a single burst, and the Thor's client audio stuttered. 24 ms is
two bursts there and 24 ms on the fast devices. buffer_ms= overrides it.
2026-09-23 11:38:46 -04:00
The412Banner 92f7709a76 Audio: keep at least 40 ms queued for the DirectAudio relay; logs: Share latest logs
- module-directaudio-sink keeps the relay's ring at least 40 ms deep. The relay starts at 8 ms,
  which the producer inside proot missed while the client loads (two underruns on the FIT's fresh
  install, steady stutter reported on another phone).
- Setup > Session logs > Share latest logs zips the newest session folder, wherever it was written
  (Downloads, or app-private files when Downloads is not writable), and opens the share sheet via
  a FileProvider scoped to that zip.
2026-09-23 11:27:25 -04:00
The412Banner 04f40282d2 Fresh installs get DirectAudio and the microphone on; the old armhf sink leaves the audio bundle
- Microphone defaults to on, and the app asks for RECORD_AUDIO once at first launch, together with
  the storage prompt. A refusal is not asked again at start-up.
- modules/armhf held the inherited Winlator AAudio sink and two protocol modules; the app is
  arm64-only and nothing loads that folder. Removed, bundle stamp bumped so installs re-unpack.
2026-09-23 11:09:01 -04:00
The412Banner 4b1804847f DirectAudio on by default
Everyone who never touched the toggle gets it; anyone who turned it off keeps it off (the setting is
only stored when changed). Off, the client's sound came from AAudio driven inside proot, which
stutters on some devices.
2026-09-23 11:08:39 -04:00
Kurt Himebauch 4e791d486f Merge pull request #7 from The412Banner/feature/session-suspend-audio-recovery 2026-09-23 11:01:00 -04:00
xXJsonDeruloXx 9a8732fba4 Add session suspend modes and audio recovery 2026-09-23 10:51:10 -04:00
The412Banner adddbb4e50 Merge pull request #9 from The412Banner/feat/armada-and-lineage
Deck mode, added games with art, own gamescope and audio sinks, client sound via DirectAudio, Winlator lineage removed
2026-09-23 10:03:35 -04:00
The412Banner af4df4177d Merge remote-tracking branch 'origin/main' into feat/armada-and-lineage
# Conflicts:
#	app/src/main/java/com/steamdeck/launcher/ui/MainScreen.kt
#	app/src/main/java/com/steamdeck/launcher/ui/ModeSettingsDialog.kt
#	app/src/main/java/com/steamdeck/launcher/ui/PerformanceDialog.kt
2026-09-23 09:56:51 -04:00
Kurt Himebauch fa54c5c5a0 Merge pull request #10 from The412Banner/chore/frontend-cleanup 2026-09-23 09:33:00 -04:00
xXJsonDeruloXx 768e6c8511 chore: trim remaining frontend copy 2026-09-23 09:26:44 -04:00
The412Banner eb1b9e0d78 Rebase follow-up: main's copy of the credits and file manager with the Winlator lines removed; progress log entry for the branch 2026-09-23 09:13:12 -04:00
The412Banner 2f80d97e17 session: gamescope forces game windows to fill the screen in Steam mode (a game that shrank its window while the Steam menu was open came back in the top-left corner) 2026-09-23 09:12:39 -04:00
The412Banner d9246c333e audio: the sink is named DirectAudio when the relay carries the sound, so the client's Audio settings show which road is in use 2026-09-23 09:12:39 -04:00
The412Banner 164a6e009b settings: the DirectAudio toggle says it now carries the client's sound too 2026-09-23 09:12:39 -04:00
The412Banner 69aba7d0b7 audio: the client's sound through the DirectAudio relay - module-directaudio-sink feeds the relay's render ring
A second sink module: connects to the relay's socket (lazily, the relay comes up after the
daemon; a clocked null sink until then), sends the hello, maps the render ring it gets back and
keeps it topped up to the relay's target with a futex wait per burst. Every AAudio call, the
adaptive buffer and the route handling stay in the relay, outside proot. With DirectAudio on the
daemon loads this sink instead of module-aaudio-sink; the bundle carries both.
2026-09-23 09:12:39 -04:00
The412Banner 60f393f878 aaudio sink: open the stream at the device's own rate unless rate= is given (44.1 kHz got a legacy stream: 20 ms bursts, three of them); the priority refusal is debug noise 2026-09-23 09:12:39 -04:00
The412Banner a14451b5e9 aaudio sink: a 30 ms starting buffer, half-buffer writes, the IO thread at audio priority, and underrun counts in the log
Two bursts (8 ms) of buffer with a write per burst left the client's menu sounds choppy on
device: the daemon runs under proot, where every system call is traced. The buffer now starts at
four bursts or 30 ms, whichever is more, each write hands over half of it, the IO thread asks for
nice -16 like Android's own audio threads, and the log says how big the buffer is and how many
underruns the device counted.
2026-09-23 09:12:39 -04:00
The412Banner 946bbc3023 front end: the shelf is laid out whole so the pad reaches every tile (a lazy grid only composes the rows on screen, and a press towards the next row bounced back among the visible tiles); added games' store art lookup starts on resume 2026-09-23 09:12:38 -04:00
The412Banner 474e75f649 steam shortcuts: art the user set inside the client is never recorded as ours, so it survives when a game's own art goes away 2026-09-23 09:12:26 -04:00
The412Banner 3c65fd8d9e added games: artwork - the game folder's own images first, else Steam's store art for the title, into the client's grid
frontend/AddedGameArt: cover/poster/boxart/folder-name images, header, hero, logo and icon from
the game's folder (or its art subfolder); otherwise a one-time store search by folder name and
the capsule, header, hero and logo from Steam's CDN into the app's cache (a miss retried after a
week); an icon pulled from the .exe. The rail shows the portrait. The session's listing carries
the paths; bannerlator-steam-shortcuts copies them into userdata/<acct>/config/grid under the
client's names, never over a file it did not write itself, and sets the shortcut's icon. A toggle
in the cog turns the store lookup off.
2026-09-23 09:12:26 -04:00
The412Banner 066011c5fb added games: any number of Games folders from anywhere, each bound under /root/Games on its own
Folders are a list (the single folder from before carries over); each gets /root/Games/<name>,
with a short hash of its path only when two chosen folders share a name, so adding or removing
one never moves another's games (their appids follow the guest exe path). Per-game exe choices
are keyed by the folder's path now. The cog lists each folder with its game count and a Forget,
plus an Add row.
2026-09-23 09:12:26 -04:00
The412Banner e14fc55030 deck mode: jupiter-dock-updater --check answers 7 (up to date); exit 0 read as an update waiting and showed a Dock Firmware Update row 2026-09-23 09:12:25 -04:00
The412Banner d7b61258ce added games: bind the chosen Games folder into the session at /root/Games, so a folder on an SD card or anywhere else is seen (it was skipped unless it sat inside internal storage, the ROMs folder or the app's own SD library) 2026-09-23 09:12:25 -04:00
The412Banner ffd544c42a aaudio sink: the sink is AAudioSink, as the daemon config expects; acknowledge rewind requests before rendering (assertion on device) 2026-09-23 09:12:15 -04:00
The412Banner cb99269a6d audio: the APK build compiles the AAudio sink into the bundle; the committed bundle carries no sink module any more
The inherited module is gone from app/src/main/assets/pulseaudio.tzst (74 → 73 modules); CI adds
the app's own at build time and refuses a bundle that already has one. BUNDLE_STAMP bumped so an
installed app re-unpacks.
2026-09-23 09:12:15 -04:00
The412Banner 74b9ea9f89 aaudio sink: declare pa__done ahead of use; tolerate the int-conversion in PulseAudio's own atomic.h 2026-09-23 09:12:15 -04:00
The412Banner aa863662b8 audio: a fresh AAudio sink module for the daemon, built from upstream PulseAudio 13 headers
Blocking-write design: the IO thread pulls one burst at a time from the sink and hands it to a
blocking AAudio output stream, whose buffer paces the thread; latency comes from the stream's
playback timestamp; with adaptive=1 the buffer grows a burst per underrun up to a cap. Same
module arguments as before, so the daemon's config line is unchanged. build.sh compiles it with
the NDK against the app's own libpulse* and a small config.h; a workflow checks it on every push.
2026-09-23 09:12:15 -04:00
The412Banner 118e78ceb2 build: fetch the gamescope asset through the API (private repository), and key the preload cache on its pin 2026-09-23 09:12:15 -04:00
The412Banner b14cdf50e6 gamescope: the apk carries build gamescope-3.16.29-p1 2026-09-23 09:12:15 -04:00
The412Banner 39dd9b03f9 steam shortcuts: name the source loader for the suffix-less registrar so the added games get their Proton mapping 2026-09-23 09:12:15 -04:00
The412Banner 5d55258383 steam shortcuts: extend the buffer instead of rebinding it inside the nested writer (UnboundLocalError on device) 2026-09-23 09:12:15 -04:00
The412Banner 3256809066 gamescope build: apply the patches from the checkout Arch's prepare() leaves us in; concrete mirrors ahead of the redirector 2026-09-23 09:12:15 -04:00
The412Banner dfbb1e5b98 gamescope build: makepkg -A, the PKGBUILD names x86_64 only 2026-09-23 09:12:15 -04:00
The412Banner e9915c44f9 gamescope: the apk stages its patched build over /usr/local/bin when it carries one, the APK build fetches it from the release release.env names, and the session asks for realtime Vulkan queues 2026-09-23 09:12:15 -04:00
The412Banner a90ba862df gamescope build: pacman without its download sandbox inside the container 2026-09-23 09:12:15 -04:00
The412Banner b6ab624862 added games: plain null check instead of continue inside a lambda; gamescope build also runs on pushes touching its inputs 2026-09-23 09:12:15 -04:00
The412Banner f66138505f gamescope: a build of the runtime's 3.16.29 with Armada's ARM64 client fixes and a realtime-queue switch, from Arch's own package in CI
Four of Armada's patches apply to 3.16.29 as they are (appid-focus fallback, ARM64 night mode,
ARM64 colour-temperature slider, P3 red); two more are ported by hand: realtime-priority Vulkan
queues on GAMESCOPE_FORCE_VULKAN_REALTIME=1 without CAP_SYS_NICE, and the gamepad cursor sprite
following the X pointer. build-gamescope.yml builds Arch Linux ARM's package with them in an
Arch container, checks every NEEDED library against the runtime's own list, and publishes the
binary as a release asset for the apk to stage over /usr/local/bin/gamescope.
2026-09-23 09:12:15 -04:00
The412Banner dab91bdfac Added games: the user's own Windows games in the client's library
A Games folder chosen in the Steam cog is scanned one level deep, one subfolder per game; the
program to launch is the .exe named after the folder, else the largest, never an installer,
redistributable or crash reporter, and the settings page lets the user pick another for any
game. Each session the app writes the list, and bannerlator-steam-shortcuts puts the games into
the client's shortcuts.vdf as non-Steam games (the client's own entries kept) with the appid the
client itself derives, mapped to the ARM64 Proton through the compat registrar. They appear in
the rail under Steam and launch by steam://rungameid/ like any title.
2026-09-23 09:12:15 -04:00
The412Banner 101d155855 Deck mode takes the Steam Deck channel unless a branch was chosen (device: publicbeta + Deck mode reinstalls every start) 2026-09-23 09:12:14 -04:00
The412Banner 10d7b4905b Deck mode: the four helpers the client really calls, at the path it calls them
On device the client's console log showed the calls: /usr/bin/steamos-polkit-helpers/steamos-update,
steamos-select-branch, jupiter-biosupdate and jupiter-dock-updater - the polkit-helpers path, not
/usr/bin. The missing steamos-update there was the 'Update Error' dialog. Stubs at both paths now.

Also seen on device: -steamdeck alone opts the install into the steamdeck_stable branch too, so the
branch guard is what keeps a session from reinstalling; and on the publicbeta channel Deck mode
reports installed version 0 at every start and reinstalls the same client (rc=42, the launch URL
lost with it), while on steamdeck_publicbeta the second launch comes up with no restart at all.
2026-09-23 09:12:14 -04:00