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.
A game that closes as soon as it starts can be tripped by Proton's Steam
setup (steam.exe, the Steam registry entries, the Steam client bridge).
The Games page of the session drawer gets a per-game Start without Steam
switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed
in its profile summary.
droiddeck-game-env acts on it for a game launch only: a Proton with umu's
launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it
runs umu.exe in place of steam.exe and still sets up the prefix; a Steam
game keeps its protonfixes under its own id, an added game gets 0. Any
other Proton runs the game straight in the prefix (runinprefix).
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.
- Clear textureCompressionBC in a copy of the device-create chain (every
structure up to the VkPhysicalDeviceFeatures2 that enables it) instead of
writing the caller's structure; a chain led by a structure of unknown size
is passed on unchanged.
- Track YCbCr samplers per device in a growable list, drop them on
vkDestroySampler and device teardown, and fail sampler creation rather
than leave one untracked when the list cannot grow.
- Fail descriptor set layout creation with VK_ERROR_OUT_OF_HOST_MEMORY when
a replacement sampler array cannot be allocated, instead of passing the
original YCbCr samplers to the driver.
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).
Copy only the standalone build recipe, source pin, BC-format prerequisite
and presentation-sync patch/check from wallentx/DroidDeck at d0f7264ea8.
Source: https://github.com/Droid-Deck/DroidDeck/pull/570
Preserve that proposal attribution; no Android app, compositor, managed
pack, private data or fork development history is imported.
* feat(profiles): add persistent per-game compatibility profiles
* fix(profiles): show Windows component overrides
Include per-game Windows component selections in the resolved profile summary so the session overlay marks those games as custom and shows the selected components.
* fix(session): detect Proton games across runtime paths
* fix(profiles): select the active Gamescope game
* fix(profiles): improve per-game reset feedback
* fix(profiles): align session components with game overrides
* fix(session): prefer selected Steam game during refresh
* fix(session): resume profile following when reopening games
* chore: keep local dev testing outside the repository
* test(session): remove local dev package path
* fix(session): preserve profiles when refresh fails
* fix(session): reject empty game profile reset scope
* perf(session): cache drawer inventory by refresh revision
* fix(profiles): align game presets and profile reset behavior
* fix(profiles): preserve originals and normalize shortcut ids
* fix(profiles): keep editor scope stable after rebase
* fix(tests): host Compose tests in both build variants
* fix(profiles): recover interrupted component selection saves
---------
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: Red Dead Redemption 2 launches again, its Vulkan runtime installer is left to run
droiddeck-seed-redists marked every process in every game's install script
as already run, Red Dead Redemption 2's VulkanRT-1.1.108.0 installer
included. Steam's compat config for the game says nativevulkanloader, so
Proton loads vulkan-1.dll native only, and Khronos' loader is in the prefix
only once that installer has run. Without it the Rockstar launcher starts
RDR2.exe and it exits with STATUS_DLL_NOT_FOUND (0xc0000135) before it
opens a window.
A Vulkan runtime installer is now left out of the seeding, and a marker an
earlier seeding wrote for one comes out of each prefix and Proton template
once (dates kept), so the client runs the installer on the next launch.
The installer finishes in a few seconds under FEX.
* fix: Steam's screensaver no longer covers a running game
The client's defaults show screensavers while a game runs, after 300 s on
AC power without a button press - and a held stick or trigger is no press.
Red Dead Redemption 2's intro runs longer than that: the slideshow covered
the game, and the button that woke it reached the game too (B asked to
quit to the desktop). Customization/Screensaver/WhileInGame is seeded "0"
in config.vdf once, like the UI scale and native resolution, so turning it
back on in Settings stays the user's choice.
On the RedMagic: 18 minutes from the last button press through the intro
and riding, focus never left the game and no screensaver was created.
* fix: Rockstar's hidden launcher no longer takes cores from its game
The Rockstar Games Launcher keeps drawing its Chromium interface
(SocialClubHelper.exe: renderers, and a GPU process compositing through
DXVK) for as long as the game runs, hidden behind it - and Wine passes
Chromium's priorities on, so those threads ran above the game's (the GPU
process at nice -10), across every core. With Red Dead Redemption 2 in
front that was 1.3 to 2.5 cores under FEX for a page nobody sees.
droiddeck-launcher-cores follows gamescope's focus from the agent's
focus.json: while a game window has it, every SocialClubHelper thread runs
on the last core of the slowest cluster at nice 19; when the launcher's own
window has focus again each thread gets its own mask and priority back
(also on exit). Stopping the helpers would not hold - proot resumes a
stopped tracee. Started for Steam sessions; BL_LAUNCHER_CORES=0 turns it off.
RedMagic, RDR2 all Low, riding at the thermal limit, same spot and session:
released 46.5 fps, 1% low 27.5, p99 31.8 ms, CPU 89%, 2200 MHz;
held 48.7 fps, 1% low 32.6, p99 27.6 ms, CPU 79%, 2638 MHz.
* fix: sessions clean up what earlier ones left in /tmp
The guest's /tmp is a directory in the rootfs that no boot ever empties,
and Android ends sessions by killing them. Every session left a
/tmp/mangohud.XXXXXXXX (mktemp, never removed), and the Steam client, its
web helper, Chromium apps, dbus-run-session, AppImage runs and KDE their
own temporary files and sockets: 1,422 entries on the RedMagic.
mangoapp's config is now one fixed file rewritten each session, and the
session's first pass sweeps each kind of leftover while nothing that could
own one is running, with a single find. On the device that cleared 1,391
entries over two sessions, leaving 38.
Setup > Proton versions lists DroidDeck-Proton (The412Banner/DroidDeck-Proton) beside
GE-Proton and proton-cachyos: same aarch64 tarball pattern as GE, verified against its
sha512 file, installed by droiddeck-proton-extra (also as "droiddeck" in the session queue)
and adopted by steam-compatibility like any other extra, so it shows as
"DroidDeck-Proton <ver> (Compatible)". Its folder has a space; nothing in the install,
adopt, esync or components paths splits on it.
Update checks: each source's newest full release is looked up at app start and when the
page opens, at most every 6 h (offline keeps the last answer). A newer release shows
"Update available -> <tag>" with Update; it installs beside the old build, which stays
until removed ("Remove old ... versions"), since games are mapped to it by name.
Installed builds are ordered by their version numbers (11-9 before 11-10), not by name,
and the tag each was installed from is recorded. Prereleases and drafts are skipped.
Each game's Windows components now come from the list its own source
trusts, and the ones that list names turn on by themselves. The user's own
on/off switches always win; each automatic row says why it is on.
- Steam games: the Steamworks Shared redistributables Steam installs with
the game (appmanifest SharedDepots, else the client's appinfo.vdf).
Steam keeps its install scripts marked as already run.
- GOG: the build manifest's dependencies. Epic: the manifest's
prerequisite (Unreal's maps to VC++ and DirectX). Amazon: fuel.json
PostInstall. Older GOG/Epic installs get their list fetched once with the
saved sign-in; game files are never downloaded again.
- Custom games (the + button, Add all, migrated folders): one shared Steam
match per game, also used for artwork. An appid from the game's files
turns components on; a name-only match stays Recommended; no match falls
back to the folder scan.
- Steam app info for apps the client never saw comes from an anonymous
Steam PICS lookup (CM websocket, anonymous logon, product info), cached
per appid; the user's Steam sign-in is never used.
- Missing components download in the background on one low-priority
worker that pauses during sessions and waits on battery saver, heat or a
metered network unless the user asked. A game Steam installs during a
session is readied right away so it can be played without ending the
session; the launch waits up to 10 s only for a component still on its
way.
- Page: "On for this game" with reasons, a quiet "Checking what this game
needs..." only for games never worked out, rows that ease in, pieces that
need a download greyed out while offline. The intro names no other app.
- The folder scan skips Unity's *_Data/Managed (Mono, not .NET Framework).
Preload the FEX fault report only where x86 loaders look
droiddeck-fex put the x86 libfaultreport.so in LD_PRELOAD, which FEX's own
arm64 loader reads too - and FEXServer's, and every child FEX's - so each
x86 start printed "ERROR: ld.so: object '.../libfaultreport.so' from
LD_PRELOAD cannot be preloaded", and an i386 child added "wrong ELF class".
It is now listed in the x86 runtime's own /etc/ld.so.preload, which only
the loaders inside FEX read, as /usr/$LIB/droiddeck/libfaultreport.so.
faultreport.c builds for i386 too, so 32-bit programs get the report as
well instead of an error.
* Run programs, scripts and AppImages from the desktop
Windows programs open with the Proton Steam has chosen, and a Steam game's own
launch program is handed to Steam. x86-64 Linux programs and game scripts run
under FEX, and an exec the kernel refuses goes to droiddeck-open through
libblsession's binfmt.c. Programs on noexec shared storage pass KIO's checks; a
folder of Linux programs there, and sharun AppImages, are added by the app once
and run from the copy. Executable scripts run without KIO's prompt, mpv plays
on the software desktop, FEXServer's socket moves under XDG_RUNTIME_DIR, and
Proton runtimes no longer show up as games.
* Switch to Desktop from Big Picture without Deck mode
Big Picture's Switch to Desktop asks the client's SteamOS manager, which the
client only has when started as SteamOS (Deck mode). Without it the request
failed and the screen stayed on "Switching to Desktop..." for good. The live
compat helper now sees the request on its way to the client and hands it to
steamos-session-select, which opens the KDE desktop as Deck mode already did.
* Run x86 programs from shared storage where they lie
FEX asks for the guest's PROT_EXEC when it maps a program or library, which
the kernel refuses on noexec shared storage; FEX never runs those pages
itself, so libblsession maps them without it in FEX's processes. An x86
game, its libraries and its start script now run in place instead of being
copied in; only native code on noexec storage is still copied.
A Steam library's games are never copied, and a Linux game's launch program
opened from the desktop goes to Steam like a Windows one.
* Front end: draw the capsule wall without clipping it every frame
The tilted wall clipped each capsule to a rounded rect and recomposed its columns on every drift
step, and a rotated rounded clip is rasterised in software on the render threads: the idle main
page held about 1.7 cores. The art is now loaded at the capsule's size with its corners already
rounded, each column draws its capsules itself in one layer moved by the drift, and the drift
advances at most every 15 ms. The idle page takes about a third of a core.
* libfakeinput: let calls on descriptors it does not serve skip its lock
Every read, write, ioctl, close and poll of every process in a Proton session went through the
controller lock and the three map lookups, Wine's wineserver pipes and the game's files alike.
A bitmap of the descriptors the maps hold, set before one is handed out and cleared when it is
closed, lets everything else go straight to the kernel.
* Pad motion: ask the display for its rotation four times a second
The rotation was looked up for every sensor reading, every 2 ms, and cost more than the rest of
the reading; it is now refreshed every 250 ms, and the readings no longer allocate pairs.
* Session: keep the library passes out of a game's launch
The redist seeder stamped each prefix with the checksum of the whole set of names, which differs
between the session's pass and the game launch's (the game's own names are added), so every
launch re-appended the markers to every prefix in the library while the game loaded. Each
prefix's marker now lists the names it was given and only the missing ones are added.
The beat's seed and compatibility passes, and the Lossless Scaling ownership probe (which loads
steamclient.so), also wait while a wineserver runs: a launch rewrites the manifest and made them
due at exactly that moment. The game's own launch seeds its prefix regardless.
* Agent: keep the focus watcher's X connection open while nothing changes
The connect timeout stayed on the socket, so with no property change the read timed out, and the
watcher dropped the connection, reconnected and took a fresh snapshot every few seconds.
* Game environment: start Cyberpunk 2077 without REDlauncher
The prelauncher opens REDlauncher, a Qt WebEngine window that hands over to the game half a
minute later and then stays up beside it, well over a core busy for as long as the game runs; its
own --launcher-skip started the game twice. The game's executable is started directly instead.
* netif: answer Wine's network driver from a reading of the link
Mortal Kombat X has Wine's network driver enumerate every interface, address and route table
hundreds of times a second. Each enumeration read /etc/droiddeck-net several times, asked the
kernel for its interface dump again (a netlink socket bound under proot, refused each time) and
looked the real functions up with dlsym. The link file is now read at most once a second, a
refused dump is not asked for again within that second, and the real functions are looked up
once.
* Fast path: create memfds without a stop in proot
proot looks at a memfd's name only to refuse the few that are then executed or locked; every other
memfd_create is now issued from the trampoline. The session's /proc/net and status copies made
one per read, a stop each. Without memfd in the kernel the call still goes to proot's ashmem.
* Logs: run each redaction rule only on a line that could match it
A session's end copies some 70 MB of the Steam client's logs and puts every line through all
twenty-odd rules, most of a minute of a core on the phone after every session. Each rule now runs
only on a line holding what it cannot match without: its keyword, the five separators of a MAC,
the four dashes of a GUID, a long enough hex or token run, the learned account or address text.
Lines with non-ASCII text still meet every case-insensitive rule. Over 895,000 lines of real
client logs, with the device's accounts and addresses learned, the output is identical and the
pass takes a twentieth of the time.
Fix JNI local reference leak in createSubprocess
The argv and envp loops took one local reference per element from
GetObjectArrayElement and never released it, so the references piled up
until the native call returned. ART aborts the process at 512 local
references ("local reference table overflow"), and both loops share the
table, so a long argument list plus a large environment could hit it.
Delete each element's local reference once its chars are copied and
released, after ReleaseStringUTFChars since the chars depend on the string.
Also release the cwd chars against cwd rather than cmd; the call passed
the wrong jstring.
Adds a host-side test that runs termux.c against a mock JNIEnv that counts
local references and checks release pairing. It needs a jni.h (JNI_INCLUDE,
JAVA_HOME or the NDK) and skips without one.
Fixes#507
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.
* 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)
* Windows components: install from a recording of the installer's result
A catalog entry may name a 'snapshot': what its own setup program leaves in a prefix,
recorded once in Wine by winlator-contents' tools/snapshot/record.py (the files it places and
the registry values it writes, the self-registering DLLs' CLSID entries included). With one,
the setup program never runs here: the files come from the archive beside the recording, or
out of the vendor's installer by the paths the recording maps (small generated ones inline),
and the registry values go to registry.json for droiddeck-wincomponents to write at launch.
The steps a recording makes redundant are skipped; DLL overrides still apply. A component
with a recording counts as installable; its prerequisites must still be.
* droiddeck-msi-install --unpack: open archives nested inside an installer
QuickTime's cabinets and an NSIS pack's payloads sit inside the unpacked installer; they are
opened in place into '<name>.nested' folders, two levels deep, the same layout the component
recordings map their file sources to, so a recording's paths resolve on the device (QuickTime:
593 of 593).
* feat: Steam's touch controller as on-screen controls (beta)
* fix: Steam touch controls appear once the session makes the device; tidier default layout
* fix: Steam touch layout decoding, saved layouts and new sessions
* docs: Steam's touch controls
* feat: Steam's touch icons, labels and colours on the touch controls; pick and save them like Steam
* feat: Steam touch icon picker as in-session panels; layout colour; docs
* Give each physical controller its own player slot
Every controller fed the one exported pad, so two pads played as one.
The first controller keeps slot 0 (the Deck in a Steam session); further
ones get slots 1-3 as separate Xbox 360 pads, created on first input and
removed on disconnect. In Deck mode only the Steam client sees those
pads and hands them to games through Steam Input. Rumble follows the
slot it names.
* feat: Steam Link's touch menu, per-game input modes, action set editing, add/copy/paste, oval controls, paste control
* feat: Steam touch controls drawn as Steam Link draws them; Steam Link's touch menu and layout tray
* feat: Steam touch controls in DroidDeck's style, D-mark guide button, shake to hide
* refactor: Steam touch controls become an On-screen controls choice instead of a second dropdown
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
* perf: fast path resolves links, /proc and glue as proot does, and answers uname, isatty and passwd
The fast path handed back to proot whatever crossed a symlink, /proc or a directory proot
only shows as glue, which is most of what Steam and Wine ask. It now walks a path the way
proot's canonicalize() does, so those calls stay in-process:
- links are followed in guest terms and their text detranslated as detranslate_path() does,
including readlink into a buffer the kernel cut short and /proc's exe, cwd and fd links;
- a binding proot dropped at start is dropped here too, glue above a binding is ENOENT, and a
last component proot cannot stat is left to the kernel;
- pipe and socket dirfds are ENOTDIR, rmdir("dir/") removes dir, and "." and ".." go to proot;
- a blocking accept() with a connection already waiting no longer goes to proot.
Also answered: uname() and gethostname() (proot's utsname never changes), isatty() (glibc
2.43 asks with TCGETS2, which proot rewrites) and getpwnam/getpwuid when nsswitch.conf
sends passwd to files first and the entry is there (Xwayland asks for every client).
equiv.py, equiv2.py and equiv3.py match line for line with and without the fast path
(222, 507 and 924 lines). Per call on the RedMagic: realpath 240 us -> 1.0 us,
realpath /proc/self/fd/N 408 -> 9.9, getpwuid 41.5 -> 4.6, uname 28 -> 0.006.
* perf: LD_AUDIT module skips library lookups proot would fail
ld.so looks each library up along the game's search path, and Proton puts the game's
directory, Steam's runtime and video directories and its own library directories ahead of
/usr/lib: 72% of ld.so's opens in an Among Us launch failed, each a round trip to proot.
libblaudit.so answers la_objsearch() for a candidate proot would certainly fail with ENOENT
(its directory walked as canonicalize() walks it, the name or a directory on the way missing).
It has no libc and maps the fast path's trampoline itself. Each lookup's first candidate is
still opened, since a skipped one fails with ld.so's errno as it stands, and the default
directories are never skipped, so dlerror() reads the same. droiddeck-proton and the extra
wrapper add it to LD_AUDIT when the fast path is on.
* perf: droiddeck-proton checks a tool's components with one sha256sum
Each program the launcher starts pays a dozen traced library lookups under the game's search
path before it does anything. One sha256sum over every listed file replaces one per file;
the check itself is unchanged.
* perf: build a locale archive for C.UTF-8
Every program loads the locale LANG names before main(). glibc ships C.UTF-8 as a directory
it looks for once per category under two spellings, before reading gconv's module lists:
about 30 opens, each a stop in proot, in every process of the session. droiddeck-session
builds /usr/lib/locale/locale-archive (and gconv's cache) once per glibc package, so that is
one open.
localedef names a finished archive by hard link, which Android refuses; with
DROIDDECK_LINK_RENAME=1 libblsession turns a refused link into a rename that will not replace
an existing name.
* perf: library beat starts its helpers only when what they read changed
Every 15 s the session ran droiddeck-seed-redists (some forty programs under proot) and, when
a library directory had changed, steam-compatibility: a burst of thousands of proot stops each
quarter minute, game loads included. The seeder now runs when a library changed or a prefix
(or Proton's template for them) is unmarked, the compat pass when a manifest, depot, tool or
config.vdf changed, both checked from bash without starting anything, and each every five
minutes regardless. The seeder reads its stamp and the time without a subshell each.
* perf: fakeinput opens pad.log on its first line
Every process the library is loaded in opened the session's pad.log at start, a stop in proot
on shared storage, and most never write to it. The file is now opened when there is a line to
write.
* docs: the fast path as it ships, the audit module and measured launch times
* fix: a game the app launches after an idle spell comes to the front
The Steam client brings a game it launched forward only while it counts someone as present,
which it reads from gamescope's input counter. A game the app launched after four or more
minutes without a touch started, mapped its window, and stayed behind the library page until
the next input (device: Palworld, Stardew Valley, Fallout: New Vegas, Mortal Kombat X; the same
on main). The session now watches a requested launch, and when the game's window is focusable
but the interface keeps focus for two polls, counts one input on gamescope's counter, as a key
would. Nothing changes for a launch the client already brings forward.
Adding and managing your own (non-Steam) games moves out of the Steam
settings into the Games tab, and works like Steam's own non-Steam
Properties.
- A + beside "Games N" opens a compact in-app picker: the storage first,
then that storage's root, every folder, .exe files only. Picking an exe
adds the game with its name, art, Custom badge and Steam shortcut.
- "Add all games in this folder" adds every game folder inside at once.
A summary opens immediately and fills in as each game is found, with a
"?" where the exe was a close call and a red X to remove a game.
- An edit button on each Custom game opens its editor: Name, Target
(ranked exes, Other exe…), Start in, Launch options, the four pieces of
art with thumbnails, and Remove. Edits go through the same Steam
shortcut, so the appid never changes and nothing duplicates.
- Art chooser per piece: images in the game folder, Steam's official art,
SteamGridDB alternatives, your own image, or back to automatic.
- Finding the exe: up to five folders deep, every exe scored (name match,
Unreal -Shipping builds, bin folders and size up; launchers, crash
reporters, installers, redistributables and depth down).
- Real titles from the game's files (Steam manifest, GOG info, the exe's
version info), keeping the folder's spacing when both spell the same
title, underscores read as spaces.
- Art: the exact Steam appid when the game names one, strict name
matches otherwise, Steam's hashed asset paths for newer games,
SteamGridDB as a fallback (built-in key from the SGDB_API_KEY secret,
optional own key in Setup, sealed with the Keystore), and a cover made
from the exe's icon when nothing else has one.
- Removing a game is instant and keeps its files; adding it again brings
it back. Steam's shortcut list is rewritten once, in the background.
- The Games section is gone from Steam settings; folders added before
keep listing their games. Artwork switch and SteamGridDB key are in
Setup.