* Retain compositor resources when GPU completion is unconfirmed * Stop quarantined GPU callers before retries and mapped writes * Support Android hardware-buffer presentation over Wayland * Support PowerVR swapchains and linear image imports in Gamescope * Bundle verified PowerVR graphics components through existing build preparation * Detect and select the system Vulkan backend on PowerVR * Apply PowerVR Steam and game compatibility during normal launches * Show PowerVR support through existing driver and component controls * Update existing hardware guidance for system Vulkan support * Import the shared system Vulkan readiness check * Discover and propagate the actual PowerVR render node * Prune obsolete PowerVR runtimes after guest processes exit * Retain external DMA-BUF ownership after GPU quarantine * Name the PowerVR HAL selection explicitly * Isolate component UI tests from application startup * Cover the inherited FEX preset in PowerVR profile tests * Log test worker failures for CI diagnosis * Remove temporary test logging after diagnostic CI * Prefer system dependencies for the Android Vulkan loader * Capture raw stderr before test worker termination * Remove the temporary test worker crash probe * Import pinned DXVK recipe prerequisite from PowerVR PR570 Copy only the standalone build recipe, source pin, BC-format prerequisite and presentation-sync patch/check from wallentx/DroidDeck atd0f7264ea8. 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. * Add opt-in low32 GPU mapping adapter and integrity probes * Add opt-in D3D9 single-sample workaround and fix HUD texel format * Document verified production game workaround and publication scope * Restrict reset diagnostics and create private output atomically * Target official runtime review and document PR570 prerequisite provenance * Fix runtime tool output isolation, mmap64 chaining and DST ambiguity * Normalize swapchain backbuffers for the opt-in D3D9 single-sample path * 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). * Xclipse layer: copy the device chain and track samplers per device - 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. * 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. * 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. * Test branch: keep #570's DXVK build recipe so its pinned PowerVR components verify #602 adds output checks to tools/dxvk/build.sh; tools/powervr/fetch.py pins the exact recipe the published PowerVR DXVK was built from, so the branch carries #570's copy. * Test branch: make #570, #602 and #560/#561 pass each other's tests - tools/dxvk/build.sh: #602's copy (its output checks) and the PowerVR pin in tools/powervr/release.json moved to that file's hash; the recipe's outputs are unchanged. - droiddeck-session: the presentation block sets _bl_cef for #570's PowerVR path, and the UI block keeps main's order, defaulting to -cef-use-angle=vulkan when the block has not run. - Compositor test harnesses: AHardwareBuffer stubs for #570's AHB import, and a stub for vkp_effects_forget_image (main #597) that #561's caller harness predates. * Auto drivers for Mali and Xclipse on the non-Adreno test branch Auto now picks an open driver pair for the GPU, the way it does for Adreno: - Mali (no KGSL, /dev/mali0): the GPU's name ("Mali-G720-Immortalis MC12", from the vendor Vulkan driver or kbase's gpuinfo) picks the PanVK build: G52-G78 (Job Manager), G610/G710, G615 or G720. A Mali none of them covers (G925...), or one whose pair is not published yet, draws through the Mali bridge, switched on by Auto. - Xclipse keeps the system-driver path as Auto; the RADV pair is offered as a manual choice. - The pairs come from The412Banner/droiddeck-nonadreno-drivers (one pre-release per driver, each a DriverBundle zip). Only a device without an Adreno reads that repo. - The importers accept PanVK and RADV libraries (libvulkan_panfrost / libvulkan_radeon). - An open driver pair and the Mali bridge are alternatives: a selected pair turns the bridge off. - TU_DEBUG is only set for Turnip, on an Adreno. Every new branch is reached only when the device has no Adreno; an Adreno's detection, release sources, Auto choice and session environment are unchanged. * Auto: the one-binary PanVK kbase build for Mali v9-v13 on Android 15+ The412Banner/droiddeck-nonadreno-drivers adds panvk-mali-kbase: one PanVK build for G57/G68/G77/G78, G610/G710, G615/G715, G720/G725 and G925, whose display half needs Android 15. On Android 15+ Auto prefers it for every Mali it covers; below 15, and whenever its release is not listed, Auto falls back to the GPU generation's own pair. G52/G76 keep the Job Manager build; a G715/G725/G925 below Android 15, or any Mali no pair covers, draws through the bridge. Every pair stays selectable by hand. * Test: the G925 is in the kbase build's family now * Offer faux123's device PanVK builds (RP4 Pro, Ace, RG556) as manual pairs for their Mali * Detailed graphics logs for non-Adreno test reports - graphics-report.txt in every session folder: the graphics path the session draws with and why (Turnip, system Vulkan #570, Mali bridge #517, or an open driver pair with its release), the driver mode and choices, what Auto would pick, the GPU (family, Vulkan device name, kbase gpuinfo, Android, SoC, kernel), the GPU nodes the app can see (access, device numbers, SELinux label; nothing is opened) and the guest's graphics environment. At the end it adds the compositor's driver lines from app.log and the game launches that were logged. - vulkan-summary.txt: the session's own vulkaninfo --summary with the driver as exported, in the background with a 10 s timeout. - Per-game logs under games/<time>-<appid>/: Proton's log, DXVK's and vkd3d-proton's, Mesa's and PanVK's startup messages and the launch environment, from droiddeck-game-env. Each file is cut to 20 MB and the folder to 120 MB at the session's end. - The per-game logs and the Vulkan summary are on for a GPU that is not an Adreno, and on an Adreno only with Setup's new "Detailed graphics logs" switch. Share logs already takes the whole session folder, so all of it is in the zip, scrubbed as before. * Mali pairs: a stand-in render node, the driver's real library name, and a Mali known by its chip - Auto on Jim's Dimensity 9300+ chose the bridge: the GPU had no name (the app had not asked Vulkan yet and kbase's gpuinfo is unreadable under SELinux), so a Mali-G720 counted as a Mali no build covers. The name now falls back to the GPU the chip is known to carry (Dimensity, Helio, Kompanio, Tensor); and when nothing names it, Auto asks the vendor Vulkan driver off the main thread before it settles for the bridge. Auto logs what it decided and why. - An open Mali driver pair gets /dev/mali0 as the guest's render node, as the bridge does (bindGpuNode, BL_DRM_STANDIN): gamescope needs the node the driver reports. The session shim only answers libdrm's PRIME and GEM-close calls on it, which PanVK on kbase never makes. - A PanVK or RADV runtime half is installed as libvulkan_panfrost.so / libvulkan_radeon.so rather than under Turnip's name; Turnip keeps libvulkan_freedreno.so. - graphics-report.txt names the render node the guest got, adds the session script's driver lines and flags a failed Mali-bridge self-test at the top. * Auto takes the RADV pair on a Samsung Xclipse, with the system route as its fallback A tester's Galaxy S24 FE (Xclipse 940) boots to Steam with the RADV-Xclipse pair, where the system-driver route fails at Steam's OpenGL (glamor and GLX cannot load a driver). Auto now downloads and selects RADV on an Xclipse like the Mali pairs, and falls back to the system route only when RADV is not published. #570's reset of both drivers at each start no longer undoes an open driver pair. PowerVR (vulkan.powervr.so) keeps the system driver as before. * An Exynos with a Mali is a Mali, not an Xclipse The system route took vulkan.samsung.so as Samsung's Xclipse, but an Exynos 1280/1380 (Galaxy Tab S9 FE: Mali-G68) may name its HAL the same; with /dev/mali0 present that HAL is not the system route's, and the device is detected as the Mali it is. The chip table adds the Exynos 1380 and 1280 (s5e8835, s5e8825: Mali-G68). * Auto fetches the open drivers itself; Xclipse named as such; sound and frame-gen in the logs - Auto looks online again when its saved release list predates this device's open drivers, so a Samsung or Mali phone gets its pair without pressing refresh first. - A Samsung Xclipse is labelled "Samsung Xclipse" (not PowerVR), with its own support line. - Per-game logs add audio-streams.txt: PulseAudio's sink inputs 20 s and 60 s into the launch, so a silent game shows whether its stream reached Pulse. - graphics-report.txt states the frame-generation setting and keeps the LSFG gate, FrameGen and audio lines from app.log. * Client sound retries a briefly disconnected AAudio; kbase ioctl refusals explained in the report A Galaxy S24 FE's session had no sound at all: the DirectAudio sink's AAudio stream opened with AAUDIO_ERROR_DISCONNECTED while the output route was still changing at session start, and the plain AAudio fallback failed the same moment. The sink guard now retries DirectAudio, then the plain sink, five times over ten seconds and says which one it got. graphics-report.txt keeps the client-sink and kbase lines, and explains a KBASE_IOCTL_MEM_EXEC_INIT EPERM as the kbase driver's own answer rather than the session's sandbox. * Mali pairs draw the display on the phone's own Mali driver; Xwayland falls back without glamor - Testers' Mali pairs got the guest drawing (gamescope on the stand-in node, Zink on PanVK) but the compositor's PanVK Android half failed on Mali gralloc: it probes AHB formats 0x38/0x3b that mali_gralloc does not have, and "vkCreateImage w/ native buffer failed". Under Auto a Mali pair now leaves the display on the phone's own Vulkan driver (dma-buf, modifiers and AHB all pass the testers' checks) and runs the pair's PanVK in the guest; the Android half stays installed for a manual pick. "Pair in use" now follows the runtime half. - A session after one whose Xwayland crashed (segfault, then gamescope's X11 I/O error) starts Xwayland with XWAYLAND_NO_GLAMOR=1 on a non-Adreno device, and says so in app.log. - graphics-report.txt names the display driver the compositor used, and keeps gralloc, dma-buf, modifier and import lines from app.log and Xwayland's own lines from the session log. * Non-Adreno sound: the daemon falls back on its own; the build's commit in device.txt and the report The S24 FE's session still had no sound: its AAudio refuses DirectAudio's low-latency stream with AAUDIO_ERROR_DISCONNECTED, and the sink guard never got to retry because pactl did not reach the daemon in time ("the daemon did not answer in 15 s"). On a GPU that is not an Adreno the daemon's own start-up script now asks DirectAudio again without low latency and loads the plain AAudio sink underneath it, so a default sink exists whatever pactl does. device.txt and graphics-report.txt name the build label and source commit, so a log says which build it came from. * Non-Adreno sound: no second DirectAudio load (it hung the daemon); the plain AAudio sink underneath On the S24 FE the daemon stopped after DirectAudio's failed low-latency load: the second DirectAudio load in the same daemon never returned, so nothing after it ran and pactl never connected. The daemon now loads only the plain AAudio sink (no low latency) after DirectAudio, inside .nofail, and sets whichever exists as the default. * gamescope: explicit sync off where the kernel or the stand-in node cannot signal its timelines Adds tools/gamescope/patches/0126 (GAMESCOPE_DISABLE_EXPLICIT_SYNC=1 for the nested backends) and sets it on a GPU that is not an Adreno when the kernel is older than 6.6 (no DRM_IOCTL_SYNCOBJ_EVENTFD) or the guest's render node is Mali's stand-in. The graphics report lists it with the rest of the guest's graphics environment. * Test branch: gamescope with the explicit-sync switch (0126), pinned by sha Built by build-gamescope.yml run 38335744351 from0136fb61and published as a component release of The412Banner/droiddeck-nonadreno-drivers; the apk build fetches it by tag and checks the sha. * Sound: nothing that can block in the daemon's start-up; Steam's web compositing in software on open pairs - The S24 FE (US) daemon hung loading the plain AAudio sink from default.pa (its AAudio open blocks rather than fails), so it never finished starting. default.pa is back to DirectAudio alone inside .nofail; the fallbacks are loaded from the app once the daemon answers, each pactl bounded by its timeout (DirectAudio, then the plain sink with and without low latency). The guard waits 30 s and logs, with timestamps, how long the daemon took, whether its socket and pactl exist, and what it finally got. - With an open driver pair on a GPU that is not an Adreno, Steam's CEF composites in software (-cef-disable-gpu-compositing) with GPU raster kept: RADV on Xclipse showed stale, half-written tiles, as #570 saw on PowerVR. The session log says so. * Mali under Auto: the display always on Android's own Vulkan loader; a reboot hint for refused audio Axel's Tab S9 FE still drew its display with the PanVK Android half, set by an earlier build, and stalled at "Waiting for Steam's first frame" on Mali gralloc's format probes. Under Auto a Mali's display now goes to Android's own loader whatever was set before (DriverMenus resets it, and the compositor's driver choice ignores a pair's Android half), with no HAL path to find first. A pair counts as in use when its runtime half is. A manual pick of the PanVK display is kept. When audio.log shows AAUDIO_ERROR_DISCONNECTED, the report and the client-sink line say Android refused the output and that rebooting the phone usually fixes it. * Fix: call SessionPrefs.gpuDriverMode through its instance from Java * Compositor: log each new dma-buf format/modifier/size it imports (for colour and swizzle reports) Steam's software web compositing already covers every open driver pair, Mali included. * Open driver pairs: vkd3d-proton reports the driver's caps; buffer attach/release tracing; Mesa log - With a PanVK or RADV pair (BL_OPEN_DRIVER=1), droiddeck-game-env drops the app-wide VKD3D_FEATURE_LEVEL=12_2 and VKD3D_SHADER_MODEL=6_9 so vkd3d-proton reports what the driver has (an Unreal DX12 game crashed at start on PanVK with the overrides); a game's own setting still wins, and launch.txt records DROIDDECK_VKD3D_CAPS=driver. - The compositor traces, on a GPU that is not an Adreno, the first 400 dma-buf attaches and buffer releases by wl_buffer id and sending line, and logs any release of a buffer already released and not attached again (gamescope's "Compositor released us but we were not acquired" on G925). - Per-game logs no longer set MESA_DEBUG=silent, which kept mesa.log empty. * Tests: the dma-buf quarantine harness follows send_buffer_release's tracing macro * 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> * 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> * Mali: Venus gamescope without robustness2, the bridge switch honoured and kept, clean driver switches - gamescope 0128: VK_EXT_robustness2 is optional. A Mali driver through Venus has none, and gamescope stopped at "Missing required extension: VK_EXT_robustness2" (the wayland_surface error after it was only the knock-on). Without it, unused descriptor slots point at a 1x1 texture instead of VK_NULL_HANDLE. (David Cimo's Pixel 9 driver has robustness2, so his build never needed this.) gamescope component rebuilt and pinned by sha. - Open-files limit: on a GPU that is not an Adreno the session script raises the soft limit to the hard limit for the whole session tree (a PanVK-kbase session froze on "Too many open files" after ten minutes) and graphics-report.txt shows before and after. A stopgap; the driver leak is fixed separately. - The Mali bridge switch is honoured: when on and usable it wins over a PanVK pair for the session (Venus still wins over it). Selecting a pair no longer switches the bridge off, which is why the switch did not survive an app restart (Auto re-selected the pair at start). Setup says when this phone cannot use the bridge at all. - Driver switching: picking a Mali pair by hand keeps the display on the phone's own driver, as Auto does (a PanVK Android display stalls on Mali gralloc at "Waiting for Steam's first frame", and stayed set after switching back); installing a bundle again replaces it instead of adding a "-2" copy beside the old one. - graphics-report.txt names the runtime driver's folder and libraries, and the previous session's drivers, flagged when they changed. * gamescope p16 (0128 robustness2 optional), pinned by sha; graphics-report says who chose the display driver * Bundle replace only for open non-Adreno pairs; Adreno bundles keep their numbered copies * Rebuilt open drivers reach phones: re-downloaded when their digest changes, release list hourly on non-Adreno The non-Adreno driver releases replace their assets in place (the PanVK kbase sync-file fd leak fix). A download is now remembered with its GitHub sha256, and an asset whose digest changed counts as not installed, so Auto fetches it again and the bundle replaces the old one; the release list is re-read after an hour instead of a day on a GPU that is not an Adreno. * Mali compatibility layer: multiDrawIndirect, depthClipEnable and robustness2 for DXVK on Venus A Galaxy A15 (Mali-G57) on Venus got gamescope and Steam up, but DXVK refused the GPU: "Device does not support required feature 'multiDrawIndirect'". DXVK 3.1 stops at the first missing feature, so the rest of its required list (dxvk_device_info.cpp) was checked against what the testers' Mali drivers cannot have, and covered in the same pass, on top of David Cimo's six: - multiDrawIndirect: reported, taken off the device, and an indirect draw with drawCount > 1 is recorded as single draws at offset + i * stride; maxDrawIndirectCount reported as 2^30. (drawIndirectCount is optional for DXVK and stays as the driver says.) - VK_EXT_depth_clip_enable (required): offered when the driver lacks it; depthClipEnable off in a pipeline becomes depthClampEnable, and the extension's structures never reach the driver. - VK_EXT_robustness2 missing entirely (gamescope saw the same on these phones): offered with robustBufferAccess2 (as robustBufferAccess, as before) and nullDescriptor, emulated by small stand-ins (a zeroed buffer, a 1x1 image) for VK_NULL_HANDLE buffers, image views and vertex buffers in plain, template and push descriptor writes and vertex-buffer binds. A null texel-buffer view stays null (its format is not known). The layer logs every feature it emulates per device. * Venus component22694a38(layer: multiDrawIndirect, depthClipEnable, robustness2), pinned by sha * Non-Adreno round 3: bridge images, Venus GL, shared buffers, Steam GPU drawing - vkbridge: the memory model skips lazily allocated types. Mali-G615 lists DEVICE_LOCAL|LAZILY_ALLOCATED first; taken as the device-local type it left images with no memory type (self-test "image clear/draw: setup" FAIL, gamescope "No compatible image memory type"). - Session: a bridge self-test that fails images or draws falls back to the runtime's driver pair for that session (BL_VKBRIDGE_FALLBACK_ICD); Setup and the graphics report say so. - Venus: the Mali compatibility layer runs in every process but gamescope (DROIDDECK_MALI_COMPAT=1), so Zink in Steam and Xwayland gets nullDescriptor; null texel-buffer views get stand-ins too. Without nullDescriptor the session's GL goes to llvmpipe. - gamescope 0129: a refused compute pipeline is named with its SPIR-V capabilities. - Compositor: a buffer on two surfaces at once (gamescope's planes while a notification is up) is released only when the last one lets go. - Open driver pairs: processes.txt timeline for the first three minutes; Setup "Steam interface: GPU drawing" turns off software web compositing. * Pin gamescope p17 (0129) and Venus55b30fbf* Non-Adreno round 4: Mali GPU-drawing block, gamescope YCbCr retry, GL probe, bridge draw sync - Setup's "Steam interface: GPU drawing" is hidden on Mali and a saved "on" is cleared: with PanVK it rebooted an Edge 60 (G615) as steamwebhelper started. Kept for Xclipse. - gamescope 0130: a composite pipeline refused at start-up is retried with a layout without immutable YCbCr samplers (G615 through Venus refused every composite shader; their SPIR-V has no Float16, so fp16 was not the cause). - Venus: droiddeck-glprobe opens GL through GLX the way the Steam client does, with the loader's reasons logged; when it fails the client's GL goes to llvmpipe. - vkbridge self-test: the draw check waits for the render pass's stores before copying out (a tiler read zeros without the dependency). * Pin gamescope p18 (0130) * Non-Adreno round 5: gamescope memory fallback, Venus destroy guard, OpenAL depot - gamescope 0131: DEVICE_LOCAL|HOST_VISIBLE requests fall back to host-visible memory (the bridge's unified-memory model lists none with both), with the request, type bits and memory types logged on failure; 0130's probe pipeline is kept and skipped when forced. - Venus: GAMESCOPE_NO_YCBCR_SAMPLERS=1 from the start; virglrenderer ignores the destroy of a pipeline it never created instead of marking the context fatal (vtest server exit 137 on a Mali-G615). - Steam's OpenAL depot (229020) maps to oalinst_dll, so games that list it (Hotline Miami) get OpenAL in their prefix. * Pin gamescope p19 (0131) and Venus6199a93f* Non-Adreno round 6: PowerVR PRIME on old kernels, thermal, hang-up names, bridge flippable images, Venus Zink variants - drm.c: PR #570's current PRIME ownership check (F_DUPFD_QUERY, then kcmp, then the F_SETOWN_EX owner marker): on a kernel before 6.10 with kcmp blocked, drmPrimeFDToHandle answered EOPNOTSUPP for every PowerVR import (Pixel 10, Android 17: Zink "failed drmPrimeFDToHandle", Xwayland error 7, gamescope X11 I/O error). The Mali stand-in node is kept. - A /sys/class/thermal the kernel will not list gets an empty directory, so mangoapp no longer aborts on it. - gamescope 0132: a hung-up waitable is named before the abort; 0133: the bridge's flippable images use supported-but-unexportable modifiers instead of asserting. - Venus: when Zink does not start, the loader's view is logged and Zink is retried without ZINK_DEBUG=compact, with ZINK_DESCRIPTORS=auto and without kopper before falling back to llvmpipe. * Pin gamescope p20 (0132, 0133) * Non-Adreno round 7: bridge command-buffer guard, Venus Zink trace, PowerVR mangoapp, Xclipse label - vkbridge server: every command buffer a device hands out is tracked; Begin, End (stream replay) and QueueSubmit refuse one it never allocated or has freed (VK_ERROR_DEVICE_LOST, logged) instead of passing it to the driver, where Mali's vkBeginCommandBuffer crashed the app (SIGSEGV 0x10, Steam's Zink on an Edge 60 and a Tab S11). - vkbridge server: a fault inside the driver while serving a request cuts that client off (SIGSEGV/SIGBUS guard per request) and leaves its objects alone; the app and the other clients carry on. Other faults go to the previous handler. - vkbridge server: the pipeline cache directory is copied; the JNI string it pointed at was freed (garbage in the cache path). - Venus: DROIDDECK_MALI_COMPAT_TRACE=1 makes the Mali compatibility layer log what an application queries before vkCreateDevice; a failed glprobe adds a traced run and vulkaninfo --summary under the same environment. - PowerVR: mangoapp draws with llvmpipe (Zink could not make it a swapchain and it crashed at every start). - Setup: an Xclipse GPU reads "Experimental: RADV or the system Xclipse driver", not the PowerVR line. * Pin Venuse40cd361(layer trace) * Non-Adreno round 8: bridge sharing fallback and crash detail, Venus diagnostics and 1.2 gate, compositor disconnect reasons, RADV upstream - Mali bridge: the self-test fails "memory sharing" when the server offers no host-visible memory type (no sharing method passed, RP4 Pro G77); the session then falls back to the PanVK pair like a failed draw, and Setup says the bridge cannot share memory with that driver. Without a pair to fall back on, the log says so. - Mali bridge: a guarded driver crash now logs the sub-command it was in, the fault address and pc (library + offset via dladdr), the command buffer's level, begin flags, pool flags and state, and the last 32 replayed commands. Begin on an executable buffer from a pool without RESET_COMMAND_BUFFER_BIT is logged once (implicit reset). - Venus: vulkan-summary.txt gets the device extension list and key features (full vulkaninfo in vulkan-full.txt); a failed GL probe runs once with VN_DEBUG=init,result, ZINK_DEBUG=mem, MESA_LOG_LEVEL=debug and the layer trace into glprobe-trace.txt. The Mali compatibility layer's trace covers every pre-device query (devices, memory, queue families, formats, image formats, external handles) and names the extensions. - Venus: off when the phone's driver reports Vulkan below 1.2 (gamescope skips such a device); Setup and the graphics report say why and the session uses the PanVK pair. - Compositor: libwayland's own disconnect reasons go to wayland.log, and a client's buffer may grow to 1 MB before a slow reader is dropped. A session that ended without teardown records Android's exit reasons. - Drivers: RADV-Xclipse upstream (radv-xclipse-upstream) is a manual choice for Xclipse; Auto keeps radv-xclipse. * Tests: the terminal-callers harness stubs the Quest layer and Cardboard modules and Android's system properties * Pin gamescope p21 (main's patches + 0120-0133) and Venusa4d47cf3(layer trace) * Display driver Auto: Quest's patched Turnip first; the system driver only for a Mali, other GPUs keep the generic fallback * Open driver pairs: the installed build's version, its upload date, and an Update when the release is rebuilt in place - The release check records each asset's GitHub id and updated_at; a download records them (with the digest) for an open non-Adreno pair. - Components > GPU drivers: an installed open pair shows its manifest version ("android <tag> + linux <commit>"), one not yet installed shows "built YYYY-MM-DD". A different digest, asset id or upload time on the same tag marks the installed pair "Update available" with an Update action: the pair is downloaded again and replaced in place, and stays selected only if it was. Adreno and DD-Turnip pairs are unchanged. - graphics-report.txt: the pair release line gives the installed and the listed upload dates and flags a newer build; an exact bundle id match is preferred (RADV-Xclipse-upstream is not RADV-Xclipse). * Session preload: drop oom_score_adj raises so lmkd does not treat games as cached apps steam-launch-wrapper starts every game with --oom-score-adjust 900; on Android 900 is CACHED_APP_MIN_ADJ, so lmkd kills the running game first when memory runs short (and on Linux 6.1 the raise becomes the process's permanent minimum). A process in the app cannot go below the score it inherits, so the writes that succeed from inside are raises: every write-open of /proc/<pid|self|thread-self>[/task/<tid>]/oom_score_adj (or oom_adj), through open/openat or fopen, goes to /dev/null, logged once. Based on the oom_score_adj redirect in the preload's opens.c by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/commit/6be00e00) * Display: why presenting failed on the session-ended screen, and the display driver that really loaded - The compositor records why it cannot present (no Vulkan driver loaded, vkCreateInstance/vkCreateDevice failed, no GPU or graphics queue, no swapchain on the screen with the driver's reason, device lost, GPU work unconfirmed). Each is a DD_PRESENT_FAULT line in wayland.log, read back over JNI or from wayland.log; the session-ended screen shows it instead of a black screen, and graphics-report.txt gets "!! DISPLAY FAILED". A first frame or a working swapchain clears it. - After the display device is created, the driver that answered is logged from VkPhysicalDeviceDriverProperties (device, driverName, driverInfo, driver id, Vulkan version) and reported in graphics-report.txt. When a driver pair's display half was requested but a vendor driver answered (adrenotools falls back to the system driver when the requested one does not load), it says so. Based on DD_PRESENT_FAULT in vk_present.c / waylandcomp_jni.c / SessionActivity by jdmg28 (https://github.com/jdmg28/DroidDeck-Mali/blob/arena/cd8ab18a-droiddeck-mali/app/src/main/cpp/waylandcomp/src/vk_present.c) Based on the adrenotools silent-fallback finding by ryanistr (https://github.com/ryanistr/DroidDeck-Mali/blob/main/docs/development/panvk-mali-g77-bringup.md) * tests: steam presentation test sets 0.5.0's steam_client * Non-Adreno: find every driver pair, Venus before the bridge, fix the bridge's begin info From the logs testers sent sincec9ebb247: - The app read the drivers repo's newest 15 releases only; the component releases (gamescope, Venus) pushed every PanVK pair and RADV-Xclipse past them, so Auto found no pair on any Mali and switched the Mali bridge on. The non-Adreno repo is now read in one page of 100. - Auto's stand-in for a missing pair: Mali (Venus) where the apk carries it (Steam runs on it from the G57 to the G1-Ultra), the bridge otherwise, nothing on a driver below Vulkan 1.2. It no longer clears the Linux driver, does nothing when the list could not be read, records that it chose the route, and turns it off again once a pair is installed. A bridge that earlier builds left on under Auto is taken as Auto's. - Mali bridge: vkBeginCommandBuffer sent its begin info without the count the server decodes, so Mali got a zeroed begin info with stale flags and crashed at 0x10 (Pixel 8 Pro G715, Lenovo G615, Xiaomi G925, Tab S11). - Mali-G1 series (MT6993, arch v14) known by its chip; its label says Venus, not the bridge. - A session Android killed for memory is said so on the next start (the S24 FE "crashes" were low-memory kills, not driver faults). - The in-app updater never installs an official (Adreno-only) build over this test build. * Venus: destroy the device's object mutex after the objects that lock it Bionic aborts on locking a destroyed mutex ("pthread_mutex_lock called on a destroyed mutex", Tab S9 FE G68, Pixel 9a), so a client that exited holding objects took the render worker down. From BattleTempest's DroidDeck-Pixel (kevinbryant551-ux/DroidDeck-Pixel, GPL-3.0). * release check: a session helper may be extracted to another runtime path droiddeck-steam-taskset (#570) goes to usr/local/libexec/droiddeck-steam/taskset, where PATH puts it in front of Steam's own taskset for the client only; 0.5.0's check wanted every droiddeck-* helper at its own path. * Venus component93038b7d(destroyed-mutex fix) * Update MaliBridge to v0.5.1 (#1135) * Mali Auto: never leave a session on the runtime's Turnip Logs from a Retroid Pocket 4 Pro (G77), Galaxy S21 Ultra (G78), Tab S11 Ultra (G925) and Xiaomi G610 showed Auto ending on the runtime's Turnip, where gamescope finds no GPU ("failed to find physical device"): after a pair's trial rolled back, when the pair is on the bad list, and when the driver list could not be read. In each case Auto now switches on its stand-in (Venus, or the bridge) when no open driver, Venus or bridge is set. Under Auto the Mali display also leaves any imported driver, not only a pair's PanVK half (a lone PanVK_G720 import gave a black screen). * Mali bridge: MaliBridge 224b6e36 (v0.5.3 source, by ASEbrahim) From c65062b6 (v0.5.1). v0.5.2/v0.5.3: Steam mode on older Mali drivers (G77/G710/G610/G57) gets past "starting display and audio", OpenGL 4.6 on most Malis through dynamic-rendering and vertex-format emulation, Dimensity 9500 texture fixes, async pipeline compile, RE2 flicker on G925, DirectX on the Pixel 8 family. JNI entry and session env names are unchanged. * gamescope 0134: linear when the backend offers no modifier; Venus on Mesa 26.2.5 0134: CVulkanTexture::BInit asserted !modifiers.empty() when the nested Wayland backend offered no modifier for a flippable image's format (NieR Replicant on a Pixel 9a under Venus, session exit 134). It now tries linear and logs it. Venus ICD: mesa-26.2.5 (venus TLS teardown from an unloaded driver, virtio-gpu devices without 3D skipped); virglrenderer stays on 1.3.0. * gamescope p22-nonadreno (0134 + main's 0116 cursor fix; build run 40159674290) * CI: build the non-Adreno additions before the preload check * build.gradle: drop verifyHandModel (main moved the hand models into the tracking pack) * Venus component venus-proto13-e24ed8ab (Mesa 26.2.5; build run 40161447324) * CI: fetch the Mali (Venus) component again (lost when build.yml took main's jobs) Builda7a1ebf1(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. * Auto: the Mali bridge stands in on a Vulkan 1.1 Mali driver Auto refused both Venus and the bridge when the phone's driver reports Vulkan below 1.2, so on the G77, G78 and G610 (r32p1/r38, Vulkan 1.1) a rolled-back or missing pair left the runtime's Turnip: "failed to find physical device" (Retroid Pocket 4 Pro after the JM pair's trial, Xiaomi 13T). Only Venus needs 1.2; the bridge raises the driver for gamescope and runs on these phones. A Venus switch that cannot start on such a driver no longer counts as a route. * Tests: stub main's g_release_unpaced in the DMA-BUF quarantine probe The probe copies release_buffer out of compositor.c; since the merge it reads g_release_unpaced, which the harness did not declare (setUpClass failed to compile). * Update MaliBridge to v0.5.4 (ASEbrahim) 48477fe6 (tag v0.5.4): Dimensity 9500 green squares and red-tinted textures, Balatro and other OpenGL text, fewer crashes when memory runs low, one screen update per game frame, picture kept after a long background pause (SIGHUP no longer stops the server), wrong colours after changing graphics settings on the G720, more in the session report. The app-side changes of his DroidDeck Mali app (Steam menus setting, per-game setup, Send logs, updates) are not part of the MaliBridge repository and are not in this build. * gamescope 0135: linear when the driver rejects every offered modifier An r32p1 Mali-G610 (Vulkan 1.1) behind the Mali bridge answered both of the backend's modifiers for AR24 with VK_ERROR_FORMAT_NOT_SUPPORTED, so the first flippable image failed and gamescope asserted in vulkan_create_flat_texture (Xiaomi 13T). Linear, when offered, is tried anyway; the bridge makes such images without the handle type and exports them through a dma-heap. If the image cannot be made, BInit fails as before. * gamescope: pin the non-Adreno p23 build (0135) * Tests: the terminal-callers harness stubs take_shm's game-frame detection Main's take_shm now reads surface damage, parent/role/mapped and the HUD state to spot game frames; the harness declares them so the copied function compiles (setUpClass failed in Build APK run 40505286127). No damage, so it stays off. * gamescope: number the test branch's patches 0920-0935 Main now has its own 0121-0125 (window override walk, host-event wake, commit fences, done at import, HUD frame times), which sorted in between this branch's 0120-0135. The branch's sixteen patches move to 0920-0935 with the same last two digits, so they apply after main's set and stay clear of its next numbers. Applying all 38 to gamescope 3.16.29 in the old order and the new one gives the same tree (checked with patch -p1, as build-in-arch.sh does). PATCHES.md and the one code comment that named 0130 follow the new numbers. * check_session_assets: helpers count in usr/local/bin or the Steam taskset folder only The merge kept this branch's pattern (any usr/ target), which main's new test rejects: a helper extracted into a subfolder of usr/local/bin must not count. The pattern now takes usr/local/bin under any name, as on main, plus usr/local/libexec/droiddeck-steam for droiddeck-steam-taskset. Every helper in the overlay is still found extracted in SessionFiles.kt. * gamescope: pin 3.16.29 p24 (non-Adreno) Built from this branch @d13b9d88 (run 41119284267): main a5b035b2's patches plus this branch's, now 0920-0935. All 38 applied, gamescope's tests 2/2. sha256 1d1088d4. * Update MaliBridge to v0.5.4.2 (ASEbrahim) 95a1e600 (tag v0.5.4.2), was v0.5.4 (48477fe6). For the bridge: memory sharing without the handle type where that is all the self-test passed (unflagged buffers, client/memory.c, server_memory.c), the older-Mali (G52-G77) game-mode start fixes, the r38p1 beta geometry-shader erratum (gs_hide), present timeouts and an API cap per process. Client, server and the in-app library all build from the submodule with MaliBridge's own scripts, which did not change; the protocol only gained fields an older server sends as 0. * Session end: the compositor fault query no longer fails the hint when the native library is absent presentationFault() (6778a224) called WaylandCompositor.compositorFault() directly. Main's new SessionEndHintTest runs sessionEndHint() in Robolectric, where libdroiddeckwayland cannot load, so all six cases ended in UnsatisfiedLinkError (Build APK run 41125749537). The call is now wrapped like runtimeDamageHint()'s, and without an answer the hint reads wayland.log as before. * test: stub the GPU busy reader in the caller harness * fix: release build is not debuggable, Mali uses the system display driver, staging failure ends its own session * fix: address non-Adreno review findings * fix: preserve current gamescope and GPU warning behavior * fix: retain graphics failure hints and launch diagnostics * fix: identify non-Adreno GPUs in driver failure hints * test: harnesses follow the external client barrier and effects upscaling changes * fix: client sources return to foreign ownership after the overlay draws --------- Co-authored-by: Leask Wong <i@leaskh.com> Co-authored-by: wallentx <william.allentx@gmail.com> Co-authored-by: Stefan Zijlstra <6730062+stefanz92@users.noreply.github.com> Co-authored-by: William Allen <wallentx@users.noreply.github.com> Co-authored-by: The412Banner <the412banner@users.noreply.github.com> Co-authored-by: Dersim Abbas <derabb0620@gmail.com> Co-authored-by: root <root@localhost.localdomain> Co-authored-by: ASEbrahim <ahmadsmain@gmail.com> Co-authored-by: The412Banner <the412banner@gmail.com> Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
25 KiB
gamescope patches carried by the app
Built by .github/workflows/build-gamescope.yml on top of the exact gamescope the Linux runtime
ships (3.16.29, Arch Linux ARM's package, same build options), and staged from the apk over
/usr/local/bin/gamescope at each session start - the hosted runtime image is never touched.
The binary's shared-library needs are checked against runtime-sonames.txt, the runtime's own
library list, before anything is published.
0002-steamcompmgr-fallback-appid-focus.patch- Armada (armada-os/armada), verbatim.0009-fix-arm64-steam-night-mode.patch- Armada, verbatim: the ARM64 client packs the night-mode property differently; the slider did nothing.0019-steamcompmgr-arm64-virtual-white.patch- Armada, verbatim: the colour-temperature slider's (x, y) arrives as one 64-bit element from the ARM64 client; y is recovered from x.0020-color-p3-red-is-wide-gamut.patch- Armada, verbatim.0100-realtime-queue-and-gamepad-cursor.patch- this app, two of Armada's ported by hand onto 3.16.29: realtime-priority Vulkan queues on request (GAMESCOPE_FORCE_VULKAN_REALTIME=1) without CAP_SYS_NICE, which proot can never have (a no-op on KGSL Turnip, which has a single submit-queue priority); and the gamepad-driven cursor sprite following the X pointer that XTest moves (it sat frozen). The X pointer is asked for only while a cursor image is drawn - every vblank while shown, every 50 ms while hidden for inactivity - since each ask is a blocking round trip to Xwayland on the paint thread; with no image, wlserver's position is used as upstream does.0101-nested-wayland-cursor-routing.patch- this app:gamescope_cursor_composite=2lets the nested Wayland session paint its cursor in the output using the real X pointer position; client cursor surfaces are cleared to prevent a duplicate at the host pointer, while Gamescope's original default host-cursor fallback is preserved when its no-keyboard-focus policy selects it. Empty client cursor images and Gamescope's hidden flag still suppress the painted cursor.0110-wayland-backend-touch.patch- this app: the nested Wayland backend bound only the host's pointer and keyboard, so a finger on the phone's screen never reached Steam. It now bindswl_touchtoo and hands each finger to wlserver's touch path (wlserver_touchdown/motion/up) - the one a Steam Deck's touchscreen drives - so what a touch does follows the client's touch mode (Steam's Big Picture sets Passthrough: a real touch, rows scroll under a finger). Finger ids are offset by one, since the nested pointer already moves wlserver's touch 0.0111-wayland-pointer-warps-in-passthrough.patch- this app: the nested pointer's motion goes to wlserver as touch 0, and in Passthrough (Big Picture's touch mode) a motion for a touch that is not down moves nothing - so in the app's touchpad mode the Steam client saw no hover and a click landed wherever the pointer had last been. The motion now always warps the real pointer as well (bAlwaysWarpCursor), which the other touch modes did already.0112-restore-iconified-game-on-resume.patch- this app: the Steam menu is an overlay that takes input without changing the focus window, and a fullscreen wine game minimizes itself when it loses input. gamescope only takes a window out of iconic when the focus window changes, and wine will not activate a window it believes iconic, so after Resume the game stayed minimized: a black screen with its small caption in the top-left corner (Titanfall 2, GE-Proton 11). The iconify request is remembered and the window goes back to NormalState before input returns to it, then focus is handed over again.GAMESCOPE_RESTORE_FOCUS_WINDOWon the root window asks for the same restore from outside (the session script's resume watcher).0114-take-override-redirect-from-mapnotify.patch- upstream (ValveSoftware/gamescope 3829340), verbatim; drop it once the runtime's gamescope includes it. Wine creates a game's window override-redirect and makes it managed before mapping it, which sends no X event. When gamescope read the window's attributes first, it kept the window as override-redirect and left it out ofGAMESCOPE_FOCUSABLE_WINDOWS, so the client kept its loading screen over the running game (Skyrim SE, A Plague Tale: Innocence, on the games' own Xwayland). MapNotify now refreshes the flag.0115-limiter-paces-per-window.patch- this app: on a fixed-refresh output the frame limiter (Steam's Frame Limit) let a capped window's frames out only on every Nth refresh of a global grid, so a frame finished just after its slot waited a whole extra slot. At 30 on 60 Hz one picture was held for three or four refreshes - "small stops and ladders" with frame generation - where a game's own limiter slips such a frame by one refresh. The fixed-refresh branch now paces each window by time, as the VRR branch already did: its next frame goes out on the first refresh a capped interval after its last one, with half a refresh of tolerance so an on-time window keeps every Nth refresh.0116-hold-overlay-repaint-for-next-frame.patch- this app: on a fixed-refresh output every mangoapp commit asked for a repaint of its own, and mangoapp draws once per game frame just after that frame was shown, so a 60 fps game on a 120 Hz panel was composited twice per frame - 75 frames a second reached the screen, one in two 8 ms after the last with no new picture (Valheim, Stardew Valley, Among Us). The VRR path already leaves such repaints to the next game frame; on a fixed refresh output they now wait for it too, for at mostexternal_overlay_hold_cyclesrefreshes (4, so 30 fps at 120 Hz still merges), and are painted on their own after that.
The non-Adreno test branch's own patches are numbered 0920-0935 (0120-0135 until main took 0121-0125), so they apply after DroidDeck's. Applied in either order the tree is the same.
The system PowerVR driver uses the existing SDL/Wayland swapchain backend. Its additional patches are:
0920-nested-swapchain-capability-fallback.patch: negotiate the surface's usages, mutable-format support, image count, alpha and extent; use offscreen composition and GPU copies when required.0921-powervr-single-pixel-rcas.patch: use the existing single-pixel RCAS shader on PowerVR, where the quad variant fails compilation.0922-powervr-linear-dmabuf-import.patch: retain the explicit linear layout when PowerVR rejects the mutable-format query, and intersect imported-image and FD memory-type masks.0923-powervr-rgba-copy-surface.patch: require an advertised RGBA SDR copy surface matching the shader'srgba8storage view. The tested workaround leaves other vendors, HDR and direct composition unchanged; it does not restrict game-facing BGRA formats.0924-sdl-preserve-explicit-refresh.patchand0925-sdl-wait-before-present.patch: preserve configured refresh across SDL events and finish composition before presenting without a render-finished semaphore. The build runs the focused capability, format and refresh tests.
Sixteen more of Armada's patches are DRM/lease/HDR-on-KMS work for a native display, which this app's Wayland-hosted gamescope never reaches, or need a newer gamescope than the runtime has.
0926-explicit-sync-switch.patch:GAMESCOPE_DISABLE_EXPLICIT_SYNC=1makes the nested (Wayland and SDL) backends report no explicit sync, so gamescope does not offer wp_linux_drm_syncobj_manager_v1 and clients use implicit sync. The app sets it on a GPU that is not an Adreno when the kernel is older than 6.6 (no DRM_IOCTL_SYNCOBJ_EVENTFD: an Exynos 2400e on 6.1 logged hundreds of "timeline: DRM_IOCTL_SYNCOBJ_EVENTFD failed" and a game hung at a black screen) or when the render node is Mali's stand-in (/dev/mali0 has no DRM syncobjs).0927-shm-buffers-upload-every-commit.patch(David Cimo, for Mali through Venus; his0114): with no DRM node, Xwayland has no glamor and commits a few wl_shm buffers over and over with new pixels. gamescope memoizes one texture perwlr_buffer, and a shm buffer's texture is a copy taken at import, so the screen cycled through the first few frames forever while Steam ran on behind them. Only dma-buf textures are memoized now; a shm buffer is uploaded on every commit. Adreno never takes this path, since its Xwayland hands over dma-bufs. Also what XWAYLAND_NO_GLAMOR sessions need.0929-log-failing-compute-pipeline.patch: whenvkCreateComputePipelinesfails, one extra line per shader type names the pipeline (shader type, layer count, ycbcr/colorspace masks, fp16) and the SPIR-V capabilities its shader declares. A Mali-G615 through Venus refused all 119 composite pipelines with VK_ERROR_INITIALIZATION_FAILED and nothing said which feature it objected to.0930-composite-without-immutable-ycbcr-samplers.patch: one composite pipeline is compiled at start-up; when the driver refuses it, the descriptor layout is rebuilt without binding 4's immutable YCbCr samplers (that binding then takes the slot's ordinary sampler) and the probe tried again, with both outcomes in the log.GAMESCOPE_NO_YCBCR_SAMPLERS=1forces it. A Mali-G615 through Venus refused every composite shader (blit, blur, RCAS: SPIR-V capabilities Shader, Sampled1D, ImageQuery, no Float16) while EASU, NIS and the NV12 converter, which share the layout but never touch binding 4, compiled.0931-memory-type-fallback-keep-probe.patch:findMemoryTypeasked for DEVICE_LOCAL|HOST_VISIBLE memory falls back to host-visible memory without DEVICE_LOCAL, and a failure logs the requested properties, the type bits and every memory type. The Mali bridge models a unified-memory GPU like a discrete one (host-visible types without DEVICE_LOCAL), so the upload buffer found nothing and the backend failed. Also: 0930's probe pipeline is kept instead of destroyed, and skipped whenGAMESCOPE_NO_YCBCR_SAMPLERS=1(destroying a pipeline the Venus host had refused killed the render server).0932-name-hung-up-waitable.patch: "IWaitable hung up. Aborting." now names the waitable's class, its fd and what the fd is (/proc/self/fd), and the Wayland backend's input thread says why the compositor connection ended (protocol error or errno) first. An S24 FE aborted there after 60/120 Hz flips and after a resume with nothing else in the log.0933-flippable-image-unexportable-modifiers.patch: a flippable (dma-buf exported) image whose modifiers the driver supports but does not report EXPORTABLE uses them anyway, and an image with no usable modifier fails with a log line instead of asserting inCVulkanTexture::BInit. The Mali bridge forwards the phone driver's answer, which leaves EXPORTABLE out, though it exports dma-bufs.0934-flippable-image-no-backend-modifiers.patch: when the nested backend offers no modifier at all for a flippable image's format,CVulkanTexture::BInittries linear and logs it instead of asserting!modifiers.empty(). NieR Replicant ended the session there on a Pixel 9a under Venus.0935-flippable-image-linear-when-driver-rejects-all.patch: when the driver answers every offered modifier withVK_ERROR_FORMAT_NOT_SUPPORTEDand linear was among them, the flippable image tries linear anyway; if it cannot be made,BInitfails as before. An r32p1 Mali-G610 (Vulkan 1.1) behind the Mali bridge rejected both of the backend's modifiers for AR24, so the session ended at start (0933's "no usable modifier"); the bridge makes such images without the handle type and exports them through a dma-heap.
The shared DroidDeck patch also includes 0116-release-cursor-shm-buffers.patch: pointer cursor
surfaces have no X11/xdg window association, so routing their commits through g_PendingCommits
retained every old SHM buffer until the surface was destroyed. It ignores cursor-role commits before
taking the buffer lock; X11 cursor images still follow the existing MouseCursor path. Window commits
awaiting association are unchanged.
The live regression probe is tools/tests/test_gamescope_cursor_shm.py. Run it
inside an active Gamescope session with access to that process's /proc fd
directory. It submits 20 distinct SHM cursor buffers and requires at most the
current buffer to remain open, then none after surface destruction. The
--unassigned-control variant omits the cursor role and verifies that all 20
commits awaiting a window association remain queued until surface destruction.
Device validation (2026-10-20): the stock component retained 20/20 cursor buffers; the patched component retained 1/20, then 0 after destruction. The unassigned control retained 20/20 and then 0. In Backpack Battles, two batches of ten touch drags leaked 188 and 197 SHM descriptors before the fix; the same batches added zero after the fix (112 total descriptors before and after each batch).
0117 WSI: cache the present-time Xwayland bypass check
QueuePresentKHR in the WSI layer calls canBypassXWayland for every swapchain on
every present. Each call makes several synchronous X requests (window geometry,
_WINE_ALLOW_FLIP, parent window, a child-window scan, the toplevel window). At
high frame rates that is thousands of round trips a second: on an AYANEO Pocket FIT
running AIO Graphics Test uncapped, Xwayland used 24-32% of a core and the game's
present thread sat about half idle.
The patch can keep the result for DROIDDECK_WSI_BYPASS_CHECK_MS milliseconds. Unset
or 0 keeps the per-present check; the app sets 100. With 100, a window resize or a flip/obscure change is seen up to 100 ms
later than before; surface creation and capability queries still check every time.
0118 Wayland: preserve signed plane positions
Fill scaling and Steam magnification can place the image at negative x/y coordinates. The Wayland backend converted these signed positions through an unsigned size helper: at host scale 120, -120 became 35791275 and the image moved off-screen while overlays could remain visible. A separate signed conversion uses a 64-bit intermediate and retains the existing ceiling convention; viewport sizes keep their original helper.
The component build runs wayland_scaling for negative crop offsets, positive/zero
positions, fractional host scales and wide intermediates. This patch may be worth
upstreaming: the same unsigned position calls were present in ValveSoftware/gamescope
3.16.29 and master d175688ad4ec490dc7b0695c5c62f8807684a1f1 when checked on
2026-10-26. Carry it here until an upstream release containing the fix is adopted.
Device validation on AYN Thor (1280x720 session, 1920x1080 Android output): 800x600 and 1600x600 source windows retained their image through Auto, Fit, Stretch, Fill, Integer and 2x Steam magnification, including returning to Fit. The old component lost the image in Fill and magnification. The tested executable matches the pinned p14 archive and the locally assembled APK. Hardware checks used native Gamescope properties; the physical Back+LB shortcut was not independently confirmed. The original APK and runtime were restored after validation.
0119 WSI: default image count while the frame limiter runs
The app sets GAMESCOPE_WSI_MIN_IMAGE_COUNT=8 so an uncapped game keeps drawing while
gamescope turns its buffers around. With Steam's Frame Limit on, gamescope forces FIFO,
and the layer always hands the driver MAILBOX, so a game with eight images could queue
up to seven frames inside gamescope before it blocked: each one adds a frame of input
latency at the limited rate.
While the limiter forces FIFO, the layer now reports and enforces its default minimum
of 3 images instead of the raised count; with the limiter off it uses the raised count
as before. DXVK and VKD3D-Proton already recreate their swapchain when the limiter
changes (the layer returns VK_ERROR_OUT_OF_DATE_KHR), so their image count follows
the Quick Access menu. Other apps keep their swapchain on a limiter change; they now
get VK_SUBOPTIMAL_KHR while their image count no longer matches, unless the layer
marks them as not taking it (NoSuboptimal).
0120 Wayland: nested refresh follows the host
-r fixes the refresh gamescope paces at, and the frame limiter and Steam's Frame Limit
slider use the same value. The app passes the panel refresh at session start, so a
panel switched to another mode during the session (for example in the device's own
quick settings) left gamescope pacing at the old rate until the next session; only the
reported output refresh changed.
With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1, a refresh the host compositor reports
through presentation feedback replaces the -r value, so pacing and the limiter switch
with the panel. -r still sets the starting rate, which avoids gamescope assuming
60 Hz until the first frame is shown. When the refresh changes, gamescope also sends
its gamescope_control display information to Steam again; Steam otherwise reads it
only when it binds.
A host mode switch can report a passing rate for a few frames (72 Hz between 144 and 120 Hz on the AYANEO Pocket FIT), so with following on a new rate is taken once it has been reported for 300 ms. Without the variable the reported rate is taken at once, as upstream does.
The rate comes from the feedback of a frame gamescope presents, so with nothing moving
on screen no feedback arrived and the old rate stayed. With following on, gamescope
presents once when the host's wl_output mode changes (DroidDeck's compositor sends
the new mode) and keeps presenting while a new rate is pending (since p16).
0121 Xwayland: skip the X tree walk for a repeated window override
The WSI layer sends override_window_content on every present of an X11 swapchain.
gamescope first walked from that window to its top-level window with XQueryTree, one
blocking X round trip per level under the wlserver lock, and only then noticed that the
same swapchain already overrides that window. At thousands of frames per second that is
thousands of round trips to Xwayland every second.
The override now remembers the window it was asked for. When the same swapchain and surface ask for the same window again within 100 ms, the request returns at once; after 100 ms the walk runs again, so a window that moved to another top level is still found.
0122 Wayland: wake steamcompmgr after reading host events
Backport of upstream commit 2962992 by Matthew Schwartz (ValveSoftware/gamescope). The nested Wayland backend's input thread reads the host display, but steamcompmgr does not watch that file descriptor, so buffer releases and presentation feedback queued by that read could wait up to one refresh for steamcompmgr's next poll. The input thread now wakes steamcompmgr after each read.
0123 commit: fence lifetime fixes from upstream
Backport of upstream commits 0efe47c and 666c52b by Matthew Schwartz (ValveSoftware/gamescope). Pending commits share ownership of their completion list with the Xwayland context, so a late fence signal can no longer append to a list freed with the context; and a commit being destroyed no longer hands the image waiter a new reference to itself. Both touch the code 0124 changes.
0124 commit: mark a finished frame done at import
Every game frame took two passes of steamcompmgr's loop: the import duplicated the buffer's
fence and handed the commit to the image waiter (epoll add), then the waiter thread saw the fence
signalled, removed and closed it and woke steamcompmgr again to handle the finished commit.
update_wayland_res now polls the fence without waiting first. A frame that is already finished
is marked done at once - no duplicate fence, no epoll add or delete, no waiter wake - and the main
loop handles it in the same pass, after the import (FIFO commits still wait for a vblank). The
commit_ready_check convar (default on, gamescopectl commit_ready_check 0) turns it off; the
xwm log counts fences ready at import and waited for, every 10 s.
0125 steamcompmgr: share mangoapp's frame times with DroidDeck's HUD
DroidDeck's in-app HUD shows the same frame rate and frame times as Steam's performance overlay.
DroidDeck's mangoapp (Valve's 20260902.1 build) reads the field at byte 16 of gamescope's messages as
its frame time; gamescope 3.16.29 puts app_frametime_ns there, the time between signalled commits of
the connector's windows (mangoapp_nudge_app_frame). With DROIDDECK_HUD_FRAMES set (droiddeck-session
sets /run/droiddeck-hud/frames), gamescope maps that file and writes the same commits of connector 0,
whether or not a mangoapp runs, plus the focused pid, output size, refresh, Steam focus and engine name.
The layout is in the comment above droiddeck_hud_frames_map; the app reads it in hudframes.c.
0126 steamcompmgr: a topmost focus window keeps other processes' windows beneath it
EA games on Steam start through the EA app. Its Steam launcher (EASteamLauncher.exe) shows the
game's splash as a layered tool window, and the EA app (EADesktop.exe, another process) opens its
sign-in window WS_EX_TOPMOST. gamescope took the splash as the sign-in's override window, so it was
painted over most of the sign-in and became gamescope's keyboard focus window (Burnout Paradise
Remastered, gamescopectl focus_info). On Windows a topmost window stays above every window that is neither topmost nor
owned by it, so a window from another process that is neither is no longer an override candidate for
a topmost focus window. Both windows' pids must be known; gamescope keeps -1 when XRes cannot name the
client, which says nothing about the process. Same-process popups, topmost popups (WebView2 and CEF menus) and windows
transient for the focus window are unchanged. gamescope read _WINE_HWND_EXSTYLE only from a
PropertyNotify, and it listens for those from map on, so the style Wine sets before mapping a window
was never known; map_win now reads it with the other properties, which the layered-launcher and
Xalia rules rely on too. tools/tests/test_gamescope_override_stacking.py compiles the rule from
this patch.
0127 steamcompmgr: a three way relative mouse switch
relative_mouse is read where the decision is made: 0 leaves it to the rule below, 1 forces relative
motion for the focused game except Steam's own windows and composites the cursor, 2 never goes relative.
For games that confine a visible cursor and warp it, which the automatic rule cannot see.
0128 steamcompmgr: a hidden cursor under any pointer constraint is relative
The rule only counted a lock with a cursor position hint. A game that hides the cursor and confines the pointer through a grab (Wine's ClipCursor) has a constraint with no hint, so the nested pointer stayed absolute, the constraint held the X pointer still and no raw motion was produced: the camera froze.
0129 steamcompmgr, wayland: release a pointer lock at the game's pointer
A game can move the X pointer while it holds the lock (Wine's ClipCursor recentres it), and the nested host
never hears about it. On unlock the host's next absolute motion dropped the pointer back at its old position,
often near a corner. The unlock now sends the X pointer as a cursor position hint and commits it first. A cursor
forced On by relative_mouse also stays visible while idle, since the host cursor is hidden during the lock.
0130 steamcompmgr: fit the X screen to a larger fullscreen window
A game can open a fullscreen window larger than its X screen (Valheim at 1366x768 on 1280x720). The X server keeps the pointer inside the screen, so the outer part of the window could not be reached and motion past the edge had to be undone. The server's mode now follows such a window, and returns once the focused window fits, focus moves to Steam or no window has focus.
0131 steamcompmgr, wlserver: follow a game's pointer warps
Under a nested host the seat's absolute position came from the host, so a game that warped a visible X pointer to the screen centre read the distance back to the host's position on the next motion, and the view spun. When the X pointer stays far from the seat position while input moves, gamescope takes the host's lock and applies each frame's motion to the X pointer itself until the game stops warping. Absolute motion also sends relative motion, as a real compositor does, so XInput2 raw motion reaches games that read only that. A touch moves the pointer without relative motion, so tapping the screen does not turn the camera.
0132 sdl, steamcompmgr: follow a game's window mode
With --follow-game-window-mode, the outer window of a nested SDL gamescope follows the focused game window. A window
asking for _NET_WM_STATE_FULLSCREEN, or a Steam game covering the X screen without minimise or maximise functions or
decorations in _MOTIF_WM_HINTS, makes the outer window fullscreen on the desktop. Anything else makes it a normal window of the
game window's size, or a maximised one when that size does not fit the desktop with its title bar and panel. A change is applied only when the wanted mode changes, so a manual resize or Super+F stays.