The412Banner 849596facb CI: fold the platform-library list before matching it
The list spans three lines inside one string, and the case pattern looked for
the name between two spaces - so the last name on each line, followed by a
newline, could never match. libaaudio.so is one of those, and the DirectAudio
relay helper is the first library we ship that needs it.
2026-09-21 09:18:20 -04:00

SteamDeck

Valve's native aarch64 Linux Steam client, running on an Android phone or handheld: a glibc rootfs under proot, gamescope as a Wayland client of an in-app Vulkan compositor, Xwayland and Zink for the client's CEF, and the device's Turnip driver underneath. There is no Wine here, and no x86 translation for the client itself — it is ARM code running as ARM code. Windows games it launches go through Valve's own ARM64 Proton build, which is where FEX comes in.

One screen, one button: install the runtime, press Play, Big Picture comes up. Or start the desktop instead — LXQt, a browser and a shelf of emulators, in the same session.

Requirements

  • An arm64 Android device with an Adreno GPU that Turnip supports — in practice Adreno 730 or newer (Snapdragon 8 Gen 1 onward) and the 8xx series. Mali, Xclipse and PowerVR are not supported here, and neither is the low-end Adreno 710 (Snapdragon 6 Gen 1): Mesa has no entry for it at all, so the session log ends at device (chip_id = 7010000, gpu_id = 710) is unsupported before anything is drawn.
  • Android 9 or newer, and roughly 3 GB free for the runtime before any games. The desktop and its emulator packages are another ~1.1 GB if you install them.
  • No root required. Root only helps if you want to copy an existing Bannerlator runtime across instead of downloading one.

Installing

  1. Install the APK from the release page.
  2. Launch it and press Install Linux runtime — about 790 MB, once.
  3. Press Play. On the very first run the app fetches Valve's client (a minute or two with nothing on screen), then Big Picture comes up and you sign in.

For a desktop, open Desktop & apps, install the Desktop package, then press Desktop on the main screen.

What works today

This is version 0.1, and most of it has been exercised on one or two devices only. An honest ledger rather than a feature list:

State
Steam sign-in, store, install, launch ✅ proven — FlatOut at 144 Hz through ARM64 Proton
Frame generation (LSFG 2×) ✅ proven — 30 → 61, 60 → 118, 61 → 123 fps
Performance HUD ✅ proven
Desktop, panel, file manager ✅ proven at the panel's native resolution
Firefox and the network (IPv4 + IPv6) ✅ proven — live pages at 93 fps
Controller as an Xbox 360 pad ✅ proven
Foldable, opened and closed mid-session ✅ proven
Background / foreground, wake locks ✅ proven
The emulators ⚠️ they build, publish and install — none has been run with a game
Starting Steam offline ⚠️ built, not yet tested
The soft keyboard ⚠️ built, not yet tested
GE-Proton / proton-cachyos ⚠️ built, not yet tested in this app

Known limits

  • The desktop composites in software. wlroots allocates through gbm on a real DRM render node, and the Adreno stand-in is not one, so labwc falls back to pixman. Programs on the desktop still reach the GPU themselves through Vulkan and Turnip — it is the desktop's own compositing that runs on the CPU.
  • Firefox's child-process sandboxes are off. Seccomp and namespace sandboxes cannot be set up under proot, and its tabs crash otherwise. This is a genuine reduction in isolation: treat browsing here as less protected than on an ordinary desktop.
  • The display shape changes at the next session, not immediately — gamescope fixes its display size when it starts.
  • No Switch emulator. Eden's repository was taken down in February; there is nothing to mirror or to build from.
  • PS3 (RPCS3) and Wii U (Cemu) are demanding even on desktop hardware — expect light titles only.

How it fits together

 Android app (this repo)
 ├── libbannerwayland.so      Wayland compositor, presents into the activity's Surface (Vulkan/Turnip)
 ├── PulseAudio 13 + AAudio   the guest's audio server, on a socket bound into the session
 ├── fake-evdev rings         a physical pad, republished as /dev/input/eventN for the client
 └── proot ── linuxfs (~790 MB, downloaded once)
              ├── gamescope ── Xwayland ── Zink
              └── Steam (steamrtarm64, fetched from Valve on first run) ── Proton ARM64 ── FEX

The runtime image is the one published for Bannerlator (linuxfs.json in The412Banner/winlator-contents); this app installs and updates it from that catalog. No Valve software is redistributed — the client is fetched from Valve's own manifest on the device at first use.

Building

Nothing is built locally. Push, and the Build APK workflow produces steamdeck-apk, a debug-signed arm64 apk. It cross-compiles the two glibc preloads the session needs (libfakeinput.so, libblsession.so) from the sources in this repo before the app build, so those can never drift from what ships.

If Bannerlator is already installed

The runtime image is the same one Bannerlator installs, so on a device that already has it the 790 MB download can be skipped entirely — copy it across with root, once, before the first launch:

su -c 'cp -a /data/data/com.tencent.ig/files/linuxfs /data/data/com.steamdeck.launcher/files/ \
  && chown -R $(stat -c %u /data/data/com.steamdeck.launcher/files) \
              /data/data/com.steamdeck.launcher/files/linuxfs \
  && chcon -R u:object_r:app_data_file:s0 /data/data/com.steamdeck.launcher/files/linuxfs'

The two runtimes are independent after that: each app has its own Steam install, its own login and its own games.

Controls

A physical controller is republished into the session as a synthetic Xbox 360 pad, which is the identity SDL and Steam have a mapping for. With nothing attached, an on-screen pad appears — d-pad, A/B/X/Y, shoulders, select/start and the Steam button — writing into the same rings, so the client sees one pad either way. Connect a controller and the on-screen one disappears; unplug it and it comes back. Anywhere the controls are not is a touchpad: touch moves the pointer and a tap clicks, which is how the client's own on-screen keyboard is used to sign in.

Desktop

Besides the Steam client the app can start a desktop: LXQt on labwc, in the same session and the same compositor, with Xwayland for the X11 programs. It is a second choice on the main screen, not a replacement — the Steam button still hands the session to gamescope.

What it is made of is downloaded on request from a catalog hosted beside the runtime, so the app stays small and nothing ships that a given device will not use:

Package What it brings
Desktop (406 MB) labwc, LXQt's panel, file manager, terminal, text and image viewers, Firefox, mpv
Emulators (694 MB) PPSSPP and RetroArch with 28 cores — PS1, PS2, N64, SNES, NES, Game Boy, GBA, DS, Genesis, Dreamcast, Saturn, PC Engine, arcade — plus ScummVM, DOSBox, Mednafen, Snes9x
RPCS3 · DuckStation · melonDS PS3, PS1 and DS, mirrored from the projects' own ARM64 builds
PCSX2 · Dolphin · Cemu PS2, GameCube/Wii and Wii U. No ARM64 Linux build exists upstream for any of the three, so they are compiled from source against the same glibc the runtime uses

The desktop composites in software: wlroots allocates through gbm on a real DRM render node, and the Adreno stand-in is not one, so labwc runs on pixman. The programs on it still reach the GPU themselves through Vulkan and Turnip — it is the desktop's own compositing that is on the CPU. Download/steamdeck-wlr-renderer (pixman, gles2 or vulkan) overrides the choice.

Programs whose child processes sandbox themselves with seccomp and namespaces cannot set those up under proot; Firefox's are turned off in the session's environment, without which its tabs crash.

Pointer

The app draws the arrow. On the desktop, touch is a touchpad (Bannerlator's desktop-container feel): drag anywhere and the pointer moves from where it is; tap to click; a second finger tapping while one holds, or a two-finger tap, right-clicks; two fingers scroll; hold still then drag, or double-tap-and-hold, drags. In Steam, touch is direct: the pointer jumps under the finger. The drawer's Touch switch pins either. A USB or Bluetooth mouse works as itself.

Networking

The desktop's programs use the phone's network directly — proot makes no network namespace, so IPv4 and IPv6 both pass through — and the app writes the runtime's /etc/resolv.conf from the active network's own DNS servers whenever the link changes (IPv4 first, never a link-local IPv6 one, public servers as fallback), which is what Firefox and everything else in the desktop resolve with.

Keyboard

Keyboard in the drawer opens the soft keyboard over the session. Steam's UI and the games under it are X11 clients of gamescope and know nothing of Wayland text input, so what the keyboard produces is turned into the key presses that would have typed it — Shift included, so capitals and the symbol row (@, !, _ …) arrive as themselves — and fed to the compositor as key events. A hardware keyboard works as it is.

Starting Steam offline

The client runs without a connection — installed games launch, Proton and the frame generation are local — provided it has credentials from a sign-in that succeeded earlier. Start offline on the main screen is where that is decided, and not in the drawer, because the client reads the two keys that control it once, while it starts: changed during a session it would write the file and change nothing until the next launch. Without an earlier sign-in the button says so and does nothing. The client rewrites those keys when it exits, so the app writes them again at every session start. Games with always-online DRM will not start offline, and nothing can be installed or updated.

Audio

The Steam client always plays through PulseAudio — it is a native Linux program with no other way to make a sound, and its menus, music and voice chat all go through it. Audio on the main screen adds two things on top, each applying at the next session start:

  • DirectAudio for games — replaces Wine's audio driver inside the games the client launches with Bannerlator's DirectAudio, which talks straight to Android over a socket instead of through PulseAudio: lower latency, and no resampling in between. The client is untouched. It only pairs with a Wine 11 Proton (Valve's ARM64 builds, GE-Proton, proton-cachyos); on anything else the wrapper leaves it off and says so in the log, because a mismatch would be silence rather than an error. A game's first launch after turning it on still uses Proton's own audio — the driver is named in the game's prefix, which does not exist until that first launch — and the second uses DirectAudio.
  • Microphone — the relay helper opens Android's input stream under the app's own uid (which is what the recording permission is checked against) and PulseAudio exposes it to the client as a source named DirectAudioMic, so Steam voice chat works. Asks for the recording permission when turned on; off, nothing in the session can record and Android's indicator stays off.

The helper is a small Android program the app runs beside the session; the driver is a glibc build staged into the runtime at every launch like the session scripts, so a fix reaches an installed runtime without re-hosting it. Proven in Bannerlator's Linux session with voice in Steam's own tester; ⚠️ not yet exercised in this app.

Compatibility tools

Compatibility tools (main screen and drawer) installs GE-Proton or proton-cachyos — native ARM64 builds — beside the ARM64 Proton Valve ships. The runtime's own registrar downloads and installs a requested build when the next session starts (several hundred MB), patches it past pressure-vessel like Valve's, and it then appears in Steam under Properties → Compatibility for any game. The dialog queues or cancels a request and removes an installed build.

Graphics drivers

Two drivers, two lists, because a zip for one cannot serve the other — the same split Bannerlator's Contents screen makes:

  • Linux runtime driver — the glibc Turnip everything inside the runtime renders on: the Steam client's UI, every game it launches, and in desktop mode every program on the desktop. Import a "-Linux" Turnip zip from Banners-Turnip; a plain Android or "-Wayland" Turnip is refused with the reason, since a Linux process cannot load a bionic library. The choice is per mode, so Steam and the desktop can run different builds, and it takes effect at the next session start. Nothing in the runtime is modified: the session is handed the imported driver's ICD manifest and points the Vulkan loader at it, and the runtime's own Turnip is what a removed or unreadable import falls back to. This is how a driver fix reaches an installed runtime without a ~790 MB re-download.
  • Display driver (Android) — the bionic Turnip the app's compositor puts the frame on the panel with, the last step of every session. Auto picks one of the two bundled builds by GPU; an imported AdrenoTools zip can be chosen instead. The compositor loads its driver once per app process, so this one applies after the app is fully closed and started again.

Frame generation

Extra frames are generated between the real ones on the way to the screen — inside the app's compositor, on gamescope's final output — so it works for any game with nothing changed in the runtime. Win-FG is built in. LSFG uses the shader chain from your own copy of Lossless Scaling: install it from the Steam client in this app and the app reads its Lossless.dll from the runtime's Steam library (parsed as data, never executed; nothing of it is redistributed). Pick an engine and 2×/3×/4× on the main screen; it applies immediately, mid-game included.

Background and foreground

A session belongs to a foreground service, not to the activity, so leaving Big Picture does not end it: the process stays at perceptible priority, a partial wake lock keeps the CPU from dropping the guest's threads, and a high-performance WiFi lock keeps a backgrounded download from being throttled to nothing. Back opens the drawer: the performance HUD switch, frame generation, on-screen controls (auto / always / never), the display shape (the panel's own, or a fixed 16:9 — the default on a foldable, so opening or closing it mid-session only changes the bars, never the picture; takes effect on the next session), Send to background and Stop session. Backgrounded, Steam keeps running and the (silent) notification brings it back. A session ends only when you say so — the drawer or the notification's Stop session — or when the app is swiped out of recents.

Device switches

Files in /sdcard/Download, for a device that cannot be reached with a debugger:

File Effect
steamdeck-no-pad Turns the controller feature off entirely (a true baseline)
steamdeck-pad-log Traces every interposer call into the session log
steamdeck-driver a7xx, a8xx or system — overrides the Turnip build the compositor loads
steamdeck-no-hud Hides the top-right performance line (fps, and base → generated while frame generation runs)
steamdeck-osc always or never — pins the on-screen controls instead of following what is attached
steamdeck-tu-debug Turnip's TU_DEBUG for the runtime's driver, verbatim (sysmem, sysmem,deck_emu). Without it, an imported A710/A720/A722 driver gets sysmem on its own

Session logs land in /sdcard/Download/SteamDeck/, one file per session, and are the first thing to look at when something does not start. Creating ~/.steamdeck-desktop-debug inside the runtime additionally makes the desktop log labwc at debug level, each program's window-protocol traffic, and a name lookup plus an IPv4 and IPv6 fetch from inside the session — which is how to tell a broken network apart from a program that only believes it has one.

Authors

  • The412Banner — the app, the Wayland compositor, the runtime plumbing and the Steam session.
  • maxjivi05 (Max) — the gamescope runtime this is built on: the proot session, the session shim, the fake-evdev interposer and the controller work, from WinNative.

Lineage and licence

GPL-3.0. The gamescope runtime, the session shim and the fake-evdev interposer come from maxjivi05's WinNative work and from Bannerlator, both GPL-3.0; the Wayland compositor, the frame generation engines and the runtime plumbing are Bannerlator's. Underneath all of it is Winlator (brunodev85, GPL-3.0): the PulseAudio-on-AAudio audio stack, the gamepad state model and the shape of a session's host-side components are his, and WinNative and Bannerlator are both Winlator lineage. Valve, Steam and Proton are Valve Corporation's; this project is not affiliated with Valve.

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