mirror of
https://github.com/daniel-lynch/ovrplugin-openxr-shim.git
synced 2026-10-06 01:00:05 +02:00
Repo hygiene round following a full review. No shim behaviour changes. Leak risk: - .gitignore: ignore CLAUDE.md (personal assistant-lane config, was one `git add -A` away from a public commit) and scratch_obj/. Docs vs. reality: - shim/README.md: rewritten. It described a pre-implementation skeleton with "core fns are TODO stubs returning -1005", three mutually inconsistent stub counts, and four completed milestones listed as open. Now carries the verified breakdown: 438/438 exports = 371 generated stubs + 46 core + 7 layers + 2 Vulkan queries + 12 passthru trampolines. - TESTING.md: dropped the self-contradicting "NOT yet" block (5 of 6 items were done or misstated, and contradicted the same file 45 lines above). Path B now points at tools/desktop-harness, which exists, instead of the orphaned shim/tests/harness.c. Path A prereqs marked as the record they are. - HOST.md: corrected the runtime assumption. The OpenXR runtime inside Lepton is SteamVR (vendor/etc/openxr/1/active_runtime.json -> vrclient.so), not Monado. Favourable: SteamVR emulates Oculus Touch by default and advertises the XR_FB_foveation family, so the existing input and foveation paths should carry over. The old "remaining unknowns" are resolved by Lepton's published source and replaced with the items to check before a first Frame boot. - README.md: same runtime correction. - docs/research/RECON.md: the four passages prescribing an entitlement NOP/stub/bypass are corrected in place rather than merely disclaimed by the top banner, which they contradicted. Build correctness: - shim/build_android.sh: missing patchelf is now fatal. It warned and exited 0, producing a .so that cannot resolve the OpenXR loader at runtime. - scripts/fetch_deps.sh + packaging/build_openxr_loader.sh: pin the OpenXR and Vulkan header versions (were tracking `main`), overridable via OPENXR_TAG / VULKAN_HEADERS_TAG; require cmake for the loader build. - packaging/steamframe_patches.sh: use the apktool.jar that fetch_deps.sh downloads. Its prereq check demanded an `apktool` binary on PATH that the documented setup never provides, so it could not run after a clean setup. - shim/gen_stubs.sh: it reads all_exports.txt, not shim_surface.txt; comment and emitted banner corrected. stubs.c regenerated (banner line only). - shim/src/core.c: split seven `if (out) ...; return ...;` one-liners. Host build now compiles with zero warnings, down from seven. Verified: host build 0 warnings; gen_stubs.sh output identical on regeneration; bash -n clean on all edited scripts; pinned header/tarball URLs return 200 and the tag tarball extracts to the expected directory name. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
90 lines
5.4 KiB
Markdown
90 lines
5.4 KiB
Markdown
# Target host platform — Steam Frame
|
|
|
|
Researched 2026-06-23; **corrected 2026-09-18 against the shipped hardware and Lepton's
|
|
published source.** Answers "can the dumped APK run on Steam Frame, and do we need Android
|
|
given SteamOS is Linux?"
|
|
|
|
> **Correction (2026-09-18):** the 2026-06 research assumed the OpenXR runtime inside Lepton
|
|
> would be **Monado**. It is **SteamVR**. Lepton ships
|
|
> `vendor/etc/openxr/1/active_runtime.json` naming runtime `steamvr`
|
|
> (`VALVE_runtime_is_steamvr: true`) and pointing at a host-mounted
|
|
> `/data/steamvr/runtime/bin/androidarm64/vrclient.so`. Sections below are updated; treat any
|
|
> remaining "Monado" reference in older docs as superseded.
|
|
|
|
## Do we need the Android side? YES.
|
|
The game is an **Android binary**, not a Linux one — ARM64==ARM64 does NOT bridge:
|
|
- `libUE4.so` links **bionic** libc (ABI-incompatible with SteamOS glibc).
|
|
- Depends on Android system libs: liblog, libandroid (ANativeActivity,
|
|
AAssetManager, input), libOpenSLES; boots via a Java/JNI NativeActivity.
|
|
- Reads OBB assets via Android AssetManager/storage paths.
|
|
=> Cannot run the .so bare on SteamOS. Must run inside an Android runtime.
|
|
Only Android-free path = full native source recompile (no source -> not viable).
|
|
|
|
## The host pieces all exist (and are open)
|
|
- **Lepton** = Valve's official Android-on-Linux layer; a **Waydroid/AOSP fork
|
|
built specifically to run Quest APKs on Steam Frame**, with sideloading. APKs
|
|
run **native ARM64, no emulation** (the "Waydroid needs x86" caveat is about
|
|
Waydroid on x86 PCs; Frame is ARM so it doesn't apply). Walkabout Mini Golf
|
|
(Quest title) already cited running on it.
|
|
- **SteamVR** is the OpenXR runtime apps see inside Lepton, bind-mounted in from the host
|
|
(not Monado — see the correction above). It advertises the `XR_FB_foveation` family,
|
|
`XR_FB_swapchain_update_state`, `XR_META_foveation_eye_tracked` and
|
|
`XR_EXT_eye_gaze_interaction`, and it presents Frame controllers as **emulating Oculus
|
|
Touch** by default (falling back Frame profile -> generic -> Touch). Both facts are
|
|
favourable: our Touch bindings and our FB-foveation path should work unchanged.
|
|
- Lepton also mounts the host's graphics stack into the container (mesa/turnip/zink, gralloc
|
|
`minigbm_msm`) plus host Vulkan layers including a foveated-rendering injector and a
|
|
renderpass optimizer.
|
|
|
|
## Architecture
|
|
```
|
|
Steam Frame (SteamOS / Arch Linux, ARM64)
|
|
└─ Lepton (AOSP/Waydroid container, native ARM64)
|
|
└─ RE4 VR APK (unmodified bionic Android binary)
|
|
├─ libUE4.so → [SHIM libOVRPlugin] → OpenXR → SteamVR (vrclient.so) → Frame compositor
|
|
└─ ovr_* Platform SDK → out of scope (no entitlement code ships in this repo —
|
|
a valid entitlement is the user's responsibility; see README "Legal / scope")
|
|
```
|
|
|
|
## Why the shim IS the project
|
|
Meta ended VrApi support 2022-08-31; OpenXR is the only supported Quest API and
|
|
Valve's whole stack is OpenXR (SteamVR on Frame). So:
|
|
- OpenXR Quest games -> Lepton+SteamVR likely run them with little/no work.
|
|
- VrApi games (RE4 VR) -> won't: Lepton/AOSP will never ship Meta's proprietary
|
|
libvrapi.so, so the unmodified game finds no VR runtime. The OVRPlugin->OpenXR
|
|
shim is exactly what bridges a dead-API VrApi game to Frame's OpenXR stack.
|
|
|
|
## Status of the old unknowns (resolved 2026-09-18)
|
|
|
|
Steam Frame shipped **2026-09-14** and Lepton is open source (MIT for the tool), so the three
|
|
2026-06 unknowns are answered:
|
|
|
|
1. **Does Lepton expose an OpenXR runtime to apps inside the container?** Yes — SteamVR, via
|
|
the bind-mounted `active_runtime.json` and `vrclient.so` described above.
|
|
2. **Can a sideloaded app reach the runtime + compositor?** Yes. Lepton documents adb
|
|
sideloading (`lepton install_app`, or `adb install` against the container), and its own
|
|
installer pushes an adjacent `obb/` directory into the app's data — which matters for us,
|
|
since RE4 VR ships its assets as OBBs.
|
|
3. **Vulkan swapchain sharing across the container GPU boundary** — a non-issue by design:
|
|
Lepton mounts the host graphics drivers into the container rather than proxying them.
|
|
|
|
### New items to check before a first boot attempt
|
|
|
|
- **Page alignment (check this first).** Our shim's ELF LOAD segments align at 4 KB and
|
|
`repack.sh` runs `zipalign -p 4`. Valve's Unreal docs reference a 16 KB page-alignment
|
|
requirement on this platform. If the Frame kernel uses 16 KB pages, the library will not
|
|
load, and it would present as an unexplained launch failure. Fix is
|
|
`-Wl,-z,max-page-size=16384` at link time plus `zipalign -P 16`.
|
|
- **The Build spoof in `packaging/steamframe_patches.sh` is confirmed necessary.** Lepton sets
|
|
`ro.product.manufacturer=Valve` and `ro.product.model=Lepton`, so UE's Oculus-HMD gate is
|
|
false without it and our shim is never called.
|
|
- **Swapchain usage flags.** `setup_layer` requests only COLOR_ATTACHMENT and SAMPLED. Meta
|
|
over-provisions; a spec-following runtime does not.
|
|
- **Refresh rate.** 72 Hz is hardcoded in two places; Frame runs 72/90/120/144.
|
|
- **`UECommandLine.txt`.** Lepton's installer pushes one into `/data/steam_app`, which may be
|
|
a route for the UE streaming CVars that the baked-commandline dead end blocked on Quest.
|
|
Unverified, but cheap to try.
|
|
- **App SDK level.** RE4 VR is `minSdkVersion 25` / `targetSdkVersion 29`, arm64-v8a only.
|
|
Lepton rejects APKs whose SDK level is *higher* than the container's, so a low target should
|
|
be fine — but it is untested.
|