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>
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ovrplugin-openxr-shim
A from-scratch reimplementation of Meta's libOVRPlugin.so on top of OpenXR,
so legacy VrApi/OVRPlugin-based Meta Quest titles can run on standard OpenXR
runtimes — Valve's Steam Frame (SteamVR inside Lepton), Monado, and others.
Status: Resident Evil 4 VR boots and is playable on a Quest 2 through this shim — stereo rendering, head + controller tracking, buttons, grips, haptics, and save loading all work. (Developed as a preservation / interoperability experiment.)
What it is
Quest's libOVRPlugin.so is the C shim Unreal/Unity games call to talk to Meta's
VR runtime. Meta deprecated the underlying VrApi in 2022 and the whole modern stack
(incl. Steam Frame's SteamVR) is OpenXR-only, so VrApi-era titles have no runtime on
non-Meta OpenXR platforms. This project re-exports the ovrp_* C API backed by
OpenXR instead, as a drop-in replacement libOVRPlugin.so:
game (libUE4.so) ──ovrp_* C API──> [THIS SHIM] ──OpenXR──> runtime (SteamVR / Meta / Monado / …)
It implements the OpenXR instance/session lifecycle, the Vulkan graphics binding,
the frame loop + swapchains, layer compositing, and action-based input — mapping all
of it to the ovrp_* ABI the game expects.
Legal / scope
- This repo contains only original code. It does not include or redistribute any game, the Meta runtime, Meta's headers, or Epic's UnrealEngine source. You must build the shim yourself and apply it to a copy of a game you legally own and dump yourself (patch-only, dump-your-own — like ROM-hack patches).
- Reimplementing an API for interoperability is the goal here; no proprietary binaries or decompiled source are published.
- Entitlement/ownership checks are out of scope: this project ships no circumvention code and circumvents nothing. On Quest the platform's real entitlement check runs unchanged (you own the title). Running on hardware with no Meta backend requires a valid entitlement by other means — that is the user's responsibility and not provided here.
- Not affiliated with or endorsed by Meta, Capcom, Epic Games, or Valve. All trademarks belong to their owners.
- Provided as-is, no warranty. You are responsible for compliance with applicable law and the terms of any software you use it with, in your jurisdiction.
Build
scripts/fetch_deps.sh # OpenXR + Vulkan headers (Apache-2.0), NDK, JDK, build-tools
shim/build_android.sh # -> shim/build/arm64/libOVRPlugin.so
packaging/build_openxr_loader.sh # -> packaging/libs/arm64/libopenxr_loader.so
fetch_deps.sh pins the header versions; override with OPENXR_TAG / VULKAN_HEADERS_TAG.
From your distro you also need patchelf (the Android build fails without it — the shim
cannot resolve the OpenXR loader) and cmake (for the loader build). A host x86-64 build
is also supported for compile-validation and the desktop harness: shim/build_host.sh.
Use (with your own dumped game)
packaging/repack.sh /path/to/your/base.apk # swap the shim in, re-sign
adb install -r packaging/out/<game>-shim.apk
# push your own dumped OBB, then launch on a dev-mode Quest
See packaging/README.md and TESTING.md for the full flow.
Layout
shim/src/— the implementation:xr_runtime(session/frame loop/swapchains),vk_session(Vulkan binding + ext),layers,xr_input(action sets),core(the ovrp_* entry points),android_init, generatedstubs.shim/include/ovrplugin_shim.h— theovrp_*C ABI (clean-room from observed ABI).packaging/— repack/sign tooling.docs/— research notes + session handoffs (docs/README.mdnarrates how the frame-pacing "ghost" was solved);TESTING.md/HOST.mdat root.
Acknowledgements
Built against the OpenXR and Vulkan specs and the Khronos OpenXR loader.