Merge PR #2 from darthcircuit: Quest 1 support

Adds the modernQuest and quest1 headset flavours (Kryo CPU target, direct-VR
library entry on Quest 1), records the CPU target in the game kit and checks
it wherever a kit or game package is used, and gates the Quest 1 EFB-copy and
pipeline-scheduling workarounds on the monterey device.

Resolved docs/quest-port.md by keeping both sides: the foveated rendering
section and the Quest 1 renderer compatibility section, and both Build-Quest.ps1
command lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iChris4andClaude Opus 5.5 committed 2026-09-26 20:31:49 +02:00
commit 83805a410e
21 files changed
+431 -55

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@@ -74,7 +74,7 @@ internal sealed class QuestBuildService
var kitDirectory = Path.Combine(questRoot, "kit");
_reporter.Progress(InstallStages.QuestKit, "Reading the game kit from the Quest app...", 2);
var kit = ExtractKit(apkPath, kitDirectory, cancellationToken);
_reporter.Diagnostic($"Quest game kit {kit.Fingerprint} [{string.Join(", ", kit.Products)}]");
_reporter.Diagnostic($"Quest game kit {kit.Fingerprint} [{string.Join(", ", kit.Products)}, CPU {kit.AndroidCpu}]");
if (!kit.Products.Contains(product))
{
throw new InvalidOperationException(
@@ -185,7 +185,7 @@ internal sealed class QuestBuildService
File.Exists(Path.Combine(directory, "sys", "main.dol"));
/// <summary>What the extracted kit says it builds: its fingerprint and the products it carries.</summary>
internal sealed record Kit(string Fingerprint, IReadOnlyCollection<string> Products);
internal sealed record Kit(string Fingerprint, string AndroidCpu, IReadOnlyCollection<string> Products);
/// <summary>Extracts <c>assets/game_kit</c> from the Quest app's APK and reads what it is for.</summary>
internal static Kit ExtractKit(string apkPath, string destination, CancellationToken cancellationToken)
@@ -219,11 +219,16 @@ internal sealed class QuestBuildService
{
throw new InvalidDataException("The Quest app's game kit has no fingerprint.");
}
if (!document.RootElement.TryGetProperty("androidCpu", out var androidCpu) ||
androidCpu.ValueKind != JsonValueKind.String || string.IsNullOrWhiteSpace(androidCpu.GetString()))
{
throw new InvalidDataException("The Quest app's game kit has no Android CPU target.");
}
var products = document.RootElement.TryGetProperty("products", out var value) &&
value.ValueKind == JsonValueKind.Object
? value.EnumerateObject().Select(property => property.Name).ToArray()
: throw new InvalidDataException("The Quest app's game kit lists no games it can build.");
return new Kit(fingerprint.GetString()!, products);
return new Kit(fingerprint.GetString()!, androidCpu.GetString()!, products);
}
private async Task<Toolchain> EnsureToolchainAsync(string questRoot, CancellationToken cancellationToken)
@@ -384,14 +384,14 @@ internal static class SelfTests
using var writer = new StreamWriter(zip.CreateEntry(name).Open());
writer.Write(text);
}
Add("assets/game_kit/kit.json", "{\"schema\":3,\"fingerprint\":\"abc123\",\"products\":{\"base\":{},\"retro_rewind\":{}}}");
Add("assets/game_kit/kit.json", "{\"schema\":3,\"fingerprint\":\"abc123\",\"androidCpu\":\"kryo\",\"products\":{\"base\":{},\"retro_rewind\":{}}}");
Add("assets/game_kit/include/memory.h", "#pragma once");
Add("assets/runtime_resources/dsp_coef.bin", "not the kit");
Add("lib/arm64-v8a/libSDL3.so", "not the kit");
}
var kit = Path.Combine(temp, "kit");
var extracted = QuestBuildService.ExtractKit(apk, kit, CancellationToken.None);
if (extracted.Fingerprint != "abc123" || !extracted.Products.Contains("base") ||
if (extracted.Fingerprint != "abc123" || extracted.AndroidCpu != "kryo" || !extracted.Products.Contains("base") ||
!extracted.Products.Contains("retro_rewind"))
throw new Exception("The kit fingerprint or its games were not read.");
if (!File.Exists(Path.Combine(kit, "include", "memory.h")) ||
+19 -6
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@@ -1,7 +1,7 @@
# Builds the standalone Meta Quest APK on a Windows host.
#
# powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 [-Generated <dir>]
# [-Configuration debug|release] [-Install]
# [-Headset modern|quest1] [-Configuration debug|release] [-Install]
#
# One app offers both games: the APK carries a kit for the base game, and for Retro Rewind too
# when -Generated holds a translation that includes the mod.
@@ -25,6 +25,7 @@ param(
[string]$Generated = '',
[string]$Dependencies = '',
[string]$CMakeDir = '',
[ValidateSet('modern', 'quest1')] [string]$Headset = 'modern',
[ValidateSet('debug', 'release')] [string]$Configuration = 'debug',
[switch]$Install,
[switch]$StockDawn
@@ -79,7 +80,9 @@ if (-not $Dependencies) {
}
$variant = (Get-Culture).TextInfo.ToTitleCase($Configuration)
$task = "app:assemble$variant"
$flavour = if ($Headset -eq 'quest1') { 'Quest1' } else { 'ModernQuest' }
$expectedCpu = if ($Headset -eq 'quest1') { 'kryo' } else { 'cortex-a77' }
$task = "app:assemble$flavour$variant"
$gradleArgs = @(
'--project-dir', $root,
"-PmkwGeneratedDir=$Generated"
@@ -95,7 +98,8 @@ Write-Host "gradlew $($gradleArgs -join ' ')"
& (Join-Path $root 'gradlew.bat') @gradleArgs
if ($LASTEXITCODE -ne 0) { throw "Gradle failed ($LASTEXITCODE)" }
$apkDir = Join-Path $root "app\build\outputs\apk\$Configuration"
$flavourDir = if ($Headset -eq 'quest1') { 'quest1' } else { 'modernQuest' }
$apkDir = Join-Path $root "app\build\outputs\apk\$flavourDir\$Configuration"
$apk = Get-ChildItem -Path $apkDir -Filter '*.apk' | Select-Object -First 1
if (-not $apk) { throw "No APK under $apkDir" }
Write-Host "APK: $($apk.FullName)"
@@ -106,16 +110,25 @@ Add-Type -AssemblyName System.IO.Compression.FileSystem
$archive = [IO.Compression.ZipFile]::OpenRead($apk.FullName)
try {
$gameLibraries = @($archive.Entries | Where-Object { $_.FullName -match '^lib/[^/]+/libmain[^/]*\.so$' })
$hasKit = @($archive.Entries | Where-Object { $_.FullName -eq 'assets/game_kit/kit.json' }).Count -gt 0
$kitEntry = @($archive.Entries | Where-Object { $_.FullName -eq 'assets/game_kit/kit.json' }) | Select-Object -First 1
$kitCpu = if ($kitEntry) {
$reader = New-Object IO.StreamReader($kitEntry.Open())
try { ($reader.ReadToEnd() | ConvertFrom-Json).androidCpu } finally { $reader.Dispose() }
} else { '' }
$hasToolchain = @($archive.Entries | Where-Object { $_.FullName -eq 'assets/quest_toolchain/files.zip' }).Count -gt 0
} finally { $archive.Dispose() }
if ($gameLibraries.Count -gt 0) { throw "The APK contains a translated game library: $($gameLibraries.FullName -join ', ')" }
if (-not $hasKit) { throw 'The APK has no game kit (assets/game_kit/kit.json)' }
if (-not $kitEntry) { throw 'The APK has no game kit (assets/game_kit/kit.json)' }
if ($kitCpu -ne $expectedCpu) { throw "The $Headset APK contains a game kit for CPU '$kitCpu', expected '$expectedCpu'" }
if (-not $hasToolchain) { throw 'The APK has no build toolchain (assets/quest_toolchain/files.zip)' }
if ($Install) {
$adb = Join-Path $sdkRoot 'platform-tools\adb.exe'
& $adb install -r $apk.FullName
if ($LASTEXITCODE -ne 0) { throw "adb install failed ($LASTEXITCODE)" }
Write-Host 'Installed. Build a game with Build on this Quest in the launcher, or on this PC with android/Build-QuestGame.ps1 -Install.'
if ($Headset -eq 'quest1') {
Write-Host 'Installed. Use WiiCompiled Settings for setup, then launch WiiCompiled VR directly from the library.'
} else {
Write-Host 'Installed. Build a game with Build on this Quest in the launcher, or on this PC with android/Build-QuestGame.ps1 -Install.'
}
}
+9 -5
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@@ -6,6 +6,7 @@
# SDK's NDK and ninja:
#
# powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 [-Generated <dir>] [-Kit <dir>]
# [-Headset modern|quest1] [-Configuration debug|release]
# [-Data <extracted disc dir>] [-Output <file.wcgame>] [-Install]
#
# WiiCompiled Setup's --build-quest runs the copy staged in an installation's BuildWorkspace\android,
@@ -32,6 +33,8 @@ param(
[string]$Sysroot = '',
[string]$Ninja = '',
[string]$BuiltBy = 'android/Build-QuestGame.ps1',
[ValidateSet('modern', 'quest1')] [string]$Headset = 'modern',
[ValidateSet('debug', 'release')] [string]$Configuration = 'debug',
[ValidateSet('base', 'retro_rewind')] [string]$Product = 'base',
[string]$Mod = '',
[int]$TranslatedJobs = 0,
@@ -44,12 +47,13 @@ $root = $PSScriptRoot
$workspace = (Resolve-Path (Join-Path $root '..')).Path
if (-not $Generated) { $Generated = Join-Path $workspace '.scratch\vr-build-workspace\BuildWorkspace\generated' }
if (-not $Manifest) { $Manifest = Join-Path $workspace 'projects\mkwii\recomp.yml' }
if (-not $BuildDir) { $BuildDir = Join-Path $root "app\build\questGame\$Product" }
$variant = if ($Headset -eq 'quest1') { 'quest1' } else { 'modernQuest' }
$variant += (Get-Culture).TextInfo.ToTitleCase($Configuration)
if (-not $BuildDir) { $BuildDir = Join-Path $root "app\build\questGame\$variant\$Product" }
if (-not $Kit) {
# The kit the last APK build packaged, so the game matches the app it will be imported into.
$Kit = Get-ChildItem -Path (Join-Path $root 'app\build\generated') -Filter kit.json -Recurse -ErrorAction SilentlyContinue |
Where-Object { $_.Directory.Name -eq 'game_kit' } |
Sort-Object LastWriteTime -Descending | Select-Object -First 1 | ForEach-Object { $_.DirectoryName }
# Select the requested variant explicitly. Modification time is unsafe now that flavours use
# different -mcpu targets and an up-to-date native probe is not necessarily the newest one.
$Kit = Join-Path $root "app\build\generated\assets\questGameKit\$variant\game_kit"
}
if (-not $Kit -or -not (Test-Path (Join-Path $Kit 'kit.json'))) {
throw 'No game kit; run Build-Quest.ps1 first, or pass -Kit'
+4 -3
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@@ -8,10 +8,11 @@
param(
[Parameter(Mandatory)] [string]$CMakeBinaryDir,
[Parameter(Mandatory)] [string]$OutputDir,
[Parameter(Mandatory)] [string]$LlvmStrip
[Parameter(Mandatory)] [string]$LlvmStrip,
[Parameter(Mandatory)] [string]$AndroidCpu
)
$ErrorActionPreference = 'Stop'
Import-Module (Join-Path $PSScriptRoot 'QuestGameKit.psm1') -Force
$repo = (Resolve-Path (Join-Path $PSScriptRoot '..')).Path
$kit = Export-QuestGameKit -CMakeBinaryDir $CMakeBinaryDir -OutputDir $OutputDir -RepoRoot $repo -LlvmStrip $LlvmStrip
Write-Host "Quest game kit $($kit.Fingerprint) [$($kit.Products -join ', ')] -> $OutputDir"
$kit = Export-QuestGameKit -CMakeBinaryDir $CMakeBinaryDir -OutputDir $OutputDir -RepoRoot $repo -LlvmStrip $LlvmStrip -AndroidCpu $AndroidCpu
Write-Host "Quest game kit $($kit.Fingerprint) [$($kit.Products -join ', '), CPU $AndroidCpu] -> $OutputDir"
+29 -1
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@@ -268,10 +268,16 @@ function Export-QuestGameKit {
[Parameter(Mandatory)] [string]$CMakeBinaryDir,
[Parameter(Mandatory)] [string]$OutputDir,
[Parameter(Mandatory)] [string]$RepoRoot,
[Parameter(Mandatory)] [string]$LlvmStrip
[Parameter(Mandatory)] [string]$LlvmStrip,
[Parameter(Mandatory)] [string]$AndroidCpu
)
$ErrorActionPreference = 'Stop'
$binary = ConvertTo-ForwardPath $CMakeBinaryDir
$cache = [IO.File]::ReadAllText("$binary/CMakeCache.txt")
$configuredCpu = [regex]::Match($cache, '(?m)^MKW_ANDROID_CPU(?::[^=\r\n]*)?=([^\r\n]+)\r?$').Groups[1].Value.Trim()
if ($configuredCpu -ne $AndroidCpu) {
throw "CMake tree $binary targets Android CPU '$configuredCpu', expected '$AndroidCpu'"
}
$runtimeInclude = ConvertTo-ForwardPath (Join-Path $RepoRoot 'runtime/include')
$ninja = [IO.File]::ReadAllText("$binary/build.ninja")
$commands = Read-CompileCommands "$binary/compile_commands.json"
@@ -405,6 +411,7 @@ function Export-QuestGameKit {
$recipe = [ordered]@{
schema = $script:KitSchema
androidCpu = $AndroidCpu
runtimeIncludeFingerprint = Get-RuntimeIncludeFingerprint (Join-Path $OutputDir 'include')
products = $products
}
@@ -445,10 +452,16 @@ function Invoke-QuestGameBuild {
$workspace = ConvertTo-ForwardPath (Split-Path -Parent $generated)
$recipe = [IO.File]::ReadAllText("$kit/kit.json") | ConvertFrom-Json
if ($recipe.schema -ne $script:KitSchema) { throw "Unsupported game kit schema $($recipe.schema)" }
if ([string]::IsNullOrWhiteSpace($recipe.androidCpu)) { throw 'The game kit does not name its Android CPU target' }
if (-not $recipe.products.PSObject.Properties.Name.Contains($Product)) {
throw "This Quest app's game kit cannot build $Product (it has: $($recipe.products.PSObject.Properties.Name -join ', '))"
}
$productRecipe = $recipe.products.$Product
foreach ($kind in 'translated', 'product', 'runtime', 'asm') {
if (@($productRecipe.compile.$kind) -notcontains "-mcpu=$($recipe.androidCpu)") {
throw "The game kit says CPU '$($recipe.androidCpu)' but its $kind compile flags do not match"
}
}
# The translation must come from the same release as the kit: its code is compiled against the
# kit's runtime headers and linked with the kit's runtime objects.
$workspaceInclude = Join-Path $workspace 'runtime/include'
@@ -460,6 +473,20 @@ function Invoke-QuestGameBuild {
}
New-Item -ItemType Directory -Force $BuildDir | Out-Null
$build = ConvertTo-ForwardPath $BuildDir
# Ninja sees the response-file path in each command, not changes to that file's contents. A
# different kit can therefore otherwise reuse objects compiled with another flavour's -mcpu.
# Keep an explicit identity next to the build and discard every reusable native output when it
# changes. WiiCompiled Setup deliberately reuses one BuildDir across APK selections.
$identity = "$($recipe.fingerprint) $Product"
$identityFile = "$build/kit-identity.txt"
$previousIdentity = if (Test-Path $identityFile) { [IO.File]::ReadAllText($identityFile).Trim() } else { '' }
if ($previousIdentity -ne $identity) {
foreach ($stale in 'obj', 'libmain.so', '.ninja_deps', '.ninja_log') {
$path = "$build/$stale"
if (Test-Path $path) { Remove-Item -Recurse -Force $path }
}
}
[IO.File]::WriteAllText($identityFile, $identity, (New-Object Text.UTF8Encoding $false))
$expand = { param([string]$s) $s.Replace('{kit}', $kit).Replace('{sysroot}', (ConvertTo-ForwardPath $Sysroot)).Replace('{workspace}', $workspace) }
foreach ($kind in 'translated', 'product', 'runtime', 'asm') {
@@ -596,6 +623,7 @@ function New-QuestGamePackage {
dolSha256 = $DolSha256
relSha256 = $RelSha256
kitFingerprint = $recipe.fingerprint
androidCpu = $recipe.androidCpu
library = $recipe.products.$Product.output
librarySha256 = Get-Sha256Hex $Library
includesData = [bool]$DataDir
+4 -2
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@@ -1,7 +1,7 @@
# WiiCompiled VR for Meta Quest (Android)
Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 2,
Quest 3, Quest 3S and Quest Pro. The full design, build walkthrough and current
Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 1,
Quest 2, Quest 3, Quest 3S and Quest Pro. The full design, build walkthrough and current
status live in [docs/quest-port.md](../docs/quest-port.md); this directory only
holds the Gradle project, its helper scripts, the game kit tooling
(`QuestGameKit.psm1`, `Build-QuestGame.ps1`), the on-headset build toolchain
@@ -10,6 +10,7 @@ holds the Gradle project, its helper scripts, the game kit tooling
```powershell
powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # stages the SDL3 3.4.4 AAR once
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Install # the app, debug-signed, installs over adb
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1 -Install # Quest 1 flavour
```
One app offers both games, with a toggle on Home: Mario Kart Wii and, when your
@@ -23,6 +24,7 @@ half an hour) or on a PC and imported:
```powershell
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product base -Install
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Product base -Install
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install
```
+8 -3
View File
@@ -3,7 +3,8 @@
# diagnostics for one session.
#
# powershell -ExecutionPolicy Bypass -File android/Run-Quest.ps1 [-Apk <path>] [-Data <extracted disc dir>]
# [-Seconds 60] [-NoLaunch] [-SkipInstall]
# [-Headset modern|quest1] [-Configuration debug|release]
# [-Seconds 60] [-NoLaunch] [-SkipInstall]
#
# -Data names the extracted disc partition (the directory holding sys/, files/,
# disc/ ...). It is pushed once to a staging folder, then moved into the app's
@@ -24,6 +25,8 @@
param(
[string]$Apk = '',
[string]$Data = '',
[ValidateSet('modern', 'quest1')] [string]$Headset = 'modern',
[ValidateSet('debug', 'release')] [string]$Configuration = 'debug',
[int]$Seconds = 60,
[switch]$NoLaunch,
[switch]$SkipInstall
@@ -49,8 +52,10 @@ if (-not $devices) { throw 'No device in "device" state; check the Quest is conn
if (-not $SkipInstall) {
if (-not $Apk) {
$Apk = Get-ChildItem -Path (Join-Path $root 'app\build\outputs\apk') -Recurse -Filter '*.apk' |
Sort-Object LastWriteTime -Descending | Select-Object -First 1 | ForEach-Object FullName
$flavour = if ($Headset -eq 'quest1') { 'quest1' } else { 'modernQuest' }
$apkDir = Join-Path $root "app\build\outputs\apk\$flavour\$Configuration"
$Apk = Get-ChildItem -Path $apkDir -Filter '*.apk' -ErrorAction SilentlyContinue |
Select-Object -First 1 | ForEach-Object FullName
}
if (-not $Apk -or -not (Test-Path $Apk)) { throw 'No APK found; run Build-Quest.ps1 first or pass -Apk' }
Write-Host "Installing $Apk"
+59 -6
View File
@@ -1,4 +1,5 @@
import javax.inject.Inject
import org.gradle.api.provider.Property
import org.jetbrains.kotlin.gradle.dsl.JvmTarget
plugins {
@@ -145,6 +146,34 @@ android {
}
}
flavorDimensions += "headset"
productFlavors {
create("modernQuest") {
dimension = "headset"
manifestPlaceholders["mkwQuestSupportedDevices"] = "quest2|quest3|quest3s|questpro"
buildConfigField("boolean", "QUEST1_DIRECT_LAUNCH", "false")
buildConfigField("String", "ANDROID_CPU", "\"cortex-a77\"")
externalNativeBuild {
cmake {
// Snapdragon XR2 and newer. Keep this as the default build target.
arguments += "-DMKW_ANDROID_CPU=cortex-a77"
}
}
}
create("quest1") {
dimension = "headset"
manifestPlaceholders["mkwQuestSupportedDevices"] = "quest|quest2"
buildConfigField("boolean", "QUEST1_DIRECT_LAUNCH", "true")
buildConfigField("String", "ANDROID_CPU", "\"kryo\"")
externalNativeBuild {
cmake {
// Snapdragon 835. cortex-a77 binaries terminate with SIGILL on Quest 1.
arguments += "-DMKW_ANDROID_CPU=kryo"
}
}
}
}
externalNativeBuild {
cmake {
// aurora-main needs CMake 3.25+, newer than the SDK's bundled 3.22.1;
@@ -201,6 +230,9 @@ abstract class ExportQuestGameKit : DefaultTask() {
@get:Internal
abstract val llvmStrip: RegularFileProperty
@get:Input
abstract val androidCpu: Property<String>
@get:Inject
abstract val execOperations: ExecOperations
@@ -212,18 +244,37 @@ abstract class ExportQuestGameKit : DefaultTask() {
@TaskAction
fun export() {
val app = appDir.get().asFile
val probe = File(app, "build/intermediates/cxx").walkTopDown()
data class Candidate(val probe: File, val binaryDir: File, val cpu: String?)
fun cacheValue(cache: String, name: String): String? =
Regex("(?m)^${Regex.escape(name)}(?::[^=\\r\\n]*)?=([^\\r\\n]*)$")
.find(cache)?.groupValues?.get(1)?.trim()
val candidates = File(app, "build/intermediates/cxx").walkTopDown()
.filter { it.name == "libmkw_quest_kit_probe.so" && it.parentFile.name == "arm64-v8a" }
.maxByOrNull { it.lastModified() }
?: throw GradleException("No libmkw_quest_kit_probe.so; the native build did not produce the game kit probe")
val configuration = probe.parentFile.parentFile.parentFile // <BuildType>/<hash>
val binaryDir = File(app, ".cxx/${configuration.parentFile.name}/${configuration.name}/arm64-v8a")
if (!File(binaryDir, "build.ninja").isFile) throw GradleException("No CMake tree at $binaryDir")
.map { probe ->
val configuration = probe.parentFile.parentFile.parentFile // <Variant>/<hash>
val binaryDir = File(app, ".cxx/${configuration.parentFile.name}/${configuration.name}/arm64-v8a")
val cacheFile = File(binaryDir, "CMakeCache.txt")
val cache = cacheFile.takeIf { it.isFile }?.readText().orEmpty()
Candidate(probe, binaryDir, cacheValue(cache, "MKW_ANDROID_CPU"))
}
.toList()
val expectedCpu = androidCpu.get()
val matching = candidates.filter {
it.cpu == expectedCpu && File(it.binaryDir, "build.ninja").isFile
}
val chosen = matching.maxByOrNull { it.probe.lastModified() }
?: throw GradleException(
"No CMake tree for Android CPU $expectedCpu. Found: " +
candidates.joinToString { "${it.binaryDir} (cpu=${it.cpu})" }
)
val binaryDir = chosen.binaryDir
val kitDir = File(outputDir.get().asFile, "game_kit")
execOperations.exec {
commandLine(
"powershell", "-NoProfile", "-ExecutionPolicy", "Bypass", "-File", script.get().asFile.path,
"-CMakeBinaryDir", binaryDir.path, "-OutputDir", kitDir.path, "-LlvmStrip", llvmStrip.get().asFile.path,
"-AndroidCpu", expectedCpu,
)
}
}
@@ -273,6 +324,8 @@ androidComponents {
dependsOn("merge${capitalized}NativeLibs")
appDir.set(layout.projectDirectory)
script.set(rootProject.layout.projectDirectory.file("Export-QuestGameKit.ps1"))
androidCpu.set(if (variant.name.startsWith("quest1", ignoreCase = true)) "kryo" else "cortex-a77")
outputDir.set(layout.buildDirectory.dir("generated/assets/questGameKit/${variant.name}"))
llvmStrip.set(sdkComponents.ndkDirectory.map {
it.file("toolchains/llvm/prebuilt/$host/bin/llvm-strip" + if (host.startsWith("windows")) ".exe" else "")
})
+3 -11
View File
@@ -50,12 +50,13 @@
android:label="@string/app_name"
android:theme="@style/Theme.WiiCompiled.Quest">
<meta-data android:name="com.oculus.supportedDevices" android:value="quest2|quest3|quest3s|questpro" />
<meta-data android:name="com.oculus.supportedDevices" android:value="${mkwQuestSupportedDevices}" />
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
<!-- Let the runtime move CPU budget to the GPU; Aurora's replay is GPU-bound. -->
<meta-data android:name="com.oculus.trade_cpu_for_gpu_amount" android:value="-1" />
<!-- The app opens on this 2D panel: Play starts QuestActivity, Settings edits Config.toml. -->
<!-- The setup panel: Play starts QuestActivity on modern Horizon OS; the
Quest 1 flavour exposes it as a separate Settings library entry. -->
<activity
android:name=".launcher.LauncherActivity"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|density"
@@ -68,10 +69,6 @@
android:defaultHeight="640dp"
android:minWidth="760dp"
android:minHeight="520dp" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<!-- Extracts the player's disc image and imports games built on a PC (launcher process). -->
@@ -97,11 +94,6 @@
<property
android:name="android.window.PROPERTY_XR_ACTIVITY_START_MODE"
android:value="XR_ACTIVITY_START_MODE_FULL_SPACE_UNMANAGED" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="com.oculus.intent.category.VR" />
<category android:name="android.intent.category.DEFAULT" />
</intent-filter>
</activity>
</application>
@@ -50,6 +50,8 @@ object GameLibrary {
if (manifest == null || !library(context, profile).isFile) {
return Status.Missing
}
return if (manifest.optString("kitFingerprint") == kitFingerprint(context)) Status.Ready else Status.Stale
return if (manifest.optString("kitFingerprint") == kitFingerprint(context) &&
manifest.optString("androidCpu") == BuildConfig.ANDROID_CPU
) Status.Ready else Status.Stale
}
}
@@ -140,6 +140,9 @@ object GameBuild {
if (kitJson.optInt("schema") != KIT_SCHEMA) {
return "This app's game kit is version ${kitJson.optInt("schema")}, which this builder does not know."
}
if (kitJson.optString("androidCpu") != BuildConfig.ANDROID_CPU) {
return "This app contains a game kit for ${kitJson.optString("androidCpu")}, but this build requires ${BuildConfig.ANDROID_CPU}."
}
val recipe = kitJson.getJSONObject("products").optJSONObject(profile.id)
?: return "This app's game kit cannot build ${profile.id}."
report(40, Step.Prepare)
@@ -646,6 +649,7 @@ object GameBuild {
.put("dolSha256", BuildConfig.DISC_DOL_SHA256)
.put("relSha256", BuildConfig.DISC_REL_SHA256)
.put("kitFingerprint", kitFingerprint)
.put("androidCpu", BuildConfig.ANDROID_CPU)
.put("library", GameLibrary.LIBRARY_NAME)
.put("librarySha256", BuildRecipe.hex(digest.digest()))
.put("includesData", false)
@@ -157,6 +157,9 @@ object GamePackageImport {
if (manifest.optString("kitFingerprint") != GameLibrary.kitFingerprint(context)) {
return "This game file was built for a different version of this app. Build it again against the version installed on the headset."
}
if (manifest.optString("androidCpu") != BuildConfig.ANDROID_CPU) {
return "This game file targets ${manifest.optString("androidCpu")}, but this app requires ${BuildConfig.ANDROID_CPU}. Build it again for the correct headset."
}
val expected = manifest.optString("librarySha256")
if (librarySha256 == null) {
return "This game file has no game library (libmain.so)."
@@ -815,6 +815,10 @@ class LauncherActivity : Activity() {
}
private fun play() {
if (BuildConfig.QUEST1_DIRECT_LAUNCH) {
Toast.makeText(this, R.string.home_quest1_launch_from_library, Toast.LENGTH_LONG).show()
return
}
if (launching) {
return
}
@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">WiiCompiled VR</string>
<string name="quest1_settings_name">WiiCompiled Settings</string>
<string name="missing_game_data_title">Game data not found</string>
<string name="missing_game_data_message">Copy the extracted DATA directory of your own PAL RMCP01 Mario Kart Wii disc to:\n\n%1$s\n\nFor example with adb: adb push DATA /sdcard/Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/DATA\n\nThen start the app again.</string>
@@ -102,6 +103,7 @@
<string name="home_replace_title">Replace the game files?</string>
<string name="home_replace_message">Your current DATA folder stays until the new disc image has been checked and completely extracted.</string>
<string name="home_launch_failed">The game could not be started.</string>
<string name="home_quest1_launch_from_library">Quest 1 cannot switch this settings panel into VR. Close it, then launch WiiCompiled VR from your library.</string>
<string name="home_close_game_first">Close the game first.</string>
<string name="home_reset">Reset installation</string>
<string name="home_reset_title">Reset the installation?</string>
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<application>
<!-- Modern Horizon OS can move from this 2D setup panel into immersive VR. -->
<activity android:name=".launcher.LauncherActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name=".QuestActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="com.oculus.intent.category.VR" />
<category android:name="android.intent.category.DEFAULT" />
</intent-filter>
</activity>
</application>
</manifest>
@@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<application>
<!-- Quest 1's final Horizon OS cannot promote a running 2D panel to an
immersive activity. Put the game itself in the library instead. -->
<activity android:name=".QuestActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="com.oculus.intent.category.VR" />
<category android:name="android.intent.category.DEFAULT" />
</intent-filter>
<intent-filter android:priority="1">
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity-alias
android:name=".SettingsLauncher"
android:exported="true"
android:label="@string/quest1_settings_name"
android:targetActivity=".launcher.LauncherActivity">
<intent-filter android:priority="-1">
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity-alias>
</application>
</manifest>
+53 -5
View File
@@ -15,8 +15,25 @@
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#if defined(__ANDROID__)
#include <sys/system_properties.h>
#endif
namespace {
#if defined(__ANDROID__)
bool quest1_direct_display_copy() noexcept {
static const bool enabled = [] {
char device[PROP_VALUE_MAX]{};
return __system_property_get("ro.product.device", device) > 0 && std::strcmp(device, "monterey") == 0;
}();
return enabled;
}
#else
constexpr bool quest1_direct_display_copy() noexcept { return false; }
#endif
struct CopyClearState {
bool clearColor = false;
bool clearAlpha = false;
@@ -417,7 +434,15 @@ void GXCopyDisp(void* dest, GXBool clear) {
const auto logicalDstHeight = std::max<u32>(
g_gxState.dispCopyDstHeight != 0 ? g_gxState.dispCopyDstHeight : static_cast<u32>(g_gxState.dispCopySrc.height),
1);
const auto [dstWidth, dstHeight] = scale_copy_dst(logicalDstWidth, logicalDstHeight);
auto [dstWidth, dstHeight] = scale_copy_dst(logicalDstWidth, logicalDstHeight);
if (quest1_direct_display_copy()) {
// The Quest 1's Adreno 540 driver renders Aurora's filtered display
// copy as uniform black/white. Keeping the destination identical to the
// resolved EFB region selects WebGPU's plain CopyTextureToTexture path;
// the later presentation pass performs the final screen scaling.
dstWidth = static_cast<u32>(std::max(rect.width, 1));
dstHeight = static_cast<u32>(std::max(rect.height, 1));
}
if (!g_gxState.displayCopyTexture || g_gxState.displayCopyWidth != dstWidth ||
g_gxState.displayCopyHeight != dstHeight) {
@@ -431,6 +456,15 @@ void GXCopyDisp(void* dest, GXBool clear) {
if (aurora::g_config.disableCopyFilter) {
copyFilter = {0, copyFilter[0] + copyFilter[1] + copyFilter[2], 0};
}
if (quest1_direct_display_copy()) {
copyFilter = {0, 64, 0};
static bool questDirectDisplayCopyLogged = false;
if (!questDirectDisplayCopyLogged) {
questDirectDisplayCopyLogged = true;
std::fprintf(stderr, "[gx] Quest 1 direct display copy: EFB rect %dx%d at %d,%d -> %ux%u\n",
rect.width, rect.height, rect.x, rect.y, dstWidth, dstHeight);
}
}
aurora::gfx::resolve_pass(g_gxState.displayCopyTexture, rect, clearState.clearColor, clearState.clearAlpha,
clearState.clearDepth, clearState.clearColorValue, aurora::gx::clear_depth_value(),
GX_TF_RGBA8, nullptr, false, &copyFilter, false,
@@ -450,11 +484,21 @@ void GXCopyTex(void* dest, GXBool clear) {
// Keep guest dimensions for cache identity while preserving scaled GPU detail.
const auto logicalDstWidth = std::max<u32>(g_gxState.texCopyDstWidth, 1);
const auto logicalDstHeight = std::max<u32>(g_gxState.texCopyDstHeight, 1);
const auto [scaledDstWidth, scaledDstHeight] = scale_copy_dst(logicalDstWidth, logicalDstHeight);
auto [scaledDstWidth, scaledDstHeight] = scale_copy_dst(logicalDstWidth, logicalDstHeight);
const auto texCopyFmt = g_gxState.texCopyFmt;
const bool sourceHasAlpha = aurora::gx::render_target_has_alpha(g_gxState.pixelFmt);
const bool forceOpaqueAlpha = !sourceHasAlpha && !aurora::gx::is_depth_format(texCopyFmt);
const auto resolveFmt = texCopyFmt;
const bool quest1DirectRgb5a3 = quest1_direct_display_copy() && texCopyFmt == GX_TF_RGB5A3;
auto resolveFmt = texCopyFmt;
if (quest1DirectRgb5a3) {
// The host texture is RGBA8 regardless of the guest cache format. Match
// the EFB rectangle and advertise an RGBA8 resolve so this live menu copy
// becomes CopyTextureToTexture instead of invoking Adreno's broken
// RGB5A3 conversion/scaling shader.
scaledDstWidth = static_cast<u32>(std::max(rect.width, 1));
scaledDstHeight = static_cast<u32>(std::max(rect.height, 1));
resolveFmt = GX_TF_RGBA8;
}
const aurora::gx::GXState::CopyTextureKey key{
.dest = dest,
@@ -518,7 +562,10 @@ void GXCopyTex(void* dest, GXBool clear) {
if (aurora::gx::render_target_has_alpha(g_gxState.pixelFmt)) {
clearState.clearAlpha = clear && alphaUpdate;
}
const auto copyFilter = combined_copy_filter_coefficients(g_gxState.copyFilterVFilter);
auto copyFilter = combined_copy_filter_coefficients(g_gxState.copyFilterVFilter);
if (quest1DirectRgb5a3) {
copyFilter = {0, 64, 0};
}
// Skip only recurring color copies so one-shot copies are never lost.
const bool producedConsecutively = handle.revision != 0 && currentFrame - handle.lastProducedFrame <= 1;
const bool persistentCopy = !aurora::gx::is_depth_format(texCopyFmt) && !producedConsecutively;
@@ -531,7 +578,8 @@ void GXCopyTex(void* dest, GXBool clear) {
}
aurora::gfx::resolve_pass(handle.handle, rect, clearState.clearColor, clearState.clearAlpha, clearState.clearDepth,
clearState.clearColorValue, aurora::gx::clear_depth_value(), resolveFmt,
&sourceRect.sampleRect, g_gxState.texCopyHalfScale, &copyFilter, forceOpaqueAlpha,
quest1DirectRgb5a3 ? nullptr : &sourceRect.sampleRect,
quest1DirectRgb5a3 ? false : g_gxState.texCopyHalfScale, &copyFilter, forceOpaqueAlpha,
sourceRect.sampleRect.w() / std::max<float>(g_gxState.texCopySrc.height, 1.0f),
(g_gxState.copyClamp & GX_CLAMP_TOP) != 0, (g_gxState.copyClamp & GX_CLAMP_BOTTOM) != 0,
persistentCopy);
+46 -5
View File
@@ -10,6 +10,7 @@
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <cstring>
#include <deque>
#include <filesystem>
#include <limits>
@@ -23,6 +24,12 @@
#include <fmt/format.h>
#include <tracy/Tracy.hpp>
#if defined(__ANDROID__)
#include <pthread.h>
#include <sys/resource.h>
#include <sys/system_properties.h>
#endif
namespace aurora::gfx {
static Module Log("aurora::gfx::pipeline_cache");
@@ -66,8 +73,26 @@ constexpr size_t MaxQueuedPipelineBuilds = 256;
// render and game threads, and cap large hosts to limit driver submissions and memory use.
constexpr size_t ReservedLogicalProcessors = 2;
constexpr size_t MaxPipelineWorkers = 22;
// Cached clear and GX pipelines are prewarmed using the full worker pool.
constexpr size_t MaxBackgroundPipelineWorkers = MaxPipelineWorkers;
constexpr size_t Quest1MaxPipelineWorkers = 2;
static bool g_quest1PipelineScheduling = false;
static bool quest1_pipeline_scheduling() noexcept {
#if defined(__ANDROID__)
static const bool enabled = [] {
char device[PROP_VALUE_MAX]{};
return __system_property_get("ro.product.device", device) > 0 && std::strcmp(device, "monterey") == 0;
}();
return enabled;
#else
return false;
#endif
}
static size_t max_background_pipeline_workers() noexcept {
// Quest 1's Adreno driver serializes pipeline creation. Leave cached recipes
// dormant until first use there; all newer headsets retain normal prewarm.
return g_quest1PipelineScheduling ? 0 : MaxPipelineWorkers;
}
// For synchronous pipeline fallback (OpenGL)
#ifdef NDEBUG
constexpr size_t BuildPipelinesPerFrame = 5;
@@ -462,6 +487,12 @@ static PipelineRef find_pipeline_impl(ShaderType type, const PipelineConfig& con
}
} else if (g_pendingPipelines.contains(hash)) {
auto* pending = touch_pending_pipeline(hash, g_pipelineFrameActive);
// A cached recipe can sit dormant when background prewarm is disabled.
// Promoting it to first-use priority must wake a worker before
// bind_pipeline waits for completion, or both threads sleep forever.
if (g_pipelineFrameActive && deferGxPipeline) {
notifyWorker = true;
}
if (pending != nullptr && firstFrameUsed < pending->firstFrameUsed) {
pending->firstFrameUsed = firstFrameUsed;
if (persist) {
@@ -1033,6 +1064,14 @@ static void pipeline_worker() {
#ifdef TRACY_ENABLE
tracy::SetThreadName("Pipeline compilation thread");
#endif
#if defined(__ANDROID__)
pthread_setname_np(pthread_self(), "GXPipeline");
if (g_quest1PipelineScheduling) {
// setpriority(PRIO_PROCESS, 0, ...) targets the calling Linux thread.
// Quest 1 pipeline creation must not preempt gameplay or XR.
setpriority(PRIO_PROCESS, 0, 5);
}
#endif
while (true) {
PendingPipeline pending;
@@ -1042,7 +1081,7 @@ static void pipeline_worker() {
g_pipelineCv.wait(lock, [] {
return !g_priorityPipelines.empty() ||
(!g_backgroundPipelines.empty() &&
g_activeBackgroundPipelineWorkers < MaxBackgroundPipelineWorkers) ||
g_activeBackgroundPipelineWorkers < max_background_pipeline_workers()) ||
g_pipelineThreadEnd;
});
if (g_pipelineThreadEnd) {
@@ -1091,7 +1130,8 @@ static size_t pipeline_worker_count() {
}
const size_t availableWorkers =
logicalProcessors > ReservedLogicalProcessors ? logicalProcessors - ReservedLogicalProcessors : 1;
return std::clamp(availableWorkers, size_t{1}, MaxPipelineWorkers);
const size_t maximum = g_quest1PipelineScheduling ? Quest1MaxPipelineWorkers : MaxPipelineWorkers;
return std::clamp(availableWorkers, size_t{1}, maximum);
}
template <typename PipelineConfig, typename CreateFn>
@@ -1318,6 +1358,7 @@ void initialize_pipeline_cache() {
g_pipelineFrameActive = false;
g_pipelineThreadEnd = false;
g_activeBackgroundPipelineWorkers = 0;
g_quest1PipelineScheduling = quest1_pipeline_scheduling();
if (webgpu::g_backendType == wgpu::BackendType::OpenGL || webgpu::g_backendType == wgpu::BackendType::OpenGLES ||
webgpu::g_backendType == wgpu::BackendType::WebGPU) {
@@ -1330,7 +1371,7 @@ void initialize_pipeline_cache() {
g_pipelineThreads.emplace_back(pipeline_worker);
}
Log.info("Enabled {} priority pipeline compilation workers ({} background prewarm)",
workerCount, MaxBackgroundPipelineWorkers);
workerCount, max_background_pipeline_workers());
}
load_pipeline_cache();
+76 -1
View File
@@ -10,6 +10,12 @@
#include <absl/container/flat_hash_map.h>
#if defined(__ANDROID__)
#include <sys/system_properties.h>
#endif
#include <cstring>
#include "texture_convert.hpp"
using namespace std::string_literals;
@@ -195,6 +201,48 @@ static constexpr std::string_view FragPassthrough = R"(
}
)"sv;
// The Quest 1's Adreno compiler misrenders the general copy shader, whose
// sample helper contains texture-dimension math and a dynamic filter branch,
// even for passthrough RGBA copies. This equivalent shader deliberately keeps
// the same bind-group contract while omitting that unused filter machinery.
static constexpr std::string_view SimpleBlitShader = R"(
@group(0) @binding(0) var src_samp: sampler;
@group(0) @binding(1) var src: texture_2d<f32>;
struct UVTransform {
offset: vec2f,
scale: vec2f,
copy_filter: vec4f,
flags: vec4f,
};
@group(0) @binding(2) var<uniform> uv_xf: UVTransform;
struct VertexOutput {
@builtin(position) pos: vec4f,
@location(0) uv: vec2f,
};
var<private> positions: array<vec2f, 3> = array(
vec2f(-1.0, 1.0), vec2f(-1.0, -3.0), vec2f(3.0, 1.0));
var<private> uvs: array<vec2f, 3> = array(
vec2f(0.0, 0.0), vec2f(0.0, 2.0), vec2f(2.0, 0.0));
@vertex fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
var out: VertexOutput;
out.pos = vec4f(positions[vi], 0.0, 1.0);
out.uv = uvs[vi] * uv_xf.scale + uv_xf.offset;
return out;
}
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
let color = textureSample(src, src_samp, in.uv);
if (uv_xf.flags.x != 0.0) {
return vec4f(color.rgb, 1.0);
}
return color;
}
)"sv;
// GX_TF_I4: 4-bit intensity -> R8Unorm (quantized)
static constexpr std::string_view FragI4 = R"(
@fragment fn fs_main(in: VertexOutput) -> @location(0) vec4f {
@@ -375,6 +423,19 @@ static wgpu::Sampler g_nearestSampler;
static wgpu::Sampler g_linearSampler;
static absl::flat_hash_map<GXTexFmt, wgpu::RenderPipeline> g_pipelines;
static wgpu::RenderPipeline g_blitPipeline;
static wgpu::RenderPipeline g_quest1BlitPipeline;
static bool quest1_simple_blit() noexcept {
#if defined(__ANDROID__)
static const bool enabled = [] {
char device[PROP_VALUE_MAX]{};
return __system_property_get("ro.product.device", device) > 0 && std::strcmp(device, "monterey") == 0;
}();
return enabled;
#else
return false;
#endif
}
static wgpu::RenderPipeline create_pipeline(const ConvPipeline& conv, const std::string_view shaderPreamble,
const wgpu::BindGroupLayout& bindGroupLayout) {
@@ -491,6 +552,9 @@ void initialize() {
g_blitPipeline = create_pipeline(
{GX_TF_RGBA8, FragPassthrough, webgpu::g_graphicsConfig.surfaceConfiguration.format, "TexCopyConv Blit"},
ShaderPreamble, g_bindGroupLayout);
g_quest1BlitPipeline = create_pipeline(
{GX_TF_RGBA8, {}, webgpu::g_graphicsConfig.surfaceConfiguration.format, "Quest 1 Simple TexCopy Blit"},
SimpleBlitShader, g_bindGroupLayout);
for (const auto& conv : ConvPipelines) {
g_pipelines[conv.fmt] = create_pipeline(conv, ShaderPreamble, g_bindGroupLayout);
if (conv.outputFormat != to_wgpu(conv.fmt)) {
@@ -522,6 +586,7 @@ void initialize() {
void shutdown() {
g_pipelines.clear();
g_blitPipeline = {};
g_quest1BlitPipeline = {};
g_bindGroupLayout = {};
g_depthBindGroupLayout = {};
g_nearestSampler = {};
@@ -597,6 +662,14 @@ static void execute(const wgpu::CommandEncoder& cmd, const ConvRequest& req, con
}
void run(const wgpu::CommandEncoder& cmd, const ConvRequest& req) {
if (quest1_simple_blit() && req.fmt == GX_TF_RGB5A3) {
// MKW's character/kart menu previews are live RGB5A3 EFB copies. The
// Adreno 540 miscompiles their quantizing conversion shader just like the
// filtered display-copy shader, leaving the preview panels black. Preserve
// the RGBA source directly; only the Wii-era RGB5A3 quantization is lost.
execute(cmd, req, g_quest1BlitPipeline);
return;
}
const auto it = g_pipelines.find(req.fmt);
if (it == g_pipelines.end()) {
Log.fatal("No copy conversion pipeline for format {}", static_cast<int>(req.fmt));
@@ -604,6 +677,8 @@ void run(const wgpu::CommandEncoder& cmd, const ConvRequest& req) {
execute(cmd, req, it->second);
}
void blit(const wgpu::CommandEncoder& cmd, const ConvRequest& req) { execute(cmd, req, g_blitPipeline); }
void blit(const wgpu::CommandEncoder& cmd, const ConvRequest& req) {
execute(cmd, req, quest1_simple_blit() ? g_quest1BlitPipeline : g_blitPipeline);
}
} // namespace aurora::gfx::tex_copy_conv
+46 -1
View File
@@ -182,6 +182,46 @@ density map does not reduce (the stores stay full size for non-subsampled images
stays off by default; it pays only when `render_scale` makes the eyes pixel-bound, as at 1.3 on
Luigi Circuit.
### Quest 1 renderer compatibility
Quest 1 identifies itself as Android device `monterey` and uses an Adreno 540
driver that misrenders Aurora's general filtered EFB-copy shader. On that
device, `GXCopyDisp` keeps the destination equal to the resolved EFB region so
WebGPU can use `CopyTextureToTexture`; the later presentation pass still scales
the result. Live RGB5A3 menu copies use a minimal RGBA passthrough shader for
the same reason. Other Android devices retain the normal filtered and
format-converting paths.
Quest 1 must be built with the `quest1` flavour (`Build-Quest.ps1 -Headset
quest1`). It targets the Snapdragon 835's Kryo CPU; the modern flavour targets
`cortex-a77`, whose instructions can terminate the game with `SIGILL` on Quest
1. Each variant's exported game kit records this CPU target, and the APK build,
PC game build, on-headset build and package import all verify it. This prevents
a kit left by another flavour from producing a library that can crash with
`SIGILL`.
The final Quest 1 firmware also cannot reliably promote this app's 2D setup
panel into an immersive activity. Its APK therefore exposes two library
entries: **WiiCompiled VR** starts the game directly in VR, while
**WiiCompiled Settings** opens the setup/settings panel. After changing a
setting, close the panel and start WiiCompiled VR from the library. The Play
button in the settings panel explains this limitation instead of opening a
black panel. Modern Quest builds keep the normal single launcher, whose Play
button starts VR directly.
The workaround was isolated on a physical Quest 1: it changed the boot/menu
output from flickering black or white frames to a complete menu with character
and vehicle previews. It does intentionally skip Wii-era RGB5A3 quantization on
that device.
Pipeline compilation is also scheduled differently on Quest 1. Its Adreno
serializes much of `vkCreateGraphicsPipelines`, so a large equal-priority worker
pool starved the translated game and OpenXR pacing threads without shortening
the compile materially. Quest 1 uses two nice-level 5 workers and does not
prewarm cached recipes in the background; a cached recipe is promoted and its
workers are awakened when the game first requests it. Newer Android headsets
and desktop retain the normal worker pool and prewarm behavior.
### Controllers
Quest Touch controllers are not HID gamepads, so `openxr_input.cpp` syncs an
@@ -772,7 +812,10 @@ Android facts this design rests on, all measured on a Quest 3:
also learned `--target-os windows|macos|linux|android` for
`generate-data-init` and `translate-mod`, for pipelines that generate on
another host.
- `android/`: the Gradle project, one app with no flavours.
- `android/`: the Gradle project, with `modernQuest` (the default script
target) and `quest1` headset flavours. They share the application ID and
storage, but select the appropriate CPU baseline, supported-device manifest,
and launcher behavior.
`app/src/main/cpp/CMakeLists.txt` adds the repository's `runtime/` as a
subdirectory with those Android choices and builds both game kit probes
(the Retro Rewind one only when the translation includes the mod), which
@@ -794,8 +837,10 @@ installer's `BuildWorkspace/generated`, produced by the normal Windows pipeline)
```powershell
powershell -ExecutionPolicy Bypass -File android/Prepare-QuestDependencies.ps1 # SDL3 3.4.4 AAR into android/app/libs
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Install # the app, its game kit and toolchain, debug-signed (the first run also builds Dawn from source)
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1 -Install # Quest 1: Kryo CPU and direct-VR library entry
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Install # your game, against that kit, into Import (or WheelWizard VR's Build for Quest)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install # the mod and its pack (needs translate-mod output with --retro-wfc-payload)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Install # game package from the Quest 1 kit
adb push MarioKart.iso /sdcard/Download/ # then Select disc image in the launcher
```