diff --git a/Launcher/WiiCompiled.Setup.Windows/QuestBuildService.cs b/Launcher/WiiCompiled.Setup.Windows/QuestBuildService.cs
index 5a07e40..93a774c 100644
--- a/Launcher/WiiCompiled.Setup.Windows/QuestBuildService.cs
+++ b/Launcher/WiiCompiled.Setup.Windows/QuestBuildService.cs
@@ -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"));
/// What the extracted kit says it builds: its fingerprint and the products it carries.
- internal sealed record Kit(string Fingerprint, IReadOnlyCollection Products);
+ internal sealed record Kit(string Fingerprint, string AndroidCpu, IReadOnlyCollection Products);
/// Extracts assets/game_kit from the Quest app's APK and reads what it is for.
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 EnsureToolchainAsync(string questRoot, CancellationToken cancellationToken)
diff --git a/Launcher/WiiCompiled.Setup.Windows/SelfTests.cs b/Launcher/WiiCompiled.Setup.Windows/SelfTests.cs
index ed43bc1..beed091 100644
--- a/Launcher/WiiCompiled.Setup.Windows/SelfTests.cs
+++ b/Launcher/WiiCompiled.Setup.Windows/SelfTests.cs
@@ -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")) ||
diff --git a/android/Build-Quest.ps1 b/android/Build-Quest.ps1
index 07a7b58..6e86b77 100644
--- a/android/Build-Quest.ps1
+++ b/android/Build-Quest.ps1
@@ -1,7 +1,7 @@
# Builds the standalone Meta Quest APK on a Windows host.
#
# powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 [-Generated ]
-# [-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.'
+ }
}
diff --git a/android/Build-QuestGame.ps1 b/android/Build-QuestGame.ps1
index 679d9fb..3dbc754 100644
--- a/android/Build-QuestGame.ps1
+++ b/android/Build-QuestGame.ps1
@@ -6,6 +6,7 @@
# SDK's NDK and ninja:
#
# powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 [-Generated ] [-Kit ]
+# [-Headset modern|quest1] [-Configuration debug|release]
# [-Data ] [-Output ] [-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 $Kit 'kit.json'))) {
throw 'No game kit; run Build-Quest.ps1 first, or pass -Kit'
diff --git a/android/Export-QuestGameKit.ps1 b/android/Export-QuestGameKit.ps1
index c0b3c0e..5304830 100644
--- a/android/Export-QuestGameKit.ps1
+++ b/android/Export-QuestGameKit.ps1
@@ -8,10 +8,11 @@
param(
[Parameter(Mandatory)] [string]$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] -> $OutputDir"
diff --git a/android/QuestGameKit.psm1 b/android/QuestGameKit.psm1
index 0da09f2..28cce90 100644
--- a/android/QuestGameKit.psm1
+++ b/android/QuestGameKit.psm1
@@ -268,10 +268,16 @@ function Export-QuestGameKit {
[Parameter(Mandatory)] [string]$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
diff --git a/android/README.md b/android/README.md
index d78a84a..8c3b3fc 100644
--- a/android/README.md
+++ b/android/README.md
@@ -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 -Install
```
diff --git a/android/Run-Quest.ps1 b/android/Run-Quest.ps1
index 6cf351f..f2c3c40 100644
--- a/android/Run-Quest.ps1
+++ b/android/Run-Quest.ps1
@@ -3,7 +3,8 @@
# diagnostics for one session.
#
# powershell -ExecutionPolicy Bypass -File android/Run-Quest.ps1 [-Apk ] [-Data ]
-# [-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 $Apk"
diff --git a/android/app/build.gradle.kts b/android/app/build.gradle.kts
index 768a8d0..80fba9b 100644
--- a/android/app/build.gradle.kts
+++ b/android/app/build.gradle.kts
@@ -1,4 +1,5 @@
import javax.inject.Inject
+import org.gradle.api.provider.Property
import org.jetbrains.kotlin.gradle.dsl.JvmTarget
plugins {
@@ -145,6 +146,34 @@ android {
}
}
+ flavorDimensions += "headset"
+ productFlavors {
+ create("modernQuest") {
+ dimension = "headset"
+ manifestPlaceholders["mkwQuestSupportedDevices"] = "quest2|quest3|quest3s|questpro"
+ buildConfigField("boolean", "QUEST1_DIRECT_LAUNCH", "false")
+ buildConfigField("String", "ANDROID_CPU", "\"cortex-a77\"")
+ externalNativeBuild {
+ cmake {
+ // Snapdragon XR2 and newer. Keep this as the default build target.
+ arguments += "-DMKW_ANDROID_CPU=cortex-a77"
+ }
+ }
+ }
+ create("quest1") {
+ dimension = "headset"
+ manifestPlaceholders["mkwQuestSupportedDevices"] = "quest|quest2"
+ buildConfigField("boolean", "QUEST1_DIRECT_LAUNCH", "true")
+ buildConfigField("String", "ANDROID_CPU", "\"kryo\"")
+ externalNativeBuild {
+ cmake {
+ // Snapdragon 835. cortex-a77 binaries terminate with SIGILL on Quest 1.
+ arguments += "-DMKW_ANDROID_CPU=kryo"
+ }
+ }
+ }
+ }
+
externalNativeBuild {
cmake {
// aurora-main needs CMake 3.25+, newer than the SDK's bundled 3.22.1;
@@ -201,6 +230,9 @@ abstract class ExportQuestGameKit : DefaultTask() {
@get:Internal
abstract val llvmStrip: RegularFileProperty
+ @get:Input
+ abstract val androidCpu: Property
+
@get:Inject
abstract val execOperations: ExecOperations
@@ -212,18 +244,37 @@ abstract class ExportQuestGameKit : DefaultTask() {
@TaskAction
fun export() {
val app = appDir.get().asFile
- val probe = File(app, "build/intermediates/cxx").walkTopDown()
+ data class Candidate(val probe: File, val binaryDir: File, val cpu: String?)
+ fun cacheValue(cache: String, name: String): String? =
+ Regex("(?m)^${Regex.escape(name)}(?::[^=\\r\\n]*)?=([^\\r\\n]*)$")
+ .find(cache)?.groupValues?.get(1)?.trim()
+
+ val candidates = File(app, "build/intermediates/cxx").walkTopDown()
.filter { it.name == "libmkw_quest_kit_probe.so" && it.parentFile.name == "arm64-v8a" }
- .maxByOrNull { it.lastModified() }
- ?: throw GradleException("No libmkw_quest_kit_probe.so; the native build did not produce the game kit probe")
- val configuration = probe.parentFile.parentFile.parentFile // /
- val binaryDir = File(app, ".cxx/${configuration.parentFile.name}/${configuration.name}/arm64-v8a")
- if (!File(binaryDir, "build.ninja").isFile) throw GradleException("No CMake tree at $binaryDir")
+ .map { probe ->
+ val configuration = probe.parentFile.parentFile.parentFile // /
+ val binaryDir = File(app, ".cxx/${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 "")
})
diff --git a/android/app/src/main/AndroidManifest.xml b/android/app/src/main/AndroidManifest.xml
index 1496238..317c676 100644
--- a/android/app/src/main/AndroidManifest.xml
+++ b/android/app/src/main/AndroidManifest.xml
@@ -50,12 +50,13 @@
android:label="@string/app_name"
android:theme="@style/Theme.WiiCompiled.Quest">
-
+
-
+
-
-
-
-
@@ -97,11 +94,6 @@
-
-
-
-
-
diff --git a/android/app/src/main/java/org/wiicompiled/quest/GameLibrary.kt b/android/app/src/main/java/org/wiicompiled/quest/GameLibrary.kt
index 0aa9481..ba0c008 100644
--- a/android/app/src/main/java/org/wiicompiled/quest/GameLibrary.kt
+++ b/android/app/src/main/java/org/wiicompiled/quest/GameLibrary.kt
@@ -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
}
}
diff --git a/android/app/src/main/java/org/wiicompiled/quest/launcher/GameBuild.kt b/android/app/src/main/java/org/wiicompiled/quest/launcher/GameBuild.kt
index dafd2b4..09b1623 100644
--- a/android/app/src/main/java/org/wiicompiled/quest/launcher/GameBuild.kt
+++ b/android/app/src/main/java/org/wiicompiled/quest/launcher/GameBuild.kt
@@ -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)
diff --git a/android/app/src/main/java/org/wiicompiled/quest/launcher/GamePackageImport.kt b/android/app/src/main/java/org/wiicompiled/quest/launcher/GamePackageImport.kt
index bf7c01b..eb7229c 100644
--- a/android/app/src/main/java/org/wiicompiled/quest/launcher/GamePackageImport.kt
+++ b/android/app/src/main/java/org/wiicompiled/quest/launcher/GamePackageImport.kt
@@ -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 ${BuildConfig.ANDROID_CPU}. Build it again for the correct headset."
+ }
val expected = manifest.optString("librarySha256")
if (librarySha256 == null) {
return "This game file has no game library (libmain.so)."
diff --git a/android/app/src/main/java/org/wiicompiled/quest/launcher/LauncherActivity.kt b/android/app/src/main/java/org/wiicompiled/quest/launcher/LauncherActivity.kt
index f008c09..bd02058 100644
--- a/android/app/src/main/java/org/wiicompiled/quest/launcher/LauncherActivity.kt
+++ b/android/app/src/main/java/org/wiicompiled/quest/launcher/LauncherActivity.kt
@@ -815,6 +815,10 @@ class LauncherActivity : Activity() {
}
private fun play() {
+ if (BuildConfig.QUEST1_DIRECT_LAUNCH) {
+ Toast.makeText(this, R.string.home_quest1_launch_from_library, Toast.LENGTH_LONG).show()
+ return
+ }
if (launching) {
return
}
diff --git a/android/app/src/main/res/values/strings.xml b/android/app/src/main/res/values/strings.xml
index 8c4c07a..89ec519 100644
--- a/android/app/src/main/res/values/strings.xml
+++ b/android/app/src/main/res/values/strings.xml
@@ -1,6 +1,7 @@
WiiCompiled VR
+ WiiCompiled Settings
Game data not found
Copy the extracted DATA directory of your own PAL RMCP01 Mario Kart Wii disc to:\n\n%1$s\n\nFor example with adb: adb push DATA /sdcard/Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/DATA\n\nThen start the app again.
@@ -102,6 +103,7 @@
Replace the game files?
Your current DATA folder stays until the new disc image has been checked and completely extracted.
The game could not be started.
+ Quest 1 cannot switch this settings panel into VR. Close it, then launch WiiCompiled VR from your library.
Close the game first.
Reset installation
Reset the installation?
diff --git a/android/app/src/modernQuest/AndroidManifest.xml b/android/app/src/modernQuest/AndroidManifest.xml
new file mode 100644
index 0000000..3c40ec4
--- /dev/null
+++ b/android/app/src/modernQuest/AndroidManifest.xml
@@ -0,0 +1,20 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/android/app/src/quest1/AndroidManifest.xml b/android/app/src/quest1/AndroidManifest.xml
new file mode 100644
index 0000000..303d001
--- /dev/null
+++ b/android/app/src/quest1/AndroidManifest.xml
@@ -0,0 +1,29 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/aurora-main/lib/dolphin/gx/GXFrameBuffer.cpp b/aurora-main/lib/dolphin/gx/GXFrameBuffer.cpp
index 8303c57..7a54fe2 100644
--- a/aurora-main/lib/dolphin/gx/GXFrameBuffer.cpp
+++ b/aurora-main/lib/dolphin/gx/GXFrameBuffer.cpp
@@ -15,8 +15,25 @@
#include
#include
#include
+#include
+
+#if defined(__ANDROID__)
+#include
+#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(
g_gxState.dispCopyDstHeight != 0 ? g_gxState.dispCopyDstHeight : static_cast(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(std::max(rect.width, 1));
+ dstHeight = static_cast(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, ©Filter, 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(g_gxState.texCopyDstWidth, 1);
const auto logicalDstHeight = std::max(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(std::max(rect.width, 1));
+ scaledDstHeight = static_cast(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, ©Filter, forceOpaqueAlpha,
+ quest1DirectRgb5a3 ? nullptr : &sourceRect.sampleRect,
+ quest1DirectRgb5a3 ? false : g_gxState.texCopyHalfScale, ©Filter, forceOpaqueAlpha,
sourceRect.sampleRect.w() / std::max(g_gxState.texCopySrc.height, 1.0f),
(g_gxState.copyClamp & GX_CLAMP_TOP) != 0, (g_gxState.copyClamp & GX_CLAMP_BOTTOM) != 0,
persistentCopy);
diff --git a/aurora-main/lib/gfx/pipeline_cache.cpp b/aurora-main/lib/gfx/pipeline_cache.cpp
index 76bce45..b854e9d 100644
--- a/aurora-main/lib/gfx/pipeline_cache.cpp
+++ b/aurora-main/lib/gfx/pipeline_cache.cpp
@@ -10,6 +10,7 @@
#include
#include
#include
+#include
#include
#include
#include
@@ -23,6 +24,12 @@
#include
#include
+#if defined(__ANDROID__)
+#include
+#include
+#include
+#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
@@ -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();
diff --git a/aurora-main/lib/gfx/tex_copy_conv.cpp b/aurora-main/lib/gfx/tex_copy_conv.cpp
index 4cd4aa9..7c7d7cd 100644
--- a/aurora-main/lib/gfx/tex_copy_conv.cpp
+++ b/aurora-main/lib/gfx/tex_copy_conv.cpp
@@ -10,6 +10,12 @@
#include
+#if defined(__ANDROID__)
+#include
+#endif
+
+#include
+
#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;
+
+struct UVTransform {
+ offset: vec2f,
+ scale: vec2f,
+ copy_filter: vec4f,
+ flags: vec4f,
+};
+@group(0) @binding(2) var uv_xf: UVTransform;
+
+struct VertexOutput {
+ @builtin(position) pos: vec4f,
+ @location(0) uv: vec2f,
+};
+
+var positions: array = array(
+ vec2f(-1.0, 1.0), vec2f(-1.0, -3.0), vec2f(3.0, 1.0));
+var uvs: array = 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 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(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
diff --git a/docs/quest-port.md b/docs/quest-port.md
index eedffa3..4e51234 100644
--- a/docs/quest-port.md
+++ b/docs/quest-port.md
@@ -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 -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
```