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Author SHA1 Message Date
saphid ae7f733b90 Merge remote-tracking branch 'origin/main' into theatre-media
# Conflicts:
#	ui/server.py
2026-09-29 10:21:27 +10:00
saphidandClaude Opus 5.5 b00db2484d Keep the backslash upload-name test POSIX-only
Windows treats the backslash as a separator, so that name can't occur there.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:15:37 +10:00
Alex Southwell 363497fdd5 Merge pull request #20 from saphid/vr-apks
Run Quest and other VR APKs on the Frame: VR detection, launcher fix, OpenXR 1.1 compatibility layer
2026-09-29 10:13:11 +10:00
Alex Southwell ff52f50c0c Merge pull request #22 from saphid/mac-in-headset
Mac in the headset: Mac windows as panels, measured and adapting to the network
2026-09-29 10:12:46 +10:00
saphid b0d6039eec Merge remote-tracking branch 'origin/main' into theatre-media
# Conflicts:
#	docs/testing.md
#	ui/server.py
2026-09-29 10:08:45 +10:00
saphidandClaude Opus 5.5 48158d1fe9 Merge main into mac-in-headset (README index)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:05:27 +10:00
saphidandClaude Opus 5.5 86b8ab1d82 Assert the start-failure test reaches systemd-run
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:01:17 +10:00
saphidandClaude Opus 5.5 e288946b81 Merge main into vr-apks: VR installs report through install_hooks like every other install
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:58:55 +10:00
Alex Southwell 66b6d46e0e Merge pull request #37 from saphid/flat2vr-mods
docs: record VR mod feasibility and own-manager requirements
2026-09-29 09:57:59 +10:00
saphidandClaude Opus 5.5 d970107716 Merge main into mac-in-headset: the Mac view alongside analytics and Report a problem
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:57:35 +10:00
Alex Southwell 6fbc450eea Merge pull request #17 from saphid/analytics-and-updates
Analytics, self-update and Report a problem
2026-09-29 09:55:12 +10:00
saphidandClaude Opus 5.5 f7573e3565 Merge main into mac-in-headset (MCP agent routes alongside the Mac view); skip the bash syntax test on Windows
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:41:24 +10:00
Alex Southwell 4f6d40625a Merge pull request #36 from saphid/linux-vr-streaming
docs: Linux VR feasibility and first-party streaming options
2026-09-29 09:39:01 +10:00
saphid c6ed6c9ea1 Merge remote-tracking branch 'origin/main' into analytics-and-updates
# Conflicts:
#	docs/frame-control.md
#	ui/server.py
2026-09-29 09:38:44 +10:00
saphidandClaude Opus 5.5 020e3386e1 Make media stop race-free and cover start failures
Stop always calls systemctl and treats exit 5 (unit already collected)
as done, so there is no is-active/stop race. Cleanup never masks the
copy error, the play ssh timeout covers the remote worst case, and
tests cover stop exit codes and systemd-run stderr reporting.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:30:03 +10:00
Alex Southwell 6d03317970 Merge pull request #15 from saphid/docs-announcements
Docs: house style for announcing features and fixes
2026-09-29 09:26:22 +10:00
saphidandClaude Opus 5.5 f81f70ed5d Fix media stop, upload cleanup and review findings
- Stop is a no-op when the collected player unit is already gone
  (raw systemctl stop exits 5 on the Frame; verified 2026-09-29).
- Surface systemd-run stderr when the player can't start.
- Keep the copy error if the cleanup ssh also fails; reject upload
  names that the play path can never accept.
- Allow 60 s for play (ffprobe 30 s + systemd-run 15 s remote).
- Docs: four-hour cap is unconditional; no delete action yet; fix a
  garbled timing sentence.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:22:22 +10:00
Alex Southwell 976008065f Merge pull request #16 from saphid/keep-awake
Keep the Frame awake during agent work
2026-09-29 09:16:03 +10:00
Alex Southwell 8b5ada1272 Merge pull request #35 from saphid/frame-mcp
Add Frame Control MCP tools and an opt-in assistant panel
2026-09-29 09:04:49 +10:00
saphidandClaude Opus 5.5 48a9914124 Skip reverse-DNS lookup when binding the loopback server
HTTPServer.server_bind calls socket.getfqdn, which stalled past the MCP
backend's 10-second startup window on GitHub's macOS runners.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 08:54:17 +10:00
saphid 002c859572 Set up self-contained MCP startup and inspect Frame computer-use capabilities 2026-09-29 08:18:47 +10:00
saphid 4d4e45f622 Pin fake Frame data directory modes 2026-09-28 22:46:00 +10:00
saphid 6ecd0cea39 Match fake Frame user data ownership to the headset 2026-09-28 22:44:14 +10:00
saphid c335cd5130 Fix media test portability and e2e discovery 2026-09-28 22:37:28 +10:00
saphid 0d448ab510 Add owned OpenVR media playback and stereo previews 2026-09-28 22:33:50 +10:00
saphid b5cf8253e6 Bind approval UI to current request and verify panel cleanup 2026-09-28 22:29:18 +10:00
saphid beccfec307 docs: record Frame mod feasibility and manager requirements 2026-09-28 22:25:05 +10:00
saphid a6137351d9 docs: record Linux VR client blockers and streaming options 2026-09-28 22:23:19 +10:00
saphid 6a8e3fadbf Open assistant on Frame and document verified agent workflows 2026-09-28 22:21:22 +10:00
saphid 643cb65c79 Add key-free MCP tools, human approvals and opt-in assistant 2026-09-28 22:21:22 +10:00
saphidandClaude Opus 5.5 1b90c64b73 Docs: benchmark with the headset worn (Wi-Fi much rougher; controller bounded latency)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 22:02:05 +10:00
saphidandClaude Opus 5.5 39afb23d97 Docs: Steam's StartDesktopStream pairs the Frame with the Mac (verified); stream test next
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:45:52 +10:00
saphidandClaude Opus 5.5 bda9d77d2d Mac in the headset: USB route keeps a configured host-key alias and falls back to the network
Review round 12: a failed USB-C tunnel now retries the normal path; an
existing HostKeyAlias wins; --host with --usb is rejected; the Steam
desktop-streaming claim is now 'untested' (Valve documents the desktop
showing when a game loses focus); the Show/cleanup overlap test blocks
for real (it fails without the lock). Verified live: with the cable out,
the route is the normal path.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:39:40 +10:00
saphidandClaude Opus 5.5 4fae62ba14 Mac in the headset: use the Frame's USB-C network when plugged in; Steam streaming findings
- Plugged into the Mac, the Frame is a USB network device ("Steam Frame",
  usb0 at ~0.9 ms). The tunnel uses it when the Frame's usb0 answers,
  with the usual host key; otherwise the normal path. Interleaved runs:
  content p50 7 vs 10 ms, click to drawn 17 vs 27 ms, scroll p95 23 vs
  31-37 ms. FRAME_MACVIEW_USB=0 turns it off; the card says "over USB-C".
- Bench: --usb, and the route is recorded per run.
- Docs: Steam's own streaming (no SteamVR host on macOS; Remote Play pairs
  but streams games, not windows; test blocked); the Frame's USB network;
  the 2026-09-28 health-check boot-loop recurrence.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:33:31 +10:00
saphidandClaude Opus 5.5 1d05f57fbf Mac in the headset: a Show waits for a viewer cleanup already in progress
Review round 11: the cleanup's check and pkill now hold a lock that Show
takes to count itself in, so a new viewer can't start between them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:14:27 +10:00
saphidandClaude Opus 5.5 484a50a189 Mac in the headset: no viewer cleanup while a Show is launching; relay pump always ends
Review round 10: a Show replacing its own stream could have its new viewer
ended by the cleanup; a viewer reset left the delayed relay pending.
Verified: the relay delivers what's queued, then closes the agent side.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:11:26 +10:00
saphidandClaude Opus 5.5 7f769ca2f0 Mac in the headset: end the Frame's viewer browser after Stop; relay fixes
- Chromium on the Frame outlived its last viewer window (verified: 11
  processes left after a run). Once nothing is shown, Stop ends it, unless
  Show was pressed again meanwhile; its profile is Frame Control's own.
- Relay --delay: if the agent side fails, close the viewer side too
  (review round 9).
- Docs: the final scroll run captured 57 fps; don't blame ScreenCaptureKit.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:07:59 +10:00
saphidandClaude Opus 5.5 038dcd48cd Treat bare activity names as package-relative when matching the alias target
Third review follow-up (PackageParser.buildClassName). Confirmed the
targetActivity resource id 0x01010202 in Open Saber Plus's manifest.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:04:55 +10:00
saphidandClaude Opus 5.5 71200c5179 Merge origin/main into mac-in-headset
Brings in #4, #5, #8 (fbl100's verified Remmina/VNC mirror), APK
alternatives and the website. docs/streaming.md: Mac in the headset stays
the recommendation (now verified on the Frame); Remmina keeps #8's verified
evidence as the whole-screen fallback. docs/mac-in-headset.md cites #8's
lag finding.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:03:34 +10:00
saphidandClaude Opus 5.5 00b45bafc5 Mac in the headset: final benchmark numbers; relay delay is a delay line
Review round 8 (GPT-6 Astra xhigh): --delay paused upstream reads, so busy
streams saw 30-60 ms instead of 30. Verified locally: 60-62 ms round trip
with 30 ms each way under load. No saved result used --delay.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:02:26 +10:00
saphidandClaude Opus 5.5 9e4dcdd147 Mac in the headset: measure every frame, adapt to the network, separate windows
- Per-frame timing on the Mac's clock (capture, encode, network, decode,
  draw), viewer clock sync and reports, input echo, /stats and a HUD.
- scripts/macview-bench.py: repeatable runs on the real Frame, a shaping
  relay (no sudo), interleaved A/B between agent settings; results in
  bench/results/.
- Adaptive controller: ack-based send gate with jitter-aware slack, AIMD
  bitrate that knows when a stream is app-limited, fps then size tiers.
  On a 50->3->50 Mbit/s step, scroll p95 went from 4.7 s to 72 ms; no cost
  on a clean link.
- Separate mode: real AppKit event loop (HiDPI and NSScreen now work),
  cropped capture for fixed-size windows, windows kept on their display,
  graceful quit restores windows; stop/start races fixed.
- Encoder timeline clamp (no oversized frame after a pause).
- Frame Control shows each live stream's fps, delay, bitrate and tier.

Reviewed by GPT-6 Astra xhigh (read-only), 7 rounds; findings fixed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:56:14 +10:00
saphidandClaude Opus 5.5 9e9e5950d0 Patch the activity the launcher alias targets, not the first MAIN filter
Second review follow-up: with several activities (e.g. a splash activity ahead
of the game), the alias fallback now prefers the real activity named by the
alias's android:targetActivity. Reads targetActivity by resource id, updates
the error text and docs/vr-apks.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:55:56 +10:00
saphidandClaude Opus 5.5 268afccf05 APK sources: shared interface for source modules
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:52:30 +10:00
saphidandClaude Opus 5.5 e1c0ac983c Repair alias-only launchers for flat apps too; never fail on a VR alias
Review follow-up. inspect() now returns 'repairable' and the filters it can
patch: the real activity's VR MAIN filter, or, when LAUNCHER/VR sits only on an
<activity-alias>, any real MAIN filter with a category to copy. install() and
patch() repair on 'repairable' instead of 'vr_activity', so a flat Godot 4
export is fixed and a VR category only on the alias no longer aborts install.
Tests cover both shapes, an already-launchable activity with an alias, and an
end-to-end patch.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:40:16 +10:00
saphidandClaude Opus 5.5 33a92a2e1d Tests: run in a sandbox that can't touch real app data, telemetry or the shared database
On a maintainer's Mac the compatibility-database key is in the Keychain, so a
test that reached install reporting published fake reports. Every test module
now imports tests/sandbox.py first, which points app data at a throwaway
directory (new FRAME_CONTROL_DATA_DIR), turns telemetry off and sends the
database nowhere.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:20:27 +10:00
saphidandClaude Opus 5.5 077eab2b79 Add LAUNCHER to the real VR activity when only an activity-alias has it
Lepton's apk-info-extractor ignores <activity-alias>, and Godot 4 exports put
LAUNCHER only on an alias (com.godot.game.GodotAppLauncher). Open Saber Plus
0.7.67 installed but Lepton exited with 'APP_ACTIVITY is empty'. Count only
real activities as launchable and patch the activity's VR intent filter.
Verified on the Frame: Open Saber Plus launches and renders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:19:38 +10:00
saphidandClaude Opus 5.5 f076527722 Send analytics to the existing PostHog project; make bug reports private
- Analytics go to the maintainer's PostHog US project 343535, tagged
  $lib = frame-control. Every event carries $ip 0.0.0.0, since PostHog
  stores the sender's address otherwise (checked live), including events
  queued by earlier versions.
- Report a problem sends a private problem_report event to PostHog instead
  of a public GitHub issue, with its own random id so a contact address
  can't be linked to analytics. The dialog asks how to reach the person and
  shows a reference. Maintainers read reports on the PostHog dashboard or
  with `python3 ui/frame_report.py inbox`.
- Community sync pages by timestamp in UTC: PostHog refuses OFFSET for
  personal API keys.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:14:36 +10:00
saphidandClaude Opus 5.5 e67802f15d Tests: keep the blocked-upload test from reaching real install reporting
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 20:11:48 +10:00
saphidandClaude Opus 5.5 73eef14ecd Report APKs refused before install; offer a compatibility test after installing an alternative
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 19:44:44 +10:00
saphidandClaude Opus 5.5 c3ceea9bcd Merge main into analytics-and-updates: keep APK alternatives alongside Report a problem
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 19:39:38 +10:00
saphid 35ef3af54b Merge remote-tracking branch 'origin/main' into vr-apks
# Conflicts:
#	ui/frame_android.py
#	ui/index.html
2026-09-28 17:49:47 +10:00
saphidandClaude Opus 5.5 f10282294d Fix the cross-provider review's findings on VR APK support
patch() turns corrupt-manifest struct/index errors into FrameError; a missing
layer build says so; the signing key falls back to a rename where hard links
aren't supported and explains how to recover from a bad cached key; the layer
nulls an instance it can't destroy and logs xrLocateSpaces once.

Not changed: the 1.1 Meta profile names match xr.xml's promoted names
(meta/touch_pro_controller, meta/touch_plus_controller), and grip_surface is
palm_ext renamed, so the rewrite stays (now commented).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:47:35 +10:00
Alex Southwell dcf9689f64 Merge pull request #11 from saphid/apk-alternatives
Offer older APK versions that fit when Lepton refuses an app
2026-09-28 17:38:35 +10:00
saphidandClaude Opus 5.5 97d70d0c80 Merge origin/main: background install jobs and tabbed pages
Flatpak installs record their outcome inside main's background job; failed
jobs are diagnostics too. The Privacy panel lives on the Tools page (#privacy
opens it), tab analytics use the four page names, and "Test it now?" reads the
install job's result.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:37:28 +10:00
saphidandClaude Opus 5.5 9eeca79b5d Analytics, self-update and Report a problem
- Anonymous PostHog analytics (ui/frame_telemetry.py): usage on by default
  after a first-run notice; compatibility results and error details opt-in,
  offered together by the notice's "Share more to help fix problems" button.
  Random id, no person profiles or GeoIP, scrubbed text, an offline outbox,
  and "Show what's been sent" in the new Privacy panel. Inert without a
  project key, from a source checkout, or with DO_NOT_TRACK=1.
- APK installs now record install_failed when the APK itself won't install,
  and offer a 20-second test after installing. Opted-in reports reach the
  shared database through PostHog and `frame_compat_db.py sync`.
- The desktop app updates itself from published releases (app/updater.js):
  update.json from releases/latest/download, SHA-256 checked, no downgrades;
  macOS bundle swap, Windows NSIS, Linux AppImage, otherwise the release page.
  scripts/publish-release.sh publishes a tested draft with its manifest.
- Report a problem (header button, Privacy panel, Help menu) files a GitHub
  issue through the website's feedback API, with a previewed, scrubbed
  diagnostics snapshot; activity and logs only when asked for.

Reviewed by GPT-6 Astra (xhigh, read-only) three times; all findings fixed.
Docs: docs/privacy.md, docs/releasing.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:34:21 +10:00
saphidandClaude Opus 5.5 224340edc9 APK alternatives: refresh the catalogue after an install job; pin the test's premise
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:29:29 +10:00
saphidandClaude Opus 5.5 b393e90854 Keep the Frame awake during agent work
Steam's own idle timer (60 min on AC, 15 on battery) suspends the Frame,
and SSH work doesn't count as activity. scripts/keep-awake.sh on sets both
timers to Never through Steam's DevTools (reusing ui/frame_steam.py) and
holds a logind sleep inhibitor as a user unit; off releases the inhibitor
and restores the saved timers. Findings recorded in how-the-frame-works.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:23:06 +10:00
saphidandClaude Opus 5.5 45f720883a Docs: house style for announcing features and fixes
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:22:55 +10:00
saphidandClaude Opus 5.5 c814cb95d0 Merge main into apk-alternatives: install other versions as background jobs
Main now runs Android installs as background jobs and maps SSH failures to
one offline message. Alternative-version installs go through the same job,
the alternatives dialog waits on it with runJob, and send_error_json keeps
the apk blocker that opens the dialog.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:21:55 +10:00
Alex Southwell ff2c4ebfe0 Merge pull request #8 from fbl100/mac-mirror-verified
Mac → Frame mirror: verified, with fixes for scaling, login and the cursor
2026-09-28 17:20:22 +10:00
Alex Southwell 03322d3166 Merge pull request #5 from saphid/iphone-app
iPhone and iPad app: the same features, served from the Frame
2026-09-28 17:20:18 +10:00
Alex Southwell 2d08486278 Merge pull request #4 from saphid/ui-tabs-reliability
Tabs, one offline banner, background installs, drop anywhere
2026-09-28 17:19:46 +10:00
Alex Southwell f780ab2c6a Merge pull request #14 from saphid/site-polish
Website: crop the Tools screenshot and tighten the phone footer
2026-09-28 16:43:21 +10:00
saphidandClaude Opus 5.5 396f2a830a Website: crop the empty half off the Tools screenshot; tighten wrapped footer links
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:39:01 +10:00
Alex Southwell 59761ae015 Merge pull request #12 from saphid/website-kofi
Website: Ko-fi donate buttons and visual fixes
2026-09-28 16:34:18 +10:00
saphidandClaude Opus 5.5 50d5e14539 Inject the OpenXR compatibility layer into VR APKs on install
VR apps with an arm64 OpenXR loader get frame/openxr-compat's layer unless
--no-xr-compat; the app bundle ships the layer. Verified on the Frame: Wolvic's
Quest build gets through OpenXR start-up, Open Brush still reaches FOCUSED.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:33:14 +10:00
saphidandClaude Opus 5.5 48eedbc2eb Website: let the hero platform list wrap on phones so large text isn't clipped
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:31:39 +10:00
saphid fd15f1de4c Merge branch 'openxr-compat' into vr-apks 2026-09-28 16:29:11 +10:00
saphidandClaude Opus 5.5 064cf95f6d VR APK notes: Lepton's missing clipboard also stops the Godot XR Tools demo
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:29:11 +10:00
saphidandClaude Opus 5.5 8d75ede0ab OpenXR compat layer: keep the current refresh rate when SteamVR refuses a request
Quest apps ask for 72/90/120/144 Hz; SteamVR offers only the current rate and
Wolvic aborted on XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB. Verified on
the Frame: Wolvic's Quest build now reaches XR_SESSION_STATE_SYNCHRONIZED.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:29:06 +10:00
saphidandClaude Opus 5.5 2b89eeba1d Website: fix visual bugs found in a page-by-page review
- Gradient buttons showed a dark sliver on the right: the background shorthand reset
  background-origin, so the gradient repeated under the transparent border.
- Phone header: keep the brand on one line and drop the GitHub button under 480px.
- Hero pill: put the platform list on its own line on phones instead of orphaning one item.
- Privacy page: plain sections instead of open accordions whose x looked like a close button.
- Same header (GitHub button) and footer links on every page; legend spacing on the form.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:26:43 +10:00
saphid 0dbe18d824 Add APK-local OpenXR 1.1 compatibility layer for Frame 2026-09-28 16:24:27 +10:00
saphidandClaude Opus 5.5 75e92db2fa Website: point the donate buttons at ko-fi.com/alexsouthwell; add FUNDING.yml
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:18:12 +10:00
saphid a1bc6522c3 Detect VR APKs and repair launchers with pure Python v2 signing 2026-09-28 16:16:56 +10:00
Alex Southwell 10f96656e3 Merge pull request #10 from saphid/website
Website, feedback form that opens issues, and pi's contributor gate
2026-09-28 16:07:23 +10:00
saphidandClaude Opus 5.5 724b020e93 Document what it takes to run VR and Quest APKs in Lepton
Verified on the headset: hello_xr and Open Brush's Quest build run
immersively unmodified; Wolvic's Quest build needs a LAUNCHER category
and fails on SteamVR's Android runtime being OpenXR 1.0 only.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 15:56:53 +10:00
saphidandClaude Opus 5.5 a1fa4ce140 Fix the cross-provider review's findings on APK alternatives
One malformed or unreachable repo no longer hides the others; skip bad
index entries; a refreshed raw index outdates its reduced copy; style the
dialog like the others; validate package ids with PKG_RE.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 15:15:11 +10:00
saphidandClaude Opus 5.5 a7663b3a5e Website feedback: double backslashes so escapes can't rebuild references; queue every approval
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:51:18 +10:00
saphidandClaude Opus 5.5 a6fff434a4 Website feedback: attribution first, escape <, wait out the fill timer; maintainers only in the approval queue
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:45:54 +10:00
saphidandClaude Opus 5.5 cd40a194ed Website feedback: escape & so entities can't rebuild mentions; queue only lgtm comments
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:39:54 +10:00
saphidandClaude Opus 5.5 0037b1ef4b Website feedback: fixes from review
- Rate limiting fails open on KV errors instead of dropping feedback
- Break owner/repo#1, GH-1 and github.com references in user text
- Time the form with the browser's monotonic clock, not wall-clock
- Serialize lgtm approvals and rebase before pushing

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:33:42 +10:00
saphidandClaude Opus 5.5 50405ccf88 Add IzzyOnDroid to APK alternatives; keep the catalogue's index file
Reducing an index no longer deletes apk-catalog/data/index-v2.json, which
the catalogue build reads. Drop the measurement log from docs.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:30:15 +10:00
saphid 32196b4260 Reduce F-Droid indexes and fetch APK alternatives asynchronously 2026-09-28 14:26:40 +10:00
saphidandClaude Opus 5.5 7d328e20a5 Website with a feedback form that opens GitHub issues, and pi's contributor gate
- site/: landing page, /feedback/ and /privacy/ on Cloudflare Pages
  (frame-control.pages.dev). POST /api/feedback validates the form and opens
  a labelled issue with a fine-grained token; honeypot, minimum fill time and
  KV rate limits keep spam out. Ko-fi donate buttons appear once the page
  name is set in site/public/js/site.js.
- .github: the issue and PR gate from badlogic/pi-mono. New contributors'
  issues and PRs are auto-closed; a maintainer replying lgtmi/lgtm approves
  them via APPROVED_CONTRIBUTORS. Issue templates and CONTRIBUTING.md.
- CI runs the website tests; README points feedback at the form.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 14:26:33 +10:00
saphid fbe7ba9575 Find installable APK alternatives in F-Droid main and archive 2026-09-28 14:16:43 +10:00
saphidandClaude Opus 5.5 a3c6e5c984 Mac in the headset: stream Mac windows and screens into the Frame as panels
Frame Control can now show any Mac window, or a whole screen, as its own
SteamVR panel on the Steam Frame (Tools -> Mac in the headset, macOS only).
Place it with the SteamVR dashboard; the laser clicks and scrolls, and the
Mac's own keyboard types.

- mac/frame-mac-view (Swift, no dependencies): ScreenCaptureKit capture per
  window or display, VideoToolbox H.264 with low-latency rate control (JPEG
  fallback), a loopback HTTP/WebSocket server, CGEvent/AX input playback,
  and a display-awake assertion while anyone watches.
- ui/frame_macview.py: starts the agent, runs an ssh -R tunnel with a
  supervisor that reopens it on the same port, and launches a Chromium app
  window per stream on gamescope's :0, tagged with STEAM_GAME for its own panel.
- Frame Control's key never leaves the Mac: viewers get single-use,
  per-source tickets and reconnect keys that Stop revokes.
- ui/mac-view.html: WebCodecs decode, keyframe recovery, pointer/wheel/keys back.
- Bundled in the Mac app build; tests/test_macview.py builds and drives the
  agent on macOS.

Verified on the Frame (build 20260925.6191901) with the test pattern: panel
in about 1.5 s, about 60 fps, Mac-to-window about 11-17 ms, tunnel recovery
in 4 s. Laser input and real window capture still need a person in the headset.

Also commits the other thread's first-party rule (steam-frame skill) and
the first-party options table in docs/streaming.md.

Reviewed by GPT-6 Astra (xhigh, read-only) over six rounds; all findings fixed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:33:46 +10:00
Frank LevineandClaude Opus 5.5 5e12245932 Streaming doc: Mac → Frame mirror verified; move answered open questions
Tested on Frame BUILD_ID 20260925.6191901 with macOS 27.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
Frank LevineandClaude Opus 5.5 df1810bae3 Add mac-cursor-ring.lua: show the Mac pointer in the VNC mirror
macOS leaves the pointer out of the Screen Sharing framebuffer, and neither Remmina showcursor setting brings it back. A Hammerspoon ring around the pointer is a real window, so it gets mirrored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
Frank LevineandClaude Opus 5.5 3f0e7b198a install-apps: scale the Mac screen profile to fit; warn about the Mac login
Without scale-to-fit a Retina Mac shows 1:1 as a zoomed-in corner. macOS offers Apple auth ahead of plain VNC auth, so Remmina asks for the Mac account login.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:49:12 -04:00
saphidandClaude Opus 5.5 9110557e23 README: link the Frame Control trailer
A thumbnail under the screenshot opens the 66-second trailer, which is attached to the 'trailer' release.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 22:07:44 +10:00
saphid 0016d9200c Merge remote-tracking branch 'origin/iphone-app' into iphone-app 2026-09-27 21:27:10 +10:00
saphidandClaude Opus 5.5 fe87a9d826 Keep the page clear of iOS safe areas everywhere; research typing, pointing and mirroring into the Frame
- Header, content, tab bar, status strip, drawer and toasts add the notch,
  Dynamic Island, rounded-corner and home-indicator insets on every side
  (zero on desktops). Phones on their side use the bottom tab bar layout.
- The phone tab bar hides while a text field has focus, instead of riding
  on the keyboard.
- DEBUG hook FRAME_TEST_LANDSCAPE for checking this in the Simulator.
- docs/streaming.md: iPhone mirroring (UxPlay, broadcast extension) and
  keyboard/mouse input (uinput needs no sudo on the Frame, verified).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 21:26:32 +10:00
Alex Southwell 1b26c4f92c Merge pull request #7 from saphid/fake-frame-tests
Regression tests against a fake Frame, plus a headset smoke test
2026-09-27 21:25:36 +10:00
saphidandClaude Opus 5.5 3db311da13 iPhone app: declare photo saving so Save Image appears; record what was tested
The share sheet only offers Save Image when the app declares
NSPhotoLibraryAddUsageDescription; without it screenshots couldn't be saved to
Photos. docs/iphone.md now lists what was verified against the Frame (Bonjour
discovery, waiting and reconnecting, upload, share sheet, install links,
opening Steam Link) and the two permission prompts iOS shows.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 18:49:25 +10:00
saphidandClaude Opus 5.5 e1d138470f Fake Frame on arm64: use Valve's Holo Core image, and show failed builds
The menci/archlinuxarm base failed `pacman -Syu` on GitHub's arm64 runner.
Valve's Holo Core aarch64 preview is the base the Frame's SteamOS is built on,
the iPhone app's frame-container already uses it, and its repos carry every
package the fake needs. A failed image build now reruns with the full log.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 18:16:20 +10:00
saphidandClaude Opus 5.5 c711e136d4 iPhone app: a first screen that says exactly what to do
The app finds the Frame by itself (Valve's _steamos-devkit._tcp Bonjour
service, else the saved address or frame.local on port 22), so setup is two
numbered steps: wake your Frame (Looking… / Found ✓, and after a few seconds
exactly what to check), then the Developer Mode password and Connect. Manual
address and key options sit under Other ways to connect.

A paired Frame that doesn't answer is almost always asleep: instead of an
error, Waiting for your Frame says how to wake it and connects as soon as its
SSH port answers (checked every 3 s; 4 s after the stand-in came back).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 18:16:14 +10:00
saphidandClaude Opus 5.5 19b9bc2dbe E2E: follow background jobs for Flatpak installs
The tabs UI (#4) runs Flatpak installs as server.start_job jobs, so a failed
install answers 200 with a job id and reports the error on /api/job. The test
now waits for the job instead of expecting an immediate 502.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:43:49 +10:00
saphidandClaude Opus 5.5 b768162139 Smoke test: read Steam's binary compat log with grep -a
On the Frame, compat_log.txt has binary bytes in it, so plain grep only said
"binary file matches" and the x86-64 launch check missed Steam's "is not
installed" line. The fake now writes that line to a compat_log.txt that starts
with a NUL, and the end-to-end test finds it the way the smoke test does.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 56bbac4ddb Smoke test: wait for the evidence a launch needs; check the shortcut sync
A launch that needs the program running kept looking after Steam's
"started" line, rather than failing on it before the process showed up.
Cleanup reads steamos-delete's log, which reports a failed sync but exits
0, and runs it twice to check Steam no longer lists our titles; until then
they stay tracked and the cleanup step fails.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 93aebb5019 Fix the review's findings in the test harness
Headset smoke test: drop the paired key from authorized_keys with a
same-mode copy swapped in, so a failed write can't truncate it; check the
throwaway key with no ssh_config or agent; clean up idempotently (tracked
and leftover titles, their json files, Steam's shortcuts via steamos-delete,
and ~/devkit-utils if it wasn't there before), with a failed cleanup a
failed step; count a launch only with fresh evidence (the process, Steam's
log, or the known missing-runtime line), matching with [d]evkit-game so
pgrep doesn't find its own shell. The test programs sleep 10 s.

Fake Frame: log a launch before its reaper can look for it. e2e: kill a
pairing client's process group when a test ends; accept an aarch64 program
running under QEMU on x86 hosts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 0181071b83 Tests against a fake Frame, and a headset smoke test
tests/fakeframe: a container that stands in for the Frame (Arch Linux, or
Arch Linux ARM on arm64) with sshd, rsync, Valve's steamos-devkit-service
and hooks (vendored unmodified), a fake Steam client for the devkit pipe and
the DevTools port (the app's JavaScript runs in Node against stand-in
SteamClient/appStore objects), stubs for steam, wpctl, flatpak, podman,
Lepton and friends, battery and thermal files under /sys, and fault
switches (fakeframe-ctl): pairing mode, approve/deny/timeout, Steam not
running, headset asleep, sshd off, disk full, runtimes missing. A second
container is the computer running Frame Control.

tests/e2e: 29 tests driving the real ui/server.py, frame_connect.py and
frame_titles.py against it; skipped unless FRAME_E2E=1. scripts/e2e.sh
builds, runs and tears down; CI runs it on ubuntu-24.04-arm.

tests/smoke + scripts/frame-smoke.sh: the core cases against a real Frame,
recorded with its BUILD_ID, cleaning up after itself; --pair to pair a
throwaway key. docs/testing.md describes the layers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 ca2a991f03 Sideloaded titles: use ids Steam's create-shortcut accepts
On the Frame, Steam refused to register titles whose id had a hyphen
(fc-smoke-exe) with "missing/invalid arguments", and registered the same
program as FCSmokeProbe (headset smoke test, 2026-09-27, BUILD_ID
20260922.6101926). Valve's client only allows ^[A-Za-z_][A-Za-z0-9_.]+$.

title_id now makes ids of letters, digits and _, not starting with a
digit, 2 to 64 long; new installs are checked against that, while titles
already on the Frame are still listed, launched and removed. Steam's error
text is trimmed before it's quoted, and the "install it again with Steam
running" hint only follows a Steam-not-running error.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:40:09 +10:00
saphidandClaude Opus 5.5 10bf18fd50 Document the Frame's recovery images and what we learnt about the device
- docs/recovery-and-images.md: where Valve's Frame images are (not linked from
  the SteamOS download page), file names, sizes and our checksums, the GPT
  layout with exact start sectors, what's in rootfs-A (btrfs, SteamOS 0.3.0
  build 20260922.5152327, users, sudo and sshd config), extracting it, running
  it without the headset, and Valve/Collabora's Holo Core aarch64 preview.
- how-the-frame-works.md: correct the recovery image file names; add verified
  facts on the SSH server, tools on the image (no adb), Lepton instances as
  podman containers, going off the network when asleep, and the battery
  reading at full charge.
- ssh.md: pairing from an iPhone and why devkit RSA pairing doesn't fit it.
- open-questions.md, README.md and the steam-frame skill point to the new pages.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 17:25:01 +10:00
saphidandClaude Opus 5.5 d65f7130d5 Test against Valve's own Steam Frame OS from its recovery image
tests/frame-container/frame-image.sh extracts rootfs-A from Valve's Frame
recovery image (steamdeck-images.steamos.cloud/recovery), mounts it read-only
with a throwaway writable layer and starts the image's own sshd, so the iPhone
app can pair with and run its server on the real SteamOS for Frame userland.
Verified: password pairing then key login in the image's sshd log, the power
password check through the image's sudo, status reading SteamOS 0.3.0.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:59:01 +10:00
saphidandClaude Opus 5.5 13f629af35 WebXR doc: drop the stale not-verified list
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:55:09 +10:00
saphidandClaude Opus 5.5 7efce19f4c WebXR doc: measured frame rate and controller input
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:54:48 +10:00
saphidandClaude Opus 5.5 623ce683d4 Document testing VR without wearing the headset; Steam-launched WebXR verified
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 16:47:57 +10:00
saphidandClaude Opus 5.5 b1fa3afd40 Don't retry a pairing failure on returning to the app; README installs the docker client
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 15:48:43 +10:00
saphidandClaude Opus 5.5 aafd2dbda8 iPhone app: test pairing and power against a Holo Core stand-in
Valve publishes no Steam Frame OS image, so tests/frame-container builds the
Frame's SSH surface on Valve and Collabora's Holo Core aarch64 base: a
steamos user with a password and sudo, OpenSSH with keys and passwords,
Python, and a systemctl that only records requests.

Against it from the Simulator: password pairing, the host-key pin, the power
password check. Found and fixed: a changed host key or a refused login said
"Can't reach the Frame" and retried forever; they now say "Pair with the
Frame again" and offer that. The server's key rejection now says the header
may be wrong, not only missing.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 15:44:42 +10:00
saphidandClaude Opus 5.5 db75d1ca71 iPhone app: verified against a Frame from the Simulator
Adds debug-only test hooks (open on a tab, run page JS, leave the tunnel URL in
Caches) used to drive the app in the Simulator, and records what was verified:
all four tabs with live data, capture and 31 fps live video in WKWebView, upload,
install jobs and the power password check through the app's tunnel.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 15:26:23 +10:00
saphidandClaude Opus 5.5 fd3a25434d iOS build: create the derived-files folder before packing the Frame bundle
A clean build (as in CI) hasn't made it yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:48:53 +10:00
saphidandClaude Opus 5.5 14790ac768 Fix the follow-up review's findings
- Pairing saves nothing if it was cancelled while adding the key.
- The ssh stand-in runs under bash: dash refuses job control without a
  terminal, which cost stdin and the process group.
- A server that stops while the tunnel opens fails the attempt (and retries)
  instead of leaving it half-connected.
- The health probe answers within its deadline even when a dead link keeps
  the probe itself waiting.
- A cached version is deleted only if no server runs from it (servers now run
  by absolute path) and it's two weeks unused.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:40:17 +10:00
saphidandClaude Opus 5.5 a910f83ac1 Fix the iPhone review's findings
- Cancelling (Change headset, Forget) invalidates the attempt in flight; a
  connection only becomes the app's once every step finished for it.
- A server that stops while the tunnel opens is noticed (exit callbacks are
  synchronised and replayed), and the app isn't left showing a dead page.
- The port is read only once the digits are complete, and range-checked.
- Other versions in ~/.cache/frame-control stay unless untouched for 14 days,
  so a second phone or iPad isn't cut off.
- The key is appended on its own line even if authorized_keys lacks a final
  newline.
- The app checks every 20 s, and on returning to the foreground, that the SSH
  session still answers, and reconnects if not.
- The ssh stand-in runs the command as its own process group and passes a
  TERM on to all of it, so a live-video ffmpeg stops with its stream.
- Touch screens show the library's Play buttons (the rule now follows the
  base one); the failure screen only says it's retrying when it is; the page
  says the app reconnects rather than naming a desktop menu.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:30:40 +10:00
saphidandClaude Opus 5.5 13187e8f6a iPhone and iPad app: the same features, served from the Frame
An iPhone can't run Python or ssh, but the Frame can. The app (ios/, SwiftUI)
connects with its own SSH key (Citadel), copies the server and helpers to
~/.cache/frame-control/<version> on the Frame once per version, starts
ui/server.py there with FRAME_LOCAL=1 on the Frame's 127.0.0.1, and shows the
page through an SSH tunnel. The server exits when the phone disconnects.

Server: FRAME_LOCAL=1 puts ui/local-bin on PATH, whose ssh stand-in runs each
`ssh frame COMMAND` locally (and serves as rsync's transport), so desktop and
phone share one code path. Android display goes through podman exec there, as
the Frame has no adb. FRAME_UI_KEY replaces the fixed X-Frame-UI value with a
per-session key. Power actions take the Developer Mode password via sudo -S.
--port 0 now prints the port it took.

Page: a bottom tab bar and safe areas on phones, Play buttons visible on touch
screens, saving through the share sheet, SSH/SFTP/Steam Link/remote desktop
opening in their iOS apps, and a password dialog for power.

App: pairing with the Developer Mode password once (never stored) or with a
key the user adds; host key pinned on first use; plain-language connection
errors with quiet retries; frame-control://install links; alerts and confirms.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 11:18:15 +10:00
saphidandClaude Opus 5.5 e5f3c96275 WebXR doc: keep only the verified DevTools launch recipe
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 09:47:33 +10:00
saphidandClaude Opus 5.5 0cb289d571 WebXR: point to the public chromium-webxr-steam-frame repo
The build script, launcher and Steam shortcut helper now live in
saphid/chromium-webxr-steam-frame, so drop the duplicate copies here.
The doc keeps the findings, verification and upstream status.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-27 07:06:42 +10:00
256 changed files with 64627 additions and 671 deletions

No files matched your search

+9
View File
@@ -27,6 +27,9 @@ desktop or panels.
| Flatpaks | `docs/streaming.md` | `scripts/install-apps.sh` |
| Launch an app inside the desktop panel | the script's header comment | `scripts/run-on-frame.sh` |
| Mac GUI over all of this | `README.md` → Frame Control | `scripts/frame-ui.sh` |
| iPhone/iPad app (server runs on the Frame, `FRAME_LOCAL=1`) | `docs/iphone.md` | `ios/`, `ui/local-bin/ssh` |
| Recovery images, factory reset, boot loops | `docs/recovery-and-images.md`, `docs/how-the-frame-works.md` | `~/Downloads/steam-frame-recovery/` |
| Test without the headset (the Frame OS image's own sshd) | `tests/frame-container/README.md` | `tests/frame-container/frame-image.sh` |
| What's still unverified | `docs/open-questions.md` | — |
Each script's usage is in its header comment. Read the header rather than
@@ -45,3 +48,9 @@ running `--help`: `paste-to-frame.sh`, `serve-bootstrap.sh` and
- `sudo` on the Frame asks for the user's Developer Mode password. Hand those
steps to the user (open Terminal) and keep automation to non-sudo commands.
- The Mac uses BSD userland and zsh (no `timeout`, use `head -n`).
- **First-party first.** For any new capability, investigate the first-party
way before anything else: Valve (SteamOS, Steam, Steam Link), Apple (the Mac
and iPhone), and KDE (the Frame's desktop is Plasma). It's usually the best
answer. If it isn't, write down why not. If it is, find what Frame Control
can do to make it easier to set up (install over SSH, pre-seed settings,
pair automatically, tell the user the one setting to turn on).
+9
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@@ -0,0 +1,9 @@
# GitHub handles approved to bypass contribution auto-close
# Format: <username> <capability>
# capability:
# issue future issues stay open
# pr future issues and PRs stay open
# Maintainers add people by replying `lgtmi` or `lgtm` on an issue
# (.github/workflows/approve-contributor.yml); editing this file by hand works too.
fbl100 pr
+1
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@@ -0,0 +1 @@
ko_fi: alexsouthwell
+51
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@@ -0,0 +1,51 @@
name: Bug report
description: Report something that's broken
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
**Before you start:** read [CONTRIBUTING.md](https://github.com/saphid/frame-control/blob/main/CONTRIBUTING.md).
Issues from new contributors are auto-closed by default. A maintainer reviews them and reopens worthwhile ones. The [website feedback form](https://frame-control.pages.dev/feedback/) skips that queue.
Keep this short. If it doesn't fit on one screen, it's too long. Write in your own voice.
- type: textarea
id: description
attributes:
label: What happened?
description: Be specific. Include error messages and the last lines of the server log (Frame → Show Server Log).
validations:
required: true
- type: textarea
id: repro
attributes:
label: Steps to reproduce
description: Minimal steps to trigger the bug.
validations:
required: false
- type: textarea
id: expected
attributes:
label: Expected behavior
validations:
required: false
- type: input
id: version
attributes:
label: Frame Control version
description: e.g. v0.3.1
validations:
required: false
- type: input
id: os
attributes:
label: Computer and SteamOS build
description: e.g. Windows 11, SteamOS 20260922.6101926 (Steam Settings → System)
validations:
required: false
+5
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@@ -0,0 +1,5 @@
blank_issues_enabled: false
contact_links:
- name: Feedback form (no GitHub account needed, skips the queue)
url: https://frame-control.pages.dev/feedback/
about: Bugs, ideas and questions from the website become issues here without being auto-closed.
+36
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@@ -0,0 +1,36 @@
name: Idea or contribution proposal
description: Propose a change or feature (required for new contributors before opening a PR)
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
**Before you start:** read [CONTRIBUTING.md](https://github.com/saphid/frame-control/blob/main/CONTRIBUTING.md).
Issues from new contributors are auto-closed by default. A maintainer reviews them and reopens worthwhile ones.
Keep this short. If it doesn't fit on one screen, it's too long. Write in your own voice.
- type: textarea
id: what
attributes:
label: What do you want to change?
description: Be specific and concise.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why?
description: What problem does this solve?
validations:
required: true
- type: textarea
id: how
attributes:
label: How? (optional)
description: Brief technical approach, and whether you'd like to implement it yourself.
validations:
required: false
+238
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@@ -0,0 +1,238 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Approve Contributor
on:
issue_comment:
types: [created]
jobs:
approve:
# Only maintainers' comments that might approve someone join the queue, and
# they run one at a time so two lgtm replies can't race on APPROVED_CONTRIBUTORS.
# (The script below still checks for write access.)
if: >-
contains(github.event.comment.body, 'lgtm') &&
contains(fromJSON('["OWNER", "MEMBER", "COLLABORATOR"]'), github.event.comment.author_association)
concurrency:
group: approve-contributor
cancel-in-progress: false
queue: max
runs-on: ubuntu-latest
permissions:
contents: write
issues: write
pull-requests: write
steps:
- name: Checkout
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
ref: ${{ github.event.repository.default_branch }}
- name: Update contributor approval
id: update
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const fs = require('fs');
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const issueAuthor = context.payload.issue.user.login;
const commenter = context.payload.comment.user.login;
const commentBody = (context.payload.comment.body || '').trim();
const approvalAtStartPattern = /^[\s.]*(?:@[A-Za-z0-9](?:[A-Za-z0-9-]{0,37}[A-Za-z0-9])?(?:\s*,\s*|[.:]\s*|\s+))*(lgtmi|lgtm)(?=$|[\s]|[^\p{L}\p{N}_\s])/iu;
const approvalAtEndPattern = /(?:^|[\s.])(lgtmi|lgtm)\s*(?:[^\p{L}\p{N}_\s])?\s*$/iu;
const approvalMatch = commentBody.match(approvalAtStartPattern) ?? commentBody.match(approvalAtEndPattern);
if (!approvalMatch) {
console.log('Comment does not start or end with lgtm or lgtmi');
core.setOutput('status', 'skipped');
return;
}
const targetCapability = approvalMatch[1].toLowerCase() === 'lgtmi' ? 'issue' : 'pr';
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username: commenter,
});
if (!['admin', 'maintain', 'write'].includes(permissionLevel.permission)) {
console.log(`${commenter} does not have write access`);
core.setOutput('status', 'skipped');
return;
}
} catch {
console.log(`${commenter} does not have collaborator access`);
core.setOutput('status', 'skipped');
return;
}
function parseMentionedUsers(body) {
const users = [];
const seenUsers = new Set();
const mentionPattern = /(^|[^A-Za-z0-9_])@([A-Za-z0-9](?:[A-Za-z0-9-]{0,37}[A-Za-z0-9])?)(?![A-Za-z0-9-]|\/)/g;
for (const match of body.matchAll(mentionPattern)) {
const username = match[2];
const normalizedUser = username.toLowerCase();
if (seenUsers.has(normalizedUser)) {
continue;
}
seenUsers.add(normalizedUser);
users.push(username);
}
return users;
}
function parseApprovedUsers(content) {
const lines = content.split('\n');
const entries = [];
const users = new Map();
for (const line of lines) {
const trimmed = line.trim();
if (!trimmed || trimmed.startsWith('#')) {
entries.push({ type: 'other', line });
continue;
}
const parts = trimmed.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${line}`);
entries.push({ type: 'other', line });
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${line}`);
entries.push({ type: 'other', line });
continue;
}
const normalizedUser = username.toLowerCase();
const entry = { type: 'user', username, normalizedUser, capability: normalizedCapability };
entries.push(entry);
users.set(normalizedUser, entry);
}
return { entries, users };
}
function stringifyApprovedUsers(entries) {
const normalizedEntries = [...entries];
while (normalizedEntries.length > 0) {
const lastEntry = normalizedEntries[normalizedEntries.length - 1];
if (lastEntry.type !== 'other' || lastEntry.line.trim() !== '') {
break;
}
normalizedEntries.pop();
}
return `${normalizedEntries
.map((entry) => (entry.type === 'user' ? `${entry.username} ${entry.capability}` : entry.line))
.join('\n')}\n`;
}
const content = fs.readFileSync(APPROVED_FILE, 'utf8');
const { entries, users } = parseApprovedUsers(content);
const mentionedUsers = parseMentionedUsers(commentBody);
const approvalTargets = mentionedUsers.length > 0 ? mentionedUsers : [issueAuthor];
const changedTargets = [];
const alreadyTargets = [];
for (const username of approvalTargets) {
const normalizedUser = username.toLowerCase();
const existingEntry = users.get(normalizedUser);
const existingCapability = existingEntry?.capability ?? null;
if (existingCapability === 'pr' || existingCapability === targetCapability) {
alreadyTargets.push(existingEntry?.username ?? username);
console.log(`${username} is already approved for ${existingCapability}`);
continue;
}
if (existingEntry) {
existingEntry.capability = targetCapability;
changedTargets.push(existingEntry.username);
} else {
const entry = { type: 'user', username, normalizedUser, capability: targetCapability };
entries.push(entry);
users.set(normalizedUser, entry);
changedTargets.push(username);
}
console.log(`Set ${username} capability to ${targetCapability}`);
}
core.setOutput('capability', targetCapability);
core.setOutput('changed_targets', JSON.stringify(changedTargets));
core.setOutput('already_targets', JSON.stringify(alreadyTargets));
if (changedTargets.length === 0) {
core.setOutput('status', 'already');
return;
}
fs.writeFileSync(APPROVED_FILE, stringifyApprovedUsers(entries));
core.setOutput('status', 'changed');
- name: Commit and push
if: steps.update.outputs.status == 'changed'
run: |
git config user.name "github-actions[bot]"
git config user.email "github-actions[bot]@users.noreply.github.com"
git add .github/APPROVED_CONTRIBUTORS
git diff --staged --quiet || git commit -m "chore: approve contributors from issue #${{ github.event.issue.number }}"
# main may have moved since checkout; replay the approval on top of it.
git pull --rebase origin "${{ github.event.repository.default_branch }}"
git push
- name: Comment on issue
if: steps.update.outputs.status == 'changed' || steps.update.outputs.status == 'already'
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
env:
CAPABILITY: ${{ steps.update.outputs.capability }}
CHANGED_TARGETS: ${{ steps.update.outputs.changed_targets }}
ALREADY_TARGETS: ${{ steps.update.outputs.already_targets }}
with:
script: |
const capability = process.env.CAPABILITY;
const changedTargets = JSON.parse(process.env.CHANGED_TARGETS || '[]');
const alreadyTargets = JSON.parse(process.env.ALREADY_TARGETS || '[]');
const defaultBranch = context.payload.repository.default_branch;
const formatTargets = (targets) => targets.map((target) => `@${target}`).join(', ');
const bodyLines = [];
if (changedTargets.length > 0) {
if (capability === 'issue') {
bodyLines.push(`${formatTargets(changedTargets)} approved for issues. Future issues will not be auto-closed. PRs still require \`lgtm\` at the start of a maintainer reply (optionally after one or more \`@username\` mentions) or at the end.`);
} else {
bodyLines.push(`${formatTargets(changedTargets)} approved for issues and PRs. Future issues and PRs will not be auto-closed.`);
}
}
if (alreadyTargets.length > 0) {
const verb = alreadyTargets.length === 1 ? 'is' : 'are';
bodyLines.push(`${formatTargets(alreadyTargets)} ${verb} already approved.`);
}
bodyLines.push('', `See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`);
const body = bodyLines.join('\n');
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body,
});
+32 -2
View File
@@ -20,6 +20,7 @@ jobs:
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: Script syntax
run: |
sh -n ui/local-bin/ssh
for f in scripts/*.sh frame/*/*.sh; do
case "$(head -n 1 "$f")" in
*zsh*) zsh -n "$f" ;;
@@ -28,13 +29,17 @@ jobs:
done
- name: Python compiles
run: |
python -m py_compile ui/*.py apk-catalog/*.py frame/android/*.py
python -m py_compile ui/*.py apk-catalog/*.py frame/android/*.py ios/scripts/*.py
# Valve's devkit-utils (vendored; run by the Frame's python3). Most have no .py suffix.
python -m py_compile $(find frame/devkit-utils -type f ! -name '*.*' ! -name LICENSE) frame/devkit-utils/devkit_utils/*.py
- name: Server tests
run: python -m unittest discover -s tests -v
- name: App syntax
run: node --check app/main.js && node --check app/build/make-icon.js && node --check app/build/fetch-deps.js && node --check app/preload.js && node --check app/install-link.js
run: node --check app/main.js && node --check app/build/make-icon.js && node --check app/build/fetch-deps.js && node --check app/preload.js && node --check app/install-link.js && node --check app/updater.js
- name: Updater tests
run: node --test app/test/updater.test.js
- name: Website
run: node --test site/test/*.test.mjs && node --check site/public/js/site.js && node --check site/public/js/feedback.js
# The server runs on each desktop OS the app ships for, on the Python version
# the app bundles (app/build/fetch-deps.js) and, on Ubuntu, a newer one.
@@ -57,3 +62,28 @@ jobs:
python-version: ${{ matrix.python }}
- name: Server tests
run: python -m unittest discover -s tests -v
# The iPhone app: builds for the Simulator and runs its unit tests.
ios:
runs-on: macos-latest
steps:
- uses: actions/checkout@v4
- name: Generate the project
run: brew install xcodegen && cd ios && xcodegen generate
- name: Build and test
run: |
cd ios
udid=$(xcrun simctl list devices available -j | python3 -c 'import json,sys; d=json.load(sys.stdin)["devices"]; print(next(x["udid"] for r in d for x in d[r] if x["name"].startswith("iPhone")))')
xcodebuild -project FrameControl.xcodeproj -scheme FrameControl -destination "platform=iOS Simulator,id=$udid" CODE_SIGNING_ALLOWED=NO test
# End-to-end tests against the fake Frame (tests/fakeframe): Arch Linux ARM
# in Docker, on a native arm64 runner like the headset. See docs/testing.md.
e2e:
runs-on: ubuntu-24.04-arm
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
- name: Install zsh
run: sudo apt-get update -qq && sudo apt-get install -y -qq zsh
- name: End-to-end tests
run: scripts/e2e.sh
+134
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@@ -0,0 +1,134 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Issue Gate
on:
issues:
types: [opened]
jobs:
check-contributor:
runs-on: ubuntu-latest
permissions:
contents: read
issues: write
steps:
- name: Check issue author
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const TRUSTED_BOT_AUTHORS = new Set(['dependabot[bot]', 'sentry[bot]', 'claude[bot]']);
const issueAuthor = context.payload.issue.user.login;
const defaultBranch = context.payload.repository.default_branch;
const isBotAuthor = issueAuthor.endsWith('[bot]');
if (TRUSTED_BOT_AUTHORS.has(issueAuthor)) {
console.log(`Skipping trusted bot: ${issueAuthor}`);
return;
}
async function getPermission(username) {
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username,
});
return permissionLevel.permission;
} catch {
return null;
}
}
async function getTextFile(path) {
const { data: fileContent } = await github.rest.repos.getContent({
owner: context.repo.owner,
repo: context.repo.repo,
path,
ref: defaultBranch,
});
if (!('content' in fileContent) || typeof fileContent.content !== 'string') {
throw new Error(`Expected file content for ${path}`);
}
return Buffer.from(fileContent.content, 'base64').toString('utf8');
}
function parseApprovedUsers(content) {
const users = new Map();
for (const rawLine of content.split('\n')) {
const line = rawLine.trim();
if (!line || line.startsWith('#')) continue;
const parts = line.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${rawLine}`);
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${rawLine}`);
continue;
}
users.set(username.toLowerCase(), normalizedCapability);
}
return users;
}
const permission = await getPermission(issueAuthor);
if (!isBotAuthor && ['admin', 'maintain', 'write'].includes(permission)) {
console.log(`${issueAuthor} is a collaborator with ${permission} access`);
return;
}
const approvedContent = await getTextFile(APPROVED_FILE);
const approvedUsers = parseApprovedUsers(approvedContent);
const capability = approvedUsers.get(issueAuthor.toLowerCase());
if (!isBotAuthor && (capability === 'issue' || capability === 'pr')) {
console.log(`${issueAuthor} is approved for ${capability}`);
return;
}
const message = [
'This issue was auto-closed. All issues from new contributors are auto-closed by default.',
'',
`Maintainers review auto-closed issues regularly and reopen worthwhile ones. Issues that do not meet the quality bar in [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md) will not be reopened or receive a reply.`,
'',
'Just want to report a bug or share an idea? The [website feedback form](https://frame-control.pages.dev/feedback/) skips this queue.',
'',
'If a maintainer replies `lgtmi` on one of your issues, your future issues will stay open. If a maintainer replies `lgtm`, your future issues and PRs will stay open. The command must be at the start of the reply (optionally after one or more `@username` mentions) or at the end.',
'',
`See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`,
].join('\n');
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
body: message,
});
await github.rest.issues.addLabels({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
labels: ['untriaged'],
});
await github.rest.issues.update({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
state: 'closed',
state_reason: 'not_planned',
});
+145
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@@ -0,0 +1,145 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Issue Triage Labels
on:
issues:
types: [reopened, labeled]
jobs:
update-labels:
runs-on: ubuntu-latest
permissions:
issues: write
steps:
- name: Update triage labels
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const UNTRIAGED_LABEL = 'untriaged';
const NO_ACTION_LABEL = 'no-action';
const LAST_READ_LABEL = 'last-read';
const TO_DISCUSS_LABEL = 'to-discuss';
const INPROGRESS_LABEL = 'inprogress';
function issueHasLabel(issue, labelName) {
return (issue.labels ?? []).some((label) => label.name === labelName);
}
async function removeLabelIfPresent(issueNumber, issue, labelName) {
if (!issueHasLabel(issue, labelName)) {
console.log(`Issue #${issueNumber} does not have ${labelName}`);
return;
}
try {
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issueNumber,
name: labelName,
});
console.log(`Removed ${labelName} from #${issueNumber}`);
} catch (error) {
if (error.status === 404) {
console.log(`Label ${labelName} was already absent from #${issueNumber}`);
return;
}
throw error;
}
}
if (context.payload.action === 'reopened') {
await removeLabelIfPresent(context.issue.number, context.payload.issue, UNTRIAGED_LABEL);
await removeLabelIfPresent(context.issue.number, context.payload.issue, NO_ACTION_LABEL);
return;
}
if (context.payload.action === 'labeled' && context.payload.label?.name === NO_ACTION_LABEL) {
await removeLabelIfPresent(context.issue.number, context.payload.issue, UNTRIAGED_LABEL);
return;
}
if (context.payload.action !== 'labeled' || context.payload.label?.name !== LAST_READ_LABEL) {
console.log('Not a last-read label event');
return;
}
const currentIssueNumber = context.issue.number;
const lastReadIssues = await github.paginate(github.rest.issues.listForRepo, {
owner: context.repo.owner,
repo: context.repo.repo,
state: 'all',
labels: LAST_READ_LABEL,
per_page: 100,
});
const previousIssueNumbers = lastReadIssues
.filter((issue) => !issue.pull_request)
.map((issue) => issue.number)
.filter((issueNumber) => issueNumber !== currentIssueNumber);
if (previousIssueNumbers.length === 0) {
console.log('No previous last-read issue found');
return;
}
const previousIssueNumber = Math.max(...previousIssueNumbers);
if (currentIssueNumber <= previousIssueNumber) {
console.log(
`Last-read was added to old issue #${currentIssueNumber}; latest last-read is #${previousIssueNumber}`,
);
return;
}
const untriagedIssues = await github.paginate(github.rest.issues.listForRepo, {
owner: context.repo.owner,
repo: context.repo.repo,
state: 'all',
labels: UNTRIAGED_LABEL,
per_page: 100,
});
const issuesToMark = untriagedIssues
.filter((issue) => !issue.pull_request)
.filter((issue) => issue.number >= previousIssueNumber && issue.number <= currentIssueNumber)
.sort((a, b) => a.number - b.number);
if (issuesToMark.length === 0) {
console.log(`No untriaged issues found from #${previousIssueNumber} to #${currentIssueNumber}`);
return;
}
for (const issue of issuesToMark) {
if (issueHasLabel(issue, TO_DISCUSS_LABEL)) {
console.log(`Skipped ${NO_ACTION_LABEL} for #${issue.number} because it has ${TO_DISCUSS_LABEL}`);
} else {
await github.rest.issues.addLabels({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
labels: [NO_ACTION_LABEL],
});
console.log(`Added ${NO_ACTION_LABEL} to #${issue.number}`);
}
await github.rest.issues.update({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
state: 'closed',
state_reason: 'not_planned',
});
console.log(`Closed #${issue.number} as not planned`);
await removeLabelIfPresent(issue.number, issue, INPROGRESS_LABEL);
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: issue.number,
name: UNTRIAGED_LABEL,
});
console.log(`Removed ${UNTRIAGED_LABEL} from #${issue.number}`);
}
+131
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@@ -0,0 +1,131 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: PR Gate
on:
pull_request_target:
types: [opened]
jobs:
check-contributor:
runs-on: ubuntu-latest
permissions:
contents: read
issues: write
pull-requests: write
steps:
- name: Check if contributor is approved
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const APPROVED_FILE = '.github/APPROVED_CONTRIBUTORS';
const VALID_CAPABILITIES = new Set(['issue', 'pr']);
const TRUSTED_BOT_AUTHORS = new Set(['dependabot[bot]', 'sentry[bot]', 'claude[bot]']);
const prAuthor = context.payload.pull_request.user.login;
const defaultBranch = context.payload.repository.default_branch;
const isBotAuthor = prAuthor.endsWith('[bot]');
if (TRUSTED_BOT_AUTHORS.has(prAuthor)) {
console.log(`Skipping trusted bot: ${prAuthor}`);
return;
}
async function getPermission(username) {
try {
const { data: permissionLevel } = await github.rest.repos.getCollaboratorPermissionLevel({
owner: context.repo.owner,
repo: context.repo.repo,
username,
});
return permissionLevel.permission;
} catch {
return null;
}
}
async function getTextFile(path) {
const { data: fileContent } = await github.rest.repos.getContent({
owner: context.repo.owner,
repo: context.repo.repo,
path,
ref: defaultBranch,
});
if (!('content' in fileContent) || typeof fileContent.content !== 'string') {
throw new Error(`Expected file content for ${path}`);
}
return Buffer.from(fileContent.content, 'base64').toString('utf8');
}
function parseApprovedUsers(content) {
const users = new Map();
for (const rawLine of content.split('\n')) {
const line = rawLine.trim();
if (!line || line.startsWith('#')) continue;
const parts = line.split(/\s+/);
if (parts.length !== 2) {
console.log(`Skipping malformed line: ${rawLine}`);
continue;
}
const [username, capability] = parts;
const normalizedCapability = capability.toLowerCase();
if (!VALID_CAPABILITIES.has(normalizedCapability)) {
console.log(`Skipping line with invalid capability: ${rawLine}`);
continue;
}
users.set(username.toLowerCase(), normalizedCapability);
}
return users;
}
async function closePullRequest(message) {
await github.rest.issues.createComment({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.payload.pull_request.number,
body: message,
});
await github.rest.pulls.update({
owner: context.repo.owner,
repo: context.repo.repo,
pull_number: context.payload.pull_request.number,
state: 'closed',
});
}
const permission = await getPermission(prAuthor);
if (!isBotAuthor && ['admin', 'maintain', 'write'].includes(permission)) {
console.log(`${prAuthor} is a collaborator with ${permission} access`);
return;
}
const approvedContent = await getTextFile(APPROVED_FILE);
const approvedUsers = parseApprovedUsers(approvedContent);
const capability = approvedUsers.get(prAuthor.toLowerCase());
if (!isBotAuthor && capability === 'pr') {
console.log(`${prAuthor} is approved for PRs`);
return;
}
console.log(`${prAuthor} is not approved, closing PR`);
const message = [
'This PR was auto-closed. Only contributors approved with `lgtm` can open PRs. Open an issue first and ask a maintainer for approval.',
'',
`Maintainers review auto-closed issues regularly. Issues that do not meet the quality bar in [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md) will not be reopened or receive a reply.`,
'',
'If a maintainer replies `lgtmi`, your future issues will stay open. If a maintainer replies `lgtm`, your future issues and PRs will stay open. The command must be at the start of the reply (optionally after one or more `@username` mentions) or at the end.',
'',
`See [CONTRIBUTING.md](https://github.com/${context.repo.owner}/${context.repo.repo}/blob/${defaultBranch}/CONTRIBUTING.md).`,
].join('\n');
await closePullRequest(message);
@@ -0,0 +1,34 @@
# Contributor gate adapted from badlogic/pi-mono (MIT) at 6f7551516b84.
# See CONTRIBUTING.md for how it works.
name: Remove In Progress Label On Close
on:
issues:
types: [closed]
jobs:
remove-label:
runs-on: ubuntu-latest
permissions:
issues: write
steps:
- name: Remove inprogress label
uses: actions/github-script@3a2844b7e9c422d3c10d287c895573f7108da1b3 # v9.0.0
with:
script: |
const labelName = 'inprogress';
const labels = context.payload.issue.labels ?? [];
const hasLabel = labels.some((label) => label.name === labelName);
if (!hasLabel) {
console.log(`Issue does not have ${labelName} label`);
return;
}
await github.rest.issues.removeLabel({
owner: context.repo.owner,
repo: context.repo.repo,
issue_number: context.issue.number,
name: labelName,
});
+3 -1
View File
@@ -1,6 +1,8 @@
.DS_Store
__pycache__/
apk-catalog/data/cache/
apk-catalog/data/index-v2.json*
apk-catalog/data/index-v2*.json*
compat-db/.env.lakebed.server
compat-db/.lakebed/
tests/smoke/results/
mac/bin/
+71
View File
@@ -0,0 +1,71 @@
# Contributing to Frame Control
This guide exists to save both sides time. The process is borrowed from
[pi](https://github.com/badlogic/pi-mono/blob/main/CONTRIBUTING.md).
## Just want to report something?
Use the [feedback form](https://frame-control.pages.dev/feedback/). It needs no
GitHub account, and what you send becomes an issue here that stays open.
## The One Rule
**You must understand your code.** If you can't explain what your change does
and how it interacts with the rest of the app, your PR will be closed.
Using AI to write code is fine. Submitting AI-generated slop you don't
understand is not.
## Contribution gate
Issues and PRs opened on GitHub by new contributors are auto-closed by default.
A maintainer reviews auto-closed issues regularly and reopens worthwhile ones.
Issues that don't meet the quality bar below won't be reopened or get a reply.
Approval happens through maintainer replies on issues:
- `lgtmi`: your future issues won't be auto-closed
- `lgtm`: your future issues and PRs won't be auto-closed
The word must be at the start of the reply (optionally after one or more
`@username` mentions) or at the end. Only `lgtm` lets you open PRs. Approved
people are listed in [`.github/APPROVED_CONTRIBUTORS`](.github/APPROVED_CONTRIBUTORS).
## Quality bar for issues
Use one of the issue templates, and keep it short, concrete and worth reading.
- If it doesn't fit on one screen, it's too long.
- Write in your own voice. If you must use an LLM, say so in a clearly labelled
follow-up comment.
- State the bug or request clearly, and why it matters.
- For bugs, include your OS, your SteamOS build (Steam Settings → System), and
the server log (**Frame → Show Server Log** in the app).
- If you want to implement the change yourself, say so.
## Before opening a PR
Don't open a PR until a maintainer has approved you with `lgtm`. Open an
[idea or contribution proposal](https://github.com/saphid/frame-control/issues/new?template=idea.yml)
first.
Then check your change:
```sh
python3 -m unittest discover -s tests # server tests; no headset needed
node --test site/test/*.test.mjs # website feedback function
```
Say what you tested, and whether you tried it on a real Steam Frame.
## Blocking
If you ignore this document twice, or spam the tracker with agent-generated
issues, your GitHub account will be blocked from the repo.
## Why auto-close?
This is a hobby project with one maintainer. Auto-closing is a buffer against
burnout and tracker spam: issues get reviewed on the maintainer's schedule, and
the good ones are reopened. Short, concrete, reproducible reports and thoughtful
contributions are welcome.
+30 -4
View File
@@ -12,12 +12,17 @@ See what the headset sees, install games and Android apps, move files and text a
[![Checks](https://img.shields.io/github/actions/workflow/status/saphid/steam-frame/checks.yml?branch=main&label=checks)](https://github.com/saphid/steam-frame/actions/workflows/checks.yml)
[![License: MIT](https://img.shields.io/badge/license-MIT-66c0f4)](LICENSE)
[**Download**](#install) · [Features](#features) · [Set up the headset](#set-up-the-headset) · [Feedback](#feedback) · [Docs](#going-further)
[**Website**](https://frame-control.pages.dev) · [**Download**](#install) · [Trailer](#trailer) · [Features](#features) · [Set up the headset](#set-up-the-headset) · [Feedback](#feedback) · [Docs](#going-further)
<br>
<img src="docs/img/frame-control.png" alt="Frame Control's Games tab: installed games, sideloaded titles, and your Steam library with Frame ratings" width="900">
<a id="trailer"></a>
<a href="https://github.com/saphid/steam-frame/releases/download/trailer/frame-control-trailer.mp4"><img src="docs/img/trailer.jpg" alt="Watch the Frame Control trailer" width="900"></a>
<sub>The trailer: 66 seconds, with sound. Downloads the MP4 from the trailer release.</sub>
<sub>Unofficial hobby project, not affiliated with Valve. Free and open source.</sub>
</div>
@@ -98,7 +103,14 @@ already ships (sideloading a game copies Valve's own devkit scripts to
| **Linux** (x64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-x86_64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-amd64.deb) | `ssh` (most desktops have it) |
| **Linux** (arm64) | [AppImage](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.AppImage) · [.deb](https://github.com/saphid/steam-frame/releases/latest/download/Frame-Control-linux-arm64.deb) | `ssh`, and `adb` for Android apps (`sudo apt install adb`) |
**iPhone and iPad:** the same features from your phone, with nothing to install on
a computer. Build it from [`ios/`](ios) in Xcode; see [docs/iphone.md](docs/iphone.md).
The app brings its own Python and `adb`; SSH is built into macOS and Windows.
From 0.4 it updates itself: when a new version is published, a banner offers
**Update and restart**. It sends anonymous usage statistics, which you can turn
off. Sharing compatibility results and error details is opt-in. See
[docs/privacy.md](docs/privacy.md).
Google doesn't publish `adb` for arm64 Linux, so that build uses your
distribution's. If you already have `adb`, the app uses yours.
@@ -167,13 +179,19 @@ entry to `~/.ssh/config` and keys at `~/.ssh/id_ed25519_frame` and
## Feedback
This is a first public test, so reports are really useful, especially from
Windows and Linux. Please [open an issue](https://github.com/saphid/steam-frame/issues/new)
with:
Windows and Linux. The quickest way is **Report a problem** in the app (the
warning-sign button at the top, or **Help → Report a Problem…**). It adds
diagnostics with personal details removed, shows you exactly what's included,
and sends it privately to the maintainer; nothing is published. Without the app,
use the [feedback form](https://frame-control.pages.dev/feedback/). Please include:
- what you tried and what happened
- your computer's OS and your SteamOS build (Steam Settings → System)
- the server log: **Frame → Show Server Log** in the app
Issues and PRs opened directly on GitHub by new contributors are auto-closed
until a maintainer approves them; see [CONTRIBUTING.md](CONTRIBUTING.md).
## Going further
This repo also holds the scripts behind the app and field notes on how the
@@ -189,7 +207,13 @@ Frame's software fits together, all checked against a real headset and labelled
| [Sideloading Linux and Windows games](docs/sideloading.md) | A .zip, folder or .exe as a Steam Devkit Game, runtime detection |
| [Install links for websites](docs/web-install.md) | `frame-control://install` links and manifests, the rules, a button to paste |
| [Steam games](docs/steam-games.md) · [VR video](docs/vr-video.md) · [WebXR in Chromium](docs/webxr-chromium.md) | Installing and buying, watching VR180/360, the Chromium build |
| [Mac in the headset](docs/mac-in-headset.md) | Mac windows and screens as panels in the Frame, with laser and keyboard input |
| [VR mods and custom songs](docs/mods.md) | Per-game feasibility, real-Frame results and blockers; no installer yet |
| [SSH](docs/ssh.md) · [Streaming](docs/streaming.md) · [Files](docs/file-transfer.md) · [Panels](docs/panels.md) · [Tailscale](docs/tailscale.md) | Topic notes |
| [Frame Control for iPhone](docs/iphone.md) | The iPhone and iPad app, how it runs the server on the Frame, pairing |
| [Recovery and OS images](docs/recovery-and-images.md) | Where to download the Frame's OS, what's inside, testing without the headset |
| [AI agents and assistant](docs/agents.md) | Key-free MCP tools, human approvals, and an opt-in assistant panel |
| [Testing](docs/testing.md) | Unit tests, end-to-end tests against a fake Frame in Docker, and the headset smoke test |
| [Open questions](docs/open-questions.md) | What's still unchecked |
<details>
@@ -216,12 +240,14 @@ Frame's software fits together, all checked against a real headset and labelled
```sh
python3 -m unittest discover -s tests # server tests; no headset needed
scripts/e2e.sh # end-to-end against a fake Frame (Linux with Docker)
cd app && npm install && npm start # run the app from the checkout
```
The server is Python stdlib only; the app is Electron. GitHub Actions runs the
tests on macOS, Windows and Linux, and a `v*` tag builds all three installers
into the release. See [building](docs/frame-control.md#building).
into a draft release, which reaches users once published. See
[building](docs/frame-control.md#building) and [releasing](docs/releasing.md).
## License
+98 -2
View File
@@ -10,6 +10,7 @@ const net = require("net");
const os = require("os");
const path = require("path");
const { SCHEME, parseInstallLink, linkFromArgv } = require("./install-link");
const updater = require("./updater");
const run = promisify(execFile);
@@ -114,7 +115,11 @@ function ping(target) {
}
async function startServer() {
// The version and whether this is a built app go to ui/frame_telemetry.py, which
// sends nothing from a source checkout.
const env = { ...process.env, PATH: await loginPath(), FRAME_CONTROL_APP: "1",
FRAME_CONTROL_VERSION: app.getVersion(), FRAME_CONTROL_LOG: LOG,
...(app.isPackaged ? { FRAME_CONTROL_PACKAGED: "1" } : {}),
...(fs.existsSync(TOOLS) ? { FRAME_CONTROL_TOOLS: TOOLS } : {}) };
python = await findPython(env);
if (!python) throw new Error(`Frame Control needs Python 3.8 or later. ${PYTHON_HELP}`);
@@ -244,6 +249,9 @@ function fromUi(e) {
ipcMain.handle("clipboard:read", (e) => fromUi(e) ? clipboard.readText() : "");
ipcMain.handle("connection:setup", (e) => { if (fromUi(e)) setUpConnection(); });
ipcMain.handle("update:get", (e) => fromUi(e) ? publicUpdate() : null);
ipcMain.handle("update:check", (e) => fromUi(e) ? checkForUpdate({ manual: true }).then(publicUpdate) : null);
ipcMain.handle("update:install", (e) => { if (fromUi(e)) installUpdate(); });
// frame-control://install links from websites (docs/web-install.md). They can
// arrive before the window or server exists (macOS open-url on a cold launch),
@@ -276,6 +284,81 @@ ipcMain.on("install-link:ready", (e) => {
deliverLinks();
});
// ---- updates (app/updater.js, docs/releasing.md) ----
// Checked shortly after launch and every few hours; the page shows a banner and
// the Update button calls installUpdate.
const UPDATE_EVERY = 6 * 3600 * 1000;
const update = { status: "idle", current: app.getVersion(), latest: null, error: null, progress: 0, how: null };
function publicUpdate() {
const r = update.latest;
return { status: update.status, current: update.current, error: update.error, progress: update.progress,
latest: r && { version: r.version, notes: r.notes, page: r.page },
canInstall: !!update.how && update.how.method !== "manual", why: update.how && update.how.why };
}
function setUpdate(fields) {
Object.assign(update, fields);
if (win && linkPage === win.webContents) win.webContents.send("update:state", publicUpdate());
}
async function checkForUpdate({ manual = false } = {}) {
if (["checking", "downloading", "ready"].includes(update.status)) return;
setUpdate({ status: "checking", error: null });
try {
const latest = await updater.latestRelease();
const how = updater.updateMethod({ platform: process.platform, isPackaged: app.isPackaged,
execPath: process.execPath, env: process.env,
exists: fs.existsSync, writable: updater.writable });
if (updater.isNewer(latest.version, update.current)) {
setUpdate({ status: "available", latest, how });
if (manual) offerUpdateDialog();
} else {
setUpdate({ status: "none", latest, how });
if (manual) dialog.showMessageBox(win, { type: "info", message: "Frame Control is up to date",
detail: `You have ${update.current}, the newest version.` });
}
} catch (e) {
// A failed check: nothing to install, and never an older release kept from before.
setUpdate({ status: "check-failed", error: e.message, latest: null });
if (manual) dialog.showMessageBox(win, { type: "warning", message: "Couldn't check for updates", detail: e.message });
}
}
async function offerUpdateDialog() {
const r = update.latest;
const { response } = await dialog.showMessageBox(win, {
type: "info", message: `Frame Control ${r.version} is available`,
detail: `You have ${update.current}.` + (update.how.method === "manual" ? ` Download it from the release page (${update.how.why}).` : ""),
buttons: [update.how.method === "manual" ? "Open Release Page" : "Update and Restart", "Later"], defaultId: 0, cancelId: 1,
});
if (response === 0) installUpdate();
}
async function installUpdate() {
// "error" here only ever means an install failed, so trying again is safe.
if (update.status !== "available" && update.status !== "error") return;
if (!update.latest || !updater.isNewer(update.latest.version, update.current)) return;
if (!update.how || update.how.method === "manual") { shell.openExternal(update.latest.page); return; }
setUpdate({ status: "downloading", progress: 0, error: null });
try {
const start = await updater.prepare(update.latest, update.how,
(done, total) => { if (total) setUpdate({ progress: done / total }); }, update.current);
setUpdate({ status: "ready", progress: 1 });
start();
quitting = true;
app.quit();
} catch (e) {
setUpdate({ status: "error", error: e.message });
}
}
function scheduleUpdateChecks() {
if (process.env.FRAME_CONTROL_NO_UPDATE_CHECK === "1") return;
setTimeout(checkForUpdate, 8000);
setInterval(checkForUpdate, UPDATE_EVERY).unref();
}
function registerScheme() {
// A checkout runs as `electron .`, so the OS must be told the script too.
// (macOS takes the scheme from Info.plist, which only the built app has.)
@@ -337,7 +420,11 @@ async function setUpConnection() {
function buildMenu() {
const template = [
...(IS_MAC ? [{ role: "appMenu" }] : []),
...(IS_MAC ? [{ label: app.name, submenu: [
{ role: "about" }, { label: "Check for Updates…", click: () => checkForUpdate({ manual: true }) },
{ type: "separator" }, { role: "services" }, { type: "separator" },
{ role: "hide" }, { role: "hideOthers" }, { role: "unhide" }, { type: "separator" }, { role: "quit" },
] }] : []),
{ role: "fileMenu" },
{ role: "editMenu" },
{
@@ -364,7 +451,15 @@ function buildMenu() {
...(IS_MAC ? [{ role: "windowMenu" }] : []),
{
role: "help",
submenu: [{ label: "Project on GitHub", click: () => shell.openExternal("https://github.com/saphid/steam-frame") }],
submenu: [
...(IS_MAC ? [] : [{ label: "Check for Updates…", click: () => checkForUpdate({ manual: true }) }]),
{ label: "Report a Problem…", click: () => {
if (win && url && linkPage === win.webContents) win.webContents.send("report:open");
else shell.openExternal("https://frame-control.pages.dev/feedback/"); // the page isn't up
} },
{ label: "Release Notes", click: () => shell.openExternal(updater.RELEASES) },
{ label: "Project on GitHub", click: () => shell.openExternal("https://github.com/saphid/steam-frame") },
],
},
];
Menu.setApplicationMenu(Menu.buildFromTemplate(template));
@@ -387,6 +482,7 @@ if (!app.requestSingleInstanceLock()) {
registerScheme();
buildMenu();
createWindow();
scheduleUpdateChecks();
});
app.on("activate", () => { if (!win) createWindow(); });
app.on("window-all-closed", () => app.quit());
+2 -2
View File
@@ -1,12 +1,12 @@
{
"name": "frame-control",
"version": "0.3.1",
"version": "0.4.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "frame-control",
"version": "0.3.1",
"version": "0.4.0",
"license": "MIT",
"devDependencies": {
"electron": "^44.4.5",
+25 -5
View File
@@ -1,7 +1,7 @@
{
"name": "frame-control",
"productName": "Frame Control",
"version": "0.3.1",
"version": "0.4.0",
"description": "Desktop app for managing a Valve Steam Frame over SSH",
"private": true,
"main": "main.js",
@@ -9,8 +9,8 @@
"scripts": {
"start": "env -u ELECTRON_RUN_AS_NODE electron .",
"icon": "env -u ELECTRON_RUN_AS_NODE electron build/make-icon.js",
"dist": "node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --publish never",
"dist:dir": "node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --dir",
"dist": "sh ../mac/frame-mac-view/build.sh && node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --publish never",
"dist:dir": "sh ../mac/frame-mac-view/build.sh && node build/fetch-deps.js mac arm64 && electron-builder --mac --arm64 --dir",
"dist:linux": "node build/fetch-deps.js linux x64 arm64 && electron-builder --linux --x64 --arm64 --publish never",
"dist:win": "node build/fetch-deps.js win x64 && electron-builder --win --x64 --publish never"
},
@@ -37,6 +37,7 @@
"main.js",
"preload.js",
"install-link.js",
"updater.js",
"package.json",
"build/icon.png"
],
@@ -46,7 +47,8 @@
"to": "ui",
"filter": [
"*.py",
"*.html"
"*.html",
"telemetry.json"
]
},
{
@@ -64,6 +66,14 @@
"*.py"
]
},
{
"from": "../frame/openxr-compat",
"to": "frame/openxr-compat",
"filter": [
"XrApiLayer_FRAME_compat.json",
"prebuilt/**/*.so"
]
},
{
"from": "../frame/devkit-utils",
"to": "frame/devkit-utils",
@@ -105,9 +115,19 @@
"dmg",
"zip"
],
"extraResources": [
{
"from": "../mac/bin",
"to": "mac/bin",
"filter": [
"frame-mac-view"
]
}
],
"extendInfo": {
"NSAppleEventsUsageDescription": "Frame Control opens Terminal for SSH sessions and for power actions that need the Developer Mode password.",
"NSLocalNetworkUsageDescription": "Frame Control connects to your Steam Frame over SSH on the local network."
"NSLocalNetworkUsageDescription": "Frame Control connects to your Steam Frame over SSH on the local network.",
"NSScreenCaptureUsageDescription": "Frame Control shows your Mac's windows and screens inside the Steam Frame when you ask it to."
},
"artifactName": "Frame-Control-mac-${arch}.${ext}"
},
+16
View File
@@ -5,12 +5,28 @@
// It can open Set Up Connection when the headset can't be reached.
// It also receives frame-control://install links (docs/web-install.md): only
// what the link asked for, never an install; the page asks the user first.
// And it passes update state both ways: see app/updater.js.
const { contextBridge, ipcRenderer, webUtils } = require("electron");
contextBridge.exposeInMainWorld("frameApp", {
readClipboard: () => ipcRenderer.invoke("clipboard:read"),
setUpConnection: () => ipcRenderer.invoke("connection:setup"),
pathForFile: (file) => { try { return webUtils.getPathForFile(file) || ""; } catch { return ""; } },
// Updates (app/updater.js): the page shows a banner and an Update button.
update: {
get: () => ipcRenderer.invoke("update:get"),
check: () => ipcRenderer.invoke("update:check"),
install: () => ipcRenderer.invoke("update:install"),
onState: (cb) => {
ipcRenderer.removeAllListeners("update:state");
ipcRenderer.on("update:state", (_e, s) => cb(s));
},
},
// Help → Report a Problem… opens the page's report dialog (ui/frame_report.py).
onReportProblem: (cb) => {
ipcRenderer.removeAllListeners("report:open");
ipcRenderer.on("report:open", () => cb());
},
onInstallLink: (cb) => {
ipcRenderer.removeAllListeners("install-link");
ipcRenderer.on("install-link", (_e, req) => cb({ kind: req.kind, target: req.target }));
+59
View File
@@ -0,0 +1,59 @@
// Run: node --test app/test/
const test = require("node:test");
const assert = require("node:assert");
const { isNewer, assetName, updateMethod, macBundle } = require("../updater");
test("versions compare numerically, and a release beats its pre-releases", () => {
assert.ok(isNewer("0.3.10", "0.3.9"));
assert.ok(isNewer("v1.0.0", "0.9.9"));
assert.ok(!isNewer("0.3.1", "0.3.1"));
assert.ok(!isNewer("0.3.0", "0.3.1"));
assert.ok(isNewer("1.0.0", "1.0.0-beta.1"));
assert.ok(!isNewer("1.0.0-beta.1", "1.0.0"));
assert.ok(!isNewer("garbage", "0.1.0"));
});
test("asset names match what electron-builder publishes", () => {
assert.strictEqual(assetName("darwin", "arm64", "mac-zip"), "Frame-Control-mac-arm64.zip");
assert.strictEqual(assetName("win32", "x64", "nsis"), "Frame-Control-Setup-x64.exe");
assert.strictEqual(assetName("linux", "x64", "appimage"), "Frame-Control-linux-x86_64.AppImage");
assert.strictEqual(assetName("linux", "arm64", "appimage"), "Frame-Control-linux-arm64.AppImage");
});
const base = { isPackaged: true, env: {}, exists: () => false, writable: () => true };
test("macOS updates in place only from a writable, non-translocated location", () => {
const exe = "/Applications/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(macBundle(exe), "/Applications/Frame Control.app");
assert.deepStrictEqual(updateMethod({ ...base, platform: "darwin", execPath: exe }),
{ method: "mac-zip", bundle: "/Applications/Frame Control.app" });
const dmg = "/Volumes/Frame Control 0.3.1/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: dmg }).method, "manual");
const trans = "/private/var/folders/x/AppTranslocation/ABC/d/Frame Control.app/Contents/MacOS/Frame Control";
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: trans }).method, "manual");
assert.strictEqual(updateMethod({ ...base, platform: "darwin", execPath: exe, writable: () => false }).method, "manual");
});
test("Windows needs the installer's copy; Linux needs an AppImage", () => {
const exe = "C:\\Users\\a\\AppData\\Local\\Programs\\Frame Control\\Frame Control.exe";
assert.strictEqual(updateMethod({ ...base, platform: "win32", execPath: exe, exists: () => true }).method, "nsis");
assert.strictEqual(updateMethod({ ...base, platform: "win32", execPath: exe }).method, "manual");
assert.strictEqual(updateMethod({ ...base, platform: "linux", execPath: "/opt/x", env: { APPIMAGE: "/home/a/F.AppImage" } }).method,
"appimage");
assert.strictEqual(updateMethod({ ...base, platform: "linux", execPath: "/opt/Frame Control/frame-control" }).method, "manual");
assert.strictEqual(updateMethod({ ...base, isPackaged: false, platform: "darwin", execPath: "x" }).method, "manual");
});
test("update.json assets always download from this repository's release", () => {
const r = require("../updater").fromManifest({ version: "0.4.0", notes: "n", assets: [
{ name: "Frame-Control-mac-arm64.zip", url: "https://evil.example/x.zip", digest: "sha256:" + "a".repeat(64) }] });
assert.strictEqual(r.assets[0].url, "https://github.com/saphid/frame-control/releases/download/v0.4.0/Frame-Control-mac-arm64.zip");
assert.throws(() => require("../updater").fromManifest({ version: "nope", assets: [] }));
});
test("prepare refuses a release that isn't newer (no downgrades)", async () => {
const { prepare } = require("../updater");
const release = { version: "0.3.1", assets: [] };
await assert.rejects(prepare(release, { method: "appimage", appImage: "/nonexistent/x" }, null, "0.4.0"), /isn't newer/);
await assert.rejects(prepare(release, { method: "appimage", appImage: "/nonexistent/x" }, null, "0.3.1"), /isn't newer/);
});
+250
View File
@@ -0,0 +1,250 @@
// Update checks and self-update for the desktop app (docs/releasing.md).
//
// The newest version is GitHub's "latest" release of saphid/frame-control. Drafts
// and pre-releases never count, so a build reaches people only when the
// maintainer publishes it after testing (scripts/publish-release.sh). That
// script attaches update.json (version, notes, each asset's SHA-256), read
// through github.com's latest/download link: the REST API allows only 60
// unauthenticated requests an hour per IP address, shared by everyone behind
// the same router, so it's only the fallback.
//
// Every download is checked against the SHA-256 digest GitHub records for the
// asset before anything is replaced. How the update is applied:
// macOS the .zip: unpacked next to the running app, swapped in by a small
// script once the app has quit, then reopened.
// Windows the NSIS installer, run silently over the current install; it
// reopens the app. A copy unpacked from the .zip is updated by hand.
// Linux the AppImage replaces itself; .deb installs are updated by hand.
// When the app can't update itself it opens the release page instead.
const { execFile, spawn } = require("child_process");
const crypto = require("crypto");
const fs = require("fs");
const https = require("https");
const os = require("os");
const path = require("path");
const REPO = "saphid/frame-control"; // renamed from saphid/steam-frame; GitHub redirects the old name
const LATEST = `https://api.github.com/repos/${REPO}/releases/latest`;
const MANIFEST = `https://github.com/${REPO}/releases/latest/download/update.json`;
const RELEASES = `https://github.com/${REPO}/releases`;
// "0.3.1" or "v0.3.1" -> [0, 3, 1]; pre-release suffixes sort before the release.
function parseVersion(v) {
const m = String(v || "").trim().replace(/^v/i, "").match(/^(\d+)\.(\d+)\.(\d+)(?:-([0-9A-Za-z.-]+))?$/);
return m ? { nums: [+m[1], +m[2], +m[3]], pre: m[4] || null } : null;
}
function isNewer(candidate, current) {
const a = parseVersion(candidate), b = parseVersion(current);
if (!a || !b) return false;
for (let i = 0; i < 3; i++) if (a.nums[i] !== b.nums[i]) return a.nums[i] > b.nums[i];
if (a.pre === b.pre) return false;
if (!a.pre) return true; // 1.0.0 is newer than 1.0.0-beta
if (!b.pre) return false;
return a.pre > b.pre;
}
// The asset this copy of the app updates from, by the names electron-builder gives them.
function assetName(platform, arch, method) {
if (method === "mac-zip") return `Frame-Control-mac-${arch}.zip`;
if (method === "nsis") return `Frame-Control-Setup-${arch}.exe`;
if (method === "appimage") return `Frame-Control-linux-${arch === "x64" ? "x86_64" : arch}.AppImage`;
return null;
}
// How this copy can update itself: mac-zip, nsis, appimage, or manual (with why).
function updateMethod({ platform, isPackaged, execPath, env, exists, writable }) {
if (!isPackaged) return { method: "manual", why: "running from a source checkout" };
if (platform === "darwin") {
const bundle = macBundle(execPath);
if (!bundle) return { method: "manual", why: "can't find the app bundle" };
if (bundle.includes("/AppTranslocation/") || bundle.startsWith("/Volumes/")) {
return { method: "manual", why: "move Frame Control to Applications first" };
}
if (!writable(path.dirname(bundle))) return { method: "manual", why: `${path.dirname(bundle)} isn't writable` };
return { method: "mac-zip", bundle };
}
if (platform === "win32") {
// electron-builder's NSIS install puts its uninstaller next to the app.
const dir = path.dirname(execPath);
if (exists(path.join(dir, "Uninstall Frame Control.exe"))) return { method: "nsis" };
return { method: "manual", why: "not installed with the installer" };
}
if (platform === "linux" && env.APPIMAGE) {
if (!writable(path.dirname(env.APPIMAGE))) return { method: "manual", why: "the AppImage's folder isn't writable" };
return { method: "appimage", appImage: env.APPIMAGE };
}
return { method: "manual", why: "installed from a package" };
}
function macBundle(execPath) {
const i = execPath.indexOf(".app/Contents/MacOS/");
return i < 0 ? null : execPath.slice(0, i + 4);
}
function get(url, { headers = {}, timeout = 20000, redirects = 5 } = {}) {
return new Promise((resolve, reject) => {
const req = https.get(url, { headers: { "user-agent": "FrameControl-updater", ...headers }, timeout }, (res) => {
if ([301, 302, 303, 307, 308].includes(res.statusCode) && res.headers.location && redirects > 0) {
res.resume();
const next = new URL(res.headers.location, url);
if (next.protocol !== "https:") return reject(new Error("refusing a non-HTTPS redirect"));
return resolve(get(next.href, { headers, timeout, redirects: redirects - 1 }));
}
if (res.statusCode !== 200) { res.resume(); return reject(new Error(`HTTP ${res.statusCode} from ${new URL(url).host}`)); }
resolve(res);
});
req.on("timeout", () => req.destroy(new Error("timed out")));
req.on("error", reject);
});
}
async function getJson(url, headers) {
const res = await get(url, { headers });
let body = "";
for await (const chunk of res) body += chunk;
return JSON.parse(body);
}
// update.json and the API's release both become { version, notes, page, assets }.
function fromManifest(m) {
if (!parseVersion(m.version) || !Array.isArray(m.assets)) throw new Error("update.json is malformed");
const base = `https://github.com/${REPO}/releases/download/v${String(m.version).replace(/^v/i, "")}/`;
return { version: String(m.version).replace(/^v/i, ""), notes: String(m.notes || "").slice(0, 4000),
page: m.page || RELEASES,
// Assets always come from this repository's release, whatever the manifest says.
assets: m.assets.map((a) => ({ name: String(a.name), url: base + encodeURIComponent(String(a.name)),
size: a.size, digest: a.digest || null })) };
}
function fromApi(r) {
if (r.draft || r.prerelease) throw new Error("GitHub returned an unpublished release");
return { version: String(r.tag_name || "").replace(/^v/i, ""), notes: String(r.body || "").slice(0, 4000),
page: r.html_url || RELEASES,
assets: (r.assets || []).map((a) => ({ name: a.name, url: a.browser_download_url, size: a.size,
digest: a.digest || null })) };
}
async function latestRelease() {
try {
return fromManifest(await getJson(MANIFEST));
} catch (e) {
if (!/HTTP 404/.test(e.message)) throw e; // releases before update.json existed
}
return fromApi(await getJson(LATEST, { accept: "application/vnd.github+json" }));
}
async function download(asset, dest, onProgress) {
const m = /^sha256:([0-9a-f]{64})$/.exec(asset.digest || "");
if (!m) throw new Error(`GitHub has no SHA-256 for ${asset.name}, so it can't be checked`);
const res = await get(asset.url, { timeout: 60000 });
const total = +res.headers["content-length"] || asset.size || 0;
const hash = crypto.createHash("sha256");
// "wx": a new file only, never through an existing file or symlink at that path.
const out = fs.createWriteStream(dest, { mode: 0o755, flags: "wx" });
let done = 0;
await new Promise((resolve, reject) => {
res.on("data", (chunk) => { hash.update(chunk); done += chunk.length; onProgress && onProgress(done, total); });
res.on("error", reject);
out.on("error", reject);
out.on("finish", resolve);
res.pipe(out);
});
if (hash.digest("hex") !== m[1]) {
fs.rmSync(dest, { force: true });
throw new Error(`${asset.name} didn't match its SHA-256; nothing was changed`);
}
}
const run = (cmd, args) => new Promise((resolve, reject) =>
execFile(cmd, args, { timeout: 120000 }, (err, stdout, stderr) => err ? reject(new Error((stderr || err.message).trim())) : resolve(stdout)));
// Waits for this process to exit, swaps the new bundle in (putting the old one
// back if that fails), and reopens the app.
const MAC_SWAP = `set -u
pid="$1"; app="$2"; new="$3"; stage="$4"
while kill -0 "$pid" 2>/dev/null; do sleep 0.2; done
old="$stage/old.app"
if mv "$app" "$old"; then
if mv "$new" "$app"; then rm -rf "$old"; else mv "$old" "$app"; fi
fi
xattr -dr com.apple.quarantine "$app" 2>/dev/null
rm -rf "$stage"
open "$app"
`;
async function applyMac(release, bundle, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("darwin", process.arch, "mac-zip"));
if (!asset) throw new Error(`the release has no ${assetName("darwin", process.arch, "mac-zip")}`);
// Staged beside the app, so the final move stays on one volume.
const stage = fs.mkdtempSync(path.join(path.dirname(bundle), ".frame-control-update-"));
try {
const zip = path.join(stage, asset.name);
await download(asset, zip, onProgress);
await run("/usr/bin/ditto", ["-x", "-k", zip, stage]);
fs.rmSync(zip, { force: true });
const name = fs.readdirSync(stage).find((n) => n.endsWith(".app"));
if (!name) throw new Error("the download has no app in it");
const fresh = path.join(stage, name);
const version = (await run("/usr/bin/plutil", ["-extract", "CFBundleShortVersionString", "raw",
path.join(fresh, "Contents", "Info.plist")])).trim();
if (version !== release.version) throw new Error(`the download is version ${version}, not ${release.version}`);
const script = path.join(stage, "swap.sh");
fs.writeFileSync(script, MAC_SWAP);
return () => spawn("/bin/sh", [script, String(process.pid), bundle, fresh, stage],
{ detached: true, stdio: "ignore" }).unref();
} catch (e) {
fs.rmSync(stage, { recursive: true, force: true });
throw e;
}
}
async function applyNsis(release, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("win32", process.arch, "nsis"));
if (!asset) throw new Error(`the release has no ${assetName("win32", process.arch, "nsis")}`);
const dir = fs.mkdtempSync(path.join(os.tmpdir(), "frame-control-update-"));
const exe = path.join(dir, asset.name);
await download(asset, exe, onProgress);
// /S: silent, into the existing install. --force-run: open the app afterwards.
return () => spawn(exe, ["--updated", "/S", "--force-run"], { detached: true, stdio: "ignore" }).unref();
}
async function applyAppImage(release, appImage, onProgress) {
const asset = release.assets.find((a) => a.name === assetName("linux", process.arch, "appimage"));
if (!asset) throw new Error(`the release has no ${assetName("linux", process.arch, "appimage")}`);
// A private folder beside the AppImage, so the final rename stays on one filesystem.
const stage = fs.mkdtempSync(path.join(path.dirname(appImage), ".frame-control-update-"));
try {
const next = path.join(stage, asset.name);
await download(asset, next, onProgress);
fs.chmodSync(next, 0o755);
fs.renameSync(next, appImage); // the running copy keeps its open file
} finally {
fs.rmSync(stage, { recursive: true, force: true });
}
// Without FUSE the AppImage runs extracted (--appimage-extract-and-run, which isn't passed
// on to the app); a FUSE mount lives under /tmp/.mount_*. Keep the same mode on restart.
const extracted = process.env.APPIMAGE_EXTRACT_AND_RUN === "1" || !process.execPath.includes("/.mount_");
const env = { ...process.env, APPIMAGE: appImage, ...(extracted ? { APPIMAGE_EXTRACT_AND_RUN: "1" } : {}) };
// Started only once this process has exited, or the new copy would lose the single-instance lock.
return () => spawn("/bin/sh", ["-c", 'while kill -0 "$1" 2>/dev/null; do sleep 0.2; done; exec "$2"',
"sh", String(process.pid), appImage], { detached: true, stdio: "ignore", env }).unref();
}
// Downloads and prepares the update; returns a function that starts the swap,
// to be called just before the app quits.
async function prepare(release, how, onProgress, current) {
if (!isNewer(release.version, current)) throw new Error(`${release.version} isn't newer than ${current}`);
if (how.method === "mac-zip") return applyMac(release, how.bundle, onProgress);
if (how.method === "nsis") return applyNsis(release, onProgress);
if (how.method === "appimage") return applyAppImage(release, how.appImage, onProgress);
throw new Error(how.why || "this copy can't update itself");
}
function writable(dir) {
try { fs.accessSync(dir, fs.constants.W_OK); return true; } catch { return false; }
}
module.exports = { REPO, RELEASES, parseVersion, isNewer, assetName, updateMethod, macBundle, latestRelease,
fromManifest, fromApi,
download, prepare, writable };
+24
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<!doctype html>
<!-- Control experiment, run on the Frame itself: how often does Chromium on
gamescope put a canvas animation on screen, with no network or decoding
involved? Draws every animation frame for ?s= seconds and writes the
frame-gap histogram per second into the title, where xprop can read it. -->
<html><head><meta charset="utf-8"><title>fmv-present</title></head>
<body style="margin:0;background:#000"><canvas id="c" width="1280" height="720" style="width:100%;height:100%"></canvas>
<script>
const q = new URLSearchParams(location.search), secs = +q.get("s") || 15, tag = q.get("tag") || "";
const ctx = document.getElementById("c").getContext("2d", { alpha: false, desynchronized: true });
const perSec = []; let t0 = 0, last = 0, n = 0, gaps = [];
function frame(t) {
if (!t0) t0 = last = t;
ctx.fillStyle = "#123"; ctx.fillRect(0, 0, 1280, 720);
ctx.fillStyle = "#fff"; ctx.fillRect((n * 21) % 1280, 0, 20, 720); n++;
const s = Math.floor((t - t0) / 1000);
(perSec[s] = perSec[s] || []).push(t - last); last = t;
if (t - t0 < secs * 1000) return requestAnimationFrame(frame);
const out = perSec.map(g => g.length).join(",");
document.title = `[${tag}] done fps/s=${out}`;
}
document.title = `[${tag}] running`;
requestAnimationFrame(frame);
</script></body></html>
+32
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<!doctype html>
<!-- Benchmark content: a long page of text that scrolls itself at a steady
speed, so every frame changes the way reading a real page does. -->
<html lang="en"><head><meta charset="utf-8"><title>fmv-bench scroll</title>
<style>
body { font: 17px/1.55 -apple-system, "Helvetica Neue", sans-serif; margin: 0 auto; max-width: 900px; padding: 24px; color: #1d1d1f; background: #fff; }
h2 { font-size: 22px; margin: 28px 0 8px; } code { background: #f2f2f5; padding: 1px 4px; border-radius: 3px; }
</style></head><body><div id="doc"></div>
<script>
const words = "latency frame panel stream encoder decoder network display pixel window capture budget quality motion text sharp adaptive controller queue socket clock".split(" ");
let seed = 7; const rnd = () => (seed = (seed * 16807) % 2147483647) / 2147483647;
let html = "";
for (let s = 0; s < 120; s++) {
html += `<h2>Section ${s + 1}: ${words[s % words.length]} and ${words[(s * 7) % words.length]}</h2>`;
for (let p = 0; p < 4; p++) {
let para = [];
for (let w = 0; w < 70; w++) para.push(rnd() < 0.05 ? `<code>${words[Math.floor(rnd() * words.length)]}()</code>` : words[Math.floor(rnd() * words.length)]);
html += `<p>${para.join(" ")}.</p>`;
}
}
document.getElementById("doc").innerHTML = html;
// 240 points a second, whatever the display's refresh rate.
// The title carries the page's own frame rate, so the source's rate is known.
let last = performance.now(), frames = 0, since = last;
function step(now) {
const dy = (now - last) * 0.24; last = now;
if (++frames && now - since >= 1000) { document.title = `fmv-bench scroll ${frames} fps`; frames = 0; since = now; }
if (window.scrollY + innerHeight >= document.body.scrollHeight - 2) window.scrollTo(0, 0); else window.scrollBy(0, dy);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
</script></body></html>
+9
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@@ -0,0 +1,9 @@
<!doctype html>
<!-- Benchmark content: a plain text editor, focused, for typing tests. -->
<html lang="en"><head><meta charset="utf-8"><title>fmv-bench type</title>
<style>
html, body { margin: 0; height: 100%; background: #fff; }
textarea { box-sizing: border-box; width: 100%; height: 100%; border: 0; padding: 20px; outline: none; resize: none;
font: 20px/1.5 ui-monospace, Menlo, monospace; color: #111; caret-color: transparent; } /* a blinking caret would pass for a reply to a key */
</style></head><body><textarea id="t" autofocus spellcheck="false"></textarea>
<script>document.getElementById("t").focus();</script></body></html>
+677
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{
"label": "usb1",
"date": "2026-09-28T21:16:03",
"commit": "1d05f57",
"config": {
"quality": "balanced",
"mode": "separate",
"net": "none",
"delay_ms": 0,
"buffer_ms": 250,
"host": "10.86.200.233",
"ssh_opts": [],
"encoder": "",
"duration_s": 15.0,
"browser_flags": []
},
"frame_build": "20260925.6191901",
"mac": "26.5.2",
"headset": "",
"scenarios": [
{
"scenario": "test",
"frames_sent": 911,
"frames_drawn": 911,
"frames_shown": 610,
"duration_s": 15.2,
"stages_ms": {
"capture": {
"p50": 0.0,
"p95": 0.0,
"p99": 0.0,
"n": 911
},
"queue": {
"p50": 0.0,
"p95": 0.1,
"p99": 0.1,
"n": 911
},
"encode": {
"p50": 4.4,
"p95": 5.0,
"p99": 5.2,
"n": 911
},
"socket": {
"p50": 0.1,
"p95": 0.2,
"p99": 0.2,
"n": 911
},
"network": {
"p50": 1.1,
"p95": 1.6,
"p99": 2.1,
"n": 911
},
"decode": {
"p50": 1.2,
"p95": 2.6,
"p99": 3.9,
"n": 911
},
"draw": {
"p50": 0.4,
"p95": 0.9,
"p99": 1.5,
"n": 911
},
"present": {
"p50": 5.8,
"p95": 13.6,
"p99": 16.7,
"n": 610
},
"content": {
"p50": 7.3,
"p95": 8.8,
"p99": 10.0,
"n": 911
},
"content_shown": {
"p50": 13.6,
"p95": 20.4,
"p99": 24.9,
"n": 610
}
},
"fps": 59.9,
"fps_shown": 40.1,
"late_pct": 0.22,
"stall_max": 32.3,
"stalls_over_100ms": 0,
"mbps": 0.48,
"keyframes": 1,
"size": "1280x720",
"captured": 912,
"viewer_never_drawn": 0,
"input_ms": {
"p50": 16.6,
"p95": 24.3,
"p99": 24.5,
"n": 30
},
"input_shown_ms": {
"p50": 20.8,
"p95": 31.8,
"p99": 33.8,
"n": 22
},
"input_parts_ms": {
"uplink": {
"p50": 0.7,
"p95": 1.0,
"p99": 1.0,
"n": 30
},
"mac": {
"p50": 9.1,
"p95": 15.0,
"p99": 15.2,
"n": 30
},
"back": {
"p50": 7.2,
"p95": 8.5,
"p99": 12.7,
"n": 30
}
},
"inputs": {
"asked": 30,
"sent": 30,
"seen": 30
},
"timeline": [
{
"t": 0,
"fps": 60,
"mbps": 0.5,
"content_p50": 7.3,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 1,
"fps": 60,
"mbps": 0.5,
"content_p50": 7.1,
"content_p95": 8.9,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 2,
"fps": 59,
"mbps": 0.48,
"content_p50": 7.2,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 3,
"fps": 60,
"mbps": 0.49,
"content_p50": 7.1,
"content_p95": 9.0,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 4,
"fps": 60,
"mbps": 0.49,
"content_p50": 6.9,
"content_p95": 8.2,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 5,
"fps": 60,
"mbps": 0.58,
"content_p50": 7.3,
"content_p95": 8.1,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 6,
"fps": 60,
"mbps": 0.47,
"content_p50": 7.4,
"content_p95": 8.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 7,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.4,
"content_p95": 8.8,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 8,
"fps": 60,
"mbps": 0.47,
"content_p50": 7.3,
"content_p95": 8.9,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 9,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.3,
"content_p95": 8.8,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 10,
"fps": 60,
"mbps": 0.45,
"content_p50": 7.3,
"content_p95": 8.7,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 11,
"fps": 60,
"mbps": 0.45,
"content_p50": 7.4,
"content_p95": 9.2,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 12,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.4,
"content_p95": 8.4,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 13,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.6,
"content_p95": 9.7,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 14,
"fps": 60,
"mbps": 0.46,
"content_p50": 7.6,
"content_p95": 8.5,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
},
{
"t": 15,
"fps": 12,
"mbps": 0.09,
"content_p50": 7.5,
"content_p95": 9.6,
"bitrate": 5529600,
"tier": 0,
"w": 1280,
"net": null
}
],
"adapt": [],
"content_p50": 7.3,
"content_p95": 8.8,
"input_p50": 16.6,
"input_p95": 24.3,
"grades": {
"input_replies": "local",
"content_p50": "local",
"content_p95": "local",
"input_p50": "local",
"input_p95": "local",
"fps": "local",
"late_pct": "local",
"stall_max": "local"
},
"controller": {
"adapt": true,
"baseRtt": 0.917,
"ceiling": 5529600,
"fps": 60,
"inFlight": 1,
"scale": 1,
"slack": 41.666,
"target": 5529600,
"tier": 0
},
"events": [],
"source_fps": 60.0,
"cpu": {
"mac_agent_pct": 16.7,
"frame_viewer_pct": 48.5,
"frame_tailscaled_pct": 0.5,
"frame_sshd_pct": 1.1,
"frame_gamescope_pct": 12.0,
"frame_total_pct": 39.3
},
"viewer": "h264 software; ANGLE (Mesa, zink Vulkan 1.4(Turnip Adreno (TM) 750 (MESA_TURNIP)), OpenGL 4.6); raf 137 Hz",
"show_s": 1.15,
"panel": "valve.steam.desktopgame.2001639889",
"src": "test"
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+690
View File
@@ -0,0 +1,690 @@
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+682
View File
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+682
View File
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"mbps": 8.98,
"content_p50": 16.5,
"content_p95": 21.7,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 11,
"fps": 51,
"mbps": 9.32,
"content_p50": 18.6,
"content_p95": 35.4,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 12,
"fps": 56,
"mbps": 9.53,
"content_p50": 15.4,
"content_p95": 26.2,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 13,
"fps": 55,
"mbps": 8.46,
"content_p50": 18.6,
"content_p95": 23.2,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 14,
"fps": 54,
"mbps": 9.82,
"content_p50": 15.9,
"content_p95": 28.4,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 15,
"fps": 54,
"mbps": 11.11,
"content_p50": 15.5,
"content_p95": 26.1,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 16,
"fps": 54,
"mbps": 9.79,
"content_p50": 17.4,
"content_p95": 25.3,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 17,
"fps": 57,
"mbps": 9.3,
"content_p50": 16.3,
"content_p95": 23.5,
"bitrate": 14860800,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 18,
"fps": 55,
"mbps": 8.3,
"content_p50": 19.5,
"content_p95": 31.0,
"bitrate": 7984791,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 19,
"fps": 51,
"mbps": 8.56,
"content_p50": 16.4,
"content_p95": 29.1,
"bitrate": 10220855,
"tier": 0,
"w": 1920,
"net": null
},
{
"t": 20,
"fps": 40,
"mbps": 7.13,
"content_p50": 18.3,
"content_p95": 23.9,
"bitrate": 12025604,
"tier": 0,
"w": 1920,
"net": null
}
],
"adapt": [],
"content_p50": 19.9,
"content_p95": 37.2,
"input_p50": null,
"input_p95": null,
"grades": {
"content_p50": "local",
"content_p95": "local",
"fps": "acceptable",
"late_pct": "bad",
"stall_max": "local"
},
"source_fps": 58.7,
"cpu": {
"mac_agent_pct": 6.6,
"frame_viewer_pct": 72.4,
"frame_tailscaled_pct": 8.1,
"frame_sshd_pct": 0.9,
"frame_gamescope_pct": 10.0,
"frame_total_pct": 24.2
},
"viewer": "h264 software; ANGLE (Mesa, zink Vulkan 1.4(Turnip Adreno (TM) 750 (MESA_TURNIP)), OpenGL 4.6); raf 141 Hz",
"show_s": 6.43,
"panel": "valve.steam.desktopgame.2001414593",
"src": "separate:9384"
},
{
"scenario": "type",
"frames_sent": 25,
"frames_drawn": 25,
"frames_shown": 25,
"duration_s": 14.7,
"stages_ms": {
"capture": {
"p50": -0.3,
"p95": 0.9,
"p99": 1.1,
"n": 25
},
"queue": {
"p50": 0.0,
"p95": 0.0,
"p99": 0.0,
"n": 25
},
"encode": {
"p50": 5.0,
"p95": 33.4,
"p99": 33.6,
"n": 25
},
"socket": {
"p50": 0.1,
"p95": 0.1,
"p99": 0.2,
"n": 25
},
"network": {
"p50": 6.1,
"p95": 14.9,
"p99": 24.4,
"n": 25
},
"decode": {
"p50": 3.0,
"p95": 10.5,
"p99": 11.4,
"n": 25
},
"draw": {
"p50": 0.6,
"p95": 1.0,
"p99": 1.1,
"n": 25
},
"present": {
"p50": 0.8,
"p95": 1.4,
"p99": 1.7,
"n": 25
},
"content": {
"p50": 12.6,
"p95": 41.0,
"p99": 46.3,
"n": 25
},
"content_shown": {
"p50": 13.9,
"p95": 41.8,
"p99": 46.6,
"n": 25
}
},
"fps": 1.7,
"fps_shown": 1.7,
"late_pct": 100.0,
"stall_max": 3099.2,
"stalls_over_100ms": 21,
"mbps": 0.04,
"keyframes": 4,
"size": "960x646",
"captured": 79,
"viewer_never_drawn": 0,
"input_ms": {
"p50": 41.3,
"p95": 60.3,
"p99": 68.6,
"n": 18
},
"input_shown_ms": {
"p50": 43.0,
"p95": 61.1,
"p99": 69.6,
"n": 18
},
"input_parts_ms": {
"uplink": {
"p50": 5.3,
"p95": 11.6,
"p99": 14.2,
"n": 18
},
"mac": {
"p50": 23.1,
"p95": 35.0,
"p99": 42.6,
"n": 18
},
"back": {
"p50": 11.8,
"p95": 19.2,
"p99": 22.7,
"n": 18
}
},
"inputs": {
"sent": 66,
"seen": 18
},
"timeline": [
{
"t": 3,
"fps": 1,
"mbps": 0.01,
"content_p50": 11.8,
"content_p95": 11.8,
"bitrate": 1224075,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 4,
"fps": 1,
"mbps": 0.02,
"content_p50": 14.7,
"content_p95": 14.7,
"bitrate": 2091896,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 5,
"fps": 4,
"mbps": 0.1,
"content_p50": 18.6,
"content_p95": 37.4,
"bitrate": 3071304,
"tier": 3,
"w": 1440,
"net": null
},
{
"t": 6,
"fps": 5,
"mbps": 0.13,
"content_p50": 4.2,
"content_p95": 19.2,
"bitrate": 4031277,
"tier": 3,
"w": 1440,
"net": null
},
{
"t": 7,
"fps": 6,
"mbps": 0.04,
"content_p50": 12.0,
"content_p95": 46.3,
"bitrate": 300000,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 10,
"fps": 1,
"mbps": 0.01,
"content_p50": 12.2,
"content_p95": 12.2,
"bitrate": 300000,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 12,
"fps": 1,
"mbps": 0.02,
"content_p50": -1.2,
"content_p95": -1.2,
"bitrate": 842857,
"tier": 4,
"w": 960,
"net": null
},
{
"t": 14,
"fps": 1,
"mbps": 0.02,
"content_p50": 14.4,
"content_p95": 14.4,
"bitrate": 2091896,
"tier": 4,
"w": 960,
"net": null
}
],
"adapt": [],
"content_p50": 12.6,
"content_p95": 41.0,
"input_p50": 41.3,
"input_p95": 60.3,
"grades": {
"content_p50": "local",
"content_p95": "acceptable",
"input_p50": "local",
"input_p95": "local"
},
"source_fps": 5.4,
"cpu": {
"mac_agent_pct": 1.2,
"frame_viewer_pct": 5.0,
"frame_tailscaled_pct": 1.5,
"frame_sshd_pct": 0.2,
"frame_gamescope_pct": 4.7,
"frame_total_pct": 8.5
},
"viewer": "h264 software; ANGLE (Mesa, zink Vulkan 1.4(Turnip Adreno (TM) 750 (MESA_TURNIP)), OpenGL 4.6); raf 140 Hz",
"show_s": 5.12,
"panel": "valve.steam.desktopgame.2001910179",
"src": "separate:9510"
}
]
}
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@@ -1,9 +1,32 @@
# compat-db: Frame Control's compatibility database
A private [Lakebed](https://docs.lakebed.dev/) capsule holding compatibility
reports for Android apps on the Steam Frame. For now only the maintainer's
copy of Frame Control has the key to read or write it. Everyone else's reports
stay on their own Mac (see `shared()` in `ui/frame_compat_db.py`).
reports for Android apps on the Steam Frame. Only the maintainer's copy of
Frame Control has the key to read or write it (see `shared()` in
`ui/frame_compat_db.py`). Everyone else's reports stay on their computer
unless they turn on **Share compatibility results**. Then the reports also go
to PostHog as `compat_report` events, and the maintainer syncs them in (below).
## Community reports
```sh
python3 ui/frame_compat_db.py sync --dry-run # what would be added
python3 ui/frame_compat_db.py sync # add them
```
`sync` reads `compat_report` events through PostHog's query API and adds
them with `via` set to `community`, `community-probe` or `community-install`.
It skips invalid reports and anything over 30 per reporter per day. Each run
re-reads the last 30 days, because an offline copy sends its reports late,
with the time they were made. `posthog-sync.json`, next to the outbox,
remembers which reports it has handled and each reporter's daily count, so
nothing is added twice and the cap holds across runs.
It needs:
- the PostHog project id: `"project"` in `ui/telemetry.json`
- a personal API key with `query:read`: `POSTHOG_PERSONAL_API_KEY`, or in the
Keychain (service `frame-control-posthog`, account `personal-api-key`)
- Live: `https://frame-compat.lakebed.app` (deploy `dep_dDmcsosVSiFirpW6`,
claimed, so it doesn't expire). The browser page only says it's private.
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@@ -0,0 +1,185 @@
# Frame Control for AI agents
**Documented interface:** Frame Control's own stdlib Python MCP adapter wraps
its loopback HTTP API. No API key, hosted service, model SDK or third-party
helper app is needed. The assistant is our HTML/Python implementation hosted
in the platform Chromium browser. Its optional LLM endpoint is user configuration.
Installing other apps is an optional management action, never a prerequisite.
## Connect an MCP client
The default MCP command starts a private HTTP backend on a free loopback port,
with a fresh local access key. It stops that backend when the MCP client closes
stdin or sends SIGTERM. It uses its own SSH control socket, so closing it does
not close the desktop app's connection. No manually started server is needed.
Add this stdio server to your MCP client (use absolute paths):
```json
{
"mcpServers": {
"frame-control": {
"command": "python3",
"args": ["/absolute/path/frame-control/ui/frame_mcp.py"]
}
}
}
```
For Codex, the equivalent registration is:
```sh
codex mcp add frame-control -- python3 /absolute/path/frame-control/ui/frame_mcp.py
```
New agent sessions load the entry. An already running session may need its MCP
connections reloaded; registration does not retroactively add tools to its
initial tool inventory. Keep the checkout at that path while it is registered.
Use `codex mcp remove frame-control` to remove only this registration.
To reuse a running server instead, pass `--url http://127.0.0.1:47810`.
The desktop app uses a random port; use that port with `--url`, or run the
checkout server above. If the HTTP server uses `FRAME_UI_KEY`, pass the same
value in the MCP process environment. This is local access control, not an LLM
API key. The adapter only accepts loopback HTTP servers, refuses redirects and
ignores environment proxies. Stdout contains newline-delimited JSON-RPC only.
It supports MCP initialization, ping, tool listing and tool calls; no sampling,
resources, prompts or streaming transport.
| Tool | Arguments | Effect |
|---|---|---|
| `computer_state` | none | Read-only gamescope window IDs/focus and bounded AT-SPI tree; reports incomplete observations |
| `status` | none | Battery, services, installed games and Flatpaks |
| `screenshot` | `view`: `headset` (default) or `desktop` | Returns PNG image content to the MCP client |
| `job` | `id` | Background install status; poll until `done`, inspect `error` |
| `launch` | `appid` | Launch an installed Steam app |
| `install` / `uninstall` | `id` | Install from Flathub / remove a user Flatpak |
| `send_text` | `text` | Frame desktop clipboard; desktop must be open |
| `send_file` | `path` | File on the HTTP server computer, up to 16 MiB, copied to Frame `~/Downloads` |
| `panel` | `id` | Launch an installed Flatpak as a panel using the existing launcher |
| `power` | `action`: `suspend`, `reboot`, `poweroff` | Open a terminal for the user to enter the sudo password |
| `keep_awake` | `action`: `on`, `off`, `status` | Optional keep-awake script interface |
Only install free software with its developer's consent. There is no purchase,
entitlement bypass or arbitrary shell tool. `install` returns a background job
ID; it does not claim the installation has finished. APK and sideloaded title
installs remain in the main UI for now.
### Approval is a separate human action
Every mutation first returns an `approvalUrl`, exact action and `confirmation`
token. Ask the user to open that URL and choose **Approve this action** or
**Reject**. Then repeat the same tool and arguments with the token in
`confirmation`. The server refuses execution before approval, changed arguments,
expired tokens and reuse. A file approval binds the content hash as well as the
path. Approvals last five minutes and disappear when the HTTP server restarts.
A failed execution also consumes the approval; review a fresh request to retry.
The panel does not execute an action merely because it was approved.
MCP has no approval tool. This is protection against accidental model tool
calls, not a sandbox against a client with independent shell/HTTP access to your
computer. Grant the MCP client only the access you intend. Status, captures and computer-state observations
are returned directly to that client, which may forward them to its configured
model. The assistant's separate opt-in does not govern an external MCP client.
Power still requires the existing password prompt in a local terminal. MCP
never receives passwords. Power via `FRAME_LOCAL=1` is unsupported: use the main
UI. The panel launcher and keep-awake adapter require zsh on the computer.
[PR #16](https://github.com/saphid/frame-control/pull/16) owns
`scripts/keep-awake.sh on|off|status`. This branch does not copy or change it.
Until that script is present, the tool reports it unavailable. Keep-awake is
never automatic: `on` changes the shared idle timers; explicitly approve `off`
to restore them after work. It is not a per-agent lease; coordinate with other
users. No changes are made to the analytics/update interfaces in
[PR #17](https://github.com/saphid/frame-control/pull/17). Prompts, keys, model
replies, screenshots and approval payloads are not sent to analytics.
## Assistant panel
Open **Tools → Open assistant**, or `http://127.0.0.1:47810/assistant`.
To put the same page in the headset, with the HTTP server still running:
```sh
python3 scripts/assistant-on-frame.py --port 47810
```
This starts an SSH reverse forward bound to Frame loopback (port 47812 by
default), then a dedicated Chromium profile tagged as a SteamVR panel. Keep the
command running. Ctrl-C closes this browser profile and the tunnel; it leaves
other Chromium windows and the existing HTTP server alone. A failed cleanup
prints the temporary profile path so it can be removed when the Frame returns.
Use `--frame-port` if the default is busy. Chromium must already be available as
`org.chromium.Chromium`; the launcher never installs anything automatically.
Place the panel with SteamVR's normal docking controls.
Enter your full **chat-completions endpoint**, model name and optional key.
An OpenAI-compatible local server works without a key; no OpenAI account is
required. HTTP is allowed only on loopback; other endpoints require HTTPS.
Loopback refers to the computer running the HTTP server, even in the headset.
Endpoints with embedded credentials, query strings or redirects are refused.
Check the message consent box and press **Send message**. Screenshot context is
a separate unchecked box and sends one fresh capture with that request. Both
boxes reset after sending, and changing endpoint/model revokes consent. Nothing
is sent when opening the page or entering configuration. There is no model
list fetch, saved history, automatic screenshot capture or assistant telemetry.
Each send is independent: previous messages and replies are not included.
Configuration, credentials and chat remain in page memory; close/reload the page
or choose **Clear everything** to clear them. A request already sent cannot be
recalled. Only the chosen endpoint gets the request; proxy environment variables
and redirects are disabled. Its privacy and retention policy still applies.
Replies are plain text and cannot call tools or operate the Frame. A model must
support image inputs to accept screenshot context.
## Evidence and limits
**Verified 2026-09-28, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** loopback HTTP
status through an SSH reverse tunnel; platform Chromium created a separate
SteamVR panel (confirmed in `GAMESCOPE_FOCUSABLE_APPS`); headset capture returned
a PNG. These checks preceded the UI implementation. No power or global settings
were changed.
**Inferred:** visual comfort and controller keyboard usability while wearing
the headset; panel creation in gamescope alone does not establish these.
Windows/Linux launcher support, live third-party model endpoints, installs,
uninstalls, power and keep-awake changes are not covered by that feasibility
check. See the PR for the final unit and end-to-end results.
**Verified end to end on the same Frame/build (2026-09-28):** a stdio MCP client
initialized, read status, retrieved a headset PNG, and transferred a test file
only after approval through the Chromium page. Remote file bytes matched;
reusing the confirmation was rejected. The actual headset Chromium page sent
text and then separately opted-in image context to a local test endpoint and
displayed its replies. Without consent there were zero endpoint requests.
The test endpoint returned canned replies: model inference and a live external
provider remain **unverified**. The launcher’s Ctrl-C cleanup was checked;
profiles, SSH tunnels and the test file were removed. No installs, removals,
launches of user games, power operations or keep-awake changes were performed.
**Verified locally:** unit coverage includes the stdio subprocess, approval
binding/expiry/replay/concurrency, file-change rejection, and a real local HTTP
endpoint for opt-in, text/image payloads and redirect refusal. Fake-Frame
regressions are in `tests/e2e/test_agents.py`; local Docker execution was blocked
because the Docker daemon was unavailable. The ARM64 fake-Frame CI job passed
on this branch (run 36421345682).
**Verified on the same Frame/build:** both Ctrl-C and SIGTERM close the dedicated
browser profile and SSH tunnel and remove the profile and panel log.
![Assistant in Frame Chromium, after an opted-in request to the local test endpoint](img/assistant-panel.png)
## Computer-use coverage
MCP is the tool transport, not a limit on what an agent can do. A screenshot,
accessibility snapshot, click or keystroke can all be MCP tools when we have a
reliable underlying implementation. See [the investigation](computer-use.md)
for the verified boundaries. `computer_state` adds observation, not an input
channel: it cannot click an approval button or send keyboard/mouse events.
**Verified 2026-09-29, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** the command saved
by `codex mcp add` launched without a prestarted server, negotiated MCP, listed
12 tools, read live Frame status and returned X11 window state plus AT-SPI
observations. It exited 0 at EOF. Steam's accessibility tree had inaccessible
children, reported as `incomplete: true`; this is not a complete actionable UI.
+144
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@@ -0,0 +1,144 @@
# Announcing changes
How we tell people about Frame Control features and fixes as they merge. The
same few sentences feed the X post, the release notes and the website, so they
are written once, in the pull request, while the change is fresh.
## What gets announced
| Kind | Announce? | Example |
|---|---|---|
| **New** — something you can now do | Yes, its own post | Stream Mac windows into the Frame as panels |
| **Better** — something existing got noticeably easier, faster or wider | Yes, its own post or a roundup | APKs install without the Android SDK |
| **Fixed** — something broken that users hit | Yes if people reported it or it blocked a flow; otherwise the next roundup | Mac mirror showed a zoomed-in corner |
| **Release** — a tagged build | Always, one post linking the release | Frame Control 0.3.1 |
| Tests, refactors, CI, docs-only, website polish | No | Fake Frame tests, screenshot crop |
If a change isn't worth a sentence to someone who owns a Frame, it isn't
announced.
## The voice
Write it the way the README and release notes already read.
- **Lead with what the person can now do**, in their words: "Install older
versions of an app when the newest won't run on the Frame", not "Add APK
version fallback resolver".
- **Plain and specific.** Name the thing, give the number: "about 30 fps",
"4,500 apps", "up to 8 older versions". No "blazing", "game-changing",
"excited to announce", "huge", or exclamation marks.
- **Say where it works.** Platforms and what it was tested on, briefly:
"Tested on a real Frame from macOS 27." Don't claim what wasn't tested.
- **Say the catch.** If it needs a setup step, an unsigned build, or only works
on one OS, say so in the same post.
- **Sentence case**, full sentences, British spelling to match the docs.
Contractions are fine.
- **No emoji in the text.** One image, GIF or short clip carries the tone
instead. The only symbol is the kind label below.
- **Unofficial, always.** Never imply Valve made or endorses it. Say "Steam
Frame" for the headset and "Frame Control" for the app.
- **Credit people.** If a user reported the bug or suggested the feature and is
happy to be named, thank them by handle.
## The formats
Every announceable PR ends with an `## Announcement` section holding these.
The reviewer checks it like code.
### 1. The post (X, and any other social account)
```
<Kind>: <what you can do now, one sentence>
<one or two sentences: how it works, the catch, or what it was tested on>
<link>
```
- `<Kind>` is `New`, `Better` or `Fixed`.
- 280 characters maximum including the link (X counts any link as 23).
- One link: the release if it has shipped, otherwise the PR.
- One visual when the change is visible: a screenshot from the app, a GIF, or a
short clip from the headset. Alt text describes what it shows.
- No hashtags, except `#SteamFrame` on releases and on posts about something
new, because people search for it.
### 2. The release-note line
One bullet under **New in x.y.z**, same as the current release notes: the
first half of the post's first sentence, no kind label, no link.
### 3. Release post
```
Frame Control <version>: <the headline change>
<one sentence on the headline change>. Also: <two or three short items>.
Windows, macOS and Linux: <release link>
#SteamFrame
```
The release title on GitHub uses the same `Frame Control <version>: <headline>`
line, as 0.3.0 and 0.3.1 already do.
### Roundups
Small fixes that don't earn their own post wait for a roundup, posted with the
next release or when three or more have piled up:
```
Fixed in Frame Control this week:
- <fix>
- <fix>
- <fix>
<link>
```
## Examples from what has already merged
**#11, older APK versions**
```
New: when an Android app is too new for the Frame, Frame Control now offers
older versions that will install.
It checks F-Droid, its archive and IzzyOnDroid, and verifies each download
before it goes on the headset.
https://github.com/saphid/steam-frame/pull/11
```
**#8, Mac mirror fixes**
```
Fixed: mirroring your Mac into the Steam Frame now fits the whole desktop in
the panel, asks for the right password, and shows the cursor.
Tested end to end on a real Frame from macOS 27.
https://github.com/saphid/steam-frame/pull/8
```
**v0.3.1**
```
Frame Control 0.3.1: install APKs without the Android SDK
Frame Control now reads APK files itself, so there's nothing extra to install.
Also: Linux and Windows game sideloading, and one-click install links.
Windows, macOS and Linux: https://github.com/saphid/steam-frame/releases/tag/v0.3.1
#SteamFrame
```
## Posting
Nothing is posted without a person approving it. The flow is:
1. The PR carries its `## Announcement` section.
2. On merge, the post is drafted from that section (manually for now).
3. Alex approves or edits it, then it's posted from the project account.
4. Replies and questions that turn out to be bugs become GitHub issues labelled
`feedback`, same as the website form.
+33
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@@ -5,6 +5,12 @@ in **Lepton**, Valve's Waydroid-based container. Lepton is built for games,
not general Android use
([GamingOnLinux](https://www.gamingonlinux.com/2026/09/lepton-from-valve-to-run-android-games-on-linux-is-now-open-source/)).
**VR streaming clients:** WiVRn 26.9 and ALVR 20.14.1 install, but both fail
OpenXR instance creation on the checked Frame because its Android runtime lacks
`XR_KHR_convert_timespec_time` (**verified** 2026-09-28, SteamOS 0.4.1,
BUILD_ID 20260925.6191901). They are not Frame Control dependencies. See
[the feasibility results and options](linux-vr-streaming.md).
## Install from the Mac: one app, one Lepton instance (verified 2026-09-25)
Use Frame Control's **Android apps** section (search, Install, Test, Report), drop
@@ -46,6 +52,33 @@ Lepton Development must be installed once. Over SSH,
`ssh frame 'steam steam://install/3056000'` queues it, but the install still
needs to be confirmed or started in the headset.
## When an app needs a newer Android
Lepton is Android 11 (API 30), with arm64-v8a only. If Frame Control refuses
an APK, it shows compatible versions from F-Droid's main and archive repos and
IzzyOnDroid. It shows at most eight version names, newest first, preferring an
arm64-only build, and says how many compatible builds it found in total.
Each index is reduced to its compatible builds once a day and cached (about
16 MB). The first lookup takes about 30 s and 100 MB of memory; later ones are
instant.
Choose **Install** to download a listed version, verify its SHA-256 against
the index, and install it as its own app.
You can also inspect a file or look up a package from the command line:
```sh
python3 ui/frame_android.py info some-app.apk
python3 ui/frame_android.py versions some-app.apk
python3 ui/frame_android.py versions org.example.app
```
The search links open APKMirror, APKPure, Uptodown, F-Droid and GitHub. Pick a
version whose minimum is Android 11 or lower and that has an arm64-v8a build
(or no native code). Frame Control does not fetch APKs from those search sites.
Older versions may lack fixes, and being installable does not guarantee an
app will run: see the missing services below. Android may refuse a downgrade
or an update signed by a different publisher; removing the app deletes its data.
## Installed apps disappear when Lepton Development closes (verified 2026-09-25)
Lepton Development runs in a throwaway "dev" context. When it exits for any
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# Computer use through Frame Control MCP
The MCP transport can carry semantic actions or visual computer-use actions.
The limits are the Frame's underlying interfaces, permissions and whether an
action can be targeted and verified. A stereoscopic headset screenshot alone
is not a reliable coordinate system for clicking a particular app window.
## What exists, and the right route
| Surface | Evidence and route | Remaining work or boundary |
|---|---|---|
| Frame management | **Verified:** existing SSH/HTTP operations for status, capture and file transfer work through MCP. Typed install/launch/power tools wrap the existing API. | Extend typed operations before adding generic mouse automation. Preserve explicit approval for consequential changes. |
| App/window observation | **Verified 2026-09-29:** `computer_state` reads gamescope X11 window/app/process triples, focused app and the installed AT-SPI library. | Bounded to 96 accessible nodes and six levels. Trees may be truncated, stale, hidden or incomplete. Snapshot paths and XIDs are observations, never durable action permissions. |
| Chromium page content | **Verified previously:** the assistant rendered and could be exercised through CDP in an isolated Frame Chromium profile. | A shipped click/type surface needs exact owned browser/target binding, fresh element references, lifecycle cleanup, consent and post-action readback. Do not expose unrestricted JavaScript or attach to arbitrary existing profiles automatically. |
| Steam UI | **Verified 2026-09-29:** the AT-SPI service listed the Steam client's Chromium process and frame nodes, but child traversal was incomplete. Existing `frame_steam.py` uses Steam's loopback CDP endpoint for specific operations. | Prefer those narrow Steam interfaces. Presence of AT-SPI does not prove controls are actionable, and generic pointer injection is not proved for VR menus. |
| Other Linux apps | **Verified 2026-09-29:** Frame ships libX11, libXtst and libatspi; `/dev/uinput` is writable by the current user. | Library presence and access permissions do not prove that a game accepts input. Global virtual input can affect whichever app has focus. Do not ship a blind keyboard/mouse tool on this evidence alone. |
| Panel focus and layouts | **Documented in [#41](https://github.com/saphid/frame-control/pull/41):** `POST /api/panels` accepts `list`, `focus` and `open`. Focus was verified there. | Reuse that owned interface after integration. Its tested gamescope-owned overlay transform setters return `PermissionDenied`; no reliable saved spatial-layout interface was established. Do not duplicate its implementation here. |
| Shared keyboard/trackpad | **Documented in [#19](https://github.com/saphid/frame-control/pull/19):** `/api/input` supplies state/start and event submission, implemented with a bundled KDE Connect daemon. | This branch does not import, launch or depend on that daemon. The user's own-implementation rule remains authoritative. A first-party input implementation or permitted bundled-library route needs its own delivery evidence before MCP integration. |
| Physical/device boundaries | **Documented:** an asleep Frame may be off the network; power authorization can require the user's password; physical pairing and headset fit/comfort require the user. | MCP cannot bypass offline hardware, consent, compositor permissions or physical verification. Keep explicit human handoffs. |
## Reusing the existing computer-use work
**Documented:** the installed `cua-driver` skill has the right control pattern:
observe an exact window, use a semantic target if available, fall back to pixels
from that same snapshot, then read back the result. Its browser route requires
an exact process/window/target binding and session-scoped element references.
Those are useful design rules for Frame tools.
**Verified locally 2026-09-29:** `cua-driver describe get_window_state` describes
host-local process/window IDs and macOS AX inspection. It does not establish an
SSH Frame target. The installed skill's advertised Linux companion file is
missing. A native ARM64 Frame backend, its dependencies and remote transport
have not been verified. We therefore do not claim that the existing Mac driver
can control the Frame by passing it a Frame PID or screenshot, and we do not
make the feature depend on installing that application.
Frame Control's `computer_state` is our own Python implementation over installed
platform libraries. It sends the probe over SSH stdin, writes no helper to disk,
and exits after one observation. Missing displays/libraries return explicit
errors; a 15-second process deadline prevents a stalled accessibility call from
leaving a probe behind. Window names and accessibility text are untrusted app
content, never instructions to an agent.
**Recommended next implementation:** an isolated Chromium session with typed
snapshot/click/type/scroll tools and exact fresh target binding, then individually
verified native app actions. Use the headset capture to judge appearance, not to
invent a screen-to-window coordinate transform. Direct tool calls must retain
approval rules; a generic computer-use tool must not become a route around the
MCP approval panel, install confirmation or power confirmation.
## Isolated browser input proof
**Verified 2026-09-29, SteamOS 0.4.1, BUILD_ID 20260925.6191901:** a temporary
Frame Chromium profile loaded a local test page through an SSH reverse tunnel.
CDP `Input.insertText` entered the test string in its own input. A CDP
`Input.dispatchMouseEvent` press/release on its own button copied that string
to the page's result; DOM readback matched exactly. The browser profile,
loopback forwards and panel log were removed afterward. No user app was typed
into, no global settings were changed and no third-party helper app was used.
AT-SPI did **not** expose the test page's controls in that same probe, even with
Chromium's renderer-accessibility flag. It returned the partial Steam-client
tree instead. The reason remains **unverified**; this is an evidence gap, not
proof that Frame accessibility cannot work. For a first implementation,
Chromium's proven page-specific CDP route is stronger than assuming complete
AT-SPI coverage. This proof does not ship unrestricted click/type tools or
establish input delivery to SteamVR's menus.
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Frame client feasibility, 2026-09-28
SteamOS VERSION_ID=0.4.1 BUILD_ID=20260925.6191901; uname -m=aarch64
SteamVR: vrserver log reports 2.18.1; process 2256 remained alive across checks.
Base: dcf9689f6459e576d35fc507eb702ca6b2bf4dad (main).
Unmodified upstream release APKs; installed with ui/frame_android.py install APK --vr.
No Linux host attached. No pairing, streamed video, input, audio or worn-headset checks.
Selected logcat lines only; timestamps in Android logs are UTC.
WiVRn-release.apk
https://github.com/WiVRn/WiVRn/releases/tag/v26.9
sha256=1df6649ec77224fcc821af0ab4897222bdf3d7eb6ce6ad636461336724111331
E/OpenXR-Loader( 1140): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/WiVRn ( 1140): [2026-09-28 12:07:58.987] [WiVRn] [info] Failed to create OpenXR instance version 1.1.58: XR_ERROR_EXTENSION_NOT_PRESENT
E/OpenXR-Loader( 1140): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/WiVRn ( 1140): [2026-09-28 12:07:59.034] [WiVRn] [info] Failed to create OpenXR instance version 1.0.58: XR_ERROR_EXTENSION_NOT_PRESENT
E/WiVRn ( 1140): [2026-09-28 12:07:59.035] [WiVRn] [error] Error during initialization: Failed to create OpenXR instance: XR_ERROR_EXTENSION_NOT_PRESENT
alvr_client_android.apk
https://github.com/alvr-org/ALVR/releases/tag/v20.14.1
sha256=be68feeb02665e3d69f1cdbcabf38ea4d15c42868a7ec6b5e698dbefee4e4e36
E/OpenXR-Loader( 1139): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
I/RustStdoutStderr( 1139): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_convert_timespec_time
E/[ALVR NATIVE-RUST]( 1139): ALVR panicked: What happened:
E/[ALVR NATIVE-RUST]( 1139): panicked at alvr/client_openxr/src/lib.rs:220:10:
E/[ALVR NATIVE-RUST]( 1139): called `Result::unwrap()` on an `Err` value: ERROR_EXTENSION_NOT_PRESENT
Cleanup verified: both app directories, compatdata directories and Steam shortcuts absent.
Both test containers stopped and removed. No Steam/SteamVR restart or global setting changes.
Valve release notes fetched from ISteamNews/GetNewsForApp/v2 (appid=250820).
SteamVR Beta Updated - 2.18.1
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498219787
Added tethered Quest support over USB (must be used with Steam Link Beta)
Introducing SteamVR 2.17
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262693486
Adds initial support for USB streaming. Note: Requires new Steam Client Beta.
Fix crash using Steam Link on Linux when games submit invalid textures.
Improve streaming recovery when using Steam Link on Linux.
SteamVR Beta Updated - 2.17.8
https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951314598
Fix crash using Steam Link on Linux when games submit invalid textures.
Improve streaming recovery when using Steam Link on Linux.
Adds initial support for USB streaming.
USB streaming can be used without WiFi by opting into the Steam Client Beta.
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# Mod feasibility test, 2026-09-28
**Verified observations**, with limits below. Device: `aarch64`, SteamOS
`VERSION_ID=0.4.1`, `BUILD_ID=20260925.6191901`; Proton version file:
`1788505046 proton-11.0-2c-arm64`; `vrcmd --stats`: SteamVR `2.18.1`.
Times below are the Frame's AEST clock.
## Inventory and allowed content
`ssh frame 'python3 - owned' < ui/frame_steam.py` returned 868 games before
the test. Beat Saber (620980) and Skyrim VR (611670) were absent. Half-Life 2:
VR Mod – Episode One (2177750) was installed. Hogwarts Legacy (990080),
Horizon Zero Dawn (1151640) and Horizon Forbidden West (2420110) were listed
but not installed. The full personal library is not committed.
**Documented, owner report after these tests:** Alex has Beat Saber on a
Quest 2, which is charging. That copy was not accessed or inspected during
this test. Its version, transfer path and Frame compatibility remain unknown;
Steam ownership is still not established.
Gravitas's public Steam metadata reported `is_free: true`, developer Galaxy
Shark Studios, Windows only. Frame Control's existing Steam helper requested
its install. Steam first returned free-license state 3, then config state 7,
then queued the download. The helper did not accept state 3; a later read
found state 7. The source of that transition was not observed. A later
`install 1067310` returned `state: installed`. No purchase occurred.
UEVR was downloaded from the author's [1.05 release](https://github.com/praydog/UEVR/releases/tag/1.05),
not a mirror. `UEVR.zip` was 7,399,455 bytes. Its SHA-256 matched the author's
`UEVR.zip.sha256` (a UTF-16 text file):
```text
af4f2f91306802d7ee4e8497d483a547ac8e9a3067dbafb81324100524215d3c
```
Microsoft's Windows x64 .NET runtime and Windows Desktop runtime 6.0.36 ZIPs
were downloaded using URLs in the official release metadata. Both SHA-512
hashes matched that metadata. They were extracted into a test-only user
directory, not installed globally. No other mod manager was used.
## Half-Life 2 VR: visible setup, not gameplay
Launched the already-installed Episode One using
`steam steam://rungameid/2177750`. The existing manifest recorded build
25413453 and a shared base depot from app 658920, build 25413418.
Selected fresh Steam / SteamVR log lines:
```text
22:07:50 proton waitforexitandrun .../Half-Life 2 VR/ep1vr.exe
22:08:03 SetApplicationPid: Setting app steam.app.2177750 PID to 27990
22:08:03 Successfully loaded binding file '.../hlvr/cfg/steamvr/bindings_frame.json' for app 'steam.app.2177750'.
```
The game's `episodicvr/console.log` reached `Creating VR hand HUD...`,
`Creating VR weapon HUD...` and `Calibrating VR base position`. It also
contained missing material/weapon warnings. SteamVR logged a missing
`frame_hmd` binding as well as the successful controller binding load;
controller input was not exercised.
`ui/frame_vrshot.py` produced a stereo capture showing the mod's
“First time setup” and “Dominant hand” dialog. This establishes visible
startup, not a played level or comfortable performance. The capture includes
room passthrough and is deliberately not published. The test's `hl2.exe`
process was terminated; the pre-existing game installation was preserved.
## Gravitas and UEVR: injection unverified
The game was launched through Steam. The injector was then started in the
same `steamapps/compatdata/1067310` prefix using the shipped
`SteamLinuxRuntime_4-arm64/_v2-entry-point` and Proton 11 ARM64. The first
attempt reported:
```text
Application: UEVRInjector.exe
Message: You must install .NET to run this application.
Architecture: x64
App host version: 6.0.35
.NET location: Not found
```
With `DOTNET_ROOT` and `DOTNET_ROOT_X64` pointing at the test-only Windows
runtime directory, Proton loaded `Microsoft.NETCore.App/6.0.36` and
`Microsoft.WindowsDesktop.App/6.0.36`. A 25-second launcher timeout was too
short to establish whether the UI worked. A longer attempt produced a
625×372 `UEVR` X11 window on display `:1`. This is window creation evidence,
not a successful injection. That launcher returned exit 0; this was not
treated as proof that a mod worked.
A combined launch set `PROTON_REMOTE_DEBUG_CMD` to `UEVRInjector.exe` and
ran Gravitas's `Drop.exe` in the same runtime/prefix. The process
`SkyArk/Binaries/Win64/Drop-Win64-Shipping.exe` and a 1600×900 window titled
`SkyArk (64-bit, PCD3D_SM5)` appeared. The launcher exited **1** before an
injection or stereo game scene could be verified. Output included:
```text
Proton: Error while copying to ".../windows/system32/amdxcffx64.dll": No such file or directory
Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 10 (X_UnmapWindow)
X Error of failed request: XI_BadDevice (invalid Device parameter)
Minor opcode of failed request: 28 (X_GetDeviceButtonMapping)
```
These errors do **not** establish an ARM64/FEX incompatibility. Other work
was launching apps on the shared Frame. SteamVR's PIDs changed during the
experiment; `ps` recorded the replacement `vrserver` and `vrcompositor`
starting at **22:13:03**, corroborated by `steamvr.service` journal startup
lines. This test did not request a Steam/SteamVR restart. The combined
attempt ran at 22:14:17–22:14:27, after that restart. A stable, coordinated
session is needed to distinguish launcher/environment problems from game or
mod incompatibility.
## Cleanup and remaining checks
- No game executable or OpenVR DLL was replaced. No global runtime or power
setting was changed by this test. No R.E.A.L., OpenComposite or Beat Saber
payload was installed.
- Removed the test-only UEVR/.NET directory and downloaded ZIPs from the
Frame. Final process checks found no `UEVRInjector.exe`,
`Drop-Win64-Shipping.exe`, `ep1vr.exe` or `hl2.exe`. SteamVR was running.
- Gravitas and its Steam-created prefix remain installed for a repeat test;
the pre-existing HL2 VR install remains. Steam may retain normal shader
caches, logs and prefix temporary files.
- Still unverified: UEVR injection and removal, R.E.A.L. releases and
permissions, OpenComposite, Beat Saber playback on either build, and our
own manager's end-to-end install/uninstall. No installer UI is justified
by these results. See the [support table and next checks](../mods.md).
+22 -5
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@@ -56,9 +56,11 @@ counts them while they run.
Steam library), then launch, stop, test or remove it. **Report an APK** records
whether any APK worked (F-Droid or not: pick a file, type a package, or use an
installed app). Your reports are saved on your computer and change the verdicts
you see. They aren't uploaded anywhere: the shared database is maintainer-only
for now (see [compat-db/README.md](../compat-db/README.md)). Uses the app's bundled
`adb`, or yours if you have one.
you see. With **Share compatibility results** on (Privacy & updates), they also
go to the shared database ([privacy.md](privacy.md),
[compat-db/README.md](../compat-db/README.md)). A failed install records
itself when the APK was the problem, and after an install the app offers a
20-second test. Uses the app's bundled `adb`, or yours if you have one.
- **Android display**: pick a running Lepton instance (by the app in it) and set
its resolution (Native 1920×1080, or Sharp 2560×1440 with density scaled to
match), UI scale (Smaller / Default / Larger, or an exact dpi) and text size
@@ -70,6 +72,10 @@ counts them while they run.
Runtime picked from the program's header), listed under **Sideloaded titles**
with Launch and Remove; see [sideloading.md](sideloading.md). Send typed text, or your computer's clipboard, to the
Frame clipboard.
- **Mac in the headset** (macOS): show any Mac window, or a whole screen, as
its own panel in the headset. Place it with the SteamVR dashboard, click and
scroll with the laser, and type on the Mac. Streams hardware H.264 through
an SSH tunnel; see [mac-in-headset.md](mac-in-headset.md).
- **Flatpaks**: install and remove them (quick picks: Moonlight, Firefox, VLC,
Remmina).
- **One-click tools**: SSH or SFTP in a terminal window, Steam Link, and remote
@@ -148,5 +154,16 @@ npm run dist:win # Windows: installer and .zip
npm run dist:linux # Linux: AppImage and .deb, x64 and arm64
```
Pushing a `v*` tag builds all three in GitHub Actions and attaches them to the
release (`.github/workflows/release.yml`).
Pushing a `v*` tag builds all three in GitHub Actions and attaches them to a
draft release (`.github/workflows/release.yml`). Running copies are offered it
once you publish it: see [releasing.md](releasing.md).
## AI agents and assistant
**Documented:** [the MCP adapter and assistant panel](agents.md) are Frame
Control implementations. MCP wraps this HTTP API without API keys. Changes
require a separate user approval; power also retains its password prompt. The
assistant uses a user-chosen endpoint and sends nothing until the user opts in
for a message. Screenshot context is separately opt-in. Model replies cannot
operate the headset. Tools → Open assistant opens the page; the linked guide
covers putting it in a Chromium panel on the Frame.
+15 -2
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@@ -33,6 +33,7 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| SteamVR's `steamvr-v4l2cam.service` (`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`) copies the headset view (the `system.HeadsetView` mirror, one undistorted image) into the v4l2loopback device `/dev/video99` ("SteamVR"), 1920×1080 RGB24. `ffmpeg -f v4l2 -i /dev/video99` reads it at about 70 new frames/s; the first frame read can be black. The Frame's hardware encoder (`iris_encoder`, `/dev/video-enc0`) crashes ffmpeg's `h264_v4l2m2m`, so encode with `libx264 -preset ultrafast -tune zerolatency`: 720p30 takes about 0.7 of a core and 1080p60 about 1.7 (of 8). gamescope also publishes a PipeWire `gamescope` video source, but the Frame's GStreamer has no `pipewiresrc`. **Verified 2026-09-26.** | Frame Control's live video (`/api/stream`) |
| Battery: `/sys/class/power_supply/max1720x_bat_7-36` gives µV/µA (current is positive while charging), `time_to_full_now`/`time_to_empty_now` in seconds, and `temp` in tenths of °C. The charger shows up as `tcpm-source-psy-…` (`type=USB`, `usb_type=C PD [PD_PPS]`), for example 12 V × 1.67 A. | Frame Control's battery card |
| `vrcmd --stats` reports `activity_level` (3 = standby). | Telling whether the headset is being worn |
| **Testing VR apps without wearing the headset.** In standby SteamVR keeps OpenXR sessions hidden, so they render one frame and stop. `vrcmd` (in `/opt/steamvr/bin/linuxarm64`) settings use `section.key`: `vrcmd --set-settings-bool power.pauseCompositorOnStandby 0` and `vrcmd --set-settings-float power.turnOffScreensTimeout 3600`, then `vrcmd --handlewakeup`, keep the compositor running, and the scene app becomes visible. If it stays `visible-blurred`, the Steam dashboard is open: `SteamClient.OpenVR.VROverlay.HideDashboard()` in Steam's `SharedJSContext` (CDP on 8080) closes it. The headset view then captures with `ui/frame_vrshot.py`. Restore afterwards with `--set-settings-bool power.pauseCompositorOnStandby 1` and `--set-settings-float power.turnOffScreensTimeout 5`. The bool setter reads `true` as false, so use 1/0. A Steam launch that stalls in standby at `ShowInterstitials` or `CreatingProcess` (see `console_log.txt`) continues with `SteamClient.Apps.ContinueGameAction(<action id>, "<appid>", "<task>")`. **Verified 2026-09-27.** | Proving VR output remotely, [webxr-chromium.md](webxr-chromium.md) |
| The SteamVR dashboard has docking: Float in World, Move, Size, Curvature, controller docking, Theater, Multitasking View. **Inferred** from `/opt/steamvr/resources/webinterface/dashboard/` and not yet driven by hand. | [panels.md](panels.md) |
| SteamVR settings live in `~/.config/openvr/config/steamvr.vrsettings`, not under `~/.local/share/Steam/config/`. `dashboard.lastAccessedExternalOverlayKey` names the last panel you used. | Settings tweaks |
| The Steam client's journal (`journalctl --user`) carries SteamVR system UI lines such as `[Overlays] Created: …` and `vroverlay_uid<appid>`. It's the quickest way to see panels come and go. | Debugging |
@@ -50,8 +51,18 @@ Lepton (Android 11, podman container "lepton-dev") ← its own panel, app 305600
| Tailscale runs without root as a userspace `tailscaled` user service (static arm64 build in `~/.local/share/tailscale`, lingering on). In userspace mode, inbound tailnet connections reach the Frame's **loopback**, so every port, including DevTools on 8080, is reachable from the tailnet. **Verified 2026-09-25.** | [tailscale.md](tailscale.md), `scripts/tailscale-on-frame.sh` |
| **T3 Code desktop runs natively.** The stock release `T3-Code-0.0.42-arm64.AppImage` in `~/Applications/T3CodeDesktop/` starts with no extra setup: glibc 2.39, `libfuse.so.2`, GTK 3, NSS and libsecret are on the image. `panel-on-frame.sh --name t3code-desktop -- '~/Applications/T3CodeDesktop/T3-Code.AppImage'` gives it its own panel (`valve.steam.desktopgame.2000281357`, `--ozone-platform=x11`). Its bundled server listens on `127.0.0.1:3773` and shows up in onboarding as the `frame` computer, with `passwordStore: gnome-libsecret`. The image has no agent CLI and no `node`. Agents run through the LAN CLIProxyAPI (`llm-proxy.lan:8317`, which resolves on the Frame). Claude Code 2.1.283 comes from `claude.ai/install.sh`, and Codex 0.157.1 from the `codex-aarch64-unknown-linux-musl` release tarball, both into `~/.local/bin`. `with-cliproxy` and a mode-600 `~/.config/cliproxyapi/secrets.env` are copied from the Mac. The wrappers `claude-cliproxy` and `codex-cliproxy` (a `-c model_provider=cliproxy`, `wire_api="responses"`, `env_key="CLIPROXY_API_KEY"`) are set as `providers.claudeAgent.binaryPath` and `providers.codex.binaryPath` in `~/.t3/userdata/settings.json`, and T3 picked that up without a restart. Through the wrappers, `claude auth status` reports `loggedIn: true` (`oauth_token`), and both CLIs answered a prompt with `kimi-k3`. `gamescopectl screenshot` captured another layer (the Lepton T3 app) rather than this panel. `DISPLAY=:0 xwd -id <win>` piped to `ffmpeg` captures the window itself (1920×1080). **Verified 2026-09-26**, BUILD_ID 20260922.6101926. | Running T3 Code as a host on the Frame |
| Power actions need `sudo`, which asks for the Developer Mode password over SSH. | Frame Control's power buttons |
| **Boot / recovery menu.** Hold Power ~10 s until the LED goes off, then power on while holding the **AUX button on top of the Power button** (not the volume keys) until a text menu appears. Entries: `Current` (SteamOS-A/B + build), `Previous` (the other A/B slot), `Boot from USB`, `Repair Steam Installation`, `Erase User Data` (factory reset), `ADB mode`, `Battery Ship Mode`. It auto-boots `Current` after a ~15 s countdown. **Volume Up/Down (left side) move, AUX (right side) selects.** For a boot loop, Valve says pick `Previous` (keeps user data); then `Repair Steam Installation`; `Erase User Data` wipes `~` (SSH keys, Tailscale, Flatpaks, T3 setup). Last resort is a full re-image, two ways: (1) USB: write `steamframe-repair-latest.img.bz2` to an 8 GB+ USB-C stick (Balena Etcher on the Mac), pick `Boot from USB`, then use "Wipe Device & Install SteamOS" / "Repair SteamOS" (keeps games and personal content) from the recovery desktop; (2) cable/EDL: `steamframe-repair-qdl-latest.tar.gz`, run `flash.sh` (Linux) or `flash.cmd` (Windows), then with the Frame off for 10 s hold Power + Vol Up + Vol Down for 10 s and plug it in; it reflashes and reboots. Both images: `https://steamdeck-images.steamos.cloud/recovery/` (build 20260922.5153644, 0.3.0, ~4 GB each, no published checksums); local copies in `~/Downloads/steam-frame-recovery/`. Source: Valve's [SteamOS Recovery FAQ](https://help.steampowered.com/en/faqs/view/1B71-EDF2-EB6D-2BB3) and [Installation and Repair FAQ](https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227), plus a menu photo in [EloiStree/HelloSteamFrame#9](https://github.com/EloiStree/HelloSteamFrame/issues/9). **Inferred** (Valve docs, 2026-09-26); not yet tried on our Frame. | Recovering from a boot loop |
| **Boot loop cause: the SteamVR health check.** `steamvr.service` runs `/usr/share/deckard/steamvr-health-check`, which appends `frog:glasses:` to `$XDG_RUNTIME_DIR/steamvr-short-session-tracker` on every failed or <10 s SteamVR run. At 3 it runs `steam-health-check --repair-now`, which **deletes all of `~/.local/share/Steam` (games, login, Developer Mode) and `~/.steam`**, keeping only `registry.vdf`. At 4 it also tries `steamos-bootconf set-mode reboot-other` (fails as the user: `bootenv: Permission denied`). SteamVR normally fails 1–2 times per boot while it waits for the Steam client (`SteamAPI_InitEx failed … Steam is probably not running`, then `fatal stalled cross-thread pipe`). Once Steam has been wiped, it has to re-download a ~210 MB client on every boot, so SteamVR keeps failing, Steam keeps getting wiped and the Frame reboots, in a loop. Also, the Steam updater can deadlock at `Installing update...` (main process blocked writing to the `-child-update-ui` process, which is stuck in `drm_syncobj_array_wait_timeout`). Killing only the `-child-update-ui` process lets the install finish (`package/*.installed` appears). **Fix without sudo:** over USB-C ADB (`adb -s frame shell` works as `steamos` while the Frame is looping; SSH is refused once Developer Mode is lost), truncate both `/run/user/1000/steam{,vr}-short-session-tracker` files and `chmod 444` them (the health check then logs `Permission denied` and does nothing; this is tmpfs, so it resets on reboot). Unstick the updater if needed, let Steam finish installing, then hold Power 10 s and start the Frame normally. `systemctl reboot` over ADB needs interactive auth. After the fix, sign in to Steam and turn Developer Mode back on. **Verified 2026-09-26**, BUILD_ID 20260922.6101926, slot B (clean boot: 0 SteamVR failures, SSH and Tailscale back). | Diagnosing a boot loop |
| **SSH server:** OpenSSH 9.7p1. It offers `publickey,password` (keyboard-interactive is off, PAM on) and also asks `userdbctl ssh-authorized-keys` for keys. OpenSSH ≥ 8.8 rejects SHA-1 `ssh-rsa` signatures by default, so a client whose RSA support is SHA-1 only (the Swift library Citadel, for one) can't log in with the RSA key that devkit pairing installs; use ed25519 (**inferred** from OpenSSH defaults). **Verified 2026-09-27**, BUILD_ID 20260922.6101926. | [iphone.md](iphone.md), `ui/frame_connect.py` |
| **A Chromium app window on gamescope's `:0` with its own `STEAM_GAME` becomes a panel, even when started over SSH.** `chromium-xr/chrome --ozone-platform=x11 --app=URL --window-size=1280,720` got a 1920×1080 window, and tagging it produced `[Overlays] Created: valve.steam.desktopgame.<id>` in `~/.local/share/Steam/logs/vrwebhelper_systemui.txt`. Chromium XR decoded a 1080p H.264 WebCodecs stream from the Mac at about 60 fps. XTest events sent to `:0` (libXtst through Python ctypes) did not reach the page. The Frame has `libXtst`, `xprop`, `xwininfo`, `curl` and the `C.utf8` locale. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | [mac-in-headset.md](mac-in-headset.md) |
| **Streaming video into a panel: what the Frame adds.** Chromium XR decodes H.264 in **software** (1920×1290 at about 9 Mbit/s took 4–6 ms per frame); its GL is ANGLE → zink → Turnip on the Adreno 750, and it logs `GetVSyncParametersIfAvailable() failed`. An idle page's `requestAnimationFrame` runs at about 140 Hz; when the headset is worn or woken, SteamVR picks the 4320×2160 @ 144 Hz mode. **An unworn headset throttles panel apps** whatever they draw: a local canvas page ran at 58 fps for about 6 s, then 28, then about 15 once in standby (vrserver logs `entering standby`, with `power.pauseCompositorOnStandby 1`). `vrcmd --handlewakeup` gave 137–144 fps for about 2 s, then 36. So a panel's frame rate and compositor delay can only be measured while it's worn. `tailscaled` runs with `--tun=userspace-networking` and cost about 8% of a core at 9 Mbit/s (0.5% over the LAN address). Wi-Fi power saving is on (`iw … get power_save`). **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | [mac-in-headset.md](mac-in-headset.md#measuring) |
| **USB-C networking.** Plugged into a Mac, the Frame is a USB network device: macOS names the port "Steam Frame" (here `en9`, 10.86.200.234/29), and the Frame's `usb0` is 10.86.200.233. Ping is about 0.9 ms, and SSH works with the usual host key (`-o HostName=10.86.200.233 -o HostKeyAlias=<tailscale name>`). Steam's Remote Play discovery also broadcasts over it. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. | Frame Control's Mac stream uses it when present ([mac-in-headset.md](mac-in-headset.md)) |
| **Tools on the image:** Python 3.12.3, `ffmpeg`, `openssl`, `curl`, `rsync`, `zip`/`unzip`, `flatpak`, `wpctl`, `podman`. **No `adb`.** `steamos` is uid 1000, in `wheel`, and sudoers has `%wheel ALL=(ALL) ALL`, so `sudo -S` takes the Developer Mode password on stdin. **Verified 2026-09-27.** | Running Frame Control's server on the Frame (`FRAME_LOCAL=1`, [iphone.md](iphone.md)) |
| **Each Lepton instance is a podman container** named `lepton-steamlaunch-<instance id>`, labelled with its ADB port (`podman ps --format '{{.Names}} {{.Labels.adb_port}}'`). `podman exec <container> /system/bin/sh -c '…'` runs Android's shell inside it with no adb at all (used for `pidof` and `logcat` by the app tester). Running `wm size`/`wm density` that way is untested. **Verified 2026-09-27.** | `ui/frame_android.py`, the iPhone app's display settings |
| **Asleep means off the network.** In standby the Frame stops answering on its LAN address, `frame.local` and Tailscale alike (`Host is down`, `No route to host`, timeouts), and ping fails. It was unreachable for about 2.5 hours until woken. Nothing over SSH can wake it. **Verified 2026-09-27.** | Frame Control's offline banner and retries |
| **What puts it to sleep is Steam's idle timer**, not logind. The journal shows `steamui_system: Switching to power state: [ k_ESystemPowerState_Sleep ] reason: 'ComputeNextPowerState: active: 3600 < 3600 (k_EACState_Connected)'`, then Steam suspends. SSH work doesn't count as activity. The timers are the client settings `system_idle_suspend_ac_sec` (3600) and `system_idle_suspend_battery_sec` (900); 0 means Never (Settings → Power → Sleep after inactivity). They can be written over DevTools the way the settings page does. logind refuses a `systemd-inhibit --mode=block` sleep lock from an SSH session (`Interactive authentication required`) but accepts one started with `systemd-run --user`. `scripts/keep-awake.sh on|off|status` does both and restores the old timers on `off`. **Verified 2026-09-28**, BUILD_ID 20260925.6191901. Whether Steam's suspend honours the inhibitor on its own is **inferred** (polkit gives `steamos` no `suspend-ignore-inhibit`), not tested. | Keeping the Frame awake for agent work |
| **Battery at full on a charger** can read `Discharging` at about 0 W (for example 99 %, 0.0 W, USB-C PD 18 W). Treat under 0.5 W on a charger as "not charging", not "draining". **Verified 2026-09-27.** | Frame Control's battery card |
| **The OS image is downloadable.** Valve's recovery images for the Frame are at `https://steamdeck-images.steamos.cloud/recovery/`. The root filesystem inside is btrfs, and it runs as an SSH test target on ARM64 Linux without the headset (`tests/frame-container/frame-image.sh`). **Verified 2026-09-27.** | [recovery-and-images.md](recovery-and-images.md) |
| **Boot / recovery menu.** Hold Power ~10 s until the LED goes off, then power on while holding the **AUX button on top of the Power button** (not the volume keys) until a text menu appears. Entries: `Current` (SteamOS-A/B + build), `Previous` (the other A/B slot), `Boot from USB`, `Repair Steam Installation`, `Erase User Data` (factory reset), `ADB mode`, `Battery Ship Mode`. It auto-boots `Current` after a ~15 s countdown. **Volume Up/Down (left side) move, AUX (right side) selects.** For a boot loop, Valve says pick `Previous` (keeps user data); then `Repair Steam Installation`; `Erase User Data` wipes `~` (SSH keys, Tailscale, Flatpaks, T3 setup). Last resort is a full re-image, two ways: (1) USB: write `steamframe-oobe-repair-<build>.img.bz2` to an 8 GB+ USB-C stick (Balena Etcher on the Mac), pick `Boot from USB`, then use "Wipe Device & Install SteamOS" / "Repair SteamOS" (keeps games and personal content) from the recovery desktop; (2) cable/EDL: `steamframe-oobe-repair-qdl-<build>.tar.gz`, run `flash.sh` (Linux) or `flash.cmd` (Windows), then with the Frame off for 10 s hold Power + Vol Up + Vol Down for 10 s and plug it in; it reflashes and reboots. Both images: `https://steamdeck-images.steamos.cloud/recovery/` (build 20260922.5153644, 0.3.0, 3.8 GiB each, no published checksums); local copies in `~/Downloads/steam-frame-recovery/`. File names, checksums and what's inside: [recovery-and-images.md](recovery-and-images.md). Source: Valve's [SteamOS Recovery FAQ](https://help.steampowered.com/en/faqs/view/1B71-EDF2-EB6D-2BB3) and [Installation and Repair FAQ](https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227), plus a menu photo in [EloiStree/HelloSteamFrame#9](https://github.com/EloiStree/HelloSteamFrame/issues/9). **Inferred** (Valve docs, 2026-09-26); not yet tried on our Frame. | Recovering from a boot loop |
| **Boot loop cause: the SteamVR health check.** `steamvr.service` runs `/usr/share/deckard/steamvr-health-check`, which appends `frog:glasses:` to `$XDG_RUNTIME_DIR/steamvr-short-session-tracker` on every failed or <10 s SteamVR run. At 3 it runs `steam-health-check --repair-now`, which **deletes all of `~/.local/share/Steam` (games, login, Developer Mode) and `~/.steam`**, keeping only `registry.vdf`. At 4 it also tries `steamos-bootconf set-mode reboot-other` (fails as the user: `bootenv: Permission denied`). SteamVR normally fails 1–2 times per boot while it waits for the Steam client (`SteamAPI_InitEx failed … Steam is probably not running`, then `fatal stalled cross-thread pipe`). Once Steam has been wiped, it has to re-download a ~210 MB client on every boot, so SteamVR keeps failing, Steam keeps getting wiped and the Frame reboots, in a loop. Also, the Steam updater can deadlock at `Installing update...` (main process blocked writing to the `-child-update-ui` process, which is stuck in `drm_syncobj_array_wait_timeout`). Killing only the `-child-update-ui` process lets the install finish (`package/*.installed` appears). **Fix without sudo:** over USB-C ADB (`adb -s frame shell` works as `steamos` while the Frame is looping; SSH is refused once Developer Mode is lost), truncate both `/run/user/1000/steam{,vr}-short-session-tracker` files and `chmod 444` them (the health check then logs `Permission denied` and does nothing; this is tmpfs, so it resets on reboot). Unstick the updater if needed, let Steam finish installing, then hold Power 10 s and start the Frame normally. `systemctl reboot` over ADB needs interactive auth. After the fix, sign in to Steam and turn Developer Mode back on. **Verified 2026-09-26**, BUILD_ID 20260922.6101926, slot B (clean boot: 0 SteamVR failures, SSH and Tailscale back). **Seen again 2026-09-28** on BUILD_ID 20260925.6191901, beta client 1790377368. The Frame rebooted by itself while off the network. At 21:13 the check tried `reboot-other` (`bootenv: Permission denied`) and reset the unpacked Steam install, and the tracker had 15 entries. The tracker fix above, applied over SSH, stopped the resets (the checks then log `Permission denied`), but Steam itself kept exiting about 17 s after each start (34 restarts). Cause not found yet. | Diagnosing a boot loop |
## Debug recipes
@@ -78,4 +89,6 @@ ssh frame 'cat /opt/steamvr/resources/webinterface/dashboard/localization/dashbo
- Installing and buying Steam games: [steam-games.md](steam-games.md)
- Remote access from anywhere: [tailscale.md](tailscale.md)
- Floating windows in space: [panels.md](panels.md)
- Recovery images, what's in them, testing without the headset: [recovery-and-images.md](recovery-and-images.md)
- Frame Control on iPhone (the server running on the Frame itself): [iphone.md](iphone.md)
- What's still unverified: [open-questions.md](open-questions.md)
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# Frame Control for iPhone
The iPhone (and iPad) app does what the desktop app does, from the phone:
headset view and live video, battery and status, screenshots, Steam games,
Android apps and their display settings, sideloading, files, clipboard,
Flatpaks, and power. Source: [`ios/`](../ios).
## How it works
An iPhone can't run Python or `ssh`, but the Frame can. So the app:
1. connects to the Frame over SSH itself (the [Citadel](https://github.com/orlandos-nl/Citadel)
Swift SSH library), with its own ed25519 key from the Keychain;
2. copies Frame Control's server and helpers (`ios/scripts/make_frame_bundle.py`,
under 1 MB) to `~/.cache/frame-control/<version>` on the Frame, once per version;
3. starts `ui/server.py` there with `FRAME_LOCAL=1`. It listens only on the
Frame's own 127.0.0.1, and it stops when the phone disconnects (`--exit-on-eof`);
4. tunnels to it through the SSH session and shows the same page as the desktop
app, in a web view. The page carries a fresh key each session, which the
server requires on every request.
With `FRAME_LOCAL=1`, every `ssh frame COMMAND` the server runs goes to
`ui/local-bin/ssh`, which runs the command on the Frame directly (rsync uses it
as its transport too), so the desktop and phone share one code path. Android
display settings use `podman exec` into each Lepton container instead of adb,
which the Frame doesn't have.
Nothing is left running on the Frame after the phone disconnects; the copied
files stay in `~/.cache/frame-control` (delete it any time).
## Pairing
On the Frame, turn on Developer Mode and set a user password (Steam Settings →
System, then Developer → Set User Password). In the app, enter the headset's
address (`frame.local`, its IP, or its Tailscale name) and that password once.
The app adds its own key to `~/.ssh/authorized_keys` and remembers the Frame's
host key; the password isn't saved. If you already reach the Frame over SSH,
**Or add the key yourself** shows the phone's key to paste into
`authorized_keys`, and connects without a password.
Valve's tap-to-approve devkit pairing isn't used: it only takes RSA keys, and
the Frame's OpenSSH 9.7 rejects the SHA-1 RSA signatures the Swift SSH library
makes.
## What's different on the phone
| Desktop | iPhone |
|---|---|
| Drop files anywhere | Tap **Send to Frame** (or Add a game) and pick files; folders need zipping |
| Screenshots save to `~/Pictures/SteamFrame` | Save opens the share sheet: Save Image puts it in Photos |
| SSH and SFTP open a terminal | They open an app that handles `ssh://` / `sftp://` (Blink Shell, Termius) |
| Steam Link, remote desktop | Open the Steam Link and Windows App apps |
| Sleep, restart, shut down ask in a terminal | The page asks for the Developer Mode password |
| Compatibility reports kept on the computer | Kept on the Frame (`~/.local/share/Frame Control`) |
## Building
```sh
cd ios
xcodegen generate # after changing project.yml
open FrameControl.xcodeproj
```
The build packs the Frame bundle from the checkout, so the phone always runs
the page and server from the same commit. Running on a phone needs your own
signing team in Xcode (Signing & Capabilities).
## Verified
<img src="img/iphone-tabs.jpg" alt="The four tabs in the iPhone app, connected to a Frame" width="900">
In the iOS Simulator (iOS 26.5) against a real Frame, 2026-09-27: the app connected
with its key, copied the bundle over SFTP, started the server on the Frame and
showed all four tabs with live data. In the app's web view, Capture returned a
headset still and Live played H.264 video at 31 fps (WebCodecs works in
WKWebView). Through the app's tunnel: status, games, Steam library, Android apps,
screenshots, a file upload (checked on the Frame), a background install job, and
the power password check (a wrong password is refused). The server on the Frame
exits within seconds of the app closing.
Against Valve's own Steam Frame OS (SteamOS 0.3.0 build 20260922.5152327, the
`rootfs-A` partition of the Frame recovery image, run with its own sshd; see
[tests/frame-container](../tests/frame-container)), and a Holo Core stand-in:
pairing with the password (key added with the right
permissions, host key pinned, password stored nowhere), the power password
check (a wrong or missing password refused; the right one reaches `systemctl`),
a changed host key refused with "Pair with the Frame again", and a wrong
pairing password reported the same way.
Also verified in the Simulator against the Frame (2026-09-27): the setup screen
found the Frame by itself over Bonjour (`frame · 192.168.1.237`); a paired app
waiting for a sleeping Frame connected 4 s after it answered; an upload from the
app's web view landed in `~/Downloads`; the share sheet offers Save Image
(needs `NSPhotoLibraryAddUsageDescription`, now declared); an install link opens
the confirm dialog and downloads nothing until Install; Steam Link without the
app installed opens its App Store page.
Things iOS asks the first time: **Local Network** (tap Allow, or the app can't
see the Frame), and **Paste** when you send the iPhone's clipboard (tap Allow
Paste, or set Settings → Apps → Frame Control → Paste from Other Apps → Allow).
Sending text to the Frame's clipboard needs the desktop panel open in the
headset, as on the desktop app.
Not yet exercised: Android display changes through podman (no Android app was
running), a real sleep/restart/shut down on the Frame, and a physical iPhone.
Debug builds have Simulator test hooks (`FRAME_TEST_HOST`, `FRAME_TEST_PAGE`,
`FRAME_TEST_JS`, and the tunnel URL in the app's Caches folder); release builds
don't.
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# PC VR streaming from Linux
**Recommendation, 2026-09-28:** test Valve's current SteamVR/Steam Link path
on a Linux gaming PC before building another streamer. Valve now documents
Linux streaming fixes and USB support. We have no Linux host attached, so
Linux-to-Frame VR streaming remains **unverified here**.
This is the feasibility and options report for
[#24](https://github.com/saphid/frame-control/issues/24), not a shipped streaming
feature. Frame Control's features must use our own implementation or standard
platform components. WiVRn and ALVR are research comparisons, not dependencies.
An optional install shortcut is the most we would offer for a third-party app.
Our own streamer requires Alex's choice before implementation.
## What was checked on the Frame
**Verified** on 2026-09-28: aarch64, SteamOS **0.4.1**, BUILD_ID
`20260925.6191901`, SteamVR **2.18.1**. Version and build are recorded separately;
earlier docs associate this build with other SteamOS version labels.
| Client | Installation | Runtime result |
|---|---|---|
| WiVRn **26.9**, upstream `WiVRn-release.apk` | API 29, arm64-v8a; installed in its own immersive Lepton instance | OpenXR instance creation fails: missing `XR_KHR_convert_timespec_time`. Both 1.1.58 and 1.0.58 attempts return `XR_ERROR_EXTENSION_NOT_PRESENT` |
| ALVR **20.14.1**, upstream `alvr_client_android.apk` | API 26, arm64-v8a; installed in its own immersive Lepton instance | Same missing extension. Client panics at `client_openxr/src/lib.rs:220` with `ERROR_EXTENSION_NOT_PRESENT` |
The [evidence excerpt](evidence/linux-vr/2026-09-28.txt) includes APK SHA-256s,
upstream release links, loader errors and cleanup results. These are failures
before an OpenXR session, not successful VR clients. WiVRn was launched twice;
ALVR's container remained up despite its client panic. Container liveness alone
does not establish VR compatibility.
Both APKs already declare `MAIN` and `LAUNCHER`. They were installed unmodified
using this branch's existing `python3 ui/frame_android.py install APK --vr`,
then launched through their Steam shortcuts. Logs came from the instance's
`podman exec … /system/bin/logcat`; the user journal also retained WiVRn's errors
after its container exited. No headset was worn and no host was connected.
All test app files, compatdata, shortcuts and containers were removed afterwards.
SteamVR's original process remained running. No global settings changed.
### Relation to the VR APK branch
**Documented from source:** [PR #20](https://github.com/saphid/frame-control/pull/20)
was read, not edited (branch inspected at
[`038dcd4`](https://github.com/saphid/frame-control/commit/038dcd48cd75336f6a86c63c7878bfc9c52deec9)).
Its compatibility layer handles OpenXR version negotiation, some controller
profiles and refresh-rate requests. It does **not** implement
`XR_KHR_convert_timespec_time`. Its launcher fix is unnecessary for these APKs.
This report has **no unmerged code dependency** on that PR, and neither APK was
tested with its layer injected.
**Documented from upstream source:** WiVRn requests the extension in
[`application.cpp`](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/client/application.cpp#L1286)
and uses it to convert `CLOCK_MONOTONIC` into `XrTime` in
[`instance::now()`](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/client/xr/instance.cpp#L335).
ALVR also [requests it unconditionally](https://github.com/alvr-org/ALVR/blob/a9f6542fa507a841f40ab4f3fcb531427cd02550/alvr/client_openxr/src/lib.rs#L188).
Simply deleting the extension request or returning made-up timestamps would
not prove correct tracking or timing. A real fix needs a valid clock mapping
and further runtime tests. No such patch was made.
### Native SteamOS aarch64 clients
**Verified:** the Frame has a native OpenXR runtime manifest at
`~/.config/openxr/1/active_runtime.json`, pointing to SteamVR's
`bin/linuxarm64/vrclient.so`.
**Documented:** WiVRn's [26.9 README](https://github.com/WiVRn/WiVRn/blob/bbc6e4cc36c355fa6180980abd231673dc15115d/README.md)
describes its Linux client as debugging-only, without audio or hardware decode.
ALVR 20.14.1's [non-Android decoder](https://github.com/alvr-org/ALVR/blob/a9f6542fa507a841f40ab4f3fcb531427cd02550/alvr/client_core/src/video_decoder/mod.rs)
returns no decoded frames. The inspected releases ship Android clients, not a
ready-to-run native Frame client.
**Inferred:** a native port is possible research, but neither release offers a
demonstrated native alternative to the blocked APKs. Native builds, native
extension enumeration, hardware decoding and audio were **not tested**. The
Android extension failure does not establish that the native runtime lacks it.
## (a) Valve's own path — recommended first
**Documented**, from Valve's release notes rather than launch-window reports:
- [SteamVR 2.17.8 beta](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842212951314598)
says “Fix crash using Steam Link on Linux when games submit invalid textures”
and “Improve streaming recovery when using Steam Link on Linux.” It also
adds initial USB streaming, with Steam Client Beta required to use USB
without Wi-Fi.
- [SteamVR 2.17 release](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262693486)
repeats Linux streaming fixes and initial USB support. USB is no longer
solely a claim about an old beta, but version/channel requirements still
need checking on the actual host.
- [SteamVR 2.18.1 beta](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1844751498219787)
adds USB-tethered **Quest** support with Steam Link Beta. That entry is not
proof of a Frame/Linux combination.
- The [Steam Link page](https://store.steampowered.com/app/353380/Steam_Link/)
lists Linux desktop clients, while its Quest VR requirements still say
Windows 10 or newer. Desktop Steam Link support is not equivalent to VR host
support, and the Quest requirements are not a Frame support matrix.
**Inferred:** Valve has a Linux VR streaming path worth testing. The old blanket
claim “Linux cannot stream VR” is no longer justified by the evidence. These
release notes do not establish which Linux GPU/driver/Frame combinations work.
USB changes the transport; it does not by itself prove host encoder support.
**Not verified:** Linux host discovery, pairing, wireless or USB streaming,
stereo rendering, controllers, haptics, audio, latency, or a game. Frame-only
inspection cannot establish any of these. Flat Remote Play and a desktop shown
on a panel are not substitutes for this test.
Next test, once a Linux gaming PC is available: record distro, GPU/driver,
Steam client channel/version and SteamVR version; use the Frame's built-in
Steam connection flow, first wirelessly and then over a data-capable USB cable.
Launch a free OpenXR sample or developer-consented VR game. Verify stereo,
head/controller tracking, haptics and audio while worn; retain both ends' logs
and measure latency and recovery after a link interruption. Restore any test
channel changes. Do not change the shared headset's channel just for this report.
If that works, Frame Control can provide our own host checks, setup guidance
and session controls around Valve's existing platform. First establish which
controls have a usable interface; no stable automated pairing API has been
verified. **Estimate (inferred):** 2–5 engineer-days for the hardware feasibility
pass; another 1–2 weeks for a small integration if those interfaces exist.
## (b) Our own streaming — proposal only
This is a new VR transport and device integration, not a desktop capture feature.
A plausible first target is **one Linux GPU family, one host, one Frame**, using
SteamVR on both ends. Our host driver would expose a remote HMD/controllers,
receive poses and inputs, and obtain stereo textures for hardware encoding.
Our Frame OpenXR app would decode, submit the correct eye views and render poses
at predicted display times, and return tracking/input. SteamVR/OpenXR, bundled
codec/transport libraries and platform GPU APIs fit the ownership rule; a
WiVRn/ALVR/Monado server dependency would not.
**Inferred design risks:** Linux SteamVR texture-sharing/driver interfaces and
Frame decode-to-GPU interoperability need a spike before committing to this
architecture. Sending an already-composited desktop mirror loses the stereo,
pose and timing information we need. Late reprojection, clock conversion,
backpressure, controller bindings, audio sync and reconnects are substantial
work. A runtime shim must not assume `XrTime` equals monotonic nanoseconds.
### Reuse from `mac-in-headset`
**Documented from our code**, read-only at
[`1b90c64`](https://github.com/saphid/frame-control/commit/1b90c64b73bace54c63a3aae154c5d29a9448d72):
- Reuse the ideas for low-latency encoding without B-frames, dropping work
before encoding, bounded queues, keyframe recovery, adaptive bitrate,
per-frame timing and authenticated session setup.
- Its VideoToolbox encoder and ScreenCaptureKit capture are macOS-specific.
Linux needs a new GPU encoder path (for example VA-API or NVENC via bundled
libraries) and VR texture capture, not a port of window capture.
- Its WebSocket over SSH is useful for a first controlled transport experiment
and control messages. Reliable TCP can stall behind lost packets; a VR media
path needs measured deadline behaviour, likely datagrams with loss recovery
using an ordinary bundled transport library. Do not invent cryptography.
- Its Chromium/WebCodecs panel viewer is not a VR client. That branch reports
software H.264 decoding and occasional long Wi-Fi stalls on the Frame.
Its desktop latency measurements are not motion-to-photon measurements or
evidence that a 90/120 Hz stereo stream will work.
**Size/effort estimate (inferred, one experienced full-time engineer, hardware
available):**
| Phase | Deliverable / stop condition | Effort |
|---|---|---|
| Feasibility | Linux driver texture access, Frame hardware decode into OpenXR, pose/clock loop; stop if any cannot meet frame deadlines | 2–4 weeks |
| First end-to-end prototype | One GPU/codec, stereo sample over a controlled LAN, head/controllers, logs and teardown | 4–8 additional weeks |
| Usable limited beta | Audio/haptics, pairing, recovery, bitrate/loss handling, installer, worn testing and latency work | 6–12 additional weeks |
| Wider support | Multiple GPU vendors/distros, USB and Wi-Fi variation, long-session stability | 2–4 additional months |
Planning range: **12–24 engineer-weeks for a limited beta**, roughly
**10–25k lines of our code plus tests/tooling**, excluding bundled libraries.
This is a low-confidence scope estimate, not a delivery promise; an unsupported
driver or decode interface could block it entirely. Foveated streaming,
eye tracking and parity with Valve are excluded. A Linux gaming PC and repeatable
worn-headset testing are prerequisites. **Do not build this until Alex chooses.**
## (c) Optional “install WiVRn” shortcut only
Allowed as a clearly optional convenience, never a prerequisite for a Frame
Control feature. **Documented:** WiVRn's server Flatpak ID is
`io.github.wivrn.wivrn`; its client/server versions must match, and its Flatpak
includes xrizer/OpenComposite. Those are properties of an independently
installed third-party stack, not components of our implementation.
**Recommendation:** defer the shortcut while the current client fails before
session creation. If offered later, label that compatibility result and let
the user choose the install; do not present “install” as “streaming works.”
**Estimate (inferred):** 1–2 engineer-days for an optional host-side shortcut
with package/version detection and honest status, excluding third-party fixes.
No shortcut, host install, pairing automation or streaming UI was built here.
Choose **(a)** for the next hardware test. Keep **(b)** as a separately approved
project if Valve's path fails or lacks a required capability. **(c)** does not
solve the verified client blocker and should not be the product's foundation.
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# Mac in the headset
Frame Control can show any Mac window, or a whole Mac screen, as its own panel
in the Steam Frame. You place each panel anywhere in the room with the SteamVR
dashboard. The laser clicks and drags, the thumbstick scrolls, and you type on
the Mac's own keyboard. Find it under **Tools → Mac in the headset** (macOS
only).
The confidence labels are the same as in [ssh.md](ssh.md).
## Why this design
First-party options come first, as the repo's rule asks, with the reason
each one was or wasn't chosen. The full list for every device is in
[streaming.md](streaming.md#first-party-options-and-why-they-do-or-dont-fit).
Checked 2026-09-28.
| Goal | First-party option | Chosen? | Why |
|---|---|---|---|
| One Mac screen in the headset | **Apple Screen Sharing** (VNC) → Remmina (Remmina 1.4.43 is already installed on this Frame) | Kept as the fallback (`panel-on-frame.sh mac-screen`) | It's the closest to first-party and needs nothing new. But VNC sends compressed tiles rather than video, so moving content is slow: noticeable lag even on a good 5 GHz link (**verified** 2026-09-27, see [streaming.md](streaming.md)), and the Mac's pointer isn't in the picture without a helper. It shows only whole screens |
| One Mac screen | **Steam Remote Play**, Mac as host (Valve) | For Mac games only; see [Steam's own streaming](#steams-own-streaming) | The Mac's and the Frame's Steam clients already find each other (**verified**). But Remote Play streams a game (the whole desktop only while the game is out of focus, untested from a Mac), never single windows, and a Mac can't host the Frame's VR streaming |
| One Mac screen | **AirPlay** (Apple) | No | Apple licenses AirPlay receivers only to TV and speaker makers, and nothing official runs on Linux. UxPlay is an unofficial receiver, and it mirrors a whole screen, not single windows |
| One Mac screen | **Sidecar / Mac Virtual Display** (Apple) | No | These work only with an iPad or Apple Vision Pro |
| **Each Mac window as its own panel** | None | – | No first-party way does this: Apple's per-app streaming is only for Vision Pro, and Valve's desktop streaming needs a Windows SteamVR host. So Frame Control does it itself |
| Mac keyboard and trackpad driving the headset | **Bluetooth HID** | No | macOS can't act as a Bluetooth keyboard or mouse. A real Bluetooth keyboard paired with the Frame still works |
| Mac keyboard and trackpad | **KDE Connect** (KDE) | No | The Frame has no `kdeconnectd` and it isn't on Flathub. Its Mac app has no keyboard or mouse sharing (**inferred**), and on Wayland it can only reach the desktop panel |
| Mac keyboard and trackpad | **xrdp** (Valve, Developer Mode) | No | It runs a separate Linux session that you view on the Mac. It isn't the headset's view, and it doesn't carry input the other way |
What that leaves is our own stream: nothing to install on the Mac or the
Frame, and whole screens or single windows. Here the Mac's own keyboard and
trackpad need no forwarding, because the windows are still on the Mac. The
laser is the only input that has to be sent back.
Other routes that were compared:
| Option | One screen | Each window | Speed | Verdict |
|---|---|---|---|---|
| Sunshine → Moonlight | ✓ | – | Good | Sunshine's macOS support is still experimental ([discussion #777](https://github.com/orgs/LizardByte/discussions/777)), and it captures whole screens only |
| Virtual Desktop, Immersed | – | – | – | No Frame client as of September 2026 |
| **Frame Control's own stream** | ✓ | ✓ | Hardware H.264, sending only changed frames | **Built** |
To type into VR surfaces other than these panels (SteamVR's dashboard,
games), the Frame supports a uinput keyboard and mouse without sudo
(verified 2026-09-27: `steamos` is in `input`, and `/dev/uinput` is
`root:input 660`). That's a separate feature, not part of this one.
## Steam's own streaming
The Frame is built around Steam streaming, so this was checked first
(2026-09-28). It fits Mac games, not Mac windows.
- **VR streaming from the Mac: no.** The Frame streams VR from a PC running
SteamVR ("Steam Link" with foveated streaming). SteamVR dropped macOS in
2020, and Valve lists PCs, laptops, Steam Deck and Steam Machine as
hosts, never a Mac (**documented**:
[UploadVR](https://www.uploadvr.com/steamvr-drops-mac-support/),
[Road to VR](https://roadtovr.com/steam-frame-game-certification-specs/)).
- **Flat Remote Play from the Mac: probably, for Steam games.**
- Steam on this Mac has streaming on, and the two Steam clients already
see each other. The Frame's `remote_connections.txt` shows it
connecting directly to "Alexs-MacBook-Pro-7" at 192.168.1.211:27036,
and the Mac's shows the Frame connecting over Wi-Fi and over the USB-C
link (**verified** in both clients' logs).
- Whether a stream then starts, and how a flat game looks in the headset
(reviews describe a theater screen), is **not tested yet**. The Frame's
Steam was crash-looping during this session (below).
- Mac-hosted Remote Play has a long-standing report of the stream
closing as the game loads
([Steam forum](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/),
**reported**).
- **The Mac desktop through Steam: untested; single windows: no.** Valve
says Remote Play shows the host's desktop when the game loses focus
([Steam Remote Play FAQ](https://help.steampowered.com/en/faqs/view/0689-74B8-92AC-10F2),
**documented**), so a whole Mac screen may be reachable by starting a
game, then switching away from it. Nobody has tried that from a Mac
host. It would still be one screen in one panel: Remote Play has
nothing like one panel per Mac window, so Frame Control's own stream
stays the way to see separate windows.
- **Steam has a "stream desktop" call, and it pairs with a Mac
(verified 2026-09-28).** In the Remote Play device list, the Frame's
Steam UI calls `SteamClient.RemotePlay.StartDesktopStream(<client id>)`
for a connected device. Called over CDP with the Mac's client ID, it made
the Mac's Steam show "Authorize Device" and ask for a 4-digit code shown
on the Frame. Once the code was entered, the Mac logged
`k_ERemoteDeviceAuthorizationSuccess`. No stream started in that attempt,
and a second attempt, now that the device is authorized, is the next
test. If it streams the Mac's desktop, that's a whole-screen option built
into Steam: one panel, Valve's encoder and transport. It still wouldn't
give each window its own panel.
- **What Steam's work did give us: the USB-C link.** Plugged into the Mac,
the Frame appears as a network port called "Steam Frame". Steam's Remote
Play discovery uses it, and so does Frame Control's stream now (see
"USB-C, when it's plugged in" below).
Next steps, once Steam on the Frame is healthy:
1. Call `StartDesktopStream` again now that the Frame is authorized, and
compare its latency and sharpness with Frame Control's stream of the same
screen.
2. Stream the one Mac game installed here (Fortune Mill) from the Frame's
library, over Wi-Fi and over USB-C.
3. Record whether it starts, how it's shown, and its latency. Steam's
streaming overlay shows this; our benchmark can't measure it.
4. While streaming, switch away from the game on the Mac, and see whether
the Mac's desktop appears in the headset, and whether its keyboard and
pointer work.
5. If it works, Frame Control's Games page could offer "Stream from the
Mac" for Mac-installed games.
## How it works
```
Mac Frame
ScreenCaptureKit (one window or display)
→ VideoToolbox H.264 (hardware, low-latency,
no B-frames)
→ frame-mac-view, 127.0.0.1 ──ssh -R──→ 127.0.0.1:479xx
→ Chromium app window per stream
(WebCodecs decode), on gamescope's
X display, tagged STEAM_GAME
→ its own SteamVR panel
← CGEvent (clicks, drags, wheel, keys) ←──── pointer, wheel and key events
```
- **The agent** is `mac/bin/frame-mac-view`, built from `mac/frame-mac-view`
(Swift, no dependencies; `build.sh`). Frame Control's server starts it on
first use and stops it on quit.
- It captures with ScreenCaptureKit, which sends frames only when something
changes, so idle windows cost nothing.
- It encodes in hardware with VideoToolbox's low-latency rate control (plain
real-time mode where that's unavailable).
- While anyone is watching, it keeps the Mac's display awake. A sleeping
display isn't drawn, so there would be nothing to capture.
- **The link** is an `ssh -R` tunnel on its own connection. It's encrypted and
works anywhere `ssh frame` works, Tailscale included, with no firewall
changes on the Mac. If the headset sleeps or the network drops, Frame
Control reopens the tunnel on the same port, and open viewers reconnect by
themselves.
- **USB-C, when it's plugged in.** Connected to the Mac by cable, the Frame
is also a USB network device: macOS lists a network port called "Steam
Frame", and the Frame's `usb0` answers in under 1 ms. Frame Control
checks for it each time it opens the tunnel and uses it when it's there,
with the Frame's usual SSH host key. Otherwise it uses the normal path.
`FRAME_MACVIEW_USB=0` turns this off. **Verified** 2026-09-28, in two
interleaved pairs of runs:
| | USB-C | Wi-Fi (Tailscale) |
|---|---|---|
| test: content p50 / p95 | 6.9–7.3 / 8.4–8.8 ms | 9.8–10.1 / 12.1–12.3 ms |
| test: click to drawn p50 | 16.6–16.9 ms | 26.4–27.8 ms |
| scroll: content p95 | 23.0–23.5 ms | 31.4–36.9 ms |
| scroll: late frames | 3.2–3.3% | 4.7–7.0% |
(`bench/results/2026-09-28-*-usb1.json`, `-usb2`, `-wifi1`, `-wifi2`.)
- **Access.**
- Frame Control's own key never leaves the Mac.
- Each viewer is opened with a **single-use ticket**. It's tied to one
window or display and expires after a minute. It's spent as soon as the
viewer confirms it has received its reconnect key. Until then, a retry
gets the same key, so a connection lost at that moment doesn't strand
the viewer. Stop revokes tickets that haven't been used yet.
- After that, the viewer holds a reconnect key for that one source, in
memory only. **Stop** revokes it.
- Remaining risk: a program running as `steamos` on the Frame could read a
ticket from Chromium's command line in the first second or so and use it
first. That gets it the one source being opened, not the Mac, and the
real viewer would then fail to connect. Android apps in Lepton run in
their own podman container, so they shouldn't see the Frame's process
list (inferred, not checked).
- **The viewer** is `ui/mac-view.html`, served by the agent. It opens on the
Frame as a Chromium app window, preferring Chromium XR (`~/chromium-xr`,
built with H.264) over Flathub Chromium.
- The page puts `[fcNNNNN]` in its title. The launcher finds the window by
that tag and sets `STEAM_GAME` to a stable id per source, which gives it
its own panel (see [panels.md](panels.md)). The same Mac window gets the
same panel id each time.
- It decodes with WebCodecs. If it falls behind, it skips to the next
keyframe instead of showing old frames late.
- It falls back to JPEG stills (**Compatible** quality) where H.264 isn't
available.
- **Flow control.** The agent never lets frames queue up anywhere on the
way. It skips capture frames *before* encoding, so no reference frame goes
missing, and it lowers the bitrate, then the frame rate, then the size, to
fit the link (see [Adapting to the network](#adapting-to-the-network)).
- **Input.**
- A click on a window's panel brings that Mac window to the front
(Accessibility API), then clicks at the same point. Double clicks, right
clicks, drags and the wheel work too.
- Keys typed into the panel are sent as Mac key codes. Any keys or buttons
still held down are released if the viewer loses focus or disconnects, or
when the stream stops. Characters the key
table doesn't know, such as those from other keyboard layouts, are typed
as text.
- The Mac's own keyboard and trackpad keep working as normal. Click a panel
with the laser, then type on the Mac.
## Permissions (Mac)
- **Screen Recording**, to see windows. Without it, the card asks for it.
- **Accessibility**, so input from the headset reaches the Mac. Without it the
stream still works, and the viewer says clicks won't go through.
Both are granted to Frame Control. After granting, press **Refresh**, which
restarts the helper so it picks them up. The app is ad-hoc signed, so macOS
may ask again after an update.
## Quality settings
| Setting | Long side | fps | Codec | Use |
|---|---|---|---|---|
| Sharp | 2560 | 60 | H.264, ~0.14 bits/pixel | Text-heavy windows on a strong link |
| Balanced (default) | 1920 | 60 | H.264, ~0.1 bits/pixel | Most things |
| Light | 1280 | 30 | H.264 | Weak Wi-Fi or Tailscale off the LAN |
| Compatible | 1280 | 20 | JPEG | A Frame browser without H.264 |
## Measuring
Every frame carries a sequence number, and the agent records its journey on
the Mac's clock (`Sources/Stats.swift`):
| Stage | From → to |
|---|---|
| capture | the Mac composited it (ScreenCaptureKit's display time) → the agent got it |
| queue, encode | → encoding started → the encoder finished |
| network | → the viewer received it |
| decode, draw | → WebCodecs decoded it → it was drawn on the page's canvas |
| present | → the page's next animation frame |
- **Clock sync.** The viewer syncs its clock to the Mac's the way NTP does:
it pings over the stream's own WebSocket and keeps the sample with the
shortest round trip. It then reports, in Mac time, when each frame arrived
(right away, so the agent can pace itself) and when it was decoded and
drawn (in batches every 250 ms).
- **Input.** The first frame captured after a click or key carries that
event's id. So input latency is the viewer's event → injected on the Mac →
the first frame after it → drawn in the headset.
- **Where to see it.**
- `GET /stats` (key required) returns every frame and input record.
- `/status` includes a two-second summary, which Frame Control's card
shows next to each live stream.
- In the headset, add `?stats=1` to the viewer or press
Ctrl+Alt+Shift+S for an overlay.
- **The benchmark.** `scripts/macview-bench.py` runs fixed scenarios on the
real Frame, from the Mac, with nobody wearing the headset:
- **test** is the moving test pattern.
- **scroll** is a Chrome page on its own display scrolling at 240 pt/s,
which gives about 9 Mbit/s of real 1920×1290 video.
- **type** types into a Chrome text box, first fast and then with pauses.
It writes `bench/results/<date>-<commit>-<label>.json`, compares two
results, and runs interleaved A/B tests between agent settings (`ab`).
Wi-Fi changes from minute to minute, so single runs at different times
aren't comparable. Throttled links come from a shaping relay on the Mac,
which needs no sudo (`--net 50@0,3@8,50@16` means 50 Mbit/s, then 3 from
8 s, then 50 from 16 s).
- **What's graded.** "Content" runs from when the Mac composited a frame
(or when ScreenCaptureKit delivered it, if that was earlier) to when it was
drawn in the viewer. The Frame's compositor adds its own delay after that.
That part is reported, but not graded: an unworn Frame throttles panels to
about 36 fps after a few seconds, and to 15 fps in standby, whatever they
draw. This was **verified** with a local canvas page that ran on the Frame
with no network involved (`bench/pages/present.html`). The compositor's
share needs a run with the headset worn.
Targets: content p50 ≤ 25 ms (p95 ≤ 40), click to photon p50 ≤ 50 ms
(p95 ≤ 70), 60 fps with ≤ 1% late frames, no stall over 100 ms, and adapting
to a new link rate within 1 s.
Baseline on 2026-09-28 (**verified**, home Wi-Fi, Tailscale, Balanced,
`bench/results/2026-09-28-a3c6e5c-dirty-baseline-fixed.json`; ms p50/p95):
| Scenario | Content | Input to drawn | fps drawn | Notes |
|---|---|---|---|---|
| test (1280×720) | 9.9 | 28.8 / 39.0 | 59 | encode 4.0, network 4.0, decode 1.3 |
| scroll (1920×1290) | 14.7 | – | 50.4 | encode 6.7, decode 6.4 (software), 9.4 Mbit/s, 16% late |
| type (1920×1290) | 16.7 | 51.2 / 73.2 | – | most of the input time is the Mac app reacting |
After this work, with the controller on (**verified**, same setup,
`bench/results/2026-09-28-9e4dcdd-final.json`; ms p50/p95). Content is
now measured from the earlier of display time and delivery, which adds
about 5 ms to scroll compared with the baseline's way of measuring:
| Scenario | Content | Input to drawn | fps drawn | Grades |
|---|---|---|---|---|
| test | 10.5 / 16.7 | 29.6 / 36.3 | 60 | all within target |
| scroll | 19.8 / 27.4 | – | 55.9 | fps, late frames (4.8%) and worst gap (222 ms) only "acceptable": Wi-Fi stalls (the Mac captured 57 fps in this run; earlier runs got 46–53 from virtual displays) |
| type | 15.0 / 21.4 | 43.0 / 60.5 | – | all within target |
Of the targets, click to photon is met without the Frame's compositor (the
headset has to be worn to measure its share), and so is content latency.
The frame-rate and no-stall targets aren't yet met while scrolling.
**Worn** (**verified** 2026-09-28 22:00, `vrcmd --stats` activity level 1,
home Wi-Fi over Tailscale, `bench/results/2026-09-28-39afb23-worn.json`;
ms p50/p95):
| Scenario | Content | Input to drawn | fps drawn | What happened |
|---|---|---|---|---|
| test | 10.8 / 15.3 | 25.7 / 34.4 | 58 | as unworn |
| scroll | 22.2 / 141 | – | 37.7 | Wi-Fi queued 56–364 ms and held frames for 220–270 ms; the controller went to 2.6 Mbit/s and 45 fps |
| type | 13.5 / 24.3 | 56.8 / 106 | – | slower replies than unworn (43 / 60) |
The Frame's CPU wasn't the limit: about 27% in total, and the viewer took
45% of one core. The link to a headset on someone's head is much rougher
than to one lying still. The adaptation keeps latency bounded there, but
the frame rate drops. The USB-C cable avoids Wi-Fi entirely. Frames
actually shown were still about 39 fps for the test pattern while worn, so
the unworn throttling isn't the whole story. The cause is **unknown**.
What was learned (all **verified**, unless marked):
- The biggest costs are encoding (4–7 ms), network (4–6 ms), and decoding
on the Frame. Chromium XR on the Frame decodes H.264 in **software**.
- Wi-Fi alone stalls for 240–580 ms now and then, over Tailscale and over
the LAN alike. Over the LAN (`--host 192.168.1.237`) latency was no
better, but the Frame used about 8% less CPU, because tailscaled runs in
userspace there.
- With no controller, a link that slows down queues without limit. In one
run, frames arrived 1.9 s late, and at worst 9.4 s late.
- Tried, and no help, so not kept: VideoToolbox options (require hardware,
no frame delay, prioritise speed, a hard data-rate cap), Chromium flags
(`--disable-gpu-vsync`, `--disable-frame-rate-limit`,
`--use-angle=vulkan`), and a 120 Hz virtual display.
- Inconclusive, so off by default: keeping the Frame's Wi-Fi awake during
typing (`FRAME_MAC_VIEW_WARM=40`, a tiny message every 40 ms for 5 s
after input). Over three interleaved runs each, input p50 went 44 → 47 ms
and p95 92 → 71 ms, and the ranges overlapped widely
(`…-ab-keepwarm.json`). In that run, and in the baseline's typing, the
harness typed spaces as "+" (a URL-encoding bug, since fixed), so they
went through the text path rather than as space keys.
- Pointer moves now go out on an 8 ms timer, not on the page's next
animation frame, which an unworn Frame slows to 15–36 Hz. This is
**inferred** to help dragging; the benchmark has no drag scenario yet.
- Kept: the encoder's timestamps never jump more than two frame intervals.
Before this, the first frame after a pause got a quarter of a second's
bit budget, and one P-frame reached 204 KB.
## Adapting to the network
`Sources/Controller.swift`, per stream, latency first:
- **The gate.** The viewer acknowledges every frame as it arrives. A new
frame is sent only while the oldest unacknowledged one is younger than
the path's usual round trip, plus one frame interval, plus room for this
link's normal jitter (1.5 times its recent spread, 25–80 ms). So frames
never queue in SSH, TCP or the Wi-Fi driver. While the link is stuck, the
newest picture waits and goes out as soon as it moves.
- **The bitrate.** The link counts as congested when, for two checks in a
row (100 ms apart), round trips grow by more than 40 ms while the stream
uses much of its budget, or the gate holds frames back, or a frame is
stuck for 100 ms. Then the bitrate drops to a bit under what actually got
through: at least a fifth off, and at most half. Once the link has been
clear for a second, it rises by 10% steps, never above the quality
setting's bitrate.
- **The tier.** When the bitrate stays low, and the stream is really
limited by the link rather than having little to send, it steps down:
60 → 45 → 30 fps, then 75%, then 50% of the pixels. It goes straight to
the tier the bitrate supports after half a second, and steps back up one
tier at a time after two seconds with room to spare.
- `FRAME_MAC_VIEW_ADAPT=0` turns it off, for comparison.
Measured on the real Frame, 2026-09-28 (**verified**; interleaved A/B, off
versus on, medians of the runs, ms):
| Link | Scenario | Content p95, off → on | fps drawn, off → on | Result file |
|---|---|---|---|---|
| Clean Wi-Fi (3 runs each) | scroll | 32.3 → 33.6 | 57 → 56.2 | `…-ab-adapt-clean2.json` |
| Clean Wi-Fi | test | 15 → 14.2 | 60 → 59.7 | same |
| 50 → 3 → 50 Mbit/s at 8 s and 16 s (2 runs each) | scroll | **4670 → 72** | 45 → 42 | `…-ab-adapt-step3.json` |
| 50 → 3 → 50 Mbit/s | test | 66 → 16 | 60 → 60 | same |
- **Clean link.** On a clean link it costs nothing measurable. An earlier
version with a fixed gate slack lost 9 fps to Wi-Fi jitter while
scrolling (47 → 38 fps), and that's why the slack now follows the link's
jitter.
- **Throttled link.** Without the controller, frames queued for up to 5.6 s
and never caught up while the link was slow (p95 1.8–5.6 s, second by
second). With it, in the two runs:
| | Run 1 | Run 2 |
|---|---|---|
| Worst second's p95 just after the drop | 219 ms | 428 ms |
| p95 back under 100 ms for 3 s in a row | after 1 s | after 4 s |
| Stepped down to 1440 px at 30 fps | 1.8 s after the drop | 3.5 s after |
| p95 per second after that, on the 3 Mbit/s link | 55–94 ms | 60–148 ms |
Sending one frame takes about 27 ms on that link by itself. After the
link recovered, the stream was back at full size and 60 fps in about
7.5 s. It steps up one tier every two seconds, on purpose, so it doesn't
bounce. The 1 s adaptation target was met in one run of two.
- **A hiccup on a small stream.** In one clean run, a Wi-Fi hiccup made an
earlier version halve the test pattern's bitrate five times and drop it
to half size. That cut couldn't help: the stream only sends
0.47 Mbit/s. Now the controller estimates what a stream wants (captures
per second × average frame size). While a stream wants about half its
budget or less, no cut takes it below twice what it wants, so it doesn't change
tier.
## Checked so far (2026-09-28)
- **Mac (checked by hand, macOS 26.5.2).**
- The agent builds, and lists windows and displays.
- In a browser, the test pattern decoded at about 60 fps (H.264) and 30 fps
(JPEG, about 22 Mbps).
- A click in the viewer arrived at the same point in the source.
- `pmset -g assertions` showed the display-awake assertion only while a
stream was being watched.
- **Automated** (`tests/test_macview.py`, on CI's macOS runner): the agent
builds (a build failure fails the job).
- `/ping` and the page are open; everything else needs the key.
- Tickets work once and only for their own source, and Stop revokes
reconnect keys.
- A WebSocket frame claiming 2^63 bytes closes that socket, and the agent
keeps running.
- A stream sends an SPS-led H.264 keyframe, and sends another when asked.
- Stop ends the stream on the Mac even if the viewer ignores it.
- The test doesn't decode video, time it, or check where clicks land.
- **Linux aarch64 (verified in a stand-in, not on the Frame).** In an Arch
Linux ARM container with sshd, Xvfb as `:0` and Chromium 153:
- The real `show` path worked in 1–2.3 s: tunnel, ticket, launcher,
window found and tagged `STEAM_GAME`.
- Frame Control's key didn't appear anywhere in the stand-in's process
list.
- After the tunnel was killed, it came back on the same port within 4 s,
and the viewer reconnected by itself.
- Chromium decoded the stream in software with the GPU off.
- Stop closed the window, and Chromium exited.
- This test found and fixed a bug: in a C locale, `xwininfo` can't print a
title with non-ASCII characters, so the launcher reads `_NET_WM_NAME`
with `xprop`.
- **On the Frame (verified 2026-09-28, SteamOS build 20260925.6191901,
from the Mac, nobody wearing the headset).** Frame Control's **Show** with
the test pattern:
- The panel was ready in 1.45 s. SteamVR logged `[Overlays] Created:
valve.steam.desktopgame.2001639889` (in `vrwebhelper_systemui.txt`).
- The window was tagged `STEAM_GAME`, and gamescope sized it to 1920×1080
although 1280×720 was asked for.
- Chromium XR decoded it live at about 60 fps: the frame counter advanced
62 in 1.04 s.
- Over home Wi-Fi, the frames in the viewer window had been drawn on the
Mac about 11–17 ms earlier, plus `xwd`'s own time. That's measured
against the two clocks, which were 37–39 ms apart (±4 ms, measured over
one SSH session). SteamVR's compositor and the display come on top.
- Clicks and keys injected with XTest into gamescope's Xwayland didn't
reach the page. That's inconclusive, not a failure: XTest on gamescope
isn't how real input arrives. The laser should arrive as a left mouse
button and the thumbstick as a wheel, because the window has an app id
(from gamescope's source; see [panels.md](panels.md)).
- **Not yet checked:**
- Clicking, dragging and scrolling with the laser while wearing the
headset.
- Real window capture and input on a Mac with both permissions granted.
- Keys from SteamVR's on-screen keyboard.
- Whether Flathub Chromium has H.264. Chromium XR is used when it's
installed, as it is on this Frame.
- Latency with real, busy windows at Sharp.
- A benchmark run while wearing the headset. Only then does the Frame show
panels at full rate, so only then can the compositor's share of the
latency, and the frame rate you actually see, be measured.
## Limits
- Only windows on the Mac's current desktop (Space) are listed, and
minimised windows can't be captured.
- A window's panel shows only that window. Its menus and sheets are separate
windows on the Mac, so open them from the Mac or use **Whole screen**.
- Keys go to whichever Mac window is in front. Clicking a panel brings its
window to the front first.
- Ctrl stays Ctrl. On the Mac, copy is ⌘C, so use Meta+C on a keyboard paired
with the Frame.
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# Real separation of Mac windows in the headset
Research and experiments on 2026-09-28 (macOS 26.5.2, Apple M5 Pro), for
making each streamed Mac window truly independent. Builds on
[mac-in-headset.md](mac-in-headset.md). Labels: **verified** (tried here),
**documented**, **source** (read in someone's code) or **reported**.
## What "separate" lacks today
Today each window is captured on its own
(`SCContentFilter(desktopIndependentWindow:)`), but it still lives on the
Mac's one desktop:
- **Clicks.** A click has to raise the window first, so it reorders the
Mac's windows, steals focus and moves the real cursor.
- **Child windows.** A window's menus, popovers, sheets and tooltips are
separate windows, so they aren't in its panel. Apple documents that the
single-window filter leaves them out.
- **Size.** A panel's size is tied to the window's size on the Mac screen.
- **Hidden windows.** Minimised windows, and windows on other Spaces, can't
be shown live.
## How the Mac draws, and where pixels can be read
Apps draw with Core Animation into IOSurfaces. WindowServer's compositor
stacks every window onto each display, including virtual ones, and sends
the result to the screen. Pixels can be read at three points:
| Where | How | Gets | Doesn't get |
|---|---|---|---|
| One window's content | ScreenCaptureKit `desktopIndependentWindow` (public, what we use) | Live, zero-copy, even when covered by other windows (**documented**) | Menus, popovers, sheets. It pauses while the window is minimised (**reported**) |
| One window plus its children | `SCStreamConfiguration.includeChildWindows` (macOS 14.2+, **reported**) | Menus, popovers and sheets attached to the window | Anything the app puts outside the window's bounds |
| A whole display | ScreenCaptureKit display filter, with apps or windows included or excluded | Everything on that display, cursor included | Only what's on that display |
| A snapshot of any window | Private `CGSHWCaptureWindowList`, which AltTab uses for minimised windows and other Spaces (**source**: `alt-tab-macos` `PrivateApis.swift`) | Minimised windows and other Spaces | It's one still image, not a live stream |
| Another app's layer tree | Private `CALayerHost` with a context id | A live, zero-copy picture | It only works when the other app cooperates, so it's no good for arbitrary windows (**reported**) |
`CGWindowListCreateImage` and `CGDisplayStream` are obsolete in the macOS 15
SDK (**reported** by MacPorts and JUCE). Nothing reads another app's pixels
without the Screen Recording permission.
## The idea: each window gets its own virtual display
A virtual display (the private `CGVirtualDisplay`, as used by BetterDisplay,
DeskPad and quest-display) is a compositor target with no physical screen.
Put one streamed window alone on its own virtual display, sized to its
panel, and capture the whole display:
- **Nothing can overlap it.** A plain click at that point always lands on
that window, so input doesn't need raising or background-event tricks.
- **Menus, sheets, popovers, tooltips and context menus appear on the same
display, so they're in the panel.** With "Displays have separate Spaces"
on (it is on this Mac), each display also has its own menu bar, so the
app's menu bar can be part of the panel.
- **The panel's size is the display's size,** in HiDPI. Resizing the panel
means changing the display mode and resizing the window to fill it
(Accessibility API).
- **Minimised windows and other Spaces stop being a problem,** because
streamed windows live on their own displays.
- **The cursor goes where the laser points.** That display's panel is the
one being used, much as Vision Pro's Mac Virtual Display works. Keys from
the Mac's keyboard go to the window last clicked.
### Verified here (no permission needed)
- **Creating one.** It needs no permission or entitlement. 1920×1080 HiDPI
gives a 3840×2160-pixel, 60 Hz display, placed next to the built-in
screen, and `NSScreen.screensHaveSeparateSpaces` was true.
- **Many at once.** 16 were created at once with no error.
- **Placement.** `CGConfigureDisplayOrigin` far away failed with error
1014: macOS keeps displays edge to edge. Disabling one with the private
`CGSConfigureDisplayEnabled` from a command-line tool also failed with 1014.
- **Removal is deferred while the physical screen sleeps.** With the
built-in display asleep, virtual displays were not removed when released,
or when their process exited, even from their own `.app`. A second display
with the same vendor, product and serial couldn't be created. All of them
disappeared as soon as the screen woke (`caffeinate -u`). The helper must
therefore:
- keep a fixed pool of displays and reuse them rather than create new ones;
- keep the screen awake while they exist, which it already does while
streaming.
### Built: "Give each window its own display"
Frame Control's helper now does this (`mac/frame-mac-view/Sources/Separate.swift`),
and it's the default in the Tools card. Streams of this kind are named
`separate:<window id>`.
- For each window shown, it creates a HiDPI virtual display. The display is
sized to the window plus a menu bar, with a fresh serial each time, so a
display left over while the screen slept can't block a new one.
- The window is moved onto the display and resized to fill it (Accessibility
API), and the whole display is captured.
- On **Stop** the window goes back where it was, and the display is released.
- Plain per-window capture is still there: untick "Give each window its own
display". Separate mode needs Accessibility (to move the window), and
without it, Show says so rather than quietly falling back.
Verified 2026-09-28 (macOS 26.5.2, M5 Pro), using a TextEdit test document
and the benchmark's Chrome windows:
- **Separation works.** The window moved onto its own display and streamed,
with its first frames in 3.8 s. The display showed TextEdit's own menu bar.
- **Child windows come along.** A context menu and the Page Setup sheet
opened on the same display and were in the capture.
- **Input.** Typing through the stream reached the window. The benchmark's
typing scenario does this on every run.
- **Stop.** Stop put the window back at exactly its old size (656×422), and
the display was removed.
- **The helper must run a real Cocoa event loop.** Earlier, it ran only a
`RunLoop`. With that, AppKit never learned about new displays:
- `NSScreen.screens` never listed them, so placing the window always waited
3 s and then gave up;
- the display's HiDPI mode never applied, so windows were captured at 1×
(1280×860 instead of 1920×1290 pixels) and text was soft.
Running `NSApplication` (with no Dock icon) fixed both. The screen now
appears within 100 ms, and captures are at 2× (**verified** in
`bench/results/*-baseline.json` against `*-baseline-fixed.json`).
- **Frame rate.** Chrome drew at 60–61 fps on the virtual display, but
ScreenCaptureKit delivered only about 46–53 fps from it, whereas the
built-in ProMotion screen gave 121 fps (**verified**). Neither a 120 Hz
virtual display (`FRAME_MAC_VIEW_VD_HZ=120`) nor a looser
`minimumFrameInterval` changed that. Cause unknown.
- **Windows that keep their own size** (Calculator, 230×408). The window
moved and streamed, but stayed small in the display's corner, so the panel
was mostly wallpaper. Now only that corner is captured
(`SCStreamConfiguration.sourceRect`): the menu bar and the window, at least
480×360 points so menus fit. Clicks map to the cropped area. The first
frame arrived in 0.6–1.1 s, and on Stop the window went back and the
display was removed. A display's menu bar names the active app, so it
shows the window's own menus only once the panel has been clicked.
- **Several windows at once** (on the Mac, with a local stand-in viewer that
acknowledges frames). Three and four Chrome windows, each scrolling on its
own display at 1920×1290 pixels, streamed at 53–56 fps and about
9 Mbit/s each. The helper used 20% (three) or 24% (four) of one CPU core.
The hardware encoder is shared: its time per frame went from 6.7 ms for
one stream to 7–15 ms for three and 11–25 ms for four, so each extra
moving window adds latency to the others. Once in four runs, before a fix,
one window left its display when several displays appeared at the same
moment, and its stream stopped: nothing on that display was changing any
more. The helper now checks every second and puts the window back. Three
further runs with four windows were clean, and every display was gone
afterwards (checked with `CGGetOnlineDisplayList`).
- **Quitting.** On SIGTERM, or when Frame Control goes away, the helper ends
every stream first, so windows go back before their displays disappear.
Verified: a 900×600 window was back at 900×600 after SIGTERM. Closing a
viewer 0.05–1.5 s into startup left the window at its old size and no
extra display.
- **A consent prompt.** macOS 26 asks whether to let ScreenCaptureKit apps
"bypass the system private window picker". The prompt appeared *on the
virtual display*, so it would show up inside the headset panel. Allow it
once on the Mac.
### Still to check
1. That a context menu opens over the text being clicked, not just somewhere
on the display. This needs a retest after the consent prompt above is
allowed.
2. Stage Manager, which is reported to undo Accessibility resizes.
3. Where the Dock and the cursor go on a virtual display.
4. Closing the lid with virtual displays attached (clamshell).
5. Many moving windows at once in the headset: whether to lower the bitrate
or frame rate of panels you aren't using, so the one you are using keeps
the encoder to itself.
6. All of it in the headset, with the laser.
## Input without disturbing the Mac (a finer option)
For windows that stay on the Mac's own screen, input can go to a window
behind others without raising it:
- **Background click.** `CGEventPostToPid` with the CGEvent fields 91 and
92, which say which window a click is for (`kCGMouseEventWindowUnderMousePointer`
and `...ThatCanHandleThisEvent`), plus a window-relative location
(**reported**, reverse-engineered, needs testing).
- **Focus without raise.** yabai makes a window key without raising it by
posting event records with the private `SLPSPostEventRecordTo` (**source**:
`yabai/src/window_manager.c`).
- **Known failures.**
- Chromium and Electron ignore background clicks unless they're built
with the 2026 `acceptsFirstMouse` fix (electron/electron#54493).
- Games and canvas apps often need real activation.
- Password fields (Secure Event Input) drop synthetic keys.
- IME composition, as for Chinese or Japanese input, isn't reliable.
With a virtual display per window, most of this isn't needed. It's worth
having for hovering over one panel while typing in another.
## Encoding and transport
- **Codec.** Keep H.264 4:2:0. Apple's High Performance Screen Sharing uses
4:4:4 over two virtual displays (**documented**), but the Frame's Chromium
decodes H.264 in software, and no 4:4:4 decode path is confirmed there.
- **Sharper static text.** When a panel has been still for a moment, send a
high-quality refresh, either a keyframe at low quantisation or a lossless
WebP overlay, so static text is sharp. Moving content stays as video.
- **Transport.** Keep WebSocket over SSH for now, as it works everywhere.
WebRTC (UDP, congestion control) is the proven step up for Wi-Fi.
WebTransport over QUIC is promising, but its server side on macOS is
unverified.
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# Flat-to-VR mods and Beat Saber songs
**Status: feasibility work, not an installer.** Frame Control does not yet
manage mods or Beat Saber songs. [Issue #26](https://github.com/saphid/frame-control/issues/26)
stays open: neither UEVR injection nor Beat Saber custom-song playback has
been verified on this Frame. Alex has an owned copy on a Quest 2; that copy
has not been inspected. There is no Mods button until the underlying
install, playback and removal have been checked.
The mod manager must be Frame Control's own implementation. Mods and songs
are permitted third-party content; BSManager, ModsBeforeFriday, MO2 and other
managers must not be dependencies. Steam, Proton and SteamVR remain platform
dependencies. No game purchases, entitlement bypasses, withdrawn builds or
unofficial mod mirrors are part of this work.
## Per-game support
Checked 2026-09-28 on SteamOS **0.4.1**, BUILD_ID **20260925.6191901**, aarch64,
with **Proton 11.0-2c ARM64** and SteamVR **2.18.1**. “Verified” describes only
the observation stated, not a promise that the game is playable. “Documented”
means an upstream source describes it; “inferred” means it still needs a test.
| Game / build | Mod or content | Evidence and support status | Next check |
|---|---|---|---|
| Half-Life 2: VR Mod – Episode One, Steam 2177750, build 25413453 | Official Steam community mod, shared base depot 658920 build 25413418 | **Verified: startup only.** Already installed; launched through Proton ARM64. The stereo headset capture showed its first-time setup, and SteamVR loaded `bindings_frame.json`. Gameplay, controller interaction, fresh installation and removal are unverified. | Complete first-time setup and play a level before offering a tested install shortcut. |
| Gravitas, Steam 1067310, Windows | UEVR 1.05 | **Verified: prerequisites and windows only.** Free Steam install completed. The game produced a `SkyArk (64-bit, PCD3D_SM5)` window. UEVR needed .NET; with official .NET 6.0.36 libraries it produced a `UEVR` window. A combined run exited 1 with X11 errors before injection was verified. **Inferred: compatibility remains unknown**, not proven broken. | Retry during a stable headset session; verify injection, stereo scene output, controls and removal. |
| Beat Saber, Steam 620980, Windows / Proton | Basic custom songs; later SongCore and version-matched mods | **Verified: absent from the 868-game library returned by this Frame.** Store metadata lists Windows, not Linux. **Documented:** the PC game reads basic maps from `Beat Saber_Data/CustomLevels` without a mod manager. Playback on Frame is unverified. | An already-owned, legitimately installed copy is required. Do not buy it as part of this task. |
| Beat Saber, claimed native ARM64 build | Custom songs / native mods | **Inferred: unverified.** The research mentions this build but supplies no verified official distributable or tested layout. CPU architecture alone does not identify Android versus Linux, the game version or the mod ABI. | Establish official provenance, ownership, binary type and version before touching files. Do not apply Quest patches to an unidentified build. |
| Beat Saber, Alex's Quest 2 copy | Custom songs / Android mods | **Documented: owner-reported copy on Quest 2**, currently charging. No APK, version or installed mods inspected; no Frame playback verified. This does not establish ownership of the Steam build. | When the Quest is available, inspect the owned copy's version and supported transfer path, then test Lepton/OpenXR compatibility without bypassing entitlement checks. |
| Hogwarts Legacy, Steam 990080 | R.E.A.L. | **Verified: listed in this Frame's owned library, not installed.** Official release access and redistribution permission were not established; the referenced author Patreon page returned HTTP 403. No archive downloaded or game tested. | Obtain a current free release from the author and confirm its terms before any test. A news report saying “free” is not a redistribution grant. |
| Horizon Zero Dawn, Steam 1151640; Horizon Forbidden West, Steam 2420110 | R.E.A.L. | **Verified: both listed as owned, neither installed.** Same source/permission blocker as above; runtime support is unverified. | Check each game's supported version against an accessible official release. |
| Half-Life 2 VR / other OpenVR games | OpenComposite, per-game replacement | **Documented:** forwards OpenVR calls to OpenXR. **Inferred: Frame compatibility unknown.** Not installed or tested. HL2 VR reached setup with the shipped OpenVR path already. | Test a specific game and replacement DLL only if needed; preserve its original DLL. Never switch the shared headset's runtime globally. |
| Doom / Quake / Half-Life Team Beef ports | Author's VR ports plus separately owned or free game data | **Inferred: untested.** Android ARM64 support does not establish OpenXR extension or controller compatibility on Lepton. | Choose an official release and legally usable data set, then test that exact port. |
| Skyrim VR, Steam 611670 | SKSEVR / HIGGS / PLANCK stack | **Verified: Skyrim VR is absent from this library.** Owning flat Skyrim or Special Edition is not the VR game's entitlement. Runtime and mod support are unverified. | An already-owned VR copy and version-matched official mod releases are required. |
The [test record](evidence/mods-2026-09-28.md) distinguishes process startup,
visible output and failures. It also records a SteamVR restart during the
shared session, which prevents attributing the failed UEVR attempt to FEX.
## Beat Saber: songs first
**Documented:** the [BSMG PC guide](https://bsmg.wiki/pc-modding.html)
describes extracting each map into its own directory below
`Beat Saber/Beat Saber_Data/CustomLevels`. Basic custom songs do not require
SongCore; maps that require mod features need their matching dependencies.
This is a candidate for our own file manager, not a verified Frame feature.
Alex's Quest 2 copy is a separate Android candidate. Its ownership does not
make the PC `CustomLevels` layout applicable. Until the actual build is
inspected, neither a direct song-copy recipe nor APK patching is justified.
Only maps whose music and chart are permitted for distribution may be used
as test fixtures or bundled content. A public download alone does not establish
those rights. Start with an original or explicitly licensed basic map.
**Documented:** [ModsBeforeFriday](https://github.com/Lauriethefish/ModsBeforeFriday)
targets Quest Beat Saber over WebUSB/ADB. It is not a generic native ARM64
modding protocol. [BSManager](https://github.com/Zagrios/bs-manager/releases/tag/v1.6.0)
publishes an aarch64 Flatpak, but its architecture says nothing about Beat
Saber or its plugins running on Frame. Neither app is an installation step
or dependency for Frame Control.
## Requirements for our manager
These are **planned**, not implemented or verified:
1. Resolve the selected Steam game's real library, installed build, executable
architecture and Proton prefix. Confirm ownership through Steam; a directory
or app manifest alone is not proof. Keep downloading, installed and playable
as separate states.
2. Download a pinned mod version from the author's official release. Record
the URL, version, license and digest. Verify the published digest when
available; an upstream SHA-256 detects corruption but is not a signature.
Do not treat “free to download” as permission to redistribute.
3. Stage and validate archives before writing into the game or prefix. Reject
path traversal, links escaping the destination, archive bombs and unexpected
executable content in song packs. Check song metadata and its referenced
files, not just the `.zip` suffix.
4. Refuse changes while the game is running. Back up originals and journal
every managed file and digest. Apply changes atomically where possible and
roll back partial failures. Keep runtime prerequisites scoped to this game.
5. Uninstall only files still matching our receipt; restore originals without
overwriting later user edits. Preserve saves, unrelated mods and songs.
Song removal must target one managed map, never the whole CustomLevels tree.
6. Expose one-click actions beside the game only after real-Frame install,
playback and uninstall pass. Test filesystem and download failure handling
with fake-Frame fixtures; those cannot prove FEX injection or VR rendering.
## Sources
- [UEVR 1.05 official release](https://github.com/praydog/UEVR/releases/tag/1.05)
and [author's usage instructions](https://github.com/praydog/UEVR#getting-started).
- [Microsoft .NET 6 release metadata](https://builds.dotnet.microsoft.com/dotnet/release-metadata/6.0/releases.json),
including the SHA-512 hashes used for the test runtimes.
- [OpenComposite's OpenXR branch](https://gitlab.com/znixian/OpenOVR/-/tree/openxr),
including per-game installation and the need to preserve original DLLs.
- [R.E.A.L. author post referenced by the research](https://www.patreon.com/realvr/posts/but-wheres-link-165840151)
(HTTP 403 from this environment; contents not verified).
- [Half-Life 2 VR official site](https://halflife2vr.com/) and
[Episode One on Steam](https://store.steampowered.com/app/2177750/).
- [Beat Saber store metadata](https://store.steampowered.com/api/appdetails?appids=620980).
+55 -17
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@@ -33,14 +33,19 @@ build 20260922.6101926, kernel 6.18, aarch64):
- **10.** `install-apps.sh remmina --vnc-host <mac>.local` installed Remmina as
a `--user` Flatpak over SSH and wrote the profile. The desktop's
`XDG_DATA_DIRS` includes the user Flatpak exports, so it shows up in the menu.
The Frame can reach the Mac's Screen Sharing port (5900). The Remmina
connection itself hasn't been tried in the headset yet (part of 11).
The Frame can reach the Mac's Screen Sharing port (5900).
- **11.** Answered 2026-09-27 (BUILD_ID 20260925.6191901, macOS 27.0): the
pre-seeded profile connects and shows the Mac in its own panel. It asks for
the Mac account login rather than the VNC password, needs scale-to-fit at
Retina resolutions, and doesn't show the Mac cursor without
`scripts/mac-cursor-ring.lua`. It's usable but noticeably laggy. See
[streaming.md](streaming.md).
- **Panels.** An X11 window on gamescope's `:0` with its own `STEAM_GAME` id
gets its own SteamVR overlay (`valve.steam.desktopgame.<id>`). Three were
created side by side with `panel-on-frame.sh`. See [panels.md](panels.md).
Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a reboot), 17–21.
Still open: 4, 6, 7, 12–15, 16 (off-LAN and after a reboot), 17–21.
## Check on the headset (in order)
@@ -70,12 +75,10 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
`ssh frame 'command -v wl-copy xclip rsync flatpak'`.
10. **Can Flatpaks be installed `--user` over SSH, and do they appear in the
headset's desktop?** Test with `./scripts/install-apps.sh remmina`.
11. **Remmina → macOS Screen Sharing:** does it connect, and is it usable at
Retina resolutions? Is the pre-seeded profile path
(`~/.var/app/org.remmina.Remmina/data/remmina/`) the one Remmina
actually reads?
12. **Moonlight Flatpak (aarch64) + Sunshine on macOS:** worth trying only if
VNC is too slow.
11. ~~**Remmina → macOS Screen Sharing**~~: answered 2026-09-27; see above
and [streaming.md](streaming.md).
12. **Moonlight Flatpak (aarch64) + Sunshine on macOS:** VNC works but is
noticeably laggy, so this is worth trying.
13. **KDE Connect**: is it preinstalled or installable on the Frame, and does
it pair with KDE Connect for macOS?
14. **Bluetooth keyboard pairing** on the Frame, for the rare times you do need
@@ -86,8 +89,9 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
runs as a lingering user service with no sudo; see [tailscale.md](tailscale.md).
Still open: reaching the Frame from outside the home network, and the service
starting after a reboot.
17. **Floating panels in the headset** (see [panels.md](panels.md)): do the
panels from `panel-on-frame.sh` show up, take input, and offer **Float in
17. **Floating panels in the headset** (see [panels.md](panels.md)): panels
from `panel-on-frame.sh` show up and take controller input (verified
2026-09-27 with `mac-screen`). Still open: do they offer **Float in
World** / **Move** / **Size**? Do floating positions survive closing and
reopening the app, or a reboot?
18. **`LEPTON_NO_CLEANUP=1 %command%`** as Lepton Development's launch
@@ -98,17 +102,51 @@ Still open: 4, 6, 7, 11 (in-headset connect), 12–15, 16 (off-LAN and after a r
20. **F-Droid 2.0** (Compose 1.12): does it run? If so, the catalogue can
install it instead of 1.17.2.
21. **DeoVR local files:** does DeoVR's file browser show `Videos → VR`
(the symlink from `push-vr-video.sh`) or `Z:\home\steamos\Videos\VR`, and do
the colour-coded test clips play in 3D (red left eye, cyan right) for both
H.264 and H.265? Does the DLNA browser find a server on the Mac?
21. **Owned media player:** worn-headset comfort, audio quality/lip sync, long
movies and 4K/8K decoding remain to check. Native spatial-photo container
extraction, large/immersive splats and existing-panel theatre docking need
further implementation. Remote eye isolation, short hardware decode and
owned-overlay cleanup are verified; see [vr-video.md](vr-video.md).
## Verified 2026-09-27
- **Recovery images exist** for the Frame at
`https://steamdeck-images.steamos.cloud/recovery/`; the root filesystem inside
is btrfs and runs, as a userland, on ARM64 Linux. See
[recovery-and-images.md](recovery-and-images.md).
- **Frame Control's server runs on the Frame itself** (the iPhone app does
this), including headset capture, 31 fps live video and file uploads. See
[iphone.md](iphone.md).
- **Password pairing and `sudo -S`** work against the recovery image's own
sshd and sudo (not yet against the headset, whose password we don't hold).
## Still open (2026-09-27)
- Does `podman exec <lepton container> /system/bin/sh -c 'wm size'` change an
instance's display the way `adb shell wm size` does?
- Can the recovery image, or its kernel, boot in a VM at all?
- Does a real sleep, restart or shut down from the iPhone app work (via
`sudo -S systemctl`)?
- The Mac EDL flashing script in `~/Downloads/steam-frame-recovery/` hasn't
been run against a Frame.
## Mac in the headset (2026-09-28)
The test pattern streams to the Frame as its own panel at about 60 fps
(verified, build 20260925.6191901; see
[mac-in-headset.md](mac-in-headset.md#checked-so-far-2026-09-28)). Still to
check in the headset:
- Laser clicks, drags and thumbstick scrolling in a viewer panel.
- Real window capture and input once Screen Recording and Accessibility are
granted to Frame Control.
- Keys from SteamVR's on-screen keyboard.
- Whether Flathub Chromium decodes H.264 (otherwise use Compatible).
## Unconfirmed claims made in these docs
- `/home` and `/etc` persist across Frame OS updates. This is inferred from
Steam Deck behaviour.
- The whole Mac → Frame desktop path (VNC → Remmina). Each part is documented
separately, but the combination is untested.
- Steam Remote Play with a Mac as host is broken. That's based on community
reports, not tested with the Frame.
- `connect.sh --harden`, `serve-bootstrap.sh` and
+9
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@@ -123,3 +123,12 @@ a limit on the number of floating panels.
keyboard) or virtual desktops arrange windows within the 1280×800 rectangle.
- **Windows-only overlay tools** (Desktop+, OVR Toolkit, OVRdrop) do this for a
PC's desktop in SteamVR. They don't run on the Frame's standalone Linux.
## Frame Control's media theatre
[The owned media player](vr-video.md) can show its video or stereo image on a
larger, head-relative screen with its own dark surround. **Verified remotely
2026-09-28**, SteamOS 0.4.1 / BUILD_ID 20260925.6191901: screen, eye isolation,
surround and cleanup. It does not alter panel docking or global settings.
Its `Overlay` RGBA rendering hook is available to stream producers; applying
SteamVR theatre docking to existing Mac/PC panels is still unverified here.
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@@ -0,0 +1,143 @@
# Privacy and analytics
Frame Control sends anonymous analytics to [PostHog](https://posthog.com)
(US cloud) so the maintainer can see how many people use it, which features
matter and where installs fail. You choose how much in **Privacy & updates**,
the last panel on the page. `ui/frame_telemetry.py` is the whole
implementation.
## The three levels
| Level | Default | What it sends |
|---|---|---|
| Anonymous usage statistics | On, after a notice on first run | The events in the table below |
| Share compatibility results | Off | Your Android compatibility reports and tests |
| Send error details | Off | Scrubbed error messages and tracebacks |
Nothing is sent until the first-run notice has been shown. The notice's
**Share more to help fix problems** button turns on the second and third
levels together. Either can be turned off later. Turning a level off
deletes that level's events that haven't been sent yet.
**Show what's been sent** in the panel lists the last 50 events that left your
computer, exactly as they were sent.
## Anonymous
- Events carry a random id, made when Frame Control first runs and kept in
its data folder (`telemetry/settings.json`). It isn't derived from your
computer, account or network. To get a new one, delete that file.
- Events are sent without person profiles (`$process_person_profile: false`)
and without location lookup (`$geoip_disable: true`). Each carries a
placeholder address (`$ip: 0.0.0.0`), so PostHog stores that instead of
yours.
- Every event includes the app version, OS name (macOS, Windows or Linux),
CPU architecture and Python version.
## Usage events
| Event | When | Properties besides the common ones |
|---|---|---|
| `app_installed` | First run | |
| `app_updated` | First run of a new version | `from_version` |
| `app_opened` | At most once a day | |
| `frame_connected` | The first time a SteamOS build is seen | `steamos_build`, `steamos_version` |
| `tab_viewed` | The first click on each tab in a session | `tab` |
| `install_finished` | Any install finishes, working or not | `kind` (apk, flatpak, steam, title, web), `ok`, `seconds`, `error_category`, `installer_code`, and see below |
| `update_offered`, `update_started`, `update_failed` | The update banner | `to_version`, `error_category` |
`install_finished` never includes a file name, path or error message. An
error becomes one category from a fixed list (for example `apk_wrong_abi` or
`frame_unreachable`), plus Android's own `INSTALL_FAILED_…` code when there
is one. It names what was installed only when that's already public:
- F-Droid catalogue apps: `package`. Never the version, since a local build can reuse a
catalogue app's package name
- Flathub apps: `flatpak_id`
- Steam games: `steam_appid`
- A sideloaded title: only its runtime (Proton or Linux)
Any other APK is sent as `catalog: false`, with no name.
## Compatibility results (opt-in)
Each report becomes a `compat_report` event with the fields the Report dialog
shows: package, version, result or rating, your notes, how it was run, and the
SteamOS and Lepton builds. Before sending:
- the notes, app name and version are scrubbed like error messages (see
below)
- the APK's source is kept only if it's `F-Droid` or the public host name of
a download link (`https://example.com/…`). File names, user names,
passwords, ports, paths, IP addresses and local host names are dropped
When you turn this on, reports you made earlier on this computer are shared
too.
The maintainer's `python3 ui/frame_compat_db.py sync` copies these events
into the compatibility database, marked `via=community…`. It takes at most
30 per reporter per day.
## Error details (opt-in)
`$exception` events carry an error message, the Frame Control file, line and
function it came from, and the request that failed (for example
`POST /api/android install`). Before anything is sent, the message is
scrubbed:
- your home folder becomes `~`, and any user name becomes `<user>`
- IP and MAC addresses, email addresses, `.local`, `.lan` and Tailscale host
names, Steam ids, SSH and PEM keys, API tokens and long hex strings are
replaced
- URLs are cut down to their scheme and a public host name, or `<url>`. User
names, passwords, ports, paths and queries are dropped
- `token=`, `key=`, `password=` and similar values are replaced
The same error is sent at most once every 10 minutes.
## Report a problem
**Report a problem** is the warning-sign button in the header, also in the
Privacy panel and under **Help → Report a Problem…**. It sends the report
privately to Frame Control's PostHog project as a `problem_report` event, the
same way as the analytics above, so only the maintainer can read it and
nothing is published. It works whatever the analytics settings are, because
the person sends it deliberately. The report has the kind, title and text you
wrote, how to reach you if you gave it, a short reference shown after sending,
and the diagnostics below. It has its own random id, so it isn't linked to
your analytics events.
With **Include diagnostics** ticked (the default), the report adds:
- the app version and whether it's a built app
- the OS, its release and CPU, and the Python version
- the Frame's SteamOS build, if it has connected since the app started
- which analytics levels are on
**Also include recent activity and the server log** is off by default,
because those lines can name files and apps. When ticked, it adds the newest
Activity lines and server log lines, without the request lines.
Everything is scrubbed like error details and limited to what fits in the
report. Environment details are kept first, then the newest lines. **Show
exactly what's included** shows the snapshot that will be sent, and later
activity isn't added to it. If PostHog can't be reached, **Copy report** puts
the whole report on the clipboard.
The maintainer reads reports on the Frame Control dashboard in PostHog, or
with `python3 ui/frame_report.py inbox [days]`, which uses the same personal
API key as `frame_compat_db.py sync`.
## Turning it all off
Untick the boxes, or set `DO_NOT_TRACK=1` or `FRAME_CONTROL_TELEMETRY=0` in
the environment that starts Frame Control. A copy run from a source checkout
never sends anything unless `FRAME_CONTROL_TELEMETRY=1` is set.
## Update checks
The desktop app asks GitHub for the latest release shortly after starting,
then every 6 hours: the latest release's `update.json` on GitHub, or
`api.github.com/repos/saphid/frame-control/releases/latest` if that fails.
Those requests carry no id. To stop it, set
`FRAME_CONTROL_NO_UPDATE_CHECK=1`. See [releasing.md](releasing.md).
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# Recovery images and OS images for the Frame
Where to get the Steam Frame's operating system, what's inside it, and how to
run it for testing without the headset. For recovering a Frame that won't boot,
see the boot menu and boot-loop entries in
[how-the-frame-works.md](how-the-frame-works.md#facts-worth-knowing).
## Downloads
Valve's SteamOS download page (`store.steampowered.com/steamos/download`)
redirects to the [Installation and Repair FAQ](https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227),
which offers the Steam Deck image. The **Steam Frame images are on the same
server** but aren't linked from that page:
**https://steamdeck-images.steamos.cloud/recovery/** (a plain directory
listing, checked 2026-09-27).
| File | Size | Use |
|---|---|---|
| `steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2` (or `.img.zip`) | 3.8 GiB | Write to an 8 GB+ USB-C stick, then **Boot from USB** in the Frame's boot menu |
| `steamframe-oobe-repair-qdl-20260922.5153644-0.3.0.tar.gz` (or `.zip`) | 3.8 GiB | Flash over a USB-C cable in Qualcomm EDL mode with `flash.sh` (Linux) or `flash.cmd` (Windows), which use [qdl](https://github.com/linux-msm/qdl). **Wipes everything** |
All four are dated 2026-09-22. Everything else there is for the Steam Deck
(`steamdeck-…`, x86-64), which won't run on the Frame. Valve publishes **no
checksums**. These are the SHA-256s of our downloads (2026-09-26), which passed
`bzip2 -t` and `tar -t`:
```
3a4a077f1b1f40688ab3279affcb56776bd97c54db1573e7c65fc52a97106676 steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2
d3323bfa8efe9ece1954948421cdf5f705e8942eb50c960e2916d935d1b850ab steamframe-oobe-repair-qdl-20260922.5153644-0.3.0.tar.gz
```
Our copies, with a Mac EDL flashing script built on qdl (untested), are in
`~/Downloads/steam-frame-recovery/` on the Mac.
## What's inside the USB image
A GPT disk with 512-byte sectors and one A slot (a Frame has A and B slots;
the installer makes the rest). **Verified 2026-09-27** from
`steamframe-oobe-repair-20260922.5153644-0.3.0.img.bz2`:
| # | Name | Start sector | Size | Type GUID |
|---|---|---|---|---|
| 1 | `esp` | 34 | 256 MiB | `c12a7328-f81f-11d2-ba4b-00a0c93ec93b` (EFI system) |
| 2 | `efi-A` | 524322 | 64 MiB | `ebd0a0a2-b9e5-4433-87c0-68b6b72699c7` |
| 3 | `rootfs-A` | 655394 | 5120 MiB | `4f68bce3-e8cd-4db1-96e7-fbcaf984b709` |
| 4 | `var-A` | 11141154 | 256 MiB | `4d21b016-b534-45c2-a9fb-5c16e091fd2d` |
| 5 | `home` | 11665442 | 100 MiB | `933ac7e1-2eb4-4f13-b844-0e14e2aef915` |
The partitions start at sector 34, not on MiB boundaries, so compute offsets
from the table (sector × 512), not from rounded sizes. `rootfs-A` is **btrfs**
(label `rootfs-A`, 9.2 GB of files), mounted read-only on the Frame.
Its `/etc/os-release` says `NAME="SteamOS"`, `ID=steamos`, `ID_LIKE=arch`,
`VERSION_CODENAME=holo`; the running system reports version 0.3.0, variant
`vr`, build **20260922.5152327**, which is a different number from the
`5153644` in the file name. Our headset reports build 20260922.6101926.
Inside, it matches a real Frame:
- User `steamos` (uid 1000) is in `wheel` (gid 998), and sudoers has
`%wheel ALL=(ALL) ALL`, so sudo asks for the Developer Mode password.
- `sshd_config` includes `sshd_config.d/*.conf`, uses `.ssh/authorized_keys`
plus `AuthorizedKeysCommand /usr/bin/userdbctl ssh-authorized-keys %u`,
and sets `KbdInteractiveAuthentication no` and `UsePAM yes`. So sshd offers
`publickey,password`, the same as the headset.
- `/usr/bin` has `sshd`, `sudo`, `python3` and `podman`.
Get just the root filesystem without unpacking the whole 5.8 GB image (the
partition's start and size, in sectors, come from the table above):
```sh
bzcat steamframe-oobe-repair-*.img.bz2 | tail -c +$((655394 * 512 + 1)) | head -c $((10485760 * 512)) > rootfs-A.img
```
A Mac can't mount btrfs; a Linux machine or VM can (`mount -o ro -t btrfs`).
## Running it without the headset
The image can't boot in a generic virtual machine: its kernel and bootloader
are built for the Frame's Qualcomm Snapdragon 8 Gen 3 (**inferred**; not
attempted). Its **userland** runs fine on any ARM64 Linux, which covers
anything that talks to the Frame over SSH.
[`tests/frame-container/frame-image.sh`](../tests/frame-container/frame-image.sh)
extracts `rootfs-A`, mounts it read-only with a throwaway writable layer, and
starts the image's own `sshd` on port 2223 (user `steamos`, a test password;
`systemctl` only records requests). On a Mac, run it in Colima's ARM64 VM (see
[tests/frame-container/README.md](../tests/frame-container/README.md)).
**Verified 2026-09-27:** the iPhone app paired with it by password (the image's
sshd logged `Accepted password`, then `Accepted publickey … ED25519`), ran
Frame Control's server on the image's Python, and the image's sudo rejected a
wrong power password and passed the right one to `systemctl`. Without the
Frame's hardware there's no SteamVR, Steam client, battery or Lepton, so those
parts stay untested this way.
## Holo Core aarch64 (Valve and Collabora)
The ARM64 port of Arch Linux that the Frame's SteamOS is built on, published as
a preview in July 2026 ([Collabora's announcement](https://www.collabora.com/news-and-blog/news-and-events/building-an-arch-linux-aarch64-port-for-holo-core.html)).
It's a base system and build environment, not the Frame's OS:
- Source: `https://gitlab.steamos.cloud/holo/holo-core-aarch64-preview`
- Packages: `https://holo-packages.steamos.cloud/holo-core-aarch64-preview/mash-20251118`
- Container: `registry.gitlab.steamos.cloud/holo/holo-core-aarch64-preview/base-devel:latest`
(1.7 GB; `/etc/os-release` says "Holo core Aarch64 port (preview)"; `pacman`
installs OpenSSH 10.2, Python 3.13 and sudo from its repositories. Checked 2026-09-27.)
[`tests/frame-container/Dockerfile`](../tests/frame-container/Dockerfile) builds a
lighter Frame stand-in on it (a `steamos` user with a password and sudo, sshd
with keys and passwords), handy when you don't have the 4 GB image.
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# Releasing and updates
Frame Control checks for updates itself. The desktop app offers a new version
only once it's GitHub's **latest release**, and drafts and pre-releases never
count. So a build reaches people only when you publish it, after testing it.
## Steps
1. Bump `version` in `app/package.json`, commit, and push a tag:
```sh
git tag v0.4.0 && git push origin v0.4.0
```
`.github/workflows/release.yml` builds macOS, Windows and Linux, and
attaches everything to a **draft** release for that tag. Nobody is
offered a draft.
2. Download the draft's installers and test them. An installed copy of the
previous version won't offer the draft, so install it directly.
3. Write the release notes on the draft. The update banner links to them.
4. Publish:
```sh
scripts/publish-release.sh v0.4.0
```
The script checks that all eight installers are attached, each with the
SHA-256 digest GitHub records. It attaches `update.json` (the version, the
notes and each installer's digest), then publishes the release and marks it
latest. From then on, running copies see the update. They check about 8
seconds after starting, then every 6 hours, and anyone can use **Check for
Updates…** (the app menu on macOS, the Help menu elsewhere).
To pull a bad release, mark the previous one as latest
(`gh release edit v0.3.9 --latest`) or turn the bad one back into a draft.
Copies that already updated stay on it. Nothing downgrades them.
## How a copy updates itself
`app/updater.js` reads `update.json` from
`github.com/saphid/frame-control/releases/latest/download/`. It falls back to the
REST API only when a release has no manifest, because the API allows just 60
unauthenticated requests an hour per IP address, shared by a whole household.
Then it downloads the installer for its platform and checks it
against the SHA-256 digest GitHub publishes for the asset. It refuses if the
digest is missing or doesn't match. Then:
| Installed from | Update |
|---|---|
| macOS `.dmg`, app in a writable folder such as Applications | The `.zip` is unpacked next to the app and its version checked. After the app quits, a small script swaps the new app in, putting the old one back if that fails, and reopens it. Updates don't get the download quarantine, so there's no `xattr` step. |
| Windows installer | The new `Setup` runs silently over the install (`/S --force-run`) and reopens the app. |
| Linux AppImage | The new AppImage replaces the old file and is started. |
| macOS app still on the disk image or translocated, Windows `.zip`, Linux `.deb` | The banner opens the release page instead. |
Version 0.3.1 and earlier have no updater, so people on them have to download
the new version once by hand.
+3 -2
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@@ -93,12 +93,13 @@ controls to place each panel. See [docs/panels.md](panels.md).
| `scripts/install-apps.sh` | Mac → Frame | Install Flatpaks (Remmina, Moonlight, …) on the Frame over SSH as `--user` (**verified** with Remmina) |
| `scripts/paste-to-frame.sh` | Mac → Frame | Send the Mac clipboard (or stdin) to the Frame clipboard (**verified**) |
| `scripts/install-apk.sh` | Mac → Frame | Install APKs, each as its own persistent Lepton instance with a Steam library shortcut (`--dev`: old ADB path into Lepton Development) (**verified**; see [docs/apks.md](apks.md)) |
| `scripts/panel-on-frame.sh` | Mac → Frame | Start an app as its own floating VR panel, outside the desktop (**verified**: overlays created; in-headset placement not yet checked) |
| `scripts/panel-on-frame.sh` | Mac → Frame | Start an app as its own floating VR panel, outside the desktop (**verified**, including `mac-screen` in the headset) |
| `scripts/mac-cursor-ring.lua` | Mac | Hammerspoon script: a ring around the Mac pointer so it shows in the VNC mirror (**verified**) |
| `scripts/run-on-frame.sh` | Mac → Frame | Start an app on the headset desktop, e.g. `mac-screen` opens Remmina straight into the Mac (**verified**) |
| `scripts/frame-ui.sh` | Mac | Start the Frame Control web UI (`ui/server.py`) and open it (**verified**) |
| `scripts/apk-catalog.sh` | Mac | Refresh the rated F-Droid catalogue that Frame Control's Android section shows (**verified**) |
| `scripts/compat-db-backup.sh` | Mac | Maintainer-only: back up the shared compatibility database locally and to Google Drive (**verified**) |
| `scripts/push-vr-video.sh` | Mac → Frame | Upload VR180/360 videos to `~/Videos/VR`, linked into DeoVR's Proton prefix; `--launch` starts DeoVR (**verified**: upload and link; in-headset playback of local files not yet checked). See [docs/vr-video.md](vr-video.md) |
| `scripts/push-vr-video.sh` | Computer → Frame | Upload movies, stereo PNG/JPEG or small `.splat` files to `~/Videos/FrameControl`; `--launch` starts our OpenVR player, `--theatre` adds a larger screen and dark surround. No separate viewer. **Verified remotely**: decode, stereo output and cleanup; worn-headset checks remain. See [docs/vr-video.md](vr-video.md) |
| `scripts/push.sh` | Mac → Frame | `rsync` files to `~/Downloads` (or a given path) on the Frame (**verified**) |
| `scripts/serve-bootstrap.sh` | Mac | Fallback: serve `bootstrap-on-frame.sh` with your public key embedded |
| `scripts/bootstrap-on-frame.sh` | Frame | Fallback: install the key and enable `sshd` |
+10 -4
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@@ -21,7 +21,8 @@ desktop app, which knows where a dropped folder lives; in a plain browser, zip
it.) A dialog shows:
- **Name**: what Steam shows. Steam uses the title id as the name, so it's
limited to letters, digits, `_` and `-`; the dialog shows the result.
limited to letters, digits and `_`, and can't start with a digit; the
dialog shows the result.
- **Launches**: the program picked to start the game, with the other
candidates in the list.
- **Runtime**: picked from the program, see below. Windows programs can switch
@@ -133,10 +134,15 @@ splits that string is **not checked**.
with the same rule, because `scp -r` would follow a link out of the folder
and upload whatever it points at.
- Installs run one at a time, and Remove is refused while one runs.
- The title id is limited to `[A-Za-z0-9_-]`, at most 64 characters. Valve's
scripts pass it to a shell (`steamos-delete` runs `rm -r` on it). Valve's
- The title id is limited to letters, digits and `_`, doesn't start with a
digit (one that would gets `_` in front), and is 2 to 64 characters. That's
what Steam's `create-shortcut` accepts: on the Frame it refused
`fc-smoke-exe` with `missing/invalid arguments` and registered the same
program as `FCSmokeProbe` (2026-09-27, BUILD_ID 20260922.6101926), and
Valve's client only allows `^[A-Za-z_][A-Za-z0-9_.]+$`. Valve's scripts
also pass the id to a shell (`steamos-delete` runs `rm -r` on it). Valve's
reserved sideload names (`steam`, `steamvr`, and their `deckard` forms,
which would replace the Steam client itself) get `-game` added.
which would replace the Steam client itself) get `_game` added.
- Nothing needs `sudo`; everything goes to your home folder on the Frame.
- In the app, a dropped folder is read from its local path by the app's own
server, which only accepts requests from its own page (see
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@@ -102,6 +102,18 @@ started. `curl http://<frame-ip>:32000/properties.json` shows whether the servic
`~/.ssh/authorized_keys` lives under `/home`, which SteamOS keeps across OS
updates (inferred from Deck; the Frame uses the same A/B image scheme).
## From an iPhone or iPad
The iPhone app ([iphone.md](iphone.md)) makes its own ed25519 key and adds it
with the Developer Mode password, once, over a password login; the Frame's sshd
offers `publickey,password` (OpenSSH 9.7p1, keyboard-interactive off). It can't
use the devkit pairing above: that installs an RSA key, and the Swift SSH
library signs RSA only with SHA-1, which OpenSSH 8.8 and later refuse by default.
The app pins the Frame's host key on first use and asks you to pair again if it
changes. **Verified 2026-09-27** against the Frame's recovery image
([recovery-and-images.md](recovery-and-images.md)); on the headset, the add-the-key-yourself
route was used.
## Keeping `sshd` enabled across updates
- **Frame**: SSH is tied to the Developer Mode toggle, so it should survive
+4
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@@ -4,6 +4,10 @@ Frame Control's **Get games** section lists the games you own with each one's
Steam Frame rating, installs them on the Frame, and searches the Steam store.
This page covers how it works underneath, so you can do the same from a shell.
For flat-to-VR mods and Beat Saber custom songs, see the
[per-game feasibility table](mods.md). Mod support is separate from Steam's
Frame rating; there is no mod installer yet.
## How it works
The Frame's Steam client runs with `-cef-enable-debugging`. So its UI, a
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# Screen and desktop streaming
This covers two directions:
This covers three directions, plus input:
- **A. Frame → Mac**: see and control the headset from the Mac.
- **B. Mac → Frame**: use the Mac's desktop inside the headset.
- **C. iPhone → Frame**: mirror the phone inside the headset.
- **PC VR from Linux**: [feasibility and options](linux-vr-streaming.md),
including Valve's streaming and USB support. No Linux host tested yet.
- **Input**: type and point in the Frame from the Mac or iPhone.
The confidence labels are the same as in [ssh.md](ssh.md).
@@ -22,43 +26,113 @@ Mac with keyboard, mouse, and clipboard.
## B. Show the Mac's desktop inside the Frame
The Frame's streaming features are built around a **Windows PC running
SteamVR** plus the USB Wi-Fi 6E dongle. Even Linux hosts had VR-streaming
problems at launch
The Frame's VR streaming uses **SteamVR** on the host. Linux hosts had
VR-streaming problems at launch
([Steam discussion](https://steamcommunity.com/app/4165890/discussions/0/528765047224280796/),
[gbl08ma](https://gbl08ma.com/posts/steam-frame-a-linux-machine-doesnt-support-linux/)).
Valve's later 2.17.8 notes explicitly describe Steam Link fixes on Linux and
initial USB streaming support (**documented**, not tested from a Linux host
here). See [the current comparison](linux-vr-streaming.md#a-valves-own-path--recommended-first).
**macOS isn't a supported SteamVR host**, so for the Mac we're only looking at
flat 2D desktop streaming into a window on the Frame's Linux desktop.
| Option | Setup | Confidence | Verdict |
|---|---|---|---|
| **macOS Screen Sharing (VNC) → Remmina on the Frame** | **Mac:** System Settings → General → Sharing → Screen Sharing on → (i) → enable "VNC viewers may control screen with password". **Frame:** `./scripts/install-apps.sh remmina` from the Mac, then open Remmina in the headset and connect to `vnc://<mac>.local` | **Inferred.** Remmina is on Flathub for **aarch64** with VNC and RDP ([Flathub](https://flathub.org/apps/org.remmina.Remmina)). The Frame desktop runs Flatpaks ([UploadVR](https://www.uploadvr.com/flatpaks-open-source-steam-frame/)). macOS VNC is built in. | **Recommended.** Nothing to install on the Mac, and it's easy to set up. Latency is fine for productivity but not for games. You'll type the Mac's hostname once in Remmina on the headset, then save the profile. To avoid even that, the script can pre-seed a Remmina profile over SSH (see below). |
| **Frame Control → Tools → Mac in the headset** | Nothing to install. Allow Screen Recording and Accessibility for Frame Control, then press **Show** next to any window or screen | **Verified 2026-09-28** on the Frame (panel in 1.5 s, measured with `scripts/macview-bench.py`: about 10–20 ms from the Mac drawing a frame to the viewer drawing it); laser input not yet tried while wearing it | **Recommended.** Hardware H.264 over an SSH tunnel, adapting to the link. Each window becomes its own panel you can place anywhere. Laser clicks and scrolls, and the Mac's keyboard types. See [mac-in-headset.md](mac-in-headset.md) |
| **macOS Screen Sharing (VNC) → Remmina on the Frame** | **Mac:** System Settings → General → Sharing → Screen Sharing on → (i) → enable "VNC viewers may control screen with password". **Frame:** `./scripts/install-apps.sh remmina` from the Mac, then open Remmina in the headset and connect to `vnc://<mac>.local` | **Verified 2026-09-27** (Frame BUILD_ID 20260925.6191901, macOS 27.0), in its own panel via `panel-on-frame.sh mac-screen`. Remmina is on Flathub for **aarch64** with VNC and RDP ([Flathub](https://flathub.org/apps/org.remmina.Remmina)). The Frame desktop runs Flatpaks ([UploadVR](https://www.uploadvr.com/flatpaks-open-source-steam-frame/)). macOS VNC is built in. | **Fallback** (whole screens only). Nothing to install on the Mac, and it's easy to set up. Noticeable lag, even at lower Remmina quality settings on a good 5 GHz link, where neither Wi-Fi nor the Frame's CPU was the bottleneck. Usable for reading and coding, but not for games. You'll type the Mac's hostname once in Remmina on the headset, then save the profile. To avoid even that, the script can pre-seed a Remmina profile over SSH (see below). |
| Sunshine (Mac) → Moonlight (Frame Flatpak) | `brew install` Sunshine on the Mac, then `./scripts/install-apps.sh moonlight` | Moonlight Flatpak supports **aarch64** ([Flathub](https://flathub.org/apps/com.moonlight_stream.Moonlight)). **Sunshine on macOS is poorly supported**: install problems on Apple Silicon/Sequoia, and no virtual gamepads ([LizardByte discussion #777](https://github.com/orgs/LizardByte/discussions/777)). | Try it if VNC is too laggy. Expect some friction. |
| Steam Remote Play with the Mac as host | Steam on the Mac, Steam Link/Remote Play on the Frame | macOS-hosted Remote Play is reported broken or flaky in 2024–2026 ([Steam discussion](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/)) | Not recommended. It's only for games, if it works at all. |
| Immersed / Virtual Desktop | Vendor apps | Immersed has a Mac agent but no known Frame client. Virtual Desktop's developer said he'd "try" to port it ([NewsBreak](https://www.newsbreak.com/news/4892834783961-virtual-desktop-dev-says-he-ll-try-to-bring-the-app-to-steam-frame)). | Not available as of 2026-09-25. Check again later. |
| WiVRn / ALVR | VR streaming from a Linux or Windows PC | Irrelevant for a Mac host (no SteamVR/OpenXR runtime on macOS) | N/A |
For **VR video files** (180°/360° stereo), don't stream the Mac's screen. Play
them on the Frame in DeoVR instead: see [vr-video.md](vr-video.md).
For **local movies and stereo photos**, Frame Control's own OpenVR player
runs on the Frame; see [vr-video.md](vr-video.md). It currently renders a flat
stereo screen. VR180/360 projection is not implemented; the same page records
DeoVR only as an optional, independently installed alternative.
### Pre-seeding the Remmina profile (no typing in the headset)
`scripts/install-apps.sh remmina --vnc-host <your-mac>.local` writes
`~/.var/app/org.remmina.Remmina/data/remmina/mac-screen-sharing.remmina` on the Frame over
SSH. The profile then appears in Remmina's list, and you just click it. You'll
still be asked for the VNC password in the headset the first time, unless you
choose to save it. Remmina stores passwords encrypted with a per-install key,
so the script doesn't try to write the password. (The Remmina file format is
standard; the Flatpak data path is inferred.)
SSH. The profile then appears in Remmina's list, and you just click it. It
scales the Mac's desktop to fit the window (`scale=1`, `viewmode=1`). Without
that, Remmina shows a Retina Mac's native pixels 1:1, so you see a zoomed-in
corner. (Verified 2026-09-27.)
## Input and text entry without the virtual keyboard
**Expect a Mac login prompt, not the VNC password.** macOS offers Apple's own
authentication (RFB security type 30) ahead of plain VNC auth (type 2), and
Remmina picks it. So Remmina asks for your **Mac account name and login
password**; the "VNC viewers may control screen" password isn't used. To store
the password without typing it in the headset, run on the Frame:
- **A Bluetooth keyboard and mouse** paired to the Frame is the obvious way to
avoid the virtual keyboard. Road to VR says there are "only a few things
you'd actually want to do" on the Linux desktop unless you connect a
keyboard and mouse.
(Pairing a BT keyboard on the Frame is inferred from SteamOS; not verified.)
- **Clipboard from the Mac**: `scripts/paste-to-frame.sh` (see
[file-transfer.md](file-transfer.md#clipboard)).
```sh
printf '%s' "$PASSWORD" | flatpak run org.remmina.Remmina \
--update-profile ~/.var/app/org.remmina.Remmina/data/remmina/mac-screen-sharing.remmina \
--set-option password
```
Remmina encrypts it into the profile with its own key, because there's no
secret service in the SSH session. (Verified 2026-09-27.)
### The Mac's cursor
The mirror doesn't show the Mac's pointer, with either `showcursor` value.
macOS keeps the pointer out of the picture it sends, and Remmina's cursor mode
draws the cursor shape only at the Frame's own pointer, which doesn't follow
the Mac trackpad. `scripts/mac-cursor-ring.lua` works around this: a
[Hammerspoon](https://www.hammerspoon.org/) script that draws a ring around the
Mac pointer as a real window, so it's part of the mirrored picture. Setup is in
its header. (Verified 2026-09-27.)
Going the other way, pointing a controller at the panel moves the Mac's mouse,
because Remmina forwards input (`viewonly=0`).
## First-party options, and why they do or don't fit
Checked 2026-09-28. The first-party way is usually the best one, so these are
listed first; the sections above and below explain the alternatives.
| Goal | First-party option | Fits? | Why, and what would make it easier |
|---|---|---|---|
| Type and point from the **iPhone** | **KDE Connect** (KDE; official [iOS app](https://apps.apple.com/app/kde-connect/id1580245991)) remote touchpad and keyboard, plus clipboard and files | **Best candidate, untested on the Frame** | The Frame doesn't have it (verified: no `kdeconnectd`), it isn't on Flathub, and the root is read-only, so it would have to run from `~` or a container. On Wayland it types through KWin, so it can only reach the desktop panel, not SteamVR or games (**inferred**). Steam Deck users report its remote input breaking after SteamOS updates ([SteamOS #1939](https://github.com/ValveSoftware/SteamOS/issues/1939)). If it works, Frame Control could install it and pair it for you. |
| Type and point from the **Mac** | KDE Connect for macOS (KDE builds) | Same as above | Its Mac app sends clipboard and files but has no keyboard/mouse sharing (**inferred**). |
| Either | **Bluetooth keyboard and mouse** paired in SteamOS (Valve) | Yes, with real hardware | Neither device can pretend to be one: iOS refuses the HID service ([Apple forums](https://developer.apple.com/forums/thread/733916)), and macOS has no built-in way. |
| Either | **xrdp** in Developer Mode (Valve) | No | Input goes into a *separate* desktop shown on the Mac, not into what you see in the headset. |
| **Mac screen** in the Frame | **Screen Sharing** (Apple's VNC server) + Remmina (already installed on this Frame, profile pre-seeded by `install-apps.sh`) | **Yes, closest to first-party** | Only the Mac side is first-party; Remmina is the client. Turn on System Settings → General → Sharing → Screen Sharing → (i) → "VNC viewers may control screen with password". Still to test in the headset (open question 11). |
| Mac screen | **Steam Remote Play** with the Mac as host (Valve) | Probably not | macOS isn't a SteamVR host, and Mac-hosted Remote Play is reported broken ([Steam forum](https://steamcommunity.com/groups/homestream/discussions/1/574921459914429988/)). One quick test is worth doing: Steam on the Mac, then Remote Play from the Frame's Steam. |
| Mac or **iPhone screen** | **AirPlay** (Apple) | Not officially | It's Apple's own mirroring for both, but Apple only licenses receivers to TV and speaker makers; nothing official runs on Linux. UxPlay (below) is the unofficial receiver. |
## C. Show the iPhone's screen inside the Frame
iOS only shares its screen two ways: **AirPlay** (Screen Mirroring in Control
Centre) or a **ReplayKit broadcast extension** in an app. Nothing else can
capture it.
| Option | What it takes | Confidence | Verdict |
|---|---|---|---|
| **UxPlay** (an open-source AirPlay receiver) on the Frame | Build it for aarch64 (no Flathub package; there's a Snap and distro packages), run it in `~` or a podman container, and advertise it over mDNS. The iPhone *and* the Mac then see "Frame" in Screen Mirroring, with nothing to install on either | **Inferred.** It runs on ARM64 Linux such as the Raspberry Pi ([UxPlay](https://github.com/FDH2/UxPlay)). Not tried on the Frame: needs mDNS registration and its ports (7000, 7001, 7100 and a UDP range) reachable | **Recommended to try first.** It's the only receiver-side option, and it covers the Mac too. The window shows in the Frame's Linux desktop panel |
| A broadcast extension in Frame Control | ReplayKit sends the screen to a small extension (50 MB memory limit), which encodes H.264 and sends it through the app's SSH tunnel to the page, shown the same way as the Frame's live view in reverse | **Inferred** from Apple's ReplayKit docs | Full control and no network setup, but several days' work, and the picture only shows where Frame Control's page is open in the headset |
## Input: type and point in the Frame from the Mac or iPhone
**Verified 2026-09-27** on the headset: `steamos` is in the `input` group and
`/dev/uinput` is `crw-rw-r-- root input`, so **our own code can create a
virtual keyboard and mouse without sudo**. The Frame has no `python-evdev`,
`ydotool`, `wtype` or KDE Connect; `kwin_wayland` and `plasmashell` run only
while the desktop panel is open in the headset.
| Option | Mac | iPhone | Notes |
|---|---|---|---|
| **A uinput keyboard and mouse in Frame Control's server** | ✓ | ✓ | **Recommended.** The server opens `/dev/uinput` with `ctypes` (standard library only) and the page sends key and pointer events through the tunnel it already has. On the phone: a trackpad area (drag to move, tap to click, two fingers to scroll) and the iOS keyboard for typing. On the Mac: a "control the Frame" mode that captures the keyboard and pointer (Esc to release). Uinput devices look like real hardware to the kernel, so libinput, KWin and gamescope should take them; [frame-voice](https://github.com/DeeJanuz/frame-voice) already types into a Frame through a uinput keyboard. **Untested**: which surfaces in VR (desktop panel, SteamVR dashboard, games, Android apps in Lepton) accept the pointer. About a day or two of work |
| **Bluetooth keyboard and mouse** | – | – | Real hardware paired in SteamOS settings. The iPhone can't pretend to be a Bluetooth keyboard: iOS won't advertise the HID service ([Apple forums](https://developer.apple.com/forums/thread/733916)) |
| **Deskflow** (formerly Input Leap / Barrier) | ✓ | – | Moves the Mac's own mouse and keyboard onto the Frame's screen edge. Flathub has an aarch64 build ([Flathub](https://flathub.org/apps/org.deskflow.deskflow)); on Wayland it needs the InputCapture/libei portal, and only works while Plasma is running. No iPhone client |
| **KDE Connect** | ~ | ✓ | Its iOS app has a remote touchpad and keyboard, but the Frame would need KDE Connect installed (not on Flathub; `pacman` on a read-only root). More moving parts than the uinput route |
| **Remmina / Steam Link / RDP** | ✓ | – | Input only reaches the streamed session, not the headset's own apps |
Other ways to get text in:
- **Clipboard from the Mac**: `scripts/paste-to-frame.sh`, or Frame Control's
clipboard box (see [file-transfer.md](file-transfer.md#clipboard)). Needs
the desktop panel open.
- **RDP session**: Windows App syncs the clipboard with xrdp, but only inside
that RDP session.
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<title>Frame Control 0.3.1: features by OS</title>
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<h1>Frame Control 0.3.1: features by OS</h1>
<p class="sub">Which features are built for each OS, and which were tested against a real Steam Frame
(SteamOS 0.3.0, build 20260922.6101926). Status as of 26 September 2026, for
<a href="https://github.com/saphid/steam-frame/pull/2">PR #2</a> (0.3.1). Every build now bundles its own
Python 3.12, <code>adb</code> and CA certificates, so nothing else needs installing (only <code>ssh</code> on Linux,
plus the system <code>adb</code> on arm64 Linux).</p>
<h2>Builds and test machines</h2>
<div class="cards">
<div class="card"><h3>macOS</h3><dl>
<dt>Built</dt><dd>Apple Silicon (arm64): <code>.dmg</code>, <code>.zip</code>. No Intel build.</dd>
<dt>Signing</dt><dd>Ad-hoc signed, not notarised</dd>
<dt>Tested on</dt><dd>Apple Silicon Mac, macOS 26, using a local 0.3.1 build with the bundled Python and <code>adb</code>. All 15 calls it made to the Frame at startup returned OK.</dd>
</dl></div>
<div class="card"><h3>Windows</h3><dl>
<dt>Built</dt><dd>x64: NSIS installer <code>.exe</code> and <code>.zip</code></dd>
<dt>Signing</dt><dd>Unsigned. SmartScreen shows a warning.</dd>
<dt>Tested on</dt><dd>Windows 11 x64 VM. Real-Frame results below are from 0.3.0. The 0.3.1 installer from CI installs cleanly (31 s) and reinstalls over itself (38 s). The server starts on the bundled Python, and HTTPS to Steam and F-Droid works. The Frame went offline before its 0.3.1 run on the headset.</dd>
</dl></div>
<div class="card"><h3>Linux</h3><dl>
<dt>Built</dt><dd>x86_64 and arm64: <code>AppImage</code> and <code>.deb</code></dd>
<dt>Signing</dt><dd>n/a</dd>
<dt>Tested on</dt><dd>x86_64 Ubuntu 26.04 with no <code>adb</code> and no clipboard tools, using the 0.3.1 AppImage under Xvfb with the bundled Python and <code>adb</code>. The arm64 builds and the <code>.deb</code> packages weren't run; the arm64 package was only checked to contain an ARM Python.</dd>
</dl></div>
</div>
<h2>Features</h2>
<div class="legend">
<span><i class="dot" style="background:var(--tested)"></i><b>Tested</b>: worked against the real Frame on that OS</span>
<span><i class="dot" style="background:var(--partial)"></i><b>Partial</b>: only part of the feature was tested (see note)</span>
<span><i class="dot" style="background:var(--auto)"></i><b>Automated</b>: covered by CI tests on that OS, not tried on a real Frame</span>
<span><i class="dot" style="background:var(--built)"></i><b>Built</b>: in the build, not tested</span>
<span><i class="dot" style="background:var(--no)"></i><b>Not built</b></span>
</div>
<table>
<thead><tr><th>Feature</th><th class="os">macOS</th><th class="os">Windows</th><th class="os">Linux</th></tr></thead>
<tbody>
<tr class="group"><td colspan="4">Connection</td></tr>
<tr><td><div class="feat">Set Up Connection</div><div class="note">Finds the Frame, writes the <code>frame</code> SSH alias, copies your key using the Frame's password. macOS runs <code>connect.sh</code> in Terminal; Windows and Linux run <code>frame_connect.py</code>.</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Existing alias used, script not re-run</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Shared SSH connection</div><div class="note">A single SSH connection is reused, so each request takes about 0.3 s. Windows OpenSSH can't do this, so there each request opens its own connection (about 0.5 to 1 s).</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill n">Not built</span><div class="note">OpenSSH limitation</div></td>
<td class="os"><span class="pill t">Tested</span></td></tr>
<tr class="group"><td colspan="4">Headset view</td></tr>
<tr><td><div class="feat">Capture headset view</div><div class="note">The left eye or both eyes as the lenses show them, saved as PNG</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Capture desktop panel</div><div class="note">gamescope's flat layer</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Live view</div><div class="note">720p H.264 at about 30 fps, decoded with WebCodecs</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Headset screenshots</div><div class="note">Browse the screenshots you took with Steam's shortcut, and save them to <code>~/Pictures/SteamFrame</code></div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Listed (5 found); saving not tried</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Listed with thumbnails; saving not tried</div></td></tr>
<tr class="group"><td colspan="4">Status</td></tr>
<tr><td><div class="feat">Battery and charging</div><div class="note">Percentage, watts, time to full or empty, charger type, temperature</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">System status</div><div class="note">Storage, memory, temperature, Wi-Fi, uptime, running services</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Volume and mute</div></td>
<td class="os"><span class="pill t">Tested</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read only</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read only</div></td></tr>
<tr class="group"><td colspan="4">Games</td></tr>
<tr><td><div class="feat">Owned games with Frame ratings</div><div class="note">Verified, Playable, Unsupported or Unknown</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Install a game on the Frame</div><div class="note">Uses the headset's Steam client, with live progress</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Store search, Buy, Store on Frame</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Library shelf and Play button</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">Android apps</td></tr>
<tr><td><div class="feat">Installed Android apps list</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">F-Droid catalogue search</div><div class="note">About 4,500 apps with Frame ratings, bundled with the app</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Install, launch, stop, test, remove an app</div><div class="note">Each app runs as its own Lepton instance, using the bundled <code>adb</code>. APK files are read by a built-in parser (no <code>aapt2</code>) that matched <code>aapt2</code> on 9 F-Droid APKs.</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Diary: read, install, launch, test, remove</div></td>
<td class="os"><span class="pill b">Built</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Launch and stop</div></td></tr>
<tr><td><div class="feat">Report an APK</div><div class="note">Reports are saved on your computer; the shared database is maintainer-only</div></td>
<td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td></tr>
<tr><td><div class="feat">Android display settings</div><div class="note">Resolution, UI scale, text size</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Density and text size set, then reset</div></td>
<td class="os"><span class="pill b">Built</span></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Read over the bundled adb</div></td></tr>
<tr class="group"><td colspan="4">Transfer</td></tr>
<tr><td><div class="feat">Send files to ~/Downloads</div><div class="note">Test files had non-English characters in their names (é, ✓). macOS and Linux copy with rsync; Windows uses scp.</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
<tr><td><div class="feat">Drop an APK to install it</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Send text or clipboard to the Frame</div><div class="note">Needs the headset desktop open. The app reads your clipboard through Electron, so no extra tools are needed.</div></td>
<td class="os"><span class="pill t">Tested</span><div class="note">Reading the clipboard retested in 0.3.1</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Reached the Frame; desktop was closed</div></td>
<td class="os"><span class="pill p">Partial</span><div class="note">Clipboard read with no xclip; Frame desktop was closed</div></td></tr>
<tr><td><div class="feat">Flatpak install and remove</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">One-click tools</td></tr>
<tr><td><div class="feat">SSH or SFTP in a terminal</div><div class="note">macOS: Terminal. Windows: cmd. Linux: GNOME Terminal, Konsole, xterm and others.</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Steam Link</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Remote desktop</div><div class="note">macOS: Windows App. Windows: Remote Desktop. Linux: Remmina or FreeRDP.</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr><td><div class="feat">Sleep, restart, shut down</div><div class="note">Opens a terminal because SteamOS asks for the sudo password</div></td>
<td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td><td class="os"><span class="pill b">Built</span></td></tr>
<tr class="group"><td colspan="4">App</td></tr>
<tr><td><div class="feat">Local server test suite</div><div class="note">Runs in GitHub Actions on every push (Python 3.12 on macOS and Windows, Python 3.13 on Ubuntu), including the APK reader tests</div></td>
<td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td><td class="os"><span class="pill a">Automated</span></td></tr>
<tr><td><div class="feat">Mac or PC wording</div><div class="note">The UI says Finder or File Explorer, and Mac or PC, to match your system</div></td>
<td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td><td class="os"><span class="pill t">Tested</span></td></tr>
</tbody>
</table>
<h2>Notes</h2>
<ul>
<li><b>Tested</b> means the app, running on that OS, got a successful response from the real Frame: for example, a PNG from a capture, 868 owned games, or the Android apps listed.</li>
<li>The Windows VM tests ran in its desktop session. <code>ssh.exe</code> hangs when it's started from a remote SSH session, but a normal desktop user won't hit that.</li>
<li>The macOS test from 25 September also covered the capture shown when the headset is in standby, input validation, and using the clipboard with the headset desktop open.</li>
<li>Everything marked <b>Built</b> runs a command that works on its own. It just hasn't been tried end to end from the app on that OS yet.</li>
</ul>
<footer>Frame Control is an unofficial tool, not made by Valve. MIT licence.</footer>
</main>
</body>
</html>
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# Testing
Frame Control is tested in three layers, from fast and fake to slow and real.
A fourth, a SteamOS VM, may come later ([issue #6](https://github.com/saphid/steam-frame/issues/6)).
| Layer | Runs | Needs | Covers |
|---|---|---|---|
| Unit tests (`tests/*.py`) | `python3 -m unittest discover -s tests` | Nothing | Parsing, validation, request guards; SSH and HTTP are mocked |
| Fake Frame (`tests/e2e`) | `scripts/e2e.sh` | Linux with Docker | The real server and scripts against a container that behaves like a Frame |
| Headset smoke test | `scripts/frame-smoke.sh` | A Frame on the `frame` alias | Install, launch and remove on the real device, recorded with its BUILD_ID |
## Unit tests
```sh
python3 -m unittest discover -s tests
```
About 120 tests, a few seconds, on Python 3.9 and newer. GitHub Actions runs
them on macOS, Windows and Linux. They don't pick up `tests/e2e`.
## The fake Frame
`tests/fakeframe/` builds a container that stands in for the headset, and a
second one for the computer Frame Control runs on. `scripts/e2e.sh` builds
both, starts them with `docker compose`, runs `tests/e2e` in the host
container and takes everything down, exiting with the tests' status:
```sh
scripts/e2e.sh # everything, about 2 minutes plus the first build
scripts/e2e.sh test_titles # one module
scripts/e2e.sh test_faults.Faults.test_disk_full # one test
FAKEFRAME_KEEP=1 scripts/e2e.sh # leave it running afterwards
```
It needs a Linux host with Docker and `docker compose`, and zsh. The images
are `fakeframe-frame` and `fakeframe-host`; the compose project, network and
volumes are `fakeframe-e2e*`. CI runs it on a native arm64 runner
(`ubuntu-24.04-arm`, the `e2e` job in `.github/workflows/checks.yml`).
The host container exists because OpenSSH reads `~/.ssh/config` from the
passwd home directory, not `$HOME`. There, `ssh frame` reaches the fake Frame
through the same `Host frame` block `ui/frame_connect.py` writes, the
repository is mounted read-only at `/repo`, and each test module starts the
real `ui/server.py` (Python 3.9) and talks to it over HTTP with the headers
its guards want.
### What's real and what's fake
| On the fake Frame | |
|---|---|
| Arch Linux (`archlinux:base`, or Valve's Holo Core aarch64 preview on arm64), user `steamos`, `/etc/os-release` with BUILD_ID 20260922.6101926 | Real OS, Frame's identity |
| `sshd` with key and password logins, `rsync`, `python3` | Real |
| Valve's steamos-devkit-service on port 32000 and its hooks, vendored unmodified in `tests/fakeframe/steamos-devkit-service` | Real; only its `dbus` import (for mDNS through systemd-resolved) is a stand-in that logs the registration |
| Valve's devkit-utils, copied over by Frame Control itself | Real |
| **fakesteam**: `~/.steam/steam.pid`, `steam.token` and the `steam.pipe` FIFO; answers `approve-ssh-key`, `create-shortcut`, `run-game`, `list-shortcuts` and `delete-shortcut` with the response files devkit-utils waits for; takes `steam://rungameid`, `install` and `store` URLs | Fake |
| DevTools on `127.0.0.1:8080` with a `SharedJSContext` target. The JavaScript Frame Control sends runs for real in Node against stand-in `SteamClient`, `appStore` and `downloadsStore` objects (`cef_shim.js`), so async functions, optional chaining and `Map`s behave as in Steam's CEF | The JS engine is real; the objects are fake |
| `steam`, `wpctl`, `flatpak`, `podman`, `nmcli`, `qdbus6`, `gamescopectl`, SteamOS's `steamos-enable-sshd` helper, and Lepton's launcher | Stubs that record their calls |
| Battery, charger and thermal zones under `/sys/class` | Files the supervisor writes. `/sys` is read-only in a container and Docker's AppArmor profile refuses writes under it, so each folder is a volume mounted twice: over `/sys/class/...` for `frame_status.py` to read, and under `/var/lib/fakeframe/sys` for the supervisor to write |
| `vrserver` and `plasmashell` | Renamed `sleep` processes, so the status page and the clipboard find them |
Every fake behaviour copied from the device has a comment citing the doc or
observation and the BUILD_ID it came from; anything not seen on a headset is
marked as a guess. The fake keeps its state in `/var/lib/fakeframe/state.json`
(shortcuts, devkit titles, compat tool mapping, launches, pairing requests,
Lepton instances, volume, Flatpaks, clipboard) and logs stub calls to
`calls.jsonl` beside it.
Native programs really run: a launched aarch64 title executes on an arm64
host, and an x86-64 one on x86-64 (the container shares the host's kernel).
Proton titles are recorded with the command Steam would run, not run.
### Fault switches
`fakeframe-ctl` works over SSH (`ssh frame fakeframe-ctl help`) and from the
host container (`FAKEFRAME_CTL=http://fakeframe:9999`), so a test can flip a
switch while SSH is down:
| Command | Effect |
|---|---|
| `pairing on\|off` | Steam's **Pair new host** screen open or not; off gives the device's 403 text |
| `answer approve\|deny\|timeout` | How the pairing prompt is answered |
| `steam on\|off` | Steam client running (pid file, pipe, DevTools) |
| `sleep on\|off` | Headset asleep: ports 22 and 32000 accept and never answer, so SSH times out |
| `sshd on\|off` | sshd stopped: new connections are refused, open ones stay |
| `devkit-service on\|off` | Port 32000 closed |
| `disk-full on\|off` | Fills the small (64 MB) filesystem on `~/devkit-game` |
| `runtime NAME installed\|missing` | Proton, the Steam Linux Runtimes, Lepton |
| `battery KEY=VALUE...` | e.g. `capacity=15 status=Discharging current_now=-900000` |
| `keys harness\|none`, `authorized-keys` | Set or read `~/.ssh/authorized_keys` |
| `reset`, `state`, `calls [TOOL]` | Start over; read the state and call log |
### What the fake can't show
- Rendering: the headset view, desktop capture content, live video, SteamVR,
gamescope and panels. The capture stub returns a placeholder PNG.
- Proton and FEX: whether a Windows or x86-64 program actually runs.
- Android: there's no Android in the Lepton stand-in, so no ADB, display
settings, probes or app crashes.
- The real Steam client's UI and anything it does that isn't modelled, and
mDNS discovery.
- `sudo` and the power buttons, Tailscale, and the Windows and macOS sides of
the app (the host container is Linux, so the `rsync` paths are tested and the
`scp` fallback isn't).
## Headset smoke test
```sh
scripts/frame-smoke.sh # needs `ssh frame` to work without a password
scripts/frame-smoke.sh --pair # also pairs a throwaway key: approve it in the headset
```
It checks `properties.json` and the status, then installs, launches and
removes three tiny titles built from bytes by `tests/smoke/tiny_programs.py`
(an ARM64 and an x86-64 static Linux program that sleep for ten seconds, and
an x86-64 `.exe` that exits at once). A launch passes only with fresh evidence:
the ARM64 program running, the `.exe` started (its process or Steam's log),
and the x86-64 program running or Steam logging that its runtime isn't
installed, which is what the Frame does today. Steam's log lines about each
title are kept.
Everything it installs is removed again, also after a failure: the titles and
their Steam shortcuts, a paired key, and `~/devkit-utils` if it wasn't there
before (if it was, it stays, synced to this checkout as Frame Control always
does). A cleanup that fails counts as a failed step. Results go to
`tests/smoke/results/<time>-<BUILD_ID>.json` (not committed) with a summary on
screen; it exits 0 when every step passed, 1 if one failed, 2 if the headset
isn't reachable.
`--pair` asks the devkit service to pair a new RSA key, which needs someone
in the headset to open **Settings → Developer → Pair new host** and approve
it; the key is checked and then taken out of `authorized_keys` again.
## When the device disagrees with the fake
The fake is only as good as what's been seen on a headset. When the smoke
test (or anyone) finds the Frame doing something else:
1. Record what the device did, with the date and BUILD_ID, in the doc that
covers it (`docs/sideloading.md`, `docs/ssh.md` and so on).
2. Change the fake to match, with a comment citing that observation. The
behaviours are in `tests/fakeframe/rootfs/usr/local/lib/fakeframe/`
(`fakesteam.py` for Steam, `cef_shim.js` for DevTools, `init.py` for the
switches, the stubs in `rootfs/usr/local/bin`).
3. Run `scripts/e2e.sh`. If the app is wrong, the tests now fail the way the
device did; fix the app and add a unit test.
For example, on 2026-09-27 the smoke test found that Steam's `create-shortcut`
refuses ids with a hyphen (`missing/invalid arguments`), which the fake had
accepted. The fake now refuses them the same way, and Frame Control makes ids
Steam accepts.
## Owned media player
`tests/test_media.py` covers layout evidence and overrides, OU eye ordering,
hardware-decoder command construction, malformed splats, stereo parallax and
fake-Frame library/process ownership. `tests/e2e/test_media_transfer.py` checks the real
HTTP/SSH upload and library listing without pretending the fake renders VR.
Real decode timings and captured stereo output are recorded in
[vr-video.md](vr-video.md). Generated media only; no external player required.
**Verified 2026-09-28**, real Frame BUILD_ID 20260925.6191901: `~/.local`
and `~/.local/share` are `steamos:steamos`, mode 0755. The fake supervisor
sets those parent owners too; previously its root-created Steam manifests
left the parents root-owned and incorrectly prevented user runtime installs.
## Agent interfaces
`tests/test_agent.py` exercises MCP stdio, exact-action human approvals and the
assistant against an in-process HTTP endpoint with canned responses (no keys or
external calls). `tests/e2e/test_agents.py` runs the MCP/HTTP/SSH path against the
fake Frame for approved installs, clipboard and file transfer. Headset Chromium
rendering and real screenshots still need a device; see [agent evidence](agents.md#evidence-and-limits).
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# VR APKs and Quest games in Lepton
What it takes to run an immersive (OpenXR) Android app, including Meta Quest
builds, on the Frame. Checked on SteamOS BUILD_ID 20260925.6191901, Lepton
v2.8.14 (rootfs v2.8.11), SteamVR 2.18.1, on 2026-09-28, unless marked
**inferred**.
## How a VR APK reaches SteamVR (verified)
- Lepton ships a standard Khronos system runtime manifest,
`/vendor/etc/openxr/1/active_runtime.json`, pointing at SteamVR's Android
client, `/data/steamvr/runtime/bin/androidarm64/vrclient.so`. That is the
host's `/opt/steamvr/bin/androidarm64/`, bind-mounted in.
- An APK's own Khronos-style `libopenxr_loader.so` tries the runtime brokers
(`org.khronos.openxr.runtime_broker`, `…system_runtime_broker`), finds
neither, then falls back to that manifest. Nothing in the APK has to change
for discovery.
- Install the APK without the flatscreen marker
(`python3 ui/frame_android.py install app.apk --vr`). The marker only
controls Lepton's 2D Android surface; the app itself has to start an
OpenXR session.
- Lepton also loads Valve's `XR_APILAYER_VALVE_fdm_injection` layer from
`/vendor/etc/openxr/1/api_layers/implicit.d/`. Only layers in Valve's own
directories are picked up (`liblepton/vulkan_layers.sh`), so a third-party
layer has to ship inside the APK.
**Open Brush 2.32.29, the Quest APK from its GitHub release (Unity OpenXR,
Vulkan), works unmodified.** Its manifest already has `LAUNCHER` next to
`com.oculus.intent.category.VR`. Unity asked for OpenXR 1.1, got
`XR_ERROR_API_VERSION_UNSUPPORTED`, retried with 1.0 and succeeded. SteamVR
took it as the scene app, created Touch, simple-controller and Frame-controller
bindings, and the session reached `XR_SESSION_STATE_FOCUSED`. A headset capture
(`ui/frame_vrshot.py`, after waking the compositor and closing the dashboard)
showed a dark sky over a mountain horizon; nobody wore the headset to confirm
it was Open Brush's scene or to try drawing.
**Khronos `hello_xr` (Vulkan, 1.1.63 release APK) works unmodified:**
`Instance RuntimeName=SteamVR/OpenXR RuntimeVersion=2.18.1`, 1728×1728
swapchains per eye, session `IDLE → READY → SYNCHRONIZED` (the headset was
not being worn, so it did not reach `FOCUSED`).
## What SteamVR's Android runtime supports (verified, from `vrclient.so`)
- **OpenXR 1.0 only.** An app requesting `XR_API_VERSION_1_0` works; one
requesting 1.1 (`XR_CURRENT_API_VERSION` in a 1.1 SDK) gets
`XR_ERROR_API_VERSION_UNSUPPORTED` from the runtime.
- Extensions include `XR_KHR_opengl_es_enable`, `XR_KHR_vulkan_enable{,2}`,
`XR_KHR_composition_layer_depth`, `XR_KHR_locate_spaces`,
`XR_EXT_local_floor`, `XR_EXT_uuid`, `XR_EXT_palm_pose`,
`XR_EXT_hand_tracking`, `XR_EXT_eye_gaze_interaction`, and these Meta ones:
`XR_FB_display_refresh_rate`, `XR_FB_foveation{,_configuration,_vulkan}`,
`XR_FB_space_warp`, `XR_FB_swapchain_update_state`,
`XR_META_foveation_eye_tracked`, `XR_META_recommended_layer_resolution`,
`XR_META_vulkan_swapchain_create_info`, `XR_META_performance_metrics`.
- Not present: `XR_FB_passthrough`, `XR_FB_hand_tracking_*`,
`XR_FB_spatial_entity*`, `XR_FB_color_space`,
`XR_KHR_android_thread_settings`, `XR_OCULUS_*`.
- Interaction profiles include `oculus/touch_controller`, `khr/simple_controller`,
`valve/frame_controller` and the usual PC controllers. Valve documents Touch
bindings as a working fallback on the Frame controllers.
## What stops a Quest APK (verified with Wolvic 1.9, `oculusvr` build)
1. **Lepton won't start it.** Lepton's `apk-info-extractor` only accepts an
activity whose intent filter has `android.intent.action.MAIN` and
`android.intent.category.LAUNCHER`. Quest apps use
`com.oculus.intent.category.VR` instead, so Lepton logs `APP_ACTIVITY is
empty` and exits. There is no override. **Fix:** add the `LAUNCHER`
category to that intent filter and re-sign. After that, Wolvic started.
2. **OpenXR 1.1.** Wolvic's Quest build then requested OpenXR 1.1 and aborted
on `XR_ERROR_API_VERSION_UNSUPPORTED`. Unity's OpenXR plugin retries with
1.0 (Open Brush, above), so this mostly bites native and non-Unity apps. **Fix (inferred):** an API layer
inside the APK that asks the runtime for 1.0 and maps the 1.1 core
functions to the extensions the runtime does have (`XR_KHR_locate_spaces`,
`XR_EXT_local_floor`, `XR_EXT_uuid`, `XR_EXT_palm_pose`).
3. **Lepton's missing clipboard service** still applies to VR apps. The Godot
XR Tools demo's Quest build (itch.io) dies in `Godot.<init>` casting the
null clipboard service to `ClipboardManager`, before any OpenXR call. See
the clipboard table in [apks.md](apks.md).
4. **Not yet reached:** required Meta-only extensions (each app differs),
swapchain formats (the Lynx Wolvic build needed `GL_SRGB8_ALPHA8`), and
Meta platform services.
The loader was never the problem: Wolvic's Quest `libopenxr_loader.so` is a
Khronos-style loader and found SteamVR through `/vendor`.
## Out of scope
- **Meta entitlement.** Apps that call the Oculus Platform SDK
(`libovrplatformloader.so`) to check the Quest store licence need Meta's
services. Frame Control won't work around that.
- **VrApi-era apps** (`libvrapi.so`, before OpenXR) need an API translator,
not a patch.
## Frame Control does this for you
APK uploads and `python3 ui/frame_android.py install app.apk` detect VR
manifest categories, Samsung's `vr_only` flag and the arm64 OpenXR loader.
VR apps default to immersive mode without the flatscreen marker. The upload
selector or CLI `--flat` / `--vr` overrides that choice. Compatibility notes
identify legacy VrApi, Meta platform SDK and OpenXR libraries.
Lepton only starts an `<activity>` whose MAIN intent filter has LAUNCHER; it
ignores `<activity-alias>`, which is where Godot 4 exports put LAUNCHER. When no
real activity qualifies, Frame Control adds LAUNCHER to the VR activity's MAIN
filter, or to the activity the launcher alias targets, then repacks and v2-signs
the APK locally before copying it; `meta.json` records
`"patched": ["launcher"]`. Unchanged ZIP members retain their compressed
bytes; stored libraries are aligned to 16 KiB. The RSA signing identity lives
in Frame Control's per-user app-data directory as `apk-signing-key.json`
(mode 0600). Keep this key to preserve the signer on subsequent patched
updates. A re-signed APK cannot update an installation signed by its original
publisher; Android also treats it as a different signer for signature checks.
VR apps with an arm64 OpenXR loader also get the OpenXR compatibility layer
([frame/openxr-compat](../frame/openxr-compat/README.md)): an implicit API
layer in the APK's `assets/openxr/1/api_layers/implicit.d/`, which the app's
own loader picks up next to Valve's layer. It asks SteamVR for OpenXR 1.0 when
the app wants 1.1 and enables the extensions that became 1.1 core; maps
`xrLocateSpaces` to `xrLocateSpacesKHR` and `grip_surface` to `palm_ext`; drops
1.1 controller profiles SteamVR doesn't know; stubs
`XR_KHR_android_thread_settings` and `XR_OCULUS_android_session_state_enable`;
and keeps the current refresh rate when SteamVR refuses a requested one.
`meta.json` records `"patched": ["openxr-compat"]`. Skip it with
`install … --no-xr-compat`. Its decisions go to logcat under `FrameXrCompat`.
Verified on the headset (2026-09-28):
- **Wolvic 1.9, Quest build**, installed as downloaded: Frame Control added
`LAUNCHER` and the layer. The layer turned OpenXR 1.1.48 into 1.0.63, the
instance and session were created, and a 144 Hz refresh request that SteamVR
refused was kept at the current rate. The session reached `SYNCHRONIZED`;
then Wolvic's Gecko engine crashed (null SIGSEGV on its Gecko thread, the
same crash its Lynx build has), which is Wolvic's, not OpenXR's.
- **Open Brush, Quest build**, with the layer: 1.1.54 → 1.0.63, the thread
settings stub in use, `bytedance/pico4_controller` bindings dropped, and the
session reached `FOCUSED`, the same as without the layer.
Inspect or prepare an APK without contacting the headset:
```sh
python3 ui/frame_android.py info app.apk
python3 ui/frame_android.py patch app.apk patched.apk
python3 ui/frame_android.py patch app.apk patched.apk --add assets/openxr/1/api_layers/implicit.d/X.json=X.json --add lib/arm64-v8a/libX.so=libX.so
```
The patch fixes Lepton's launch-category requirement. It does not supply an
OpenXR 1.1 translation layer, Meta services or a VrApi implementation.
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# Watching VR video (180°/360°) on the Frame
# Movies, stereo photos and splats
The confidence labels are the same as in [ssh.md](ssh.md). Everything here
was checked on SteamOS 0.3.0, build 20260922.6101926.
Frame Control has its own Frame-side OpenVR player. It uses SteamOS's ffmpeg
and V4L2 hardware decoder, Python and SteamVR. **No separate player or viewer
is required.** Chromium and immersive WebXR are not in this playback path.
## The short version
## Use it
1. Install **DeoVR Video Player** from Steam (free, app 837380) and start it once
in the headset. That creates its Proton prefix.
2. On the Mac: `scripts/push-vr-video.sh --launch ~/Movies/beach_180_LR.mp4`
3. In the headset, open DeoVR's local file browser → **Videos → VR** and
pick the file.
In **Tools → Media in the headset**, send a file, choose its layout and press
**Play**. **Theatre** gives it a larger screen and an 85% black surround.
**Stop** removes both. Refresh reads the library and the player's state.
The screen follows your head; it isn't a saved world-space panel.
## Why DeoVR
The Frame's Chromium can't play VR video in 3D. It has no immersive WebXR
([how-the-frame-works.md](how-the-frame-works.md)). DeoVR's Windows build
runs under Proton ARM64 + FEX as a real SteamVR app. **Verified 2026-09-25:**
it found the Steam Frame headset and controller over OpenVR, and decoded
7680×3840 and 8192×4096 H.265 VR180 side-by-side streams through AVPro's
hardware Media Foundation path, mapped onto a 180° dome or fisheye mesh.
Known quirks (verified):
- The first launch takes about 45 s while it compiles shaders.
- Grid thumbnails stay blank. Unity's own video player, which DeoVR uses for
previews, fails with `0xc00d36bb` under Proton. Full playback uses AVPro
and isn't affected.
- The in-app store and web content are separate from local files. You don't
need an account to play your own files.
## Getting files onto the headset
`scripts/push-vr-video.sh` copies files with `rsync --partial`, so an
interrupted upload resumes. They go to `~/Videos/VR` on the Frame (`/home`
has about 860 GB free). The script also links that folder into DeoVR's prefix
as `C:\users\steamuser\Videos\VR`. It's reachable at
`Z:\home\steamos\Videos\VR` as well. **Verified** that the upload and link
work. **Not yet checked** whether DeoVR's file browser lands there
(open question 21).
Speed: a test upload over Wi-Fi ran at about 3–5 MB/s (verified 2026-09-25,
one sample). At that rate an 8K file of several GB takes tens of minutes, so
start big uploads before you put the headset on.
## Naming files so they play correctly
DeoVR guesses the projection from the file name. Its binary contains the tags
`_180`, `_360`, `_fisheye`, `_fisheye190`, `_mkx200`, `_vrca220` and `_rf52`
(verified). For stereo layout, the common DeoVR convention is `_LR`/`_SBS`
(side by side) and `_TB` (top/bottom) (inferred). If a video looks wrong
(doubled, warped, or flat), change the projection and stereo mode in DeoVR's
player menu.
Examples: `trip_180_LR.mp4`, `concert_360_TB.mp4`, `hike_fisheye190_LR.mp4`.
Codecs: H.265 at 8K played (verified, streamed). Local H.264 and H.265
files haven't been played yet. The test clips below cover that.
## Test clips
The script doesn't include these. To check a setup, make two 20 s clips:
3840×1920, 180° side by side, with the left eye tinted red and the right eye
cyan. In the headset each eye should see only its own colour. A single mixed
colour means the stereo split is wrong.
The command-line route uses the same player:
```sh
ffmpeg -f lavfi -i testsrc2=size=1920x1920:rate=30:duration=20 \
-filter_complex "[0:v]split[a][b];[a]colorchannelmixer=rr=1:gg=0.3:bb=0.3[l];[b]colorchannelmixer=rr=0.3:gg=1:bb=1[r];[l][r]hstack" \
-c:v libx264 -pix_fmt yuv420p -b:v 20M frame-test_180_LR_h264.mp4
scripts/push-vr-video.sh frame-test_180_LR_h264.mp4
scripts/push-vr-video.sh --launch --theatre ~/Movies/film_SBS.mp4
scripts/push-vr-video.sh --launch --layout ou ~/Pictures/stereo.png
scripts/push-vr-video.sh --launch capture.splat
scripts/push-vr-video.sh --list
scripts/push-vr-video.sh --stop
```
## Streaming from the Mac instead of copying (untested)
Uploads live in `~/Videos/FrameControl/<id>/` on the Frame. Each upload gets
its own directory, so sending another file with the same name doesn't replace
it. The UI's existing upload limit is 8 GiB. Transfers use the app's rsync/scp
path; resumable large uploads are not implemented here yet. Existing
`~/Videos/VR` files and Proton prefixes are left alone. The script no longer
launches DeoVR, links a Proton prefix, or accepts directories.
DeoVR has a DLNA browser (the binary contains `Searching for DLNA
devices...` and a UPnP ContentDirectory client). A DLNA server on the Mac
should therefore appear in DeoVR without copying anything, for example
`brew install rclone` then `rclone serve dlna ~/Movies/VR`. This is **inferred**, not
tried. 8K VR video needs roughly 50–100 Mbit/s sustained, and the Wi-Fi
sample above (about 30–40 Mbit/s) suggests copying first is the safer default.
| Media | Supported preview |
|---|---|
| Movies | H.264 / H.265, mono or left-first SBS / top-first OU; audio through the Frame's PulseAudio-compatible server |
| Stereo photos | PNG / JPEG containing both eyes, SBS or OU |
| Gaussian splats | Common 32-byte `.splat` records, 1–20,000 Gaussians; a stationary stereo preview |
Auto layout reads delimited filename tags: `_SBS`, `_HSBS`, `_LR`, `_OU`,
`_TB`, `_HOU`, `_HTB`, `_FSBS`, `_FOU`, `_FTB`. SBS/OU without `F` means
half-resolution packing. Full packing preserves each eye's original aspect.
It also accepts FFmpeg's `stereo_mode` metadata (`left_right`, `top_bottom`,
`mono`); left/right and top/bottom metadata are treated as full packing.
Choose an explicit layout if that assumption doesn't match the file.
Unknown or conflicting tags ask for a choice, rather than silently flattening
stereo. The explicit selector always wins. Layout is not guessed from resolution.
## What was verified
**Verified remotely, 2026-09-28:** SteamOS 0.4.1, BUILD_ID
`20260925.6191901`, SteamVR 2.18.1. Nobody wore the headset for these checks.
All test media were generated by us. No paid content or DRM was involved.
- Stock `ffmpeg` `h264_v4l2m2m` decoded 150 frames of our 1920×1080 H.264
test in 0.128 s (decode only); converting all frames to RGBA took 0.242 s.
- Our ffmpeg → Python → OpenVR path submitted all 150 frames and exited 0.
The 1280×720 prototype took 4.775 s; the full 1920×1080 player took
4.618 s. These are wall times, not in-headset frame-rate measurements.
Finishing a 5 s clip early showed those probes weren't paced, so the final
player paces output at 30 fps: all 150 frames then completed in **5.025 s**.
- The H.265 hardware decoder also completed the generated 1080p clip
(60 frames, exit 0); this is a short compatibility check, not a 4K/8K benchmark.
- Our actual player, launched through Frame Control's media API, displayed
SBS and OU photos with red only in the left-eye capture and cyan only in
the right. OpenVR's `SideBySide_Parallel` flag separates the eyes; we
rearrange OU rows ourselves.
- A generated 48-Gaussian `.splat` rendered in our own CPU renderer and appeared
in both eyes with separate perspective projections.
- Theatre's owned dark surround and screen appeared in captures. Steam's
dashboard remained available over them. Stop removed the owned overlays
and ended the dedicated user service. No global SteamVR setting was changed.
- A generated H.264/AAC clip reached the Pulse audio output and completed
all 100 video frames with exit 0. This proves the output path, not audible
quality or lip sync.
![Frame Control SBS eye-isolation proof: red left, cyan right](img/media-sbs-proof.png)
![Our Gaussian-splat stereo preview on the Frame](img/media-splat-proof.png)
**Verified failed route:** GStreamer 1.24.2's `playbin` selected
`v4l2h264dec`, delivered the first RGBA sample and then segfaulted (exit 139)
in the basic appsink probe and the OpenVR probe. We do not ship that route.
The ffmpeg path above completed instead.
## Limits and blockers
- **Not verified:** worn-headset comfort, sound quality/lip sync, long movies,
4K/8K decode, HDR, controller interaction or behaviour on other OS builds.
Output is bounded to 1920×1080 packed pixels before OU rearrangement.
- **Not implemented:** pause, seeking, subtitles, playlists, right-eye-first
layouts, non-square pixel correction, VR180/360 projection and fisheye.
This preview is a flat stereo screen, not a dome player.
- **Native spatial-photo blocker:** HEIC/HEIF/AVIF/MPO stereo-container
extraction isn't implemented in our viewer. We reject these rather than
displaying one image and calling it spatial. Export both eyes to PNG/JPEG
first. This is a current implementation gap, not a claim that the Frame
cannot support these containers.
- **Large/immersive splat blocker:** the owned CPU rasterizer projects 3D
covariance into each eye and alpha-composites Gaussians, but renders a
fixed view at 320×240 per eye. It caps each Gaussian footprint at 32 pixels
and normalizes the scene to a two-metre box. Large scenes, PLY/SPZ, live
head-position parallax and navigation need a GPU scene renderer; this
version rejects files above 20,000 records. It is a stereo preview, not
an immersive walk-through.
- A single player can run at a time. It stops at EOF, on **Stop**, or after
four hours in any case, so longer movies are cut off. Still images remain
until Stop or that timeout. There is no delete action yet: remove old
uploads from `~/Videos/FrameControl/` over SSH. The log is
`~/.local/share/frame-control/media/player.log` on the Frame.
- **Panel/stream theatre remains outside this media slice:** SteamVR's
`vrcmd --dock-overlay` accepts `theater`, but docking an existing panel
and its dimming behaviour were not verified here. The shared headset had
workspace and stream tests active. We did not reposition their panels.
Integration with [#22](https://github.com/saphid/frame-control/issues/22)
and [#31](https://github.com/saphid/frame-control/issues/31) can use the
owned rendering hook below; no second stream/window manager is introduced.
## Integration hook
`POST /api/upload` with `X-Mode: media` and `X-Filename` sends a file and
returns its `id`. `POST /api/media` accepts:
```json
{"action":"play","id":"<32 hex characters>/film_SBS.mp4","layout":"auto","theatre":true}
```
Other actions are `list`, `status`, `stop`. These use the normal `X-Frame-UI`
guard. Play reports **starting**, not a claim that frames reached the headset;
read status for `playing`, `ended`, `stopped` or `error`.
The own-code files are copied to `~/.local/share/frame-control/media/` and
run in the `frame-control-media.service` systemd user unit. Stop affects only
that unit, including its decoder child.
For a Frame-side stream producer, `frame_media_player.Overlay` exposes
`create(key, width, distance, stereo=False, aspect=1, order=1)`,
`pixels(handle, rgba, width, height)` and `close()`. Use an owned unique key,
pass interleaved RGBA bytes (left/right halves for stereo) and always close in
`finally`. `create` uses a head-relative transform; it does not move another
app's panel. The player demonstrates a separate black surround overlay.
`frame_media.stereo_pixels` converts OU to SBS. This is the narrow rendering
hook for stream/workspace work; it doesn't capture or manage a Mac/PC stream.
## Optional separate app
You can independently install **DeoVR Video Player** (free Steam app 837380)
if you prefer its VR180/360 features. Earlier tests on SteamOS 0.3.0,
build `20260922.6101926` (2026-09-25), verified its OpenVR initialization and
8K H.265 streamed VR180 decoding under Proton. Frame Control's media features
neither install nor launch it, and do not depend on it. Its behaviour and
file-naming conventions are not evidence about our player.
+64 -69
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@@ -3,9 +3,11 @@
Goal: open a web VR180 or 360 player (DeoVR and DL8 embeds, WebXR samples),
press its VR button, and watch in 3D in the headset.
A standalone, public version of this build (build script, the SO_PEERCRED
patch, and a Frame-side installer that adds "Chromium XR" to the Steam library)
is at [saphid/chromium-webxr-steam-frame](https://github.com/saphid/chromium-webxr-steam-frame).
The build and installer now live in their own public repo,
[saphid/chromium-webxr-steam-frame](https://github.com/saphid/chromium-webxr-steam-frame):
a build script for an x86-64 Linux host, the SO_PEERCRED patch, and a
Frame-side installer that adds "Chromium XR" to the Steam library. This page
keeps the findings and what was verified on this Frame.
## Why Flathub Chromium can't
@@ -45,76 +47,52 @@ gets both.
SteamVR (`bin/linuxarm64/vrclient.so`, `VALVE_runtime_is_steamvr`). The
Linux backend uses Vulkan (`XR_USE_GRAPHICS_API_VULKAN`).
## Building it
## Building and installing it
[`scripts/build-chromium-xr.sh`](../scripts/build-chromium-xr.sh)
cross-compiles arm64 Linux Chromium on an x64 Linux host. It doesn't need
sudo: the arm64 sysroot comes from Chromium's own script. It needs about
90 GB of disk. It shallow-fetches the CL ref (patchset 44), runs
`gclient sync --no-history`, installs the sysroot, applies one extra seccomp
fix (below), builds `chrome` with `symbol_level=0` and proprietary codecs, and
packs `chromium-xr-arm64.tar.xz` (about 145 MB, GPU libraries included).
Progress is logged to `~/chromium-xr/stage`. The build aborts if the disk
holding `~/chromium-xr` drops below 12 GB free.
Follow the [public repo's README](https://github.com/saphid/chromium-webxr-steam-frame#build).
In short: `build/build.sh` on an x64 Linux host (no sudo, about 90 GB of
disk) produces `chromium-xr-arm64.tar.xz` (about 145 MB), and
`frame/install.sh` on the Frame unpacks it to `~/chromium-xr`, installs the
`chromium-xr` launcher in `~/.local/bin`, and adds the Steam library shortcut
through the Steam client's DevTools port, the same way as T3 Code
([apks.md](apks.md)). Launching the shortcut gives Chromium its own panel,
`valve.steam.desktopgame.<appid>`, like any other app.
First run, 2026-09-25, on a 12-core, 31 GB x64 Linux box: 9 h 33 min for
First build, 2026-09-25, on a 12-thread, 31 GB x64 Linux box: 9 h 33 min for
94,835 steps, giving Chromium 156.0.8071.0. A rebuild after a one-file change
takes under a minute, plus about 4 minutes to repack.
**The extra fix.** The CL's XR seccomp policy refuses `getsockopt`. SteamVR's
To debug from the Mac, launch it as a panel with DevTools on the Frame
(verified 2026-09-27):
`scripts/panel-on-frame.sh -- '~/.local/bin/chromium-xr' --remote-debugging-port=9223 URL`
([panels.md](panels.md)). DevTools has no authentication. It listens on
loopback, but with the userspace Tailscale from [tailscale.md](tailscale.md)
running, loopback ports are reachable from your tailnet. Close the browser
when you're done. Chromium runs one browser per profile, so close the
Steam-launched one first or the flag is ignored.
**The SO_PEERCRED fix.** The XR seccomp policy refuses `getsockopt`. SteamVR's
client calls `getsockopt(SOL_SOCKET, SO_PEERCRED)` inside `xrCreateInstance`,
so the XR process died with a seccomp crash (arm64 syscall 209). The script
allows that one option. That's needed but not enough: `launch` still turns
so the XR process died with a seccomp crash (arm64 syscall 209). The patch
allows that one option. It's needed but not enough: the launcher still turns
seccomp off (below), so the patch only matters once that's fixed too.
## Running it on the Frame
**Seccomp is off.** The launcher passes `--disable-seccomp-filter-sandbox`.
With the XR seccomp policy on, SteamVR's client reads `/proc/self/status`
through Chrome's file broker and gets the broker's pid. SteamVR then binds
the app to the wrong process ("Unable to init path manager:
VRInitError_Init_Internal") and `xrCreateInstance` fails. The broker can't
answer `/proc/self` for another process, so fixing this needs a change in
Chromium's broker client or in the CL. The namespace sandbox stays on, but
seccomp is off for every process, so use this profile for VR sites rather
than everyday browsing.
[`scripts/chromium-xr.sh`](../scripts/chromium-xr.sh):
```sh
BUILD_HOST=my-linux-box scripts/chromium-xr.sh install # your build host; scp, unpack to ~/chromium-xr
scripts/chromium-xr.sh launch [URL] # its own VR panel, --enable-features=OpenXR
scripts/chromium-xr.sh steam # adds "Chromium XR" to the Steam library
scripts/chromium-xr.sh check # prints isSessionSupported('immersive-vr')
```
It runs natively, not as a Flatpak. `launch` opens it as its own panel on
gamescope's X display, the same way as [`panel-on-frame.sh`](../scripts/panel-on-frame.sh) ([panels.md](panels.md)), so
the Plasma desktop doesn't need to be open. It uses its own profile
(`~/.config/chromium-xr`) and DevTools on loopback port 9223, so it doesn't
collide with the Flatpak's 9222. When a page enters VR, Chrome asks
**Allow VR?** in the browser panel; choose *Allow this time* or *Allow while
visiting the site*.
Both ways of starting it run
[`frame/chromium-xr/launch.sh`](../frame/chromium-xr/launch.sh), copied to
`~/Applications/ChromiumXR/launch.sh` on the Frame, which holds Chrome's flags.
It sits outside `~/chromium-xr` so `install` doesn't delete it.
**From the Steam library (verified 2026-09-26).** `steam` adds a non-Steam
shortcut called "Chromium XR" (with the Flathub Chromium icon, if that's
installed) through the Steam client's DevTools port, the same way as T3 Code
([apks.md](apks.md)), without restarting Steam. It saves the app id in
`~/Applications/ChromiumXR/shortcut-appid`, so rerunning it, even after you
rename the shortcut in the library, doesn't add a second one. On this Frame
the shortcut app id is 2240749789. Launching it from the library gives
Chromium its own panel, `valve.steam.desktopgame.2240749789`, like any other
app. A Steam launch doesn't open a DevTools port, so `check` needs `launch`.
Chromium runs one browser per profile: while the Steam-launched one is open,
`launch` opens its URL in that window, without DevTools, then prints
`failed: ... exited` because no new window appeared. Close it first.
**Seccomp is off.** The wrapper passes `--disable-seccomp-filter-sandbox`. With
the XR seccomp policy on, SteamVR's client reads `/proc/self/status` through
Chrome's file broker and gets the broker's pid. SteamVR then binds the app to
the wrong process ("Unable to init path manager: VRInitError_Init_Internal")
and `xrCreateInstance` fails. The broker can't answer `/proc/self` for another
process, so fixing this needs a change in Chromium's broker client or in the
CL. The namespace sandbox stays on, but seccomp is off for every process, so
use this profile for VR sites rather than everyday browsing. DevTools on
port 9223 has no authentication. It listens on loopback, but with the
userspace Tailscale from [tailscale.md](tailscale.md) running, loopback ports
are reachable from your tailnet. Close the browser when you're done.
**Upstream (2026-09-27).** CL 8441736 (the XR sandbox) has merged into
Chromium, still refusing `getsockopt`; CL 8132979 is still in review. Valve
and the CLs' author are working on Steam Frame support
([utzcoz/chromium-webxr-linux#5](https://github.com/utzcoz/chromium-webxr-linux/issues/5)).
Both sandbox problems above, with the patch, are reported in
[utzcoz/chromium-webxr-linux#7](https://github.com/utzcoz/chromium-webxr-linux/issues/7).
**Verified 2026-09-26** (Frame BUILD_ID 20260922.6101926, SteamVR 2.17.10,
this build):
@@ -138,9 +116,26 @@ this build):
[`webxr_vr_video`](https://threejs.org/examples/webxr_vr_video.html) demo,
a stereo 360 video, played in 3D after pressing Enter VR.
**Not verified yet:**
- **Launched from the Steam library, verified remotely 2026-09-27** with
nobody wearing the headset (standby workaround in
[how-the-frame-works.md](how-the-frame-works.md)). The installer's Steam
shortcut starts Chromium, and SteamVR takes it as scene app
`steam.app.<shortcut id>`. A minimal WebXR session that clears every frame
to red ran at about 75 frames per second, and the stereo headset capture
showed both eyes solid red. Steam preloads its overlay
(`gameoverlayrenderer.so`), which crashed Chromium's zygote about 30 s after
a Steam launch. The public repo's launcher now removes it from
`LD_PRELOAD`. With the headset outside its playspace, SteamVR shows
passthrough wherever the page leaves transparent pixels.
- Frame rate and dropped frames during playback (nothing was measured; it
looked fine).
- Third-party VR180 players (DeoVR and DL8 web embeds).
- Controller and hand input inside a WebXR page.
- **Frame rate and input, measured 2026-09-27** (standby workaround, red
test session): 72 fps with every frame at 13.9–14 ms over 16 s, and SteamVR
dropped frames only at startup. The right controller showed up as an
`oculus-touch` `tracked-pointer` with an `xr-standard` gamepad and a
25-joint hand, with poses on every frame. A real squeeze reached the page
as `squeezestart`/`squeeze`. Haptics aren't exposed (no actuators).
Details are in the public repo's technical notes.
**Not verified yet:** trigger, thumbstick and face buttons, the left
controller, bare-hand tracking, and third-party VR180 players (DeoVR and
DL8 web embeds).
-27
View File
@@ -1,27 +0,0 @@
#!/bin/bash
# Frame-side: start the WebXR Chromium build (~/chromium-xr). The Steam
# library shortcut "Chromium XR" runs this, and so does
# `scripts/chromium-xr.sh launch` (which adds a DevTools port). Extra
# arguments go to Chrome, so a URL opens that page.
#
# Lives in ~/Applications/ChromiumXR, outside ~/chromium-xr, so reinstalling
# the build doesn't delete it.
set -euo pipefail
CHROME="$HOME/chromium-xr/chrome"
[[ -x "$CHROME" ]] || { echo "launch.sh: no build at $CHROME (run chromium-xr.sh install)" >&2; exit 1; }
# Without --no-first-run and --password-store=basic, startup can stop at a
# first-run or keyring prompt.
# --disable-seccomp-filter-sandbox: under the XR seccomp policy, SteamVR's
# client reads /proc/self/status through the file broker, gets the broker's
# pid, and SteamVR binds the app to the wrong process, so xrCreateInstance
# fails. The namespace sandbox stays on, but seccomp is off for every
# process, so keep this profile for VR sites.
exec "$CHROME" \
--user-data-dir="$HOME/.config/chromium-xr" \
--enable-features=OpenXR \
--ozone-platform=x11 \
--no-first-run --no-default-browser-check --password-store=basic \
--disable-seccomp-filter-sandbox \
"$@"
+2
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@@ -0,0 +1,2 @@
# Preserve upstream headers byte-for-byte, including their existing whitespace.
vendor/** -whitespace
+1
View File
@@ -0,0 +1 @@
/build-*/
+25
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@@ -0,0 +1,25 @@
cmake_minimum_required(VERSION 3.22)
project(FrameXrCompat LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
add_library(compat_logic INTERFACE)
target_include_directories(compat_logic INTERFACE . vendor)
if(ANDROID)
add_library(XrApiLayer_FRAME_compat SHARED layer.cpp)
target_link_libraries(XrApiLayer_FRAME_compat PRIVATE compat_logic log)
target_compile_definitions(XrApiLayer_FRAME_compat PRIVATE XR_USE_PLATFORM_ANDROID XR_NO_PROTOTYPES)
target_compile_options(XrApiLayer_FRAME_compat PRIVATE -O2 -fvisibility=hidden -Wall -Wextra -Werror)
target_link_options(XrApiLayer_FRAME_compat PRIVATE -Wl,-z,max-page-size=16384 -Wl,--no-undefined -Wl,--exclude-libs,ALL -Wl,-s)
else()
enable_testing()
add_executable(compat_tests tests/compat_tests.cpp)
target_link_libraries(compat_tests PRIVATE compat_logic)
target_compile_options(compat_tests PRIVATE -Wall -Wextra -Werror)
add_test(NAME compat_logic COMMAND compat_tests)
add_executable(dispatch_tests tests/dispatch_tests.cpp)
target_link_libraries(dispatch_tests PRIVATE compat_logic)
target_include_directories(dispatch_tests PRIVATE tests/shims)
target_compile_definitions(dispatch_tests PRIVATE XR_USE_PLATFORM_ANDROID XR_NO_PROTOTYPES)
target_compile_options(dispatch_tests PRIVATE -Wall -Wextra -Werror)
add_test(NAME layer_dispatch COMMAND dispatch_tests)
endif()
+254
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@@ -0,0 +1,254 @@
# Frame OpenXR compatibility API layer
`XR_APILAYER_FRAME_compat` is an APK-local implicit API layer for Steam Frame's
OpenXR 1.0 Android runtime. It translates selected 1.1 functionality; it is not
a conformant replacement for a complete 1.1 runtime. Device facts are in
[../../docs/vr-apks.md](../../docs/vr-apks.md). No headset was contacted during
implementation. Loading, Valve-layer coexistence, controller usability, and
Wolvic startup/rendering on Lepton remain **unverified on device**.
## Behavior
- The negotiated `createApiLayerInstance` hook handles `xrCreateInstance`.
API requests >= 1.1 become `XR_API_VERSION_1_0` (1.0.63 with these headers),
rather than carrying an arbitrary application's patch into the 1.0 request.
Requests below 1.1 are unchanged. The loader may reject future API versions
before any layer runs.
- Enumerate downstream extensions through the **next layer's** GIPA before
creation. Only advertised promoted extensions are added, with duplicates
removed. All other application extensions remain, except the two stubs below.
Log added, stubbed and missing extensions with tag `FrameXrCompat`.
- Missing `XR_KHR_android_thread_settings` is advertised and accepted;
`xrSetAndroidApplicationThreadKHR` logs and returns success without changing
thread scheduling. Missing `XR_OCULUS_android_session_state_enable` is
advertised and accepted, with no commands or additional session behavior.
If downstream supports either extension, preserve it and its real commands.
Stubbing these capabilities is intentionally limited to accepting the app's
request; it does not provide Meta services.
- The manifest's `instance_extensions` makes both stubs visible during the
loader's pre-instance enumeration and validation. The layer also exposes
an enumeration implementation with count/capacity handling. Before a next
dispatch is available it can enumerate only its own extensions; normal app
global enumeration is performed by the loader, merging runtime and manifest
entries. See [loader_core.cpp L106–145](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/loader_core.cpp#L106)
and [manifest parsing L549–558](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/manifest_file.cpp#L549).
- Unknown missing extensions are never silently removed. Khronos may reject
them **before** entering the layer and name them in `OpenXR-Loader` logs
([loader_instance.cpp L149–176](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/loader_instance.cpp#L149)).
If they reach this layer, it logs their names and preserves them for the
downstream failure.
- `xrLocateSpaces` dispatches to `xrLocateSpacesKHR` per session/instance.
This is the only command added in 1.1. The three relevant structure types
(`SPACES_LOCATE_INFO`, `SPACE_LOCATIONS`, `SPACE_VELOCITIES`) and their KHR
versions are **numeric aliases**, and the structs are typedef aliases in
these headers. Explicit type conversion of local input/output copies is
therefore an identity conversion; the velocity chain passes through without
mutating its types or linkage. Output arrays remain shared and receive the
runtime's results, including on error; caller struct headers remain intact.
- With palm pose enabled, rewrite both hand paths ending in
`/input/grip_surface/pose` to `/input/palm_ext/pose` in `xrStringToPath` and
in binding suggestions (including paths obtained before this layer rewrote
them). Unknown paths are left alone.
- `xrGetInstanceProperties` and unrelated commands pass through. The real
runtime's identity is not spoofed. Dispatch tables and session ownership are
locked, and removed after successful destruction. Downstream calls occur
outside the lock.
## Spec basis and interaction profiles
The pinned [1.1 promotions appendix, versions.adoc L16–156](https://github.com/KhronosGroup/OpenXR-Docs/blob/release-1.1.63/specification/sources/chapters/versions.adoc#L16)
includes a generated promotion list. Its source is the
[1.1.63 XML registry](https://github.com/KhronosGroup/OpenXR-Docs/blob/release-1.1.63/specification/registry/xr.xml),
selecting `extension[@promotedto='XR_VERSION_1_1']`. The full list implemented:
| Promoted extension | Handling |
| --- | --- |
| `XR_KHR_locate_spaces` | Enable if advertised; core command alias |
| `XR_EXT_local_floor` | Enable if advertised; reference-space enum is an alias |
| `XR_EXT_uuid` | Enable if advertised; type alias, no commands |
| `XR_EXT_palm_pose` | Enable if advertised; rewrite grip-surface paths |
| `XR_VARJO_quad_views` | Enable if advertised; view-configuration enum alias, support remains optional |
| `XR_EXT_samsung_odyssey_controller` | Enable if advertised |
| `XR_EXT_hp_mixed_reality_controller` | Enable if advertised |
| `XR_HTC_vive_cosmos_controller_interaction` | Enable if advertised |
| `XR_HTC_vive_focus3_controller_interaction` | Enable if advertised |
| `XR_ML_ml2_controller_interaction` | Enable if advertised |
| `XR_FB_touch_controller_pro` | Enable if advertised; old profile still usable |
| `XR_META_touch_controller_plus` | Enable if advertised; old profile still usable |
| `XR_BD_controller_interaction` | Enable if advertised |
| `XR_KHR_maintenance1` | Enable if advertised (included in the pinned registry's promotion list) |
`XR_EXT_hand_interaction` is **not** promoted to 1.1. Preserve it if requested;
it is not auto-enabled merely because the runtime advertises it. The parent
provided its availability; the device notes list extensions non-exhaustively.
The registry's `XR_VERSION_1_1` feature introduces 13 profile paths. For
Samsung Odyssey, HP mixed reality, HTC Cosmos/Focus3, ML2 and the three
ByteDance Pico profiles, drop a whole suggestion call with success when the
corresponding extension is absent. Keep it when the extension is enabled.
Drop the five new Meta paths: `touch_pro_controller`, `touch_plus_controller`,
`touch_controller_rift_cv1`, `touch_controller_quest_1_rift_s`, and
`touch_controller_quest_2`. The verified runtime notes do not list these;
Pro/Plus promotion also renames several components, so the old extension's
presence alone does not prove support for the new profile. This layer does
not implement those component conversions. Existing old Pro/Plus profile
paths are passed through if the app uses them.
Preserve the documented `oculus/touch_controller`, `khr/simple_controller`,
`valve/frame_controller` and original PC profile paths. The notes' "usual PC
controllers" is not a complete enumerated list: availability of promoted PC
profiles is inferred from the runtime's extension advertisement, not invented
from that phrase. OpenXR has no general profile enumeration API. Dropping
suggestions prevents an unsupported 1.1 profile from aborting initialization;
it does not create bindings, so the app must also suggest a supported fallback.
## Headers and licensing
The required public headers (`openxr.h`, `openxr_platform.h`,
`openxr_platform_defines.h`) are unmodified from
[OpenXR-SDK release-1.1.63](https://github.com/KhronosGroup/OpenXR-SDK/tree/release-1.1.63/include/openxr),
commit [f2448a8](https://github.com/KhronosGroup/OpenXR-SDK/commit/f2448a8797c85814aa892efc1ab8707900fbcc78).
The requested filename `loader_interfaces.h` no longer exists in 1.1 SDK
releases: negotiation was ratified and moved to `openxr_loader_negotiation.h`
in 1.0.33 ([spec history L166–186](https://github.com/KhronosGroup/OpenXR-Docs/blob/release-1.1.63/specification/sources/chapters/versions.adoc#L166)).
To retain that requested interface filename, the layer uses the unmodified,
ABI-compatible [last legacy header from SDK-Source release-1.0.32](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.32/src/common/loader_interfaces.h).
Only these four headers are vendored. They offer Apache-2.0 OR MIT; this
vendoring uses Apache-2.0, reproduced in [vendor/LICENSE](vendor/LICENSE).
## Android discovery and coexistence
**Minimum asset-discovery loader release: 1.0.25 (2022-09-02).** Its
[release commit, 15c3d8e](https://github.com/KhronosGroup/OpenXR-SDK-Source/commit/15c3d8eb99994e5365d6b6f96eefaf4c51a65a9d)
explicitly announces APK-packaged API layers;
[manifest_file.cpp L665–723](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.25/src/loader/manifest_file.cpp#L665)
implements discovery, and [L934–940](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.0.25/src/loader/manifest_file.cpp#L934)
adds asset manifests after filesystem manifests. This is not a 1.1-only feature.
**For an app requesting API 1.1, use a 1.1 loader (first release 1.1.36) or
newer.** A 1.0 loader rejects the request before the layer can downgrade it;
see [loader_core.cpp L217–230](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/loader_core.cpp#L217).
The runtime can remain 1.0.
Source inspection at release-1.1.63 confirms:
- [manifest_file.cpp L720–783](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/manifest_file.cpp#L720)
uses the initialized Android asset manager and scans
`openxr/1/api_layers/implicit.d/` for JSON. The application must initialize
the loader with its Android context (`xrInitializeLoaderKHR`). In the APK,
the entry is `assets/openxr/1/api_layers/implicit.d/XrApiLayer_FRAME_compat.json`.
- A bare `library_path`, as used here, is **not explicitly concatenated** with
`nativeLibraryDir`. [L878–900](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/manifest_file.cpp#L878)
leaves a bare name for normal dynamic-linker search in the application's
namespace (including its native library directory). Relative paths with a
slash use [LocateLibraryInAssets L943–952](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/manifest_file.cpp#L943),
which resolves against `GetAndroidNativeLibraryDir()`.
[loader_init_data.cpp L87–96](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/loader_init_data.cpp#L87)
obtains the asset manager and `ApplicationInfo.nativeLibraryDir` via JNI.
Wolvic's supplied manifest has `android:extractNativeLibs="true"`.
- [android_utilities.cpp L267–322](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/android_utilities.cpp#L267)
handles runtime broker discovery, not APK layer discovery. Its
`native_lib_dir + so_filename` and `dlopen` refer to the runtime package.
They must not be confused with the app's layer library resolution.
- [manifest_file.cpp L1008–1023](https://github.com/KhronosGroup/OpenXR-SDK-Source/blob/release-1.1.63/src/loader/manifest_file.cpp#L1008)
retains filesystem manifests and then appends asset manifests. This leaves
`/vendor`'s `XR_APILAYER_VALVE_fdm_injection` discoverable. This layer advances
`nextInfo` exactly once, uses next-layer GIPA, preserves the rest of the
create-info chain and never opens `vrclient.so` directly. No environment
layer-list override or assumed ordering is needed.
`DISABLE_FRAME_XR_COMPAT` is the manifest's disable environment variable.
Leave it unset to activate the implicit layer. No `enable_environment` is
required.
## Rebuild and verify
NDK **r30 / 30.0.16248370**, installed at
`~/Library/Android/ndk/30.0.16248370`, was the latest stable/LTS package shown
by the [Android download page](https://developer.android.com/ndk/downloads)
on 2026-09-28. Downloaded
[android-ndk-r30-darwin.dmg](https://dl.google.com/android/repository/android-ndk-r30-darwin.dmg)
(1,072,970,961 bytes). The page publishes SHA-1, not SHA-256:
```
expected: 48591224b6657f46eebbc9d95d4af09bbed8d107
actual: 48591224b6657f46eebbc9d95d4af09bbed8d107 (PASS)
```
Mounted read-only with `hdiutil`; copied
`AndroidNDK16248370.app/Contents/NDK` into that version directory. Despite the
`darwin-x86_64` toolchain directory name, clang is universal arm64/x86_64 and
ran on this Apple Silicon Mac.
```sh
frame/openxr-compat/build.sh
# Or set ANDROID_NDK_HOME to an installed NDK.
cmake -S frame/openxr-compat -B frame/openxr-compat/build-host -G Ninja
cmake --build frame/openxr-compat/build-host
ctest --test-dir frame/openxr-compat/build-host --output-on-failure
```
The script produces arm64-v8a / android-24, C++17, `-O2`, static libc++, hidden
internal symbols, stripped output, and `-Wl,-z,max-page-size=16384`.
The committed prebuilt is `prebuilt/arm64-v8a/libXrApiLayer_FRAME_compat.so`.
Its SHA-256 is recorded below with the APK checks.
[Host test output](evidence/ctest.txt): two tests passed, covering pure logic
and the actual layer with a fake next layer and host-only log/JNI shims.
[Full llvm-readelf -d -s -l output](evidence/readelf.txt) records three LOAD
segments aligned `0x4000`, only `xrNegotiateLoaderApiLayerInterface` exported,
and only `libc.so`, `libm.so`, `libdl.so`, `liblog.so` as NEEDED libraries.
All 46 undefined imports are versioned `@LIBC` except `__android_log_print`.
There is no `libc++_shared.so` dependency and no unstripped `.symtab`.
No independent model review was run: the task explicitly prohibits delegation.
No `CODING_STANDARDS.md` exists in this worktree or the primary worktree.
## Wolvic injection artifact (Mac only)
Copied `/tmp/vrapk/wq-dec` to `/tmp/vrapk/wq-layer-dec`; retained its existing
LAUNCHER fix and native-library extraction setting. Added only:
```
assets/openxr/1/api_layers/implicit.d/XrApiLayer_FRAME_compat.json
lib/arm64-v8a/libXrApiLayer_FRAME_compat.so
```
Built using `/tmp/vrapk/jdk/Contents/Home/bin/java` and
`/tmp/vrapk/apktool_3.0.3.jar`, then signed in place using
`/tmp/vrapk/uber-apk-signer-1.3.0.jar --overwrite` (embedded debug certificate):
```sh
/tmp/vrapk/jdk/Contents/Home/bin/java -jar /tmp/vrapk/apktool_3.0.3.jar \
b /tmp/vrapk/wq-layer-dec -o /tmp/vrapk/wolvic-quest-compat.apk
/tmp/vrapk/jdk/Contents/Home/bin/java -jar /tmp/vrapk/uber-apk-signer-1.3.0.jar \
-a /tmp/vrapk/wolvic-quest-compat.apk --overwrite
/tmp/vrapk/jdk/Contents/Home/bin/java -jar /tmp/vrapk/uber-apk-signer-1.3.0.jar \
-a /tmp/vrapk/wolvic-quest-compat.apk --onlyVerify
```
Final APK: `/tmp/vrapk/wolvic-quest-compat.apk` (not committed).
The bundled `lib/arm64-v8a/libopenxr_loader.so` is byte-for-byte unchanged.
Its strings include both `openxr/1/api_layers/implicit.d/` and
`openxr/1/api_layers/explicit.d/`, `AddManifestFilesAndroid` error messages,
and `xrLocateSpaces`. Thus it contains APK asset discovery and evidence of
1.1 command support. Its exact upstream release number was not established
from the binary; runtime execution of those paths remains unverified.
Prebuilt library SHA-256:
```
479d31c374f137906e03f73209b581d65d7e6a41b8476e6425fa55a6aa40bd68
```
APK SHA-256:
```
355a681625e38b71563dcffecb031799eff27894d6ab910a659bace057e82c1f
```
Final `--onlyVerify` exited 0: zip alignment verified, v2/v3 signatures
verified, one APK processed and zero errors. ZIP readback confirmed that the
injected library and manifest match the committed inputs, the loader is
unchanged, and the binary Android manifest retains the LAUNCHER category.
See [APK verification evidence](evidence/apk-verification.txt).
@@ -0,0 +1,21 @@
{
"file_format_version": "1.0.0",
"api_layer": {
"name": "XR_APILAYER_FRAME_compat",
"library_path": "libXrApiLayer_FRAME_compat.so",
"api_version": "1.1",
"implementation_version": "1",
"description": "Steam Frame OpenXR 1.1 to 1.0 compatibility",
"disable_environment": "DISABLE_FRAME_XR_COMPAT",
"instance_extensions": [
{
"name": "XR_KHR_android_thread_settings",
"extension_version": "6"
},
{
"name": "XR_OCULUS_android_session_state_enable",
"extension_version": "1"
}
]
}
}
+12
View File
@@ -0,0 +1,12 @@
#!/bin/sh
set -eu
here=$(CDPATH= cd -- "$(dirname -- "$0")" && pwd)
ndk=${ANDROID_NDK_HOME:-"$HOME/Library/Android/ndk/30.0.16248370"}
cmake -S "$here" -B "$here/build-android" -G Ninja \
-DCMAKE_TOOLCHAIN_FILE="$ndk/build/cmake/android.toolchain.cmake" \
-DANDROID_ABI=arm64-v8a -DANDROID_PLATFORM=android-24 \
-DANDROID_STL=c++_static -DCMAKE_BUILD_TYPE=Release
cmake --build "$here/build-android"
mkdir -p "$here/prebuilt/arm64-v8a"
cp "$here/build-android/libXrApiLayer_FRAME_compat.so" "$here/prebuilt/arm64-v8a/"
shasum -a 256 "$here/prebuilt/arm64-v8a/libXrApiLayer_FRAME_compat.so"
+88
View File
@@ -0,0 +1,88 @@
#pragma once
#include <openxr/openxr.h>
#include <algorithm>
#include <string>
#include <vector>
namespace frame {
using Names = std::vector<std::string>;
inline constexpr const char* layerName = "XR_APILAYER_FRAME_compat";
inline constexpr const char* stubs[] = {"XR_KHR_android_thread_settings", "XR_OCULUS_android_session_state_enable"};
// OpenXR-Docs release-1.1.63 registry: promotedto="XR_VERSION_1_1".
inline constexpr const char* promotions[] = {
"XR_KHR_locate_spaces", "XR_EXT_local_floor", "XR_EXT_uuid", "XR_EXT_palm_pose",
"XR_VARJO_quad_views", "XR_EXT_samsung_odyssey_controller", "XR_EXT_hp_mixed_reality_controller",
"XR_HTC_vive_cosmos_controller_interaction", "XR_HTC_vive_focus3_controller_interaction",
"XR_ML_ml2_controller_interaction", "XR_FB_touch_controller_pro", "XR_META_touch_controller_plus",
"XR_BD_controller_interaction", "XR_KHR_maintenance1"};
inline bool has(const Names& names, const std::string& n) {
return std::find(names.begin(), names.end(), n) != names.end();
}
inline bool downgrade(XrVersion v) { return v >= XR_MAKE_VERSION(1, 1, 0); }
inline XrVersion runtimeVersion(XrVersion v) { return downgrade(v) ? XR_API_VERSION_1_0 : v; }
struct ExtensionPlan { Names downstream, stubbed, missing, added; };
inline ExtensionPlan extensions(const Names& requested, const Names& available, bool promote) {
ExtensionPlan p;
for (const auto& n : requested) {
if (!has(available, n) && (n == stubs[0] || n == stubs[1])) p.stubbed.push_back(n);
else {
if (!has(p.downstream, n)) p.downstream.push_back(n);
if (!has(available, n)) p.missing.push_back(n);
}
}
if (promote) for (auto n : promotions) if (has(available, n) && !has(p.downstream, n)) {
p.downstream.push_back(n); p.added.push_back(n);
}
return p;
}
// 1.1's grip_surface is XR_EXT_palm_pose's palm_ext renamed (same pose), not the grip pose.
inline std::string rewritePath(std::string p, bool palm) {
const std::string suffix = "/input/grip_surface/pose";
if (palm && (p == "/user/hand/left" + suffix || p == "/user/hand/right" + suffix))
p.replace(p.size() - suffix.size(), suffix.size(), "/input/palm_ext/pose");
return p;
}
// Profiles added to 1.1. The three legacy Meta splits have no 1.0 extension.
// The renamed Pro/Plus profiles have different component semantics; do not
// claim the old extension implements the new profile merely because it exists.
inline bool dropProfile(const std::string& p, const Names& enabled) {
for (auto name : {"touch_pro_controller", "touch_plus_controller", "touch_controller_rift_cv1",
"touch_controller_quest_1_rift_s", "touch_controller_quest_2"})
if (p == std::string("/interaction_profiles/meta/") + name) return true;
const char* profiles[][2] = {
{"samsung/odyssey_controller", "XR_EXT_samsung_odyssey_controller"},
{"hp/mixed_reality_controller", "XR_EXT_hp_mixed_reality_controller"},
{"htc/vive_cosmos_controller", "XR_HTC_vive_cosmos_controller_interaction"},
{"htc/vive_focus3_controller", "XR_HTC_vive_focus3_controller_interaction"},
{"ml/ml2_controller", "XR_ML_ml2_controller_interaction"},
{"bytedance/pico_neo3_controller", "XR_BD_controller_interaction"},
{"bytedance/pico4_controller", "XR_BD_controller_interaction"},
{"bytedance/pico_g3_controller", "XR_BD_controller_interaction"}};
for (auto& entry : profiles) if (p == std::string("/interaction_profiles/") + entry[0])
return !has(enabled, entry[1]);
return false;
}
inline XrStructureType extensionType(XrStructureType t) {
switch (t) {
case XR_TYPE_SPACES_LOCATE_INFO: return XR_TYPE_SPACES_LOCATE_INFO_KHR;
case XR_TYPE_SPACE_LOCATIONS: return XR_TYPE_SPACE_LOCATIONS_KHR;
case XR_TYPE_SPACE_VELOCITIES: return XR_TYPE_SPACE_VELOCITIES_KHR;
default: return t;
}
}
inline XrResult locate(PFN_xrLocateSpacesKHR next, XrSession session,
const XrSpacesLocateInfo* info, XrSpaceLocations* locations) {
if (!info || !locations) return XR_ERROR_VALIDATION_FAILURE;
static_assert(XR_TYPE_SPACE_VELOCITIES == XR_TYPE_SPACE_VELOCITIES_KHR);
static_assert(XR_TYPE_SPACE_LOCATIONS == XR_TYPE_SPACE_LOCATIONS_KHR);
static_assert(XR_TYPE_SPACES_LOCATE_INFO == XR_TYPE_SPACES_LOCATE_INFO_KHR);
auto in = *info;
auto out = *locations;
in.type = extensionType(in.type); out.type = extensionType(out.type);
// The enums and typedefs are exact aliases. All chained velocities,
// including unknown next structures, can be forwarded without mutation.
const auto result = next(session, &in, &out);
locations->locationCount = out.locationCount;
return result;
}
}
@@ -0,0 +1,29 @@
2026-09-28, Mac only; no device connection.
APK: /tmp/vrapk/wolvic-quest-compat.apk
SHA-256: 355a681625e38b71563dcffecb031799eff27894d6ab910a659bace057e82c1f
Command:
/tmp/vrapk/jdk/Contents/Home/bin/java -jar /tmp/vrapk/uber-apk-signer-1.3.0.jar -a /tmp/vrapk/wolvic-quest-compat.apk --onlyVerify
Exit status: 0
Relevant output:
- zipalign verified
- signature verified [v2, v3]
Successfully processed 1 APKs and 0 errors in 0.63 seconds.
ZIP readback checks: PASS
- Injected JSON identical to frame/openxr-compat/XrApiLayer_FRAME_compat.json.
- Injected SO identical to prebuilt/arm64-v8a/libXrApiLayer_FRAME_compat.so.
- Existing libopenxr_loader.so identical to /tmp/vrapk/wq-dec version.
- Binary AndroidManifest.xml contains android.intent.category.LAUNCHER.
Loader strings present:
openxr/1/api_layers/implicit.d/
openxr/1/api_layers/explicit.d/
ApiLayerManifestFile::AddManifestFilesAndroid unable to open asset
xrLocateSpaces
NDK: 30.0.16248370 (r30)
DMG size: 1072970961 bytes
Download-page SHA-1: 48591224b6657f46eebbc9d95d4af09bbed8d107
Measured SHA-1: 48591224b6657f46eebbc9d95d4af09bbed8d107
SHA check: PASS
+9
View File
@@ -0,0 +1,9 @@
Test project /Users/saphid/projects/steam-frame-xrlayer/frame/openxr-compat/build-host
Start 1: compat_logic
1/2 Test #1: compat_logic ..................... Passed 0.01 sec
Start 2: layer_dispatch
2/2 Test #2: layer_dispatch ................... Passed 0.42 sec
100% tests passed out of 2
Total Test time (real) = 0.43 sec
+110
View File
@@ -0,0 +1,110 @@
Elf file type is DYN (Shared object file)
Entry point 0x0
There are 9 program headers, starting at offset 64
Program Headers:
Type Offset VirtAddr PhysAddr FileSiz MemSiz Flg Align
PHDR 0x000040 0x0000000000000040 0x0000000000000040 0x0001f8 0x0001f8 R 0x8
LOAD 0x000000 0x0000000000000000 0x0000000000000000 0x0169e0 0x0169e0 R E 0x4000
LOAD 0x0169e0 0x000000000001a9e0 0x000000000001a9e0 0x000a90 0x001620 RW 0x4000
LOAD 0x017470 0x000000000001f470 0x000000000001f470 0x000068 0x000bc0 RW 0x4000
DYNAMIC 0x017048 0x000000000001b048 0x000000000001b048 0x0001c0 0x0001c0 RW 0x8
GNU_RELRO 0x0169e0 0x000000000001a9e0 0x000000000001a9e0 0x000a90 0x001620 R 0x1
GNU_EH_FRAME 0x004fb4 0x0000000000004fb4 0x0000000000004fb4 0x00070c 0x00070c R 0x4
GNU_STACK 0x000000 0x0000000000000000 0x0000000000000000 0x000000 0x000000 RW 0x0
NOTE 0x000238 0x0000000000000238 0x0000000000000238 0x0000bc 0x0000bc R 0x4
Section to Segment mapping:
Segment Sections...
00
01 .note.android.ident .note.gnu.build-id .dynsym .gnu.version .gnu.version_r .gnu.hash .dynstr .rela.dyn .rela.plt .gcc_except_table .rodata .eh_frame_hdr .eh_frame .text __lcxx_override .plt
02 .data.rel.ro .fini_array .init_array .dynamic .got .got.plt .relro_padding
03 .data .bss
04 .dynamic
05 .data.rel.ro .fini_array .init_array .dynamic .got .got.plt .relro_padding
06 .eh_frame_hdr
07
08 .note.android.ident .note.gnu.build-id
None .comment .shstrtab
Dynamic section at offset 0x17048 contains 28 entries:
Tag Type Name/Value
0x0000000000000001 (NEEDED) Shared library: [liblog.so]
0x0000000000000001 (NEEDED) Shared library: [libm.so]
0x0000000000000001 (NEEDED) Shared library: [libdl.so]
0x0000000000000001 (NEEDED) Shared library: [libc.so]
0x000000000000000e (SONAME) Library soname: [libXrApiLayer_FRAME_compat.so]
0x000000000000001e (FLAGS) BIND_NOW
0x000000006ffffffb (FLAGS_1) NOW
0x0000000000000007 (RELA) 0xae8
0x0000000000000008 (RELASZ) 5424 (bytes)
0x0000000000000009 (RELAENT) 24 (bytes)
0x000000006ffffff9 (RELACOUNT) 225
0x0000000000000017 (JMPREL) 0x2018
0x0000000000000002 (PLTRELSZ) 1080 (bytes)
0x0000000000000003 (PLTGOT) 0x1b2f0
0x0000000000000014 (PLTREL) RELA
0x0000000000000006 (SYMTAB) 0x2f8
0x000000000000000b (SYMENT) 24 (bytes)
0x0000000000000005 (STRTAB) 0x838
0x000000000000000a (STRSZ) 681 (bytes)
0x000000006ffffef5 (GNU_HASH) 0x818
0x0000000000000019 (INIT_ARRAY) 0x1b030
0x000000000000001b (INIT_ARRAYSZ) 24 (bytes)
0x000000000000001a (FINI_ARRAY) 0x1b020
0x000000000000001c (FINI_ARRAYSZ) 16 (bytes)
0x000000006ffffff0 (VERSYM) 0x778
0x000000006ffffffe (VERNEED) 0x7d8
0x000000006fffffff (VERNEEDNUM) 2
0x0000000000000000 (NULL) 0x0
Symbol table '.dynsym' contains 48 entries:
Num: Value Size Type Bind Vis Ndx Name
0: 0000000000000000 0 NOTYPE LOCAL DEFAULT UND
1: 0000000000000000 0 FUNC GLOBAL DEFAULT UND __cxa_finalize@LIBC
2: 0000000000000000 0 FUNC GLOBAL DEFAULT UND __cxa_atexit@LIBC
3: 0000000000000000 0 FUNC GLOBAL DEFAULT UND strcmp@LIBC
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+289
View File
@@ -0,0 +1,289 @@
#include "compat_logic.h"
#include <loader_interfaces.h>
#include <jni.h>
#include <openxr/openxr_platform.h>
#include <android/log.h>
#include <cstring>
#include <memory>
#include <mutex>
#include <unordered_map>
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, "FrameXrCompat", __VA_ARGS__)
#define GUARD_END catch (const std::bad_alloc&) { return XR_ERROR_OUT_OF_MEMORY; } catch (...) { return XR_ERROR_RUNTIME_FAILURE; }
namespace {
struct Dispatch {
PFN_xrGetInstanceProcAddr gipa{};
PFN_xrDestroyInstance destroy{};
PFN_xrCreateSession createSession{};
PFN_xrDestroySession destroySession{};
PFN_xrLocateSpacesKHR locate{};
PFN_xrStringToPath stringToPath{};
PFN_xrPathToString pathToString{};
PFN_xrSuggestInteractionProfileBindings suggest{};
PFN_xrSetAndroidApplicationThreadKHR thread{};
PFN_xrRequestDisplayRefreshRateFB refresh{};
frame::Names enabled, stubbed;
XrInstance instance{};
bool promote{}, palm{};
};
std::mutex mutex;
std::unordered_map<XrInstance, std::shared_ptr<Dispatch>> instances;
std::unordered_map<XrSession, std::shared_ptr<Dispatch>> sessions;
// No runtime library is opened here: every call goes through the next layer.
PFN_xrEnumerateInstanceExtensionProperties enumerateNext{};
template<class T> T proc(PFN_xrGetInstanceProcAddr gipa, XrInstance i, const char* name) {
PFN_xrVoidFunction f{};
if (XR_FAILED(gipa(i, name, &f))) return nullptr;
return reinterpret_cast<T>(f);
}
std::shared_ptr<Dispatch> get(XrInstance i) {
std::lock_guard<std::mutex> lock(mutex);
auto it = instances.find(i); return it == instances.end() ? nullptr : it->second;
}
std::shared_ptr<Dispatch> get(XrSession s) {
std::lock_guard<std::mutex> lock(mutex);
auto it = sessions.find(s); return it == sessions.end() ? nullptr : it->second;
}
XrResult properties(PFN_xrEnumerateInstanceExtensionProperties fn,
std::vector<XrExtensionProperties>& out) {
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
for (int attempt = 0; attempt < 4; ++attempt) {
uint32_t n{};
auto r = fn(nullptr, 0, &n, nullptr);
if (XR_FAILED(r)) return r;
out.assign(n, {XR_TYPE_EXTENSION_PROPERTIES, nullptr, {}, 0});
if (!n) return XR_SUCCESS;
r = fn(nullptr, n, &n, out.data());
if (r == XR_ERROR_SIZE_INSUFFICIENT) continue;
if (XR_FAILED(r)) return r;
out.resize(n); return XR_SUCCESS;
}
return XR_ERROR_RUNTIME_FAILURE;
}
XrResult XRAPI_CALL enumerate(const char* layer, uint32_t capacity, uint32_t* count,
XrExtensionProperties* output) try {
if (!count || (capacity && !output)) return XR_ERROR_VALIDATION_FAILURE;
const bool own = layer && std::strcmp(layer, frame::layerName) == 0;
PFN_xrEnumerateInstanceExtensionProperties next;
{ std::lock_guard<std::mutex> lock(mutex); next = enumerateNext; }
if (layer && *layer && !own) return next ? next(layer, capacity, count, output) : XR_ERROR_API_LAYER_NOT_PRESENT;
std::vector<XrExtensionProperties> all;
if (!own && next) {
auto r = properties(next, all); if (XR_FAILED(r)) return r;
}
for (unsigned i = 0; i < 2; ++i) {
bool found = false;
for (auto& e : all) if (!std::strcmp(e.extensionName, frame::stubs[i])) found = true;
if (!found) {
XrExtensionProperties p{XR_TYPE_EXTENSION_PROPERTIES, nullptr, {}, i == 0 ? XR_KHR_android_thread_settings_SPEC_VERSION : 1u};
std::strcpy(p.extensionName, frame::stubs[i]); all.push_back(p);
}
}
*count = static_cast<uint32_t>(all.size());
LOG("enumerate extensions: %u (includes stubs)", *count);
if (!capacity) return XR_SUCCESS;
if (capacity < all.size()) return XR_ERROR_SIZE_INSUFFICIENT;
for (size_t i = 0; i < all.size(); ++i) {
if (output[i].type != XR_TYPE_EXTENSION_PROPERTIES) return XR_ERROR_VALIDATION_FAILURE;
std::strcpy(output[i].extensionName, all[i].extensionName);
output[i].extensionVersion = all[i].extensionVersion;
}
return XR_SUCCESS;
} GUARD_END
XrResult XRAPI_CALL destroyInstance(XrInstance i) try {
auto d = get(i); if (!d) return XR_ERROR_HANDLE_INVALID;
auto r = d->destroy(i);
if (XR_SUCCEEDED(r)) {
std::lock_guard<std::mutex> lock(mutex);
for (auto it = sessions.begin(); it != sessions.end();) {
if (it->second == d) it = sessions.erase(it); else ++it;
}
instances.erase(i);
if (instances.empty()) enumerateNext = nullptr;
}
return r;
} GUARD_END
XrResult XRAPI_CALL createSession(XrInstance i, const XrSessionCreateInfo* info, XrSession* s) try {
auto d = get(i); if (!d) return XR_ERROR_HANDLE_INVALID;
auto r = d->createSession(i, info, s);
if (XR_SUCCEEDED(r)) {
try { std::lock_guard<std::mutex> lock(mutex); sessions.emplace(*s, d); }
catch (...) { d->destroySession(*s); *s = XR_NULL_HANDLE; throw; }
}
return r;
} GUARD_END
XrResult XRAPI_CALL destroySession(XrSession s) try {
auto d = get(s); if (!d) return XR_ERROR_HANDLE_INVALID;
auto r = d->destroySession(s);
if (XR_SUCCEEDED(r)) { std::lock_guard<std::mutex> lock(mutex); sessions.erase(s); }
return r;
} GUARD_END
XrResult XRAPI_CALL locateSpaces(XrSession s, const XrSpacesLocateInfo* in, XrSpaceLocations* out) try {
auto d = get(s); if (!d) return XR_ERROR_HANDLE_INVALID;
if (!d->locate) return XR_ERROR_FUNCTION_UNSUPPORTED;
static std::once_flag logged; // called every frame
std::call_once(logged, [] { LOG("xrLocateSpaces -> xrLocateSpacesKHR (core/KHR type aliases)"); });
return frame::locate(d->locate, s, in, out);
} GUARD_END
XrResult XRAPI_CALL threadSettings(XrSession s, XrAndroidThreadTypeKHR type, uint32_t tid) try {
auto d = get(s); if (!d) return XR_ERROR_HANDLE_INVALID;
if (frame::has(d->stubbed, frame::stubs[0])) {
LOG("stub xrSetAndroidApplicationThreadKHR type=%d tid=%u -> XR_SUCCESS (no scheduling change)", type, tid);
return XR_SUCCESS;
}
return d->thread ? d->thread(s, type, tid) : XR_ERROR_FUNCTION_UNSUPPORTED;
} GUARD_END
// SteamVR offers only the current refresh rate; Quest apps ask for 72/90/120 Hz
// and abort on the error, so keep the current rate and report success.
XrResult XRAPI_CALL requestRefreshRate(XrSession s, float hz) try {
auto d = get(s); if (!d) return XR_ERROR_HANDLE_INVALID;
auto r = d->refresh(s, hz);
if (r == XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB) {
LOG("xrRequestDisplayRefreshRateFB %.1f Hz unsupported; keeping the current rate", hz);
return XR_SUCCESS;
}
return r;
} GUARD_END
XrResult XRAPI_CALL stringToPath(XrInstance i, const char* path, XrPath* out) try {
auto d = get(i); if (!d) return XR_ERROR_HANDLE_INVALID;
if (!path) return XR_ERROR_VALIDATION_FAILURE;
auto rewritten = frame::rewritePath(path, d->palm);
if (rewritten != path) LOG("path %s -> %s", path, rewritten.c_str());
return d->stringToPath(i, rewritten.c_str(), out);
} GUARD_END
XrResult pathString(const Dispatch& d, XrPath path, std::string& out) {
uint32_t n{};
auto r = d.pathToString(d.instance, path, 0, &n, nullptr);
if (XR_FAILED(r)) return r;
std::vector<char> text(n);
r = d.pathToString(d.instance, path, n, &n, text.data());
if (XR_SUCCEEDED(r)) out.assign(text.data());
return r;
}
XrResult XRAPI_CALL suggest(XrInstance i, const XrInteractionProfileSuggestedBinding* info) try {
auto d = get(i); if (!d) return XR_ERROR_HANDLE_INVALID;
if (!info || (info->countSuggestedBindings && !info->suggestedBindings)) return XR_ERROR_VALIDATION_FAILURE;
std::string profile;
auto r = pathString(*d, info->interactionProfile, profile);
if (XR_FAILED(r)) return r;
if (d->promote && frame::dropProfile(profile, d->enabled)) {
LOG("drop unsupported 1.1 interaction profile %s (%u suggestions)", profile.c_str(), info->countSuggestedBindings);
return XR_SUCCESS;
}
auto copy = *info;
std::vector<XrActionSuggestedBinding> bindings;
for (uint32_t index = 0; index < info->countSuggestedBindings; ++index) {
auto b = info->suggestedBindings[index];
std::string path;
r = pathString(*d, b.binding, path); if (XR_FAILED(r)) return r;
auto rewritten = frame::rewritePath(path, d->palm);
if (rewritten != path) {
LOG("binding %s -> %s", path.c_str(), rewritten.c_str());
r = d->stringToPath(i, rewritten.c_str(), &b.binding); if (XR_FAILED(r)) return r;
}
bindings.push_back(b);
}
copy.suggestedBindings = bindings.data();
return d->suggest(i, &copy);
} GUARD_END
XrResult XRAPI_CALL gipa(XrInstance, const char*, PFN_xrVoidFunction*);
XrResult XRAPI_CALL createLayer(const XrInstanceCreateInfo* info, const XrApiLayerCreateInfo* layer,
XrInstance* instance) try {
if (!info || !instance || !layer || layer->structType != XR_LOADER_INTERFACE_STRUCT_API_LAYER_CREATE_INFO ||
layer->structVersion != XR_API_LAYER_CREATE_INFO_STRUCT_VERSION || layer->structSize != sizeof(*layer) ||
!layer->nextInfo || layer->nextInfo->structType != XR_LOADER_INTERFACE_STRUCT_API_LAYER_NEXT_INFO ||
layer->nextInfo->structVersion != XR_API_LAYER_NEXT_INFO_STRUCT_VERSION ||
layer->nextInfo->structSize != sizeof(XrApiLayerNextInfo) ||
!layer->nextInfo->nextGetInstanceProcAddr || !layer->nextInfo->nextCreateApiLayerInstance ||
(info->enabledExtensionCount && !info->enabledExtensionNames)) return XR_ERROR_INITIALIZATION_FAILED;
*instance = XR_NULL_HANDLE;
auto next = layer->nextInfo->nextGetInstanceProcAddr;
auto enumFn = proc<PFN_xrEnumerateInstanceExtensionProperties>(next, XR_NULL_HANDLE, "xrEnumerateInstanceExtensionProperties");
std::vector<XrExtensionProperties> available;
auto r = properties(enumFn, available); if (XR_FAILED(r)) { LOG("runtime extension enumeration failed: %d", r); return r; }
frame::Names requested, supported;
for (auto& p : available) supported.emplace_back(p.extensionName);
for (uint32_t n = 0; n < info->enabledExtensionCount; ++n) {
if (!info->enabledExtensionNames[n]) return XR_ERROR_VALIDATION_FAILURE;
requested.emplace_back(info->enabledExtensionNames[n]);
}
auto d = std::make_shared<Dispatch>();
d->promote = frame::downgrade(info->applicationInfo.apiVersion);
auto plan = frame::extensions(requested, supported, d->promote);
for (auto& n : plan.added) LOG("enable promoted extension %s", n.c_str());
for (auto& n : plan.stubbed) LOG("emulate missing extension %s; remove downstream", n.c_str());
for (auto& n : plan.missing) LOG("unsupported extension %s retained; runtime must reject", n.c_str());
auto copy = *info;
copy.applicationInfo.apiVersion = frame::runtimeVersion(info->applicationInfo.apiVersion);
if (d->promote) LOG("API %u.%u.%u -> 1.0.%u", unsigned(XR_VERSION_MAJOR(info->applicationInfo.apiVersion)),
unsigned(XR_VERSION_MINOR(info->applicationInfo.apiVersion)), unsigned(XR_VERSION_PATCH(info->applicationInfo.apiVersion)),
unsigned(XR_VERSION_PATCH(copy.applicationInfo.apiVersion)));
std::vector<const char*> names;
for (auto& n : plan.downstream) names.push_back(n.c_str());
copy.enabledExtensionCount = static_cast<uint32_t>(names.size()); copy.enabledExtensionNames = names.data();
auto chain = *layer; chain.nextInfo = layer->nextInfo->next;
r = layer->nextInfo->nextCreateApiLayerInstance(&copy, &chain, instance);
if (XR_FAILED(r)) { LOG("downstream xrCreateInstance -> %d", r); return r; }
d->gipa = next; d->instance = *instance;
d->destroy = proc<PFN_xrDestroyInstance>(next, *instance, "xrDestroyInstance");
// A successful runtime instance must expose xrDestroyInstance.
if (!d->destroy) { // nothing could ever destroy it, so don't hand it out
LOG("invalid downstream: missing xrDestroyInstance"); *instance = XR_NULL_HANDLE; return XR_ERROR_INITIALIZATION_FAILED;
}
try {
d->enabled = std::move(plan.downstream); d->stubbed = std::move(plan.stubbed);
d->palm = frame::has(d->enabled, "XR_EXT_palm_pose");
#define LOAD(field, name) d->field = proc<PFN_##name>(next, *instance, #name)
LOAD(createSession, xrCreateSession); LOAD(destroySession, xrDestroySession);
LOAD(stringToPath, xrStringToPath); LOAD(pathToString, xrPathToString);
LOAD(suggest, xrSuggestInteractionProfileBindings);
if (frame::has(d->enabled, "XR_KHR_locate_spaces")) LOAD(locate, xrLocateSpacesKHR);
if (frame::has(d->enabled, frame::stubs[0])) LOAD(thread, xrSetAndroidApplicationThreadKHR);
if (frame::has(d->enabled, "XR_FB_display_refresh_rate")) LOAD(refresh, xrRequestDisplayRefreshRateFB);
#undef LOAD
if (!d->createSession || !d->destroySession || !d->stringToPath || !d->pathToString || !d->suggest) {
d->destroy(*instance); *instance = XR_NULL_HANDLE; return XR_ERROR_INITIALIZATION_FAILED;
}
std::lock_guard<std::mutex> lock(mutex);
instances.emplace(*instance, d); enumerateNext = enumFn;
} catch (...) { d->destroy(*instance); *instance = XR_NULL_HANDLE; throw; }
LOG("created instance; next-layer dispatch retained (Valve layer coexists)");
return r;
} GUARD_END
XrResult XRAPI_CALL gipa(XrInstance i, const char* name, PFN_xrVoidFunction* out) try {
if (!name || !out) return XR_ERROR_VALIDATION_FAILURE;
*out = nullptr;
#define RETURN_PROC(n, fn) if (!std::strcmp(name, n)) { *out = reinterpret_cast<PFN_xrVoidFunction>(fn); return XR_SUCCESS; }
RETURN_PROC("xrGetInstanceProcAddr", gipa)
RETURN_PROC("xrCreateApiLayerInstance", createLayer)
RETURN_PROC("xrEnumerateInstanceExtensionProperties", enumerate)
auto d = get(i); if (!d) return XR_ERROR_HANDLE_INVALID;
RETURN_PROC("xrDestroyInstance", destroyInstance)
RETURN_PROC("xrCreateSession", createSession)
RETURN_PROC("xrDestroySession", destroySession)
RETURN_PROC("xrStringToPath", stringToPath)
RETURN_PROC("xrSuggestInteractionProfileBindings", suggest)
if (d->locate && d->promote) { RETURN_PROC("xrLocateSpaces", locateSpaces) }
if (frame::has(d->stubbed, frame::stubs[0])) { RETURN_PROC("xrSetAndroidApplicationThreadKHR", threadSettings) }
if (d->refresh) { RETURN_PROC("xrRequestDisplayRefreshRateFB", requestRefreshRate) }
#undef RETURN_PROC
// Includes xrGetInstanceProperties: report the actual runtime's identity.
return d->gipa(i, name, out);
} GUARD_END
} // namespace
extern "C" __attribute__((visibility("default"))) XrResult XRAPI_CALL xrNegotiateLoaderApiLayerInterface(
const XrNegotiateLoaderInfo* loader, const char* name, XrNegotiateApiLayerRequest* request) {
if (!loader || !name || !request || std::strcmp(name, frame::layerName) ||
loader->structType != XR_LOADER_INTERFACE_STRUCT_LOADER_INFO ||
loader->structVersion != XR_LOADER_INFO_STRUCT_VERSION || loader->structSize != sizeof(*loader) ||
request->structType != XR_LOADER_INTERFACE_STRUCT_API_LAYER_REQUEST ||
request->structVersion != XR_API_LAYER_INFO_STRUCT_VERSION || request->structSize != sizeof(*request) ||
loader->minInterfaceVersion > 1 || loader->maxInterfaceVersion < 1 ||
loader->minApiVersion > XR_CURRENT_API_VERSION || loader->maxApiVersion < XR_MAKE_VERSION(1, 1, 0))
return XR_ERROR_INITIALIZATION_FAILED;
request->layerInterfaceVersion = 1;
request->layerApiVersion = std::min<XrVersion>(XR_CURRENT_API_VERSION, loader->maxApiVersion);
request->getInstanceProcAddr = gipa; request->createApiLayerInstance = createLayer;
LOG("negotiated interface 1, API 1.1");
return XR_SUCCESS;
}
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@@ -0,0 +1,70 @@
#include "compat_logic.h"
#include <cstdlib>
#include <iostream>
#include <type_traits>
#define CHECK(expr) do { if (!(expr)) { std::cerr << __LINE__ << ": " #expr "\n"; std::exit(1); } } while (false)
namespace {
void* sentinel = reinterpret_cast<void*>(0x1234);
XrResult XRAPI_CALL fakeLocate(XrSession, const XrSpacesLocateInfo* in, XrSpaceLocations* out) {
CHECK(in->type == XR_TYPE_SPACES_LOCATE_INFO_KHR);
CHECK(out->type == XR_TYPE_SPACE_LOCATIONS_KHR);
CHECK(in->next == sentinel);
auto* velocities = static_cast<XrSpaceVelocitiesKHR*>(out->next);
CHECK(velocities->type == XR_TYPE_SPACE_VELOCITIES_KHR);
CHECK(velocities->next == sentinel);
CHECK(in->spaceCount == 1 && in->time == 123);
out->locations[0].pose.position.x = 42;
velocities->velocities[0].linearVelocity.y = 7;
return XR_SUCCESS;
}
}
int main() {
using namespace frame;
CHECK(!downgrade(XR_MAKE_VERSION(1, 0, 99)));
CHECK(runtimeVersion(XR_MAKE_VERSION(1, 0, 42)) == XR_MAKE_VERSION(1, 0, 42));
CHECK(runtimeVersion(XR_MAKE_VERSION(1, 1, 0)) == XR_API_VERSION_1_0);
CHECK(runtimeVersion(XR_MAKE_VERSION(1, 1, 999)) == XR_API_VERSION_1_0);
CHECK(runtimeVersion(XR_MAKE_VERSION(2, 0, 0)) == XR_API_VERSION_1_0);
Names available{"XR_KHR_locate_spaces", "XR_EXT_palm_pose", "XR_EXT_hand_interaction", "XR_VARJO_quad_views"};
Names requested{stubs[0], stubs[1], "XR_MISSING_test", "XR_EXT_palm_pose"};
auto p = extensions(requested, available, true);
CHECK(p.stubbed.size() == 2 && p.missing == Names{"XR_MISSING_test"});
CHECK(has(p.downstream, "XR_MISSING_test"));
CHECK(has(p.downstream, "XR_KHR_locate_spaces") && has(p.downstream, "XR_VARJO_quad_views"));
CHECK(!has(p.downstream, "XR_EXT_hand_interaction"));
CHECK(!has(p.downstream, "XR_EXT_local_floor"));
CHECK(std::count(p.downstream.begin(), p.downstream.end(), "XR_EXT_palm_pose") == 1);
available.push_back(stubs[0]);
CHECK(extensions(requested, available, true).stubbed == Names{stubs[1]});
CHECK(extensions({}, available, false).downstream.empty());
CHECK(rewritePath("/user/hand/left/input/grip_surface/pose", true) == "/user/hand/left/input/palm_ext/pose");
CHECK(rewritePath("/user/hand/right/input/grip_surface/pose", true) == "/user/hand/right/input/palm_ext/pose");
CHECK(rewritePath("/user/hand/left/input/grip_surface/pose", false) == "/user/hand/left/input/grip_surface/pose");
CHECK(rewritePath("/user/hand/left/input/grip_surface/pose/extra", true) == "/user/hand/left/input/grip_surface/pose/extra");
CHECK(rewritePath("/user/hand/left/input/grip/pose", true) == "/user/hand/left/input/grip/pose");
CHECK(dropProfile("/interaction_profiles/meta/touch_pro_controller", {}));
CHECK(dropProfile("/interaction_profiles/meta/touch_controller_quest_2", {}));
CHECK(dropProfile("/interaction_profiles/hp/mixed_reality_controller", {}));
CHECK(!dropProfile("/interaction_profiles/hp/mixed_reality_controller", {"XR_EXT_hp_mixed_reality_controller"}));
CHECK(!dropProfile("/interaction_profiles/oculus/touch_controller", {}));
CHECK(!dropProfile("/interaction_profiles/khr/simple_controller", {}));
CHECK(!dropProfile("/interaction_profiles/valve/frame_controller", {}));
CHECK(!dropProfile("/interaction_profiles/ext/hand_interaction_ext", {}));
CHECK(extensionType(XR_TYPE_SPACES_LOCATE_INFO) == XR_TYPE_SPACES_LOCATE_INFO_KHR);
CHECK(extensionType(XR_TYPE_SPACE_LOCATIONS) == XR_TYPE_SPACE_LOCATIONS_KHR);
CHECK(extensionType(XR_TYPE_SPACE_VELOCITIES) == XR_TYPE_SPACE_VELOCITIES_KHR);
CHECK(extensionType(XR_TYPE_INSTANCE_CREATE_INFO) == XR_TYPE_INSTANCE_CREATE_INFO);
static_assert(std::is_same_v<XrSpaceVelocities, XrSpaceVelocitiesKHR>);
XrSpace space{};
XrSpaceLocationData data{};
XrSpaceVelocityData velocity{};
XrSpaceVelocities velocities{XR_TYPE_SPACE_VELOCITIES, sentinel, 1, &velocity};
XrSpaceLocations locations{XR_TYPE_SPACE_LOCATIONS, &velocities, 1, &data};
XrSpacesLocateInfo info{XR_TYPE_SPACES_LOCATE_INFO, sentinel, XR_NULL_HANDLE, 123, 1, &space};
CHECK(locate(fakeLocate, XR_NULL_HANDLE, &info, &locations) == XR_SUCCESS);
CHECK(data.pose.position.x == 42 && velocity.linearVelocity.y == 7);
CHECK(info.next == sentinel && locations.next == &velocities && velocities.next == sentinel);
CHECK(info.type == XR_TYPE_SPACES_LOCATE_INFO && locations.type == XR_TYPE_SPACE_LOCATIONS && velocities.type == XR_TYPE_SPACE_VELOCITIES);
CHECK(locate(fakeLocate, XR_NULL_HANDLE, nullptr, &locations) == XR_ERROR_VALIDATION_FAILURE);
std::cout << "All version, extension, path/profile and locate-chain checks passed\n";
}
@@ -0,0 +1,134 @@
// Compile the actual layer with host-only JNI/logging shims, and a fake next
// layer. This exercises ABI routing without a runtime or a headset.
#include "../layer.cpp"
#include <cstdlib>
#include <iostream>
#define CHECK(expr) do { if (!(expr)) { std::cerr << __LINE__ << ": " #expr "\n"; std::exit(1); } } while (false)
namespace {
uintptr_t serial = 100;
frame::Names seenExtensions;
XrVersion seenVersion{};
XrApiLayerNextInfo* seenNext{};
int suggestionCalls{}, locateCalls{}, realThreadCalls{};
bool nativeThread{};
std::unordered_map<XrPath, std::string> paths;
XrResult XRAPI_CALL fakeEnumerate(const char*, uint32_t capacity, uint32_t* count, XrExtensionProperties* out) {
const char* extensions[] = {"XR_KHR_locate_spaces", "XR_EXT_palm_pose", frame::stubs[0]};
*count = nativeThread ? 3 : 2;
if (!capacity) return XR_SUCCESS;
if (capacity < *count) return XR_ERROR_SIZE_INSUFFICIENT;
for (uint32_t j = 0; j < *count; ++j) { std::strcpy(out[j].extensionName, extensions[j]); out[j].extensionVersion = 1; }
return XR_SUCCESS;
}
XrResult XRAPI_CALL fakeCreate(const XrInstanceCreateInfo* in, const XrApiLayerCreateInfo* layer, XrInstance* i) {
seenVersion = in->applicationInfo.apiVersion; seenNext = layer->nextInfo;
seenExtensions.clear();
for (uint32_t j = 0; j < in->enabledExtensionCount; ++j) seenExtensions.emplace_back(in->enabledExtensionNames[j]);
if (frame::has(seenExtensions, "XR_MISSING_test")) return XR_ERROR_EXTENSION_NOT_PRESENT;
*i = reinterpret_cast<XrInstance>(++serial); return XR_SUCCESS;
}
XrResult XRAPI_CALL fakeDestroy(XrInstance) { return XR_SUCCESS; }
XrResult XRAPI_CALL fakeCreateSession(XrInstance, const XrSessionCreateInfo*, XrSession* s) {
*s = reinterpret_cast<XrSession>(++serial); return XR_SUCCESS;
}
XrResult XRAPI_CALL fakeDestroySession(XrSession) { return XR_SUCCESS; }
XrResult XRAPI_CALL fakeString(XrInstance, const char* text, XrPath* p) {
*p = ++serial; paths[*p] = text; return XR_SUCCESS;
}
XrResult XRAPI_CALL fakePath(XrInstance, XrPath p, uint32_t cap, uint32_t* count, char* out) {
if (!paths.count(p)) return XR_ERROR_PATH_INVALID;
*count = static_cast<uint32_t>(paths[p].size() + 1);
if (!cap) return XR_SUCCESS;
if (cap < *count) return XR_ERROR_SIZE_INSUFFICIENT;
std::strcpy(out, paths[p].c_str()); return XR_SUCCESS;
}
XrResult XRAPI_CALL fakeSuggest(XrInstance, const XrInteractionProfileSuggestedBinding* info) {
++suggestionCalls;
if (info->countSuggestedBindings) CHECK(paths[info->suggestedBindings[0].binding] == "/user/hand/left/input/palm_ext/pose");
return XR_SUCCESS;
}
XrResult XRAPI_CALL fakeLocate(XrSession, const XrSpacesLocateInfo*, XrSpaceLocations*) { ++locateCalls; return XR_SUCCESS; }
XrResult XRAPI_CALL fakeThread(XrSession, XrAndroidThreadTypeKHR, uint32_t) { ++realThreadCalls; return XR_TIMEOUT_EXPIRED; }
XrResult XRAPI_CALL fakeProperties(XrInstance, XrInstanceProperties*) { return XR_SUCCESS; }
XrResult XRAPI_CALL fakeGipa(XrInstance, const char* n, PFN_xrVoidFunction* out) {
#define MAP(name, f) if (!std::strcmp(n, name)) { *out = reinterpret_cast<PFN_xrVoidFunction>(f); return XR_SUCCESS; }
MAP("xrEnumerateInstanceExtensionProperties", fakeEnumerate)
MAP("xrDestroyInstance", fakeDestroy)
MAP("xrCreateSession", fakeCreateSession) MAP("xrDestroySession", fakeDestroySession)
MAP("xrStringToPath", fakeString) MAP("xrPathToString", fakePath)
MAP("xrSuggestInteractionProfileBindings", fakeSuggest) MAP("xrLocateSpacesKHR", fakeLocate)
MAP("xrSetAndroidApplicationThreadKHR", fakeThread) MAP("xrGetInstanceProperties", fakeProperties)
#undef MAP
*out = nullptr; return XR_ERROR_FUNCTION_UNSUPPORTED;
}
}
int main() {
XrNegotiateLoaderInfo loader{XR_LOADER_INTERFACE_STRUCT_LOADER_INFO, 1, sizeof(XrNegotiateLoaderInfo), 1, 1,
XR_MAKE_VERSION(1,0,0), XR_MAKE_VERSION(1,1023,4095)};
XrNegotiateApiLayerRequest request{};
request.structType = XR_LOADER_INTERFACE_STRUCT_API_LAYER_REQUEST; request.structVersion = 1; request.structSize = sizeof(request);
CHECK(xrNegotiateLoaderApiLayerInterface(&loader, frame::layerName, &request) == XR_SUCCESS);
CHECK(request.getInstanceProcAddr && request.createApiLayerInstance);
loader.maxApiVersion = XR_MAKE_VERSION(1,1,0);
CHECK(xrNegotiateLoaderApiLayerInterface(&loader, frame::layerName, &request) == XR_SUCCESS);
CHECK(request.layerApiVersion == loader.maxApiVersion);
loader.maxApiVersion = XR_MAKE_VERSION(1,0,99);
CHECK(xrNegotiateLoaderApiLayerInterface(&loader, frame::layerName, &request) == XR_ERROR_INITIALIZATION_FAILED);
loader.maxApiVersion = XR_MAKE_VERSION(1,1023,4095);
CHECK(xrNegotiateLoaderApiLayerInterface(&loader, "wrong", &request) == XR_ERROR_INITIALIZATION_FAILED);
XrApiLayerNextInfo tail{};
XrApiLayerNextInfo next{XR_LOADER_INTERFACE_STRUCT_API_LAYER_NEXT_INFO, 1, sizeof(XrApiLayerNextInfo), {}, fakeGipa, fakeCreate, &tail};
XrApiLayerCreateInfo layer{XR_LOADER_INTERFACE_STRUCT_API_LAYER_CREATE_INFO, 1, sizeof(XrApiLayerCreateInfo), nullptr, {}, &next};
XrInstanceCreateInfo info{XR_TYPE_INSTANCE_CREATE_INFO, nullptr, 0, {}, 0, nullptr, 2, frame::stubs};
info.applicationInfo.apiVersion = XR_MAKE_VERSION(1,1,999);
XrInstance a{}, b{};
CHECK(createLayer(&info, &layer, &a) == XR_SUCCESS);
CHECK(seenVersion == XR_API_VERSION_1_0 && info.applicationInfo.apiVersion == XR_MAKE_VERSION(1,1,999));
CHECK(seenNext == &tail && layer.nextInfo == &next);
CHECK(!frame::has(seenExtensions, frame::stubs[0]) && frame::has(seenExtensions, "XR_KHR_locate_spaces"));
XrSession sa{}, sb{};
CHECK(createSession(a, nullptr, &sa) == XR_SUCCESS);
CHECK(threadSettings(sa, XR_ANDROID_THREAD_TYPE_APPLICATION_MAIN_KHR, 1) == XR_SUCCESS);
nativeThread = true;
CHECK(createLayer(&info, &layer, &b) == XR_SUCCESS);
CHECK(frame::has(seenExtensions, frame::stubs[0]));
CHECK(createSession(b, nullptr, &sb) == XR_SUCCESS);
PFN_xrVoidFunction fn{};
CHECK(gipa(b, "xrSetAndroidApplicationThreadKHR", &fn) == XR_SUCCESS);
CHECK(reinterpret_cast<PFN_xrSetAndroidApplicationThreadKHR>(fn)(sb, XR_ANDROID_THREAD_TYPE_APPLICATION_MAIN_KHR, 1) == XR_TIMEOUT_EXPIRED);
CHECK(realThreadCalls == 1);
CHECK(threadSettings(sa, XR_ANDROID_THREAD_TYPE_APPLICATION_MAIN_KHR, 1) == XR_SUCCESS);
CHECK(gipa(a, "xrGetInstanceProperties", &fn) == XR_SUCCESS && fn == reinterpret_cast<PFN_xrVoidFunction>(fakeProperties));
CHECK(gipa(a, "xrLocateSpaces", &fn) == XR_SUCCESS);
XrSpacesLocateInfo locateInfo{XR_TYPE_SPACES_LOCATE_INFO, nullptr, XR_NULL_HANDLE, 1, 0, nullptr};
XrSpaceLocations locations{XR_TYPE_SPACE_LOCATIONS, nullptr, 0, nullptr};
CHECK(reinterpret_cast<PFN_xrLocateSpaces>(fn)(sa, &locateInfo, &locations) == XR_SUCCESS && locateCalls == 1);
XrPath binding{}, profile{};
CHECK(stringToPath(a, "/user/hand/left/input/grip_surface/pose", &binding) == XR_SUCCESS);
CHECK(paths[binding] == "/user/hand/left/input/palm_ext/pose");
fakeString(a, "/user/hand/left/input/grip_surface/pose", &binding); // preexisting path: rewrite in suggest too
fakeString(a, "/interaction_profiles/oculus/touch_controller", &profile);
XrActionSuggestedBinding action{XR_NULL_HANDLE, binding};
XrInteractionProfileSuggestedBinding suggested{XR_TYPE_INTERACTION_PROFILE_SUGGESTED_BINDING, nullptr, profile, 1, &action};
CHECK(suggest(a, &suggested) == XR_SUCCESS && suggestionCalls == 1);
CHECK(paths[action.binding] == "/user/hand/left/input/grip_surface/pose");
fakeString(a, "/interaction_profiles/meta/touch_pro_controller", &suggested.interactionProfile);
CHECK(suggest(a, &suggested) == XR_SUCCESS && suggestionCalls == 1);
uint32_t count{};
CHECK(enumerate(frame::layerName, 0, &count, nullptr) == XR_SUCCESS && count == 2);
XrExtensionProperties props[2]{{XR_TYPE_EXTENSION_PROPERTIES, nullptr, {}, 0}, {XR_TYPE_EXTENSION_PROPERTIES, nullptr, {}, 0}};
CHECK(enumerate(frame::layerName, 1, &count, props) == XR_ERROR_SIZE_INSUFFICIENT);
CHECK(enumerate(frame::layerName, 2, &count, props) == XR_SUCCESS && count == 2);
CHECK(enumerate(nullptr, 0, &count, nullptr) == XR_SUCCESS && count == 4);
const char* missing = "XR_MISSING_test";
info.enabledExtensionCount = 1; info.enabledExtensionNames = &missing;
XrInstance failed{};
CHECK(createLayer(&info, &layer, &failed) == XR_ERROR_EXTENSION_NOT_PRESENT && failed == XR_NULL_HANDLE);
CHECK(destroySession(sa) == XR_SUCCESS);
CHECK(threadSettings(sa, XR_ANDROID_THREAD_TYPE_APPLICATION_MAIN_KHR, 1) == XR_ERROR_HANDLE_INVALID);
CHECK(destroyInstance(a) == XR_SUCCESS);
CHECK(get(sb) && !get(a));
CHECK(destroyInstance(b) == XR_SUCCESS && !get(sb));
CHECK(instances.empty() && sessions.empty() && enumerateNext == nullptr);
std::cout << "Negotiation, next-layer chaining, multi-instance dispatch, stubs, forwarding and cleanup passed\n";
}
@@ -0,0 +1,9 @@
#pragma once
// Host-only logcat replacement. Android builds use the NDK header and liblog.
#include <cstdarg>
#include <cstdio>
#define ANDROID_LOG_INFO 4
inline int __android_log_print(int, const char*, const char* fmt, ...) {
va_list args; va_start(args, fmt); auto r = std::vfprintf(stderr, fmt, args);
va_end(args); std::fputc('\n', stderr); return r;
}
+3
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@@ -0,0 +1,3 @@
#pragma once
// Only the opaque jobject declaration is needed by openxr_platform.h.
typedef void* jobject;
+208
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@@ -0,0 +1,208 @@
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+114
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@@ -0,0 +1,114 @@
// Copyright (c) 2017-2023, The Khronos Group Inc.
// Copyright (c) 2017 Valve Corporation
// Copyright (c) 2017 LunarG, Inc.
//
// SPDX-License-Identifier: Apache-2.0 OR MIT
//
// Initial Author: Mark Young <marky@lunarg.com>
//
#pragma once
#include <openxr/openxr.h>
#ifdef __cplusplus
extern "C" {
#endif
// Forward declare.
typedef struct XrApiLayerCreateInfo XrApiLayerCreateInfo;
// Function pointer prototype for the xrCreateApiLayerInstance function used in place of xrCreateInstance.
// This function allows us to pass special API layer information to each layer during the process of creating an Instance.
typedef XrResult(XRAPI_PTR *PFN_xrCreateApiLayerInstance)(const XrInstanceCreateInfo *info,
const XrApiLayerCreateInfo *apiLayerInfo, XrInstance *instance);
// Loader/API Layer Interface versions
// 1 - First version, introduces negotiation structure and functions
#define XR_CURRENT_LOADER_API_LAYER_VERSION 1
// Loader/Runtime Interface versions
// 1 - First version, introduces negotiation structure and functions
#define XR_CURRENT_LOADER_RUNTIME_VERSION 1
// Version negotiation values
typedef enum XrLoaderInterfaceStructs {
XR_LOADER_INTERFACE_STRUCT_UNINTIALIZED = 0,
XR_LOADER_INTERFACE_STRUCT_LOADER_INFO,
XR_LOADER_INTERFACE_STRUCT_API_LAYER_REQUEST,
XR_LOADER_INTERFACE_STRUCT_RUNTIME_REQUEST,
XR_LOADER_INTERFACE_STRUCT_API_LAYER_CREATE_INFO,
XR_LOADER_INTERFACE_STRUCT_API_LAYER_NEXT_INFO,
} XrLoaderInterfaceStructs;
#define XR_LOADER_INFO_STRUCT_VERSION 1
typedef struct XrNegotiateLoaderInfo {
XrLoaderInterfaceStructs structType; // XR_LOADER_INTERFACE_STRUCT_LOADER_INFO
uint32_t structVersion; // XR_LOADER_INFO_STRUCT_VERSION
size_t structSize; // sizeof(XrNegotiateLoaderInfo)
uint32_t minInterfaceVersion;
uint32_t maxInterfaceVersion;
XrVersion minApiVersion;
XrVersion maxApiVersion;
} XrNegotiateLoaderInfo;
#define XR_API_LAYER_INFO_STRUCT_VERSION 1
typedef struct XrNegotiateApiLayerRequest {
XrLoaderInterfaceStructs structType; // XR_LOADER_INTERFACE_STRUCT_API_LAYER_REQUEST
uint32_t structVersion; // XR_API_LAYER_INFO_STRUCT_VERSION
size_t structSize; // sizeof(XrNegotiateApiLayerRequest)
uint32_t layerInterfaceVersion; // CURRENT_LOADER_API_LAYER_VERSION
XrVersion layerApiVersion;
PFN_xrGetInstanceProcAddr getInstanceProcAddr;
PFN_xrCreateApiLayerInstance createApiLayerInstance;
} XrNegotiateApiLayerRequest;
#define XR_RUNTIME_INFO_STRUCT_VERSION 1
typedef struct XrNegotiateRuntimeRequest {
XrLoaderInterfaceStructs structType; // XR_LOADER_INTERFACE_STRUCT_RUNTIME_REQUEST
uint32_t structVersion; // XR_RUNTIME_INFO_STRUCT_VERSION
size_t structSize; // sizeof(XrNegotiateRuntimeRequest)
uint32_t runtimeInterfaceVersion; // CURRENT_LOADER_RUNTIME_VERSION
XrVersion runtimeApiVersion;
PFN_xrGetInstanceProcAddr getInstanceProcAddr;
} XrNegotiateRuntimeRequest;
// Function used to negotiate an interface betewen the loader and an API layer. Each library exposing one or
// more API layers needs to expose at least this function.
typedef XrResult(XRAPI_PTR *PFN_xrNegotiateLoaderApiLayerInterface)(const XrNegotiateLoaderInfo *loaderInfo,
const char *apiLayerName,
XrNegotiateApiLayerRequest *apiLayerRequest);
// Function used to negotiate an interface betewen the loader and a runtime. Each runtime should expose
// at least this function.
typedef XrResult(XRAPI_PTR *PFN_xrNegotiateLoaderRuntimeInterface)(const XrNegotiateLoaderInfo *loaderInfo,
XrNegotiateRuntimeRequest *runtimeRequest);
// Forward declare.
typedef struct XrApiLayerNextInfo XrApiLayerNextInfo;
#define XR_API_LAYER_NEXT_INFO_STRUCT_VERSION 1
struct XrApiLayerNextInfo {
XrLoaderInterfaceStructs structType; // XR_LOADER_INTERFACE_STRUCT_API_LAYER_NEXT_INFO
uint32_t structVersion; // XR_API_LAYER_NEXT_INFO_STRUCT_VERSION
size_t structSize; // sizeof(XrApiLayerNextInfo)
char layerName[XR_MAX_API_LAYER_NAME_SIZE]; // Name of API layer which should receive this info
PFN_xrGetInstanceProcAddr nextGetInstanceProcAddr; // Pointer to next API layer's xrGetInstanceProcAddr
PFN_xrCreateApiLayerInstance nextCreateApiLayerInstance; // Pointer to next API layer's xrCreateApiLayerInstance
XrApiLayerNextInfo *next; // Pointer to the next API layer info in the sequence
};
#define XR_API_LAYER_MAX_SETTINGS_PATH_SIZE 512
#define XR_API_LAYER_CREATE_INFO_STRUCT_VERSION 1
typedef struct XrApiLayerCreateInfo {
XrLoaderInterfaceStructs structType; // XR_LOADER_INTERFACE_STRUCT_API_LAYER_CREATE_INFO
uint32_t structVersion; // XR_API_LAYER_CREATE_INFO_STRUCT_VERSION
size_t structSize; // sizeof(XrApiLayerCreateInfo)
void *loaderInstance; // Pointer to the LoaderInstance class
char settings_file_location[XR_API_LAYER_MAX_SETTINGS_PATH_SIZE]; // Location to the found settings file (or empty '\0')
XrApiLayerNextInfo *nextInfo; // Pointer to the next API layer's Info
} XrApiLayerCreateInfo;
#ifdef __cplusplus
} // extern "C"
#endif
File diff suppressed because it is too large. Load diff
+819
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#ifndef OPENXR_PLATFORM_H_
#define OPENXR_PLATFORM_H_ 1
/*
** Copyright 2017-2026 The Khronos Group Inc.
**
** SPDX-License-Identifier: Apache-2.0 OR MIT
*/
/*
** This header is generated from the Khronos OpenXR XML API Registry.
**
*/
#include "openxr.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef XR_USE_PLATFORM_ANDROID
// XR_KHR_android_thread_settings is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_android_thread_settings 1
#define XR_KHR_android_thread_settings_SPEC_VERSION 6
#define XR_KHR_ANDROID_THREAD_SETTINGS_EXTENSION_NAME "XR_KHR_android_thread_settings"
typedef enum XrAndroidThreadTypeKHR {
XR_ANDROID_THREAD_TYPE_APPLICATION_MAIN_KHR = 1,
XR_ANDROID_THREAD_TYPE_APPLICATION_WORKER_KHR = 2,
XR_ANDROID_THREAD_TYPE_RENDERER_MAIN_KHR = 3,
XR_ANDROID_THREAD_TYPE_RENDERER_WORKER_KHR = 4,
XR_ANDROID_THREAD_TYPE_MAX_ENUM_KHR = 0x7FFFFFFF
} XrAndroidThreadTypeKHR;
typedef XrResult (XRAPI_PTR *PFN_xrSetAndroidApplicationThreadKHR)(XrSession session, XrAndroidThreadTypeKHR threadType, uint32_t threadId);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrSetAndroidApplicationThreadKHR(
XrSession session,
XrAndroidThreadTypeKHR threadType,
uint32_t threadId);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_KHR_android_surface_swapchain is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_android_surface_swapchain 1
#define XR_KHR_android_surface_swapchain_SPEC_VERSION 4
#define XR_KHR_ANDROID_SURFACE_SWAPCHAIN_EXTENSION_NAME "XR_KHR_android_surface_swapchain"
typedef XrResult (XRAPI_PTR *PFN_xrCreateSwapchainAndroidSurfaceKHR)(XrSession session, const XrSwapchainCreateInfo* info, XrSwapchain* swapchain, jobject* surface);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchainAndroidSurfaceKHR(
XrSession session,
const XrSwapchainCreateInfo* info,
XrSwapchain* swapchain,
jobject* surface);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_KHR_android_create_instance is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_android_create_instance 1
#define XR_KHR_android_create_instance_SPEC_VERSION 3
#define XR_KHR_ANDROID_CREATE_INSTANCE_EXTENSION_NAME "XR_KHR_android_create_instance"
// XrInstanceCreateInfoAndroidKHR extends XrInstanceCreateInfo
typedef struct XrInstanceCreateInfoAndroidKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
void* XR_MAY_ALIAS applicationVM;
void* XR_MAY_ALIAS applicationActivity;
} XrInstanceCreateInfoAndroidKHR;
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_KHR_vulkan_swapchain_format_list is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_vulkan_swapchain_format_list 1
#define XR_KHR_vulkan_swapchain_format_list_SPEC_VERSION 5
#define XR_KHR_VULKAN_SWAPCHAIN_FORMAT_LIST_EXTENSION_NAME "XR_KHR_vulkan_swapchain_format_list"
// XrVulkanSwapchainFormatListCreateInfoKHR extends XrSwapchainCreateInfo
typedef struct XrVulkanSwapchainFormatListCreateInfoKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
uint32_t viewFormatCount;
const VkFormat* viewFormats;
} XrVulkanSwapchainFormatListCreateInfoKHR;
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_GRAPHICS_API_OPENGL
// XR_KHR_opengl_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_opengl_enable 1
#define XR_KHR_opengl_enable_SPEC_VERSION 12
#define XR_KHR_OPENGL_ENABLE_EXTENSION_NAME "XR_KHR_opengl_enable"
#ifdef XR_USE_PLATFORM_WIN32
// XrGraphicsBindingOpenGLWin32KHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingOpenGLWin32KHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
HDC hDC;
HGLRC hGLRC;
} XrGraphicsBindingOpenGLWin32KHR;
#endif // XR_USE_PLATFORM_WIN32
#ifdef XR_USE_PLATFORM_XLIB
// XrGraphicsBindingOpenGLXlibKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingOpenGLXlibKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
Display* xDisplay;
uint32_t visualid;
GLXFBConfig glxFBConfig;
GLXDrawable glxDrawable;
GLXContext glxContext;
} XrGraphicsBindingOpenGLXlibKHR;
#endif // XR_USE_PLATFORM_XLIB
#ifdef XR_USE_PLATFORM_XCB
// XrGraphicsBindingOpenGLXcbKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingOpenGLXcbKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
xcb_connection_t* connection;
uint32_t screenNumber;
xcb_glx_fbconfig_t fbconfigid;
xcb_visualid_t visualid;
xcb_glx_drawable_t glxDrawable;
xcb_glx_context_t glxContext;
} XrGraphicsBindingOpenGLXcbKHR;
#endif // XR_USE_PLATFORM_XCB
#ifdef XR_USE_PLATFORM_WAYLAND
// XrGraphicsBindingOpenGLWaylandKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingOpenGLWaylandKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
struct wl_display* display;
} XrGraphicsBindingOpenGLWaylandKHR;
#endif // XR_USE_PLATFORM_WAYLAND
typedef struct XrSwapchainImageOpenGLKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
uint32_t image;
} XrSwapchainImageOpenGLKHR;
typedef struct XrGraphicsRequirementsOpenGLKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
XrVersion minApiVersionSupported;
XrVersion maxApiVersionSupported;
} XrGraphicsRequirementsOpenGLKHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetOpenGLGraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsOpenGLKHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetOpenGLGraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsOpenGLKHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_OPENGL */
#ifdef XR_USE_GRAPHICS_API_OPENGL_ES
// XR_KHR_opengl_es_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_opengl_es_enable 1
#define XR_KHR_opengl_es_enable_SPEC_VERSION 10
#define XR_KHR_OPENGL_ES_ENABLE_EXTENSION_NAME "XR_KHR_opengl_es_enable"
#ifdef XR_USE_PLATFORM_ANDROID
// XrGraphicsBindingOpenGLESAndroidKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingOpenGLESAndroidKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
EGLDisplay display;
EGLConfig config;
EGLContext context;
} XrGraphicsBindingOpenGLESAndroidKHR;
#endif // XR_USE_PLATFORM_ANDROID
typedef struct XrSwapchainImageOpenGLESKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
uint32_t image;
} XrSwapchainImageOpenGLESKHR;
typedef struct XrGraphicsRequirementsOpenGLESKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
XrVersion minApiVersionSupported;
XrVersion maxApiVersionSupported;
} XrGraphicsRequirementsOpenGLESKHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetOpenGLESGraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsOpenGLESKHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetOpenGLESGraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsOpenGLESKHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_OPENGL_ES */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_KHR_vulkan_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_vulkan_enable 1
#define XR_KHR_vulkan_enable_SPEC_VERSION 10
#define XR_KHR_VULKAN_ENABLE_EXTENSION_NAME "XR_KHR_vulkan_enable"
// XrGraphicsBindingVulkanKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingVulkanKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
VkInstance instance;
VkPhysicalDevice physicalDevice;
VkDevice device;
uint32_t queueFamilyIndex;
uint32_t queueIndex;
} XrGraphicsBindingVulkanKHR;
typedef struct XrSwapchainImageVulkanKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
VkImage image;
} XrSwapchainImageVulkanKHR;
typedef struct XrGraphicsRequirementsVulkanKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
XrVersion minApiVersionSupported;
XrVersion maxApiVersionSupported;
} XrGraphicsRequirementsVulkanKHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanInstanceExtensionsKHR)(XrInstance instance, XrSystemId systemId, uint32_t bufferCapacityInput, uint32_t* bufferCountOutput, char* buffer);
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanDeviceExtensionsKHR)(XrInstance instance, XrSystemId systemId, uint32_t bufferCapacityInput, uint32_t* bufferCountOutput, char* buffer);
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanGraphicsDeviceKHR)(XrInstance instance, XrSystemId systemId, VkInstance vkInstance, VkPhysicalDevice* vkPhysicalDevice);
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanGraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsVulkanKHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanInstanceExtensionsKHR(
XrInstance instance,
XrSystemId systemId,
uint32_t bufferCapacityInput,
uint32_t* bufferCountOutput,
char* buffer);
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanDeviceExtensionsKHR(
XrInstance instance,
XrSystemId systemId,
uint32_t bufferCapacityInput,
uint32_t* bufferCountOutput,
char* buffer);
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanGraphicsDeviceKHR(
XrInstance instance,
XrSystemId systemId,
VkInstance vkInstance,
VkPhysicalDevice* vkPhysicalDevice);
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanGraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsVulkanKHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_GRAPHICS_API_D3D11
// XR_KHR_D3D11_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_D3D11_enable 1
#define XR_KHR_D3D11_enable_SPEC_VERSION 11
#define XR_KHR_D3D11_ENABLE_EXTENSION_NAME "XR_KHR_D3D11_enable"
// XrGraphicsBindingD3D11KHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingD3D11KHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
ID3D11Device* device;
} XrGraphicsBindingD3D11KHR;
typedef struct XrSwapchainImageD3D11KHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
ID3D11Texture2D* texture;
} XrSwapchainImageD3D11KHR;
typedef struct XrGraphicsRequirementsD3D11KHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
LUID adapterLuid;
D3D_FEATURE_LEVEL minFeatureLevel;
} XrGraphicsRequirementsD3D11KHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetD3D11GraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsD3D11KHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetD3D11GraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsD3D11KHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_D3D11 */
#ifdef XR_USE_GRAPHICS_API_D3D12
// XR_KHR_D3D12_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_D3D12_enable 1
#define XR_KHR_D3D12_enable_SPEC_VERSION 11
#define XR_KHR_D3D12_ENABLE_EXTENSION_NAME "XR_KHR_D3D12_enable"
// XrGraphicsBindingD3D12KHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingD3D12KHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
ID3D12Device* device;
ID3D12CommandQueue* queue;
} XrGraphicsBindingD3D12KHR;
typedef struct XrSwapchainImageD3D12KHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
ID3D12Resource* texture;
} XrSwapchainImageD3D12KHR;
typedef struct XrGraphicsRequirementsD3D12KHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
LUID adapterLuid;
D3D_FEATURE_LEVEL minFeatureLevel;
} XrGraphicsRequirementsD3D12KHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetD3D12GraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsD3D12KHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetD3D12GraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsD3D12KHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_D3D12 */
#ifdef XR_USE_GRAPHICS_API_METAL
// XR_KHR_metal_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_metal_enable 1
#define XR_KHR_metal_enable_SPEC_VERSION 3
#define XR_KHR_METAL_ENABLE_EXTENSION_NAME "XR_KHR_metal_enable"
// XrGraphicsBindingMetalKHR extends XrSessionCreateInfo
typedef struct XrGraphicsBindingMetalKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
void* XR_MAY_ALIAS commandQueue;
} XrGraphicsBindingMetalKHR;
typedef struct XrSwapchainImageMetalKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
void* XR_MAY_ALIAS texture;
} XrSwapchainImageMetalKHR;
typedef struct XrGraphicsRequirementsMetalKHR {
XrStructureType type;
void* XR_MAY_ALIAS next;
void* XR_MAY_ALIAS metalDevice;
} XrGraphicsRequirementsMetalKHR;
typedef XrResult (XRAPI_PTR *PFN_xrGetMetalGraphicsRequirementsKHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsMetalKHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetMetalGraphicsRequirementsKHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsMetalKHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_METAL */
#ifdef XR_USE_PLATFORM_WIN32
// XR_KHR_win32_convert_performance_counter_time is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_win32_convert_performance_counter_time 1
#define XR_KHR_win32_convert_performance_counter_time_SPEC_VERSION 1
#define XR_KHR_WIN32_CONVERT_PERFORMANCE_COUNTER_TIME_EXTENSION_NAME "XR_KHR_win32_convert_performance_counter_time"
typedef XrResult (XRAPI_PTR *PFN_xrConvertWin32PerformanceCounterToTimeKHR)(XrInstance instance, const LARGE_INTEGER* performanceCounter, XrTime* time);
typedef XrResult (XRAPI_PTR *PFN_xrConvertTimeToWin32PerformanceCounterKHR)(XrInstance instance, XrTime time, LARGE_INTEGER* performanceCounter);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrConvertWin32PerformanceCounterToTimeKHR(
XrInstance instance,
const LARGE_INTEGER* performanceCounter,
XrTime* time);
XRAPI_ATTR XrResult XRAPI_CALL xrConvertTimeToWin32PerformanceCounterKHR(
XrInstance instance,
XrTime time,
LARGE_INTEGER* performanceCounter);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_WIN32 */
#ifdef XR_USE_TIMESPEC
// XR_KHR_convert_timespec_time is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_convert_timespec_time 1
#define XR_KHR_convert_timespec_time_SPEC_VERSION 1
#define XR_KHR_CONVERT_TIMESPEC_TIME_EXTENSION_NAME "XR_KHR_convert_timespec_time"
typedef XrResult (XRAPI_PTR *PFN_xrConvertTimespecTimeToTimeKHR)(XrInstance instance, const struct timespec* timespecTime, XrTime* time);
typedef XrResult (XRAPI_PTR *PFN_xrConvertTimeToTimespecTimeKHR)(XrInstance instance, XrTime time, struct timespec* timespecTime);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrConvertTimespecTimeToTimeKHR(
XrInstance instance,
const struct timespec* timespecTime,
XrTime* time);
XRAPI_ATTR XrResult XRAPI_CALL xrConvertTimeToTimespecTimeKHR(
XrInstance instance,
XrTime time,
struct timespec* timespecTime);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_TIMESPEC */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_KHR_loader_init_android is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_loader_init_android 1
#define XR_KHR_loader_init_android_SPEC_VERSION 1
#define XR_KHR_LOADER_INIT_ANDROID_EXTENSION_NAME "XR_KHR_loader_init_android"
typedef struct XrLoaderInitInfoAndroidKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
void* XR_MAY_ALIAS applicationVM;
void* XR_MAY_ALIAS applicationContext;
} XrLoaderInitInfoAndroidKHR;
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_KHR_vulkan_enable2 is a preprocessor guard. Do not pass it to API calls.
#define XR_KHR_vulkan_enable2 1
#define XR_KHR_vulkan_enable2_SPEC_VERSION 4
#define XR_KHR_VULKAN_ENABLE2_EXTENSION_NAME "XR_KHR_vulkan_enable2"
typedef XrFlags64 XrVulkanInstanceCreateFlagsKHR;
// Flag bits for XrVulkanInstanceCreateFlagsKHR
typedef XrFlags64 XrVulkanDeviceCreateFlagsKHR;
// Flag bits for XrVulkanDeviceCreateFlagsKHR
typedef struct XrVulkanInstanceCreateInfoKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
XrSystemId systemId;
XrVulkanInstanceCreateFlagsKHR createFlags;
PFN_vkGetInstanceProcAddr pfnGetInstanceProcAddr;
const VkInstanceCreateInfo* vulkanCreateInfo;
const VkAllocationCallbacks* vulkanAllocator;
} XrVulkanInstanceCreateInfoKHR;
typedef struct XrVulkanDeviceCreateInfoKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
XrSystemId systemId;
XrVulkanDeviceCreateFlagsKHR createFlags;
PFN_vkGetInstanceProcAddr pfnGetInstanceProcAddr;
VkPhysicalDevice vulkanPhysicalDevice;
const VkDeviceCreateInfo* vulkanCreateInfo;
const VkAllocationCallbacks* vulkanAllocator;
} XrVulkanDeviceCreateInfoKHR;
typedef XrGraphicsBindingVulkanKHR XrGraphicsBindingVulkan2KHR;
typedef struct XrVulkanGraphicsDeviceGetInfoKHR {
XrStructureType type;
const void* XR_MAY_ALIAS next;
XrSystemId systemId;
VkInstance vulkanInstance;
} XrVulkanGraphicsDeviceGetInfoKHR;
typedef XrSwapchainImageVulkanKHR XrSwapchainImageVulkan2KHR;
typedef XrGraphicsRequirementsVulkanKHR XrGraphicsRequirementsVulkan2KHR;
typedef XrResult (XRAPI_PTR *PFN_xrCreateVulkanInstanceKHR)(XrInstance instance, const XrVulkanInstanceCreateInfoKHR* createInfo, VkInstance* vulkanInstance, VkResult* vulkanResult);
typedef XrResult (XRAPI_PTR *PFN_xrCreateVulkanDeviceKHR)(XrInstance instance, const XrVulkanDeviceCreateInfoKHR* createInfo, VkDevice* vulkanDevice, VkResult* vulkanResult);
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanGraphicsDevice2KHR)(XrInstance instance, const XrVulkanGraphicsDeviceGetInfoKHR* getInfo, VkPhysicalDevice* vulkanPhysicalDevice);
typedef XrResult (XRAPI_PTR *PFN_xrGetVulkanGraphicsRequirements2KHR)(XrInstance instance, XrSystemId systemId, XrGraphicsRequirementsVulkanKHR* graphicsRequirements);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrCreateVulkanInstanceKHR(
XrInstance instance,
const XrVulkanInstanceCreateInfoKHR* createInfo,
VkInstance* vulkanInstance,
VkResult* vulkanResult);
XRAPI_ATTR XrResult XRAPI_CALL xrCreateVulkanDeviceKHR(
XrInstance instance,
const XrVulkanDeviceCreateInfoKHR* createInfo,
VkDevice* vulkanDevice,
VkResult* vulkanResult);
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanGraphicsDevice2KHR(
XrInstance instance,
const XrVulkanGraphicsDeviceGetInfoKHR* getInfo,
VkPhysicalDevice* vulkanPhysicalDevice);
XRAPI_ATTR XrResult XRAPI_CALL xrGetVulkanGraphicsRequirements2KHR(
XrInstance instance,
XrSystemId systemId,
XrGraphicsRequirementsVulkanKHR* graphicsRequirements);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_PLATFORM_EGL
// XR_MNDX_egl_enable is a preprocessor guard. Do not pass it to API calls.
#define XR_MNDX_egl_enable 1
#define XR_MNDX_egl_enable_SPEC_VERSION 2
#define XR_MNDX_EGL_ENABLE_EXTENSION_NAME "XR_MNDX_egl_enable"
typedef PFN_xrVoidFunction (*PFN_xrEglGetProcAddressMNDX)(const char *name);
// XrGraphicsBindingEGLMNDX extends XrSessionCreateInfo
typedef struct XrGraphicsBindingEGLMNDX {
XrStructureType type;
const void* XR_MAY_ALIAS next;
PFN_xrEglGetProcAddressMNDX getProcAddress;
EGLDisplay display;
EGLConfig config;
EGLContext context;
} XrGraphicsBindingEGLMNDX;
#endif /* XR_USE_PLATFORM_EGL */
#ifdef XR_USE_PLATFORM_WIN32
// XR_MSFT_perception_anchor_interop is a preprocessor guard. Do not pass it to API calls.
#define XR_MSFT_perception_anchor_interop 1
#define XR_MSFT_perception_anchor_interop_SPEC_VERSION 1
#define XR_MSFT_PERCEPTION_ANCHOR_INTEROP_EXTENSION_NAME "XR_MSFT_perception_anchor_interop"
typedef XrResult (XRAPI_PTR *PFN_xrCreateSpatialAnchorFromPerceptionAnchorMSFT)(XrSession session, IUnknown* perceptionAnchor, XrSpatialAnchorMSFT* anchor);
typedef XrResult (XRAPI_PTR *PFN_xrTryGetPerceptionAnchorFromSpatialAnchorMSFT)(XrSession session, XrSpatialAnchorMSFT anchor, IUnknown** perceptionAnchor);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrCreateSpatialAnchorFromPerceptionAnchorMSFT(
XrSession session,
IUnknown* perceptionAnchor,
XrSpatialAnchorMSFT* anchor);
XRAPI_ATTR XrResult XRAPI_CALL xrTryGetPerceptionAnchorFromSpatialAnchorMSFT(
XrSession session,
XrSpatialAnchorMSFT anchor,
IUnknown** perceptionAnchor);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_WIN32 */
#ifdef XR_USE_PLATFORM_WIN32
// XR_MSFT_holographic_window_attachment is a preprocessor guard. Do not pass it to API calls.
#define XR_MSFT_holographic_window_attachment 1
#define XR_MSFT_holographic_window_attachment_SPEC_VERSION 1
#define XR_MSFT_HOLOGRAPHIC_WINDOW_ATTACHMENT_EXTENSION_NAME "XR_MSFT_holographic_window_attachment"
#ifdef XR_USE_PLATFORM_WIN32
// XrHolographicWindowAttachmentMSFT extends XrSessionCreateInfo
typedef struct XrHolographicWindowAttachmentMSFT {
XrStructureType type;
const void* XR_MAY_ALIAS next;
IUnknown* holographicSpace;
IUnknown* coreWindow;
} XrHolographicWindowAttachmentMSFT;
#endif // XR_USE_PLATFORM_WIN32
#endif /* XR_USE_PLATFORM_WIN32 */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_FB_android_surface_swapchain_create is a preprocessor guard. Do not pass it to API calls.
#define XR_FB_android_surface_swapchain_create 1
#define XR_FB_android_surface_swapchain_create_SPEC_VERSION 1
#define XR_FB_ANDROID_SURFACE_SWAPCHAIN_CREATE_EXTENSION_NAME "XR_FB_android_surface_swapchain_create"
typedef XrFlags64 XrAndroidSurfaceSwapchainFlagsFB;
// Flag bits for XrAndroidSurfaceSwapchainFlagsFB
static const XrAndroidSurfaceSwapchainFlagsFB XR_ANDROID_SURFACE_SWAPCHAIN_SYNCHRONOUS_BIT_FB = 0x00000001;
static const XrAndroidSurfaceSwapchainFlagsFB XR_ANDROID_SURFACE_SWAPCHAIN_USE_TIMESTAMPS_BIT_FB = 0x00000002;
#ifdef XR_USE_PLATFORM_ANDROID
// XrAndroidSurfaceSwapchainCreateInfoFB extends XrSwapchainCreateInfo
typedef struct XrAndroidSurfaceSwapchainCreateInfoFB {
XrStructureType type;
const void* XR_MAY_ALIAS next;
XrAndroidSurfaceSwapchainFlagsFB createFlags;
} XrAndroidSurfaceSwapchainCreateInfoFB;
#endif // XR_USE_PLATFORM_ANDROID
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_PLATFORM_ML
// XR_ML_compat is a preprocessor guard. Do not pass it to API calls.
#define XR_ML_compat 1
#define XR_ML_compat_SPEC_VERSION 1
#define XR_ML_COMPAT_EXTENSION_NAME "XR_ML_compat"
typedef struct XrCoordinateSpaceCreateInfoML {
XrStructureType type;
const void* XR_MAY_ALIAS next;
MLCoordinateFrameUID cfuid;
XrPosef poseInCoordinateSpace;
} XrCoordinateSpaceCreateInfoML;
typedef XrResult (XRAPI_PTR *PFN_xrCreateSpaceFromCoordinateFrameUIDML)(XrSession session, const XrCoordinateSpaceCreateInfoML *createInfo, XrSpace* space);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrCreateSpaceFromCoordinateFrameUIDML(
XrSession session,
const XrCoordinateSpaceCreateInfoML * createInfo,
XrSpace* space);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_ML */
#ifdef XR_USE_PLATFORM_WIN32
// XR_OCULUS_audio_device_guid is a preprocessor guard. Do not pass it to API calls.
#define XR_OCULUS_audio_device_guid 1
#define XR_OCULUS_audio_device_guid_SPEC_VERSION 1
#define XR_OCULUS_AUDIO_DEVICE_GUID_EXTENSION_NAME "XR_OCULUS_audio_device_guid"
#define XR_MAX_AUDIO_DEVICE_STR_SIZE_OCULUS 128
typedef XrResult (XRAPI_PTR *PFN_xrGetAudioOutputDeviceGuidOculus)(XrInstance instance, wchar_t buffer[XR_MAX_AUDIO_DEVICE_STR_SIZE_OCULUS]);
typedef XrResult (XRAPI_PTR *PFN_xrGetAudioInputDeviceGuidOculus)(XrInstance instance, wchar_t buffer[XR_MAX_AUDIO_DEVICE_STR_SIZE_OCULUS]);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrGetAudioOutputDeviceGuidOculus(
XrInstance instance,
wchar_t buffer[XR_MAX_AUDIO_DEVICE_STR_SIZE_OCULUS]);
XRAPI_ATTR XrResult XRAPI_CALL xrGetAudioInputDeviceGuidOculus(
XrInstance instance,
wchar_t buffer[XR_MAX_AUDIO_DEVICE_STR_SIZE_OCULUS]);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_WIN32 */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_FB_foveation_vulkan is a preprocessor guard. Do not pass it to API calls.
#define XR_FB_foveation_vulkan 1
#define XR_FB_foveation_vulkan_SPEC_VERSION 1
#define XR_FB_FOVEATION_VULKAN_EXTENSION_NAME "XR_FB_foveation_vulkan"
// XrSwapchainImageFoveationVulkanFB extends XrSwapchainImageVulkanKHR
typedef struct XrSwapchainImageFoveationVulkanFB {
XrStructureType type;
void* XR_MAY_ALIAS next;
VkImage image;
uint32_t width;
uint32_t height;
} XrSwapchainImageFoveationVulkanFB;
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_FB_swapchain_update_state_android_surface is a preprocessor guard. Do not pass it to API calls.
#define XR_FB_swapchain_update_state_android_surface 1
#define XR_FB_swapchain_update_state_android_surface_SPEC_VERSION 1
#define XR_FB_SWAPCHAIN_UPDATE_STATE_ANDROID_SURFACE_EXTENSION_NAME "XR_FB_swapchain_update_state_android_surface"
#ifdef XR_USE_PLATFORM_ANDROID
typedef struct XrSwapchainStateAndroidSurfaceDimensionsFB {
XrStructureType type;
void* XR_MAY_ALIAS next;
uint32_t width;
uint32_t height;
} XrSwapchainStateAndroidSurfaceDimensionsFB;
#endif // XR_USE_PLATFORM_ANDROID
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef XR_USE_GRAPHICS_API_OPENGL_ES
// XR_FB_swapchain_update_state_opengl_es is a preprocessor guard. Do not pass it to API calls.
#define XR_FB_swapchain_update_state_opengl_es 1
#define XR_FB_swapchain_update_state_opengl_es_SPEC_VERSION 1
#define XR_FB_SWAPCHAIN_UPDATE_STATE_OPENGL_ES_EXTENSION_NAME "XR_FB_swapchain_update_state_opengl_es"
#ifdef XR_USE_GRAPHICS_API_OPENGL_ES
typedef struct XrSwapchainStateSamplerOpenGLESFB {
XrStructureType type;
void* XR_MAY_ALIAS next;
EGLenum minFilter;
EGLenum magFilter;
EGLenum wrapModeS;
EGLenum wrapModeT;
EGLenum swizzleRed;
EGLenum swizzleGreen;
EGLenum swizzleBlue;
EGLenum swizzleAlpha;
float maxAnisotropy;
XrColor4f borderColor;
} XrSwapchainStateSamplerOpenGLESFB;
#endif // XR_USE_GRAPHICS_API_OPENGL_ES
#endif /* XR_USE_GRAPHICS_API_OPENGL_ES */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_FB_swapchain_update_state_vulkan is a preprocessor guard. Do not pass it to API calls.
#define XR_FB_swapchain_update_state_vulkan 1
#define XR_FB_swapchain_update_state_vulkan_SPEC_VERSION 1
#define XR_FB_SWAPCHAIN_UPDATE_STATE_VULKAN_EXTENSION_NAME "XR_FB_swapchain_update_state_vulkan"
#ifdef XR_USE_GRAPHICS_API_VULKAN
typedef struct XrSwapchainStateSamplerVulkanFB {
XrStructureType type;
void* XR_MAY_ALIAS next;
VkFilter minFilter;
VkFilter magFilter;
VkSamplerMipmapMode mipmapMode;
VkSamplerAddressMode wrapModeS;
VkSamplerAddressMode wrapModeT;
VkComponentSwizzle swizzleRed;
VkComponentSwizzle swizzleGreen;
VkComponentSwizzle swizzleBlue;
VkComponentSwizzle swizzleAlpha;
float maxAnisotropy;
XrColor4f borderColor;
} XrSwapchainStateSamplerVulkanFB;
#endif // XR_USE_GRAPHICS_API_VULKAN
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_GRAPHICS_API_VULKAN
// XR_META_vulkan_swapchain_create_info is a preprocessor guard. Do not pass it to API calls.
#define XR_META_vulkan_swapchain_create_info 1
#define XR_META_vulkan_swapchain_create_info_SPEC_VERSION 1
#define XR_META_VULKAN_SWAPCHAIN_CREATE_INFO_EXTENSION_NAME "XR_META_vulkan_swapchain_create_info"
// XrVulkanSwapchainCreateInfoMETA extends XrSwapchainCreateInfo
typedef struct XrVulkanSwapchainCreateInfoMETA {
XrStructureType type;
const void* XR_MAY_ALIAS next;
VkImageCreateFlags additionalCreateFlags;
VkImageUsageFlags additionalUsageFlags;
} XrVulkanSwapchainCreateInfoMETA;
#endif /* XR_USE_GRAPHICS_API_VULKAN */
#ifdef XR_USE_PLATFORM_ANDROID
// XR_ANDROID_anchor_sharing_export is a preprocessor guard. Do not pass it to API calls.
#define XR_ANDROID_anchor_sharing_export 1
#define XR_ANDROID_anchor_sharing_export_SPEC_VERSION 1
#define XR_ANDROID_ANCHOR_SHARING_EXPORT_EXTENSION_NAME "XR_ANDROID_anchor_sharing_export"
typedef struct XrAnchorSharingInfoANDROID {
XrStructureType type;
const void* XR_MAY_ALIAS next;
XrSpace anchor;
} XrAnchorSharingInfoANDROID;
typedef struct XrAnchorSharingTokenANDROID {
XrStructureType type;
void* XR_MAY_ALIAS next;
struct AIBinder* token;
} XrAnchorSharingTokenANDROID;
// XrSystemAnchorSharingExportPropertiesANDROID extends XrSystemProperties
typedef struct XrSystemAnchorSharingExportPropertiesANDROID {
XrStructureType type;
void* XR_MAY_ALIAS next;
XrBool32 supportsAnchorSharingExport;
} XrSystemAnchorSharingExportPropertiesANDROID;
typedef XrResult (XRAPI_PTR *PFN_xrShareAnchorANDROID)(XrSession session, const XrAnchorSharingInfoANDROID* sharingInfo, XrAnchorSharingTokenANDROID* anchorToken);
typedef XrResult (XRAPI_PTR *PFN_xrUnshareAnchorANDROID)(XrSession session, XrSpace anchor);
#ifndef XR_NO_PROTOTYPES
#ifdef XR_EXTENSION_PROTOTYPES
XRAPI_ATTR XrResult XRAPI_CALL xrShareAnchorANDROID(
XrSession session,
const XrAnchorSharingInfoANDROID* sharingInfo,
XrAnchorSharingTokenANDROID* anchorToken);
XRAPI_ATTR XrResult XRAPI_CALL xrUnshareAnchorANDROID(
XrSession session,
XrSpace anchor);
#endif /* XR_EXTENSION_PROTOTYPES */
#endif /* !XR_NO_PROTOTYPES */
#endif /* XR_USE_PLATFORM_ANDROID */
#ifdef __cplusplus
}
#endif
#endif
@@ -0,0 +1,114 @@
/*
** Copyright (c) 2017-2026 The Khronos Group Inc.
**
** SPDX-License-Identifier: Apache-2.0 OR MIT
*/
#ifndef OPENXR_PLATFORM_DEFINES_H_
#define OPENXR_PLATFORM_DEFINES_H_ 1
#ifdef __cplusplus
extern "C" {
#endif
/* Platform-specific calling convention macros.
*
* Platforms should define these so that OpenXR clients call OpenXR functions
* with the same calling conventions that the OpenXR implementation expects.
*
* XRAPI_ATTR - Placed before the return type in function declarations.
* Useful for C++11 and GCC/Clang-style function attribute syntax.
* XRAPI_CALL - Placed after the return type in function declarations.
* Useful for MSVC-style calling convention syntax.
* XRAPI_PTR - Placed between the '(' and '*' in function pointer types.
*
* Function declaration: XRAPI_ATTR void XRAPI_CALL xrFunction(void);
* Function pointer type: typedef void (XRAPI_PTR *PFN_xrFunction)(void);
*/
#if defined(_WIN32)
#define XRAPI_ATTR
// On Windows, functions use the stdcall convention
#define XRAPI_CALL __stdcall
#define XRAPI_PTR XRAPI_CALL
#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH < 7
#error "API not supported for the 'armeabi' NDK ABI"
#elif defined(__ANDROID__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7 && defined(__ARM_32BIT_STATE)
// On Android 32-bit ARM targets, functions use the "hardfloat"
// calling convention, i.e. float parameters are passed in registers. This
// is true even if the rest of the application passes floats on the stack,
// as it does by default when compiling for the armeabi-v7a NDK ABI.
#define XRAPI_ATTR __attribute__((pcs("aapcs-vfp")))
#define XRAPI_CALL
#define XRAPI_PTR XRAPI_ATTR
#else
// On other platforms, use the default calling convention
#define XRAPI_ATTR
#define XRAPI_CALL
#define XRAPI_PTR
#endif
#include <stddef.h>
#if !defined(XR_NO_STDINT_H)
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
#include <stdint.h>
#endif
#endif // !defined( XR_NO_STDINT_H )
// XR_PTR_SIZE (in bytes)
#if (defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined(_M_IA64) || defined(__aarch64__) || defined(__powerpc64__))
#define XR_PTR_SIZE 8
#else
#define XR_PTR_SIZE 4
#endif
// Needed so we can use clang __has_feature portably.
#if !defined(XR_COMPILER_HAS_FEATURE)
#if defined(__clang__)
#define XR_COMPILER_HAS_FEATURE(x) __has_feature(x)
#else
#define XR_COMPILER_HAS_FEATURE(x) 0
#endif
#endif
// Identifies if the current compiler has C++11 support enabled.
// Does not by itself identify if any given C++11 feature is present.
#if !defined(XR_CPP11_ENABLED) && defined(__cplusplus)
#if defined(__GNUC__) && defined(__GXX_EXPERIMENTAL_CXX0X__)
#define XR_CPP11_ENABLED 1
#elif defined(_MSC_VER) && (_MSC_VER >= 1600)
#define XR_CPP11_ENABLED 1
#elif (__cplusplus >= 201103L) // 201103 is the first C++11 version.
#define XR_CPP11_ENABLED 1
#endif
#endif
// Identifies if the current compiler supports C++11 nullptr.
#if !defined(XR_CPP_NULLPTR_SUPPORTED)
#if defined(XR_CPP11_ENABLED) && \
((defined(__clang__) && XR_COMPILER_HAS_FEATURE(cxx_nullptr)) || \
(defined(__GNUC__) && (((__GNUC__ * 1000) + __GNUC_MINOR__) >= 4006)) || \
(defined(_MSC_VER) && (_MSC_VER >= 1600)) || \
(defined(__EDG_VERSION__) && (__EDG_VERSION__ >= 403)))
#define XR_CPP_NULLPTR_SUPPORTED 1
#endif
#endif
#if !defined(XR_CPP_NULLPTR_SUPPORTED)
#define XR_CPP_NULLPTR_SUPPORTED 0
#endif // !defined(XR_CPP_NULLPTR_SUPPORTED)
#ifdef __cplusplus
}
#endif
#endif
+4
View File
@@ -0,0 +1,4 @@
xcuserdata/
*.xcuserstate
build/
DerivedData/
+539
View File
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View File
@@ -0,0 +1,291 @@
import Citadel
import Foundation
import SwiftUI
import UIKit
/// The app's one piece of state: which headset, and how far along connecting to it is.
@MainActor
final class AppModel: ObservableObject {
enum Phase: Equatable {
case setup
case connecting(String)
case ready(URL)
case failed(String)
}
@Published private(set) var phase: Phase
@Published private(set) var settings: FrameSettings?
/// Install links that arrived before the page was ready for them.
@Published var pendingInstallLinks: [InstallLink] = []
private var link: FrameLink?
private var server: HeadsetServer?
private var forwarder: PortForwarder?
private var attempt = 0
private static let settingsKey = "frame.settings"
private static let hostKeyKey = "frame.hostKey"
init() {
let saved = UserDefaults.standard.data(forKey: Self.settingsKey).flatMap { try? JSONDecoder().decode(FrameSettings.self, from: $0) }
settings = saved
phase = saved == nil ? .setup : .connecting("Connecting")
}
var deviceName: String { UIDevice.current.userInterfaceIdiom == .pad ? "iPad" : "iPhone" }
private var hostKey: String? { UserDefaults.standard.string(forKey: Self.hostKeyKey) }
// MARK: pairing
/// First time: log in with the Developer Mode password, add this phone's key to
/// ~/.ssh/authorized_keys, record the Frame's host key, then connect with the key.
func pair(host: String, user: String, password: String) async {
guard let target = Self.parse(host: host, user: user) else {
fail("Enter the headset's address and user name.", retry: false)
return
}
invalidate()
let mine = attempt
await teardown()
guard mine == attempt else { return }
phase = .connecting("Signing in to \(target.host)")
let pin = PinnedHostKey(expected: nil)
do {
let link = try await FrameLink.connect(target, auth: .passwordBased(username: target.user, password: password), hostKey: pin)
defer { Task { await link.close() } }
guard mine == attempt else { return }
phase = .connecting("Adding this \(deviceName)'s key")
let line = authorizedKeysLine
// A file whose last line has no newline would otherwise swallow the key.
let file = "~/.ssh/authorized_keys"
try await link.check("umask 077; mkdir -p ~/.ssh && touch \(file) && "
+ "{ grep -qxF \(shellQuote(line)) \(file) || { "
+ "[ -s \(file) ] && [ -n \"$(tail -c 1 \(file))\" ] && printf '\\n' >> \(file); "
+ "printf '%s\\n' \(shellQuote(line)) >> \(file); }; }",
"Couldn't add the key on the Frame")
guard mine == attempt else { return } // cancelled meanwhile: save nothing
guard let seen = pin.seen else { throw FrameFailure("The Frame didn't show a host key") }
UserDefaults.standard.set(seen, forKey: Self.hostKeyKey)
UserDefaults.standard.set(try JSONEncoder().encode(target), forKey: Self.settingsKey)
settings = target
} catch {
guard mine == attempt else { return }
let failure = error as? FrameFailure
fail(failure?.message ?? FrameLink.describe(error, host: target.host), retry: false,
needsPairing: failure?.needsPairing ?? false)
return
}
await connect()
}
/// For someone who added this phone's key to the Frame themselves: no password.
/// The Frame's host key is recorded on this first connection.
func useKey(host: String, user: String) async {
guard let target = Self.parse(host: host, user: user) else {
fail("Enter the headset's address and user name.", retry: false)
return
}
UserDefaults.standard.removeObject(forKey: Self.hostKeyKey)
UserDefaults.standard.set(try? JSONEncoder().encode(target), forKey: Self.settingsKey)
settings = target
await connect()
}
/// "host", "host:port" or "[v6]:port", plus a user name.
nonisolated static func parse(host: String, user: String) -> FrameSettings? {
var target = FrameSettings(host: host.trimmingCharacters(in: .whitespaces), user: user.trimmingCharacters(in: .whitespaces))
if target.host.hasPrefix("["), let close = target.host.firstIndex(of: "]") {
let rest = target.host[target.host.index(after: close)...]
if rest.hasPrefix(":"), let port = Int(rest.dropFirst()) { target.port = port }
target.host = String(target.host[target.host.index(after: target.host.startIndex)..<close])
} else if target.host.filter({ $0 == ":" }).count == 1, let colon = target.host.lastIndex(of: ":"),
let port = Int(target.host[target.host.index(after: colon)...]) {
target.port = port
target.host = String(target.host[..<colon])
}
guard !target.host.isEmpty, !target.user.isEmpty, (1...65535).contains(target.port) else { return nil }
return target
}
/// This phone's line for ~/.ssh/authorized_keys on the Frame.
var authorizedKeysLine: String {
DeviceKey.authorizedKeysLine(DeviceKey.loadOrCreate(), comment: "frame-control@\(deviceName)")
}
/// Forget the headset: back to the pairing screen. The Frame keeps the key line;
/// remove it from ~/.ssh/authorized_keys there to revoke this phone.
func forget() async {
invalidate()
await teardown()
UserDefaults.standard.removeObject(forKey: Self.settingsKey)
UserDefaults.standard.removeObject(forKey: Self.hostKeyKey)
settings = nil
phase = .setup
}
func showSetup() {
invalidate()
Task { await teardown() }
phase = .setup
}
/// Whether the failure screen is retrying on its own.
@Published private(set) var retrying = false
// MARK: connecting
/// Every connection attempt has a number; anything that finishes after a newer
/// attempt started (or the user went back to setup) closes what it made and stops.
private func invalidate() {
attempt += 1
retrying = false
}
/// quiet: a background retry, which leaves the failure screen up until it works.
func connect(quiet: Bool = false) async {
guard let settings else {
phase = .setup
return
}
invalidate()
let mine = attempt
await teardown()
func current() -> Bool { mine == attempt }
func step(_ s: String) { if current() && !quiet { phase = .connecting(s) } }
step("Connecting to \(settings.host)")
var link: FrameLink?
var forwarder: PortForwarder?
do {
let bundle = try HeadsetServer.Bundle.fromApp()
let auth = SSHAuthenticationMethod.ed25519(username: settings.user, privateKey: DeviceKey.loadOrCreate())
let pin = PinnedHostKey(expected: hostKey)
let l = try await FrameLink.connect(settings, auth: auth, hostKey: pin)
link = l
guard current() else { throw CancellationError() }
if hostKey == nil, let seen = pin.seen { UserDefaults.standard.set(seen, forKey: Self.hostKeyKey) }
let dir = try await HeadsetServer.deploy(bundle, over: l) { s in Task { @MainActor in step(s) } }
guard current() else { throw CancellationError() }
step("Starting Frame Control on the headset")
let key = Self.randomKey()
let server = try await HeadsetServer.start(in: dir, over: l, key: key, device: deviceName)
guard current() else { throw CancellationError() }
let f = try await PortForwarder.start(over: l, to: server.port)
forwarder = f
guard current() else { throw CancellationError() }
if let tail = server.exited { // stopped while the tunnel was opening
throw FrameFailure("Frame Control on the headset stopped. \(tail.suffix(200))")
}
// Only now does this attempt's connection become the app's.
self.link = l
self.server = server
self.forwarder = f
readySince = Date()
var page = "http://127.0.0.1:\(f.localPort)/?key=\(key)"
#if DEBUG
// Test hooks for the Simulator: open on a given tab, and leave the URL where
// a test can drive the same tunnel (`simctl get_app_container … data`).
if let tab = ProcessInfo.processInfo.environment["FRAME_TEST_PAGE"] { page += "#\(tab)" }
if let dir = FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask).first {
try? page.write(to: dir.appendingPathComponent("frame-test-url.txt"), atomically: true, encoding: .utf8)
}
#endif
phase = .ready(URL(string: page)!)
// Runs at once if it stopped in the moment since the check above.
server.whenExited { [weak self] tail in
Task { @MainActor in self?.lost(mine, "Frame Control on the headset stopped. \(tail.suffix(200))") }
}
watchHealth(mine)
} catch {
forwarder?.stop()
if let link { await link.close() } // ends its server too
guard current(), !(error is CancellationError) else { return }
let failure = error as? FrameFailure
fail(failure?.message ?? FrameLink.describe(error, host: settings.host), retry: !(failure?.needsPairing ?? false),
needsPairing: failure?.needsPairing ?? false)
}
}
/// Whether the last failure needs the user to pair again rather than wait.
@Published private(set) var needsPairing = false
private func fail(_ message: String, retry: Bool, needsPairing: Bool = false) {
self.needsPairing = needsPairing
phase = .failed(message)
retrying = retry && settings != nil
guard retrying else { return }
// Keep trying quietly while the app is open: the Frame may just be asleep.
// A new task each time, so retrying for hours doesn't nest awaits.
let mine = attempt
Task { [weak self] in
try? await Task.sleep(nanoseconds: 10_000_000_000)
guard let self, mine == self.attempt, case .failed = self.phase,
UIApplication.shared.applicationState == .active else { return }
await self.connect(quiet: true)
}
}
/// While connected, check every 20 s that the SSH session still answers: a
/// network change can leave it looking open while nothing gets through.
private func watchHealth(_ mine: Int) {
Task { [weak self] in
while true {
try? await Task.sleep(nanoseconds: 20_000_000_000)
guard let self, mine == self.attempt, case .ready = self.phase else { return }
if UIApplication.shared.applicationState != .active { continue }
if await !(self.link?.answers() ?? false) {
guard mine == self.attempt else { return }
await self.connect(quiet: true)
return
}
}
}
}
/// Called when the app comes back to the foreground: iOS may have dropped the
/// connection, or left it looking open, while it was in the background.
func resume() {
switch phase {
case .ready:
let mine = attempt
Task {
let ok = await link?.answers() ?? false
if (!ok || server?.exited != nil), mine == attempt { await connect() }
}
case .failed:
// A changed identity or a refused login needs the user, not another try.
if settings != nil, !needsPairing { Task { await connect() } }
default:
break
}
}
private var readySince = Date.distantPast
private func lost(_ which: Int, _ why: String) {
guard which == attempt, case .ready = phase else { return }
// Restart it once; if it dies again straight away, say so instead of looping.
if Date().timeIntervalSince(readySince) < 20 {
invalidate()
Task { await teardown() }
fail(why, retry: false)
} else {
Task { await connect() }
}
}
private func teardown() async {
forwarder?.stop()
forwarder = nil
server = nil
if let link {
self.link = nil
await link.close() // ends the server too: its stdin closes
}
}
private static func randomKey() -> String {
var bytes = [UInt8](repeating: 0, count: 24)
_ = SecRandomCopyBytes(kSecRandomDefault, bytes.count, &bytes)
return bytes.map { String(format: "%02x", $0) }.joined()
}
}
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