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Author SHA1 Message Date
spoopyghosty0 271ce56d08 README: Live view 2026-10-05 20:05:07 -04:00
spoopyghosty0 0e47ce8f1a Live view: sound, 360p-1080p + full-size qualities, smoother catch-up
- Sound: the default output's pulse monitor (what the headset plays) as AAC in the same fMP4; the
  player starts muted (browser autoplay rules) with a Sound on button. Video timestamps go to the
  wall clock (-ts mono2abs) instead of forcing it on the pulse input, which gave bursts of AAC packets
  one shared timestamp; aresample=async=1 keeps the sound continuous.
- Late viewers start at a keyframe of the video track (audio samples are all sync).
- Qualities 360p/480p/720p/1080p scale down only; 'full' sends SteamVR's headset view at its own
  size (1920x1080 today; v4l2cam has no size option, so 2K/4K would only upscale).
- Player keeps a 0.3 s cushion and catches up at 1.1x; it seeks only when >2 s behind (seeking to the
  very edge starved playback).
2026-10-05 20:05:06 -04:00
spoopyghosty0 ad924669d3 Live view tab: stream the Frame's headset view to a browser window on the PC
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
2026-10-05 20:05:06 -04:00
spoopyghosty0 311277ae40 FrameBridge rect_clamp (default on): keep submitted image rects inside their swapchain; SteamVR rejected every frame of a Unity game whose eye rect ran 4 px past it (GitHub #39, PowerWash Simulator stuck at 'Waiting'); triage swapchain-rect-invalid, PLAYBOOK row 2026-10-05 19:17:36 -04:00
spoopyghosty0 bad59bfb5b Steam library fallback (agent v56, GitHub #41): Play re-registers a devkit entry Steam forgot after a restart, the console-log appid comes from the current Steam session only, and art updates also reach the devkit entry 2026-10-05 18:57:25 -04:00
spoopyghosty0 9b57c4753f Game list: Waltz of the Wizard (merged working config) 2026-10-05 18:51:06 -04:00
spoopyghosty0 1301e60be1 Play's devkit fallback finds the entry's appid in Steam's console log when Steam doesn't save shortcuts.vdf (agent v55; GitHub #42: every game showed 'Game configuration unavailable') 2026-10-05 18:50:23 -04:00
spoopyghosty0 069a74f97e Merge pull request #55 from spoopyghosty0/catalog/issue-44
catalog: com.Aldin.WotW
2026-10-05 18:48:23 -04:00
github-actions[bot] 683ae5bcf6 catalog: com.Aldin.WotW (from #44) 2026-10-05 22:47:43 +00:00
spoopyghosty0 af904c62e6 FramePort 0.10.0 2026-10-05 18:46:18 -04:00
spoopyghosty0 f2d93af973 Game list: Tetris Effect, Iron Man VR, palazzo_santacruz (merged working configs) 2026-10-05 18:44:29 -04:00
spoopyghosty0 59fb47a827 Into The Radius 2 works: catalog vk_spec_fixes (the invalid depth resolve made models flicker and windows show behind them; found with the validation layer), status works, min_app 0.9.2; notes on Vulkan validation on the Frame 2026-10-05 18:43:39 -04:00
spoopyghosty0 9e169e069b Merge pull request #52 from spoopyghosty0/catalog/issue-46
catalog: com.resolutiongames.abvriop.santacruz
2026-10-05 18:40:13 -04:00
spoopyghosty0 eed6e4aaed Merge pull request #53 from spoopyghosty0/catalog/issue-47
catalog: com.camouflaj.salmon
2026-10-05 18:40:05 -04:00
spoopyghosty0 9829ee1666 Merge pull request #54 from spoopyghosty0/catalog/issue-45
catalog: com.enhanceexperience.tetriseffect
2026-10-05 18:39:56 -04:00
spoopyghosty0 13069db28a Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve; found with the validation layer in Into The Radius 2 2026-10-05 18:19:11 -04:00
spoopyghosty0 7058105056 Launch tests wait for a first boot after an APK change (agent v54: Lepton's transient 'is not a running context' stopped them); Vulkan shim vk_validation (diagnostics: adds Khronos' validation layer, bundled in a test APK, to the game's instance; a global debug.vulkan.layers property kills Lepton's container) 2026-10-05 17:59:03 -04:00
github-actions[bot] df5b949f1a catalog: com.enhanceexperience.tetriseffect (from #45) 2026-10-05 21:57:47 +00:00
github-actions[bot] 3929ff0a8b catalog: com.camouflaj.salmon (from #47) 2026-10-05 21:57:46 +00:00
spoopyghosty0 bda9045be6 Into The Radius 2: load only Valve's foveation layer (VALVE_rpo removed the game's fog; owner-verified), notes on the remaining pop-in 2026-10-05 17:32:58 -04:00
spoopyghosty0 a7890d46de QuestCraft works: catalog status works (owner-verified 2026-10-05; LIBGL_NOERROR + frame.ltw_depth) 2026-10-05 17:31:35 -04:00
spoopyghosty0 50ab3eb341 frame.ltw_depth: Minecraft launchers' LTW (QuestCraft) loads OpenGL ES through libfpg.so (native/glshim/eglfmt.c), which turns desktop GL_DEPTH_COMPONENT32 into OpenGL ES depth formats; the Frame's Mesa rejected it, so the depth textures never existed and every framebuffer was incomplete (black picture) 2026-10-05 17:22:52 -04:00
spoopyghosty0 4313b52792 QuestCraft: LIBGL_NOERROR for LTW (Lepton env) gets Minecraft past its GL error 1282 at start (the picture is black next, under investigation); notes on ITR2's popping tests (vk_query_slots and Valve's FDM layer ruled out) 2026-10-05 17:09:33 -04:00
spoopyghosty0 4f9ecf4801 WiiCompiled: notes on "Start straight in VR" (owner-verified: opens in VR without the launcher window; off by default because it skips the launcher's import) 2026-10-05 16:46:12 -04:00
spoopyghosty0 9a5efa28f5 Translation template for the vk_query_slots texts 2026-10-05 16:38:30 -04:00
spoopyghosty0 cf900cd9d4 vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template 2026-10-05 16:37:10 -04:00
spoopyghosty0 ef21b33ca2 Vulkan shim: vk_query_slots (per game) gives occlusion queries one slot per eye; in multiview passes the Frame's Mesa driver writes the second eye's zero result into the next query, culling visible objects (Into The Radius 2's popping models; not yet confirmed in a headset). Sidebar: Sleep / Restart / Shut down below the Frame card 2026-10-05 16:30:07 -04:00
spoopyghosty0 799f1bd9f1 frame.start_activity (opt-in): start an app's VR activity directly instead of its 2D launcher (WiiCompiled's flat window stayed in view after the VR part started); per-element manifest edit, VR activity from the original APK's analysis (OVRPort gives every MAIN activity LAUNCHER + VR); notes on QuestCraft (Minecraft stops at GL error 1282) and ITR2 pop-in 2026-10-05 16:20:31 -04:00
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@@ -26,7 +26,15 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
pkg)`); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
init + fragments since the last keyframe of the *video* track for late viewers) → player page
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
stops on disconnect/window close); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
@@ -514,16 +522,19 @@ lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests.
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
**Power (0.9, agent v47):** sidebar bar above the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
+9
View File
@@ -32,6 +32,7 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
shortcut; they run natively on SteamOS.
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
view them and download them to your computer.
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
## Quick start
@@ -78,6 +79,14 @@ your computer.
![Screenshot viewer](docs/images/screenshot-viewer.png)
## Live view
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
+52 -8
View File
@@ -36,7 +36,7 @@ import time
import zlib
from types import SimpleNamespace
AGENT_VERSION = 53
AGENT_VERSION = 56
HOME = os.path.expanduser("~")
STEAM = os.path.join(HOME, ".local/share/Steam")
ANCHORS = os.path.join(HOME, "Applications/quest-frame")
@@ -1135,7 +1135,16 @@ def remove_from_library(user, remove, result):
def update_library(user, packages, result, shortcuts=True):
"""Add/update installed games' shortcuts + grid art in one Steam account (Steam is closed; shortcuts=False: only
the grid art of shortcuts that are already right, while Steam runs)."""
the grid art of shortcuts that are already right, while Steam runs). A game's devkit entry (the Play fallback)
gets the same art: on Frames where Steam ignores shortcuts.vdf it is the one in the library (GitHub #41)."""
for pkg in packages:
gameid = devkit_gameid(pkg)
appid = devkit_appid(gameid) if gameid else None
if appid:
try:
copy_grid_art(pkg, appid, [user])
except OSError as exc:
result.setdefault("errors", []).append(f"{pkg}: devkit art: {exc}")
vdf = os.path.join(STEAM, "userdata", user, "config/shortcuts.vdf")
grid = os.path.join(os.path.dirname(vdf), "grid")
os.makedirs(grid, exist_ok=True)
@@ -1278,7 +1287,28 @@ def devkit_appid(gameid):
for v in (root.get("shortcuts") or {}).values():
if isinstance(v, dict) and v.get("DevkitGameID") == gameid and v.get("appid"):
return v["appid"] & 0xFFFFFFFF
return None
return devkit_appid_from_log(gameid)
def devkit_appid_from_log(gameid):
"""The appid Steam picked for a devkit game, from its console log ('sanitize shortcut app id "<dir>/<id>/launch.sh":
replacing 0 with N'). Steam adds the entry live but may never save it (GitHub #41/#42), so the log of the running
Steam session is the fallback (console_log.previous.txt is the session before, whose live entries are gone). The
newest line wins."""
exe = os.path.join(DEVKIT_GAMES, gameid, "launch.sh")
pat = re.compile(r'sanitize shortcut app id "' + re.escape(exe) + r'": replacing \d+ with (\d+)')
found = None
for name in ("console_log.txt",): # this Steam session only: entries added live are gone after a restart
try:
with open(os.path.join(STEAM, "logs", name), errors="replace") as f:
for line in f:
if "sanitize shortcut app id" in line:
m = pat.search(line)
if m:
found = int(m.group(1)) & 0xFFFFFFFF
except OSError:
continue
return found
def devkit_register(pkg):
@@ -1320,8 +1350,14 @@ def devkit_register(pkg):
time.sleep(0.5)
if not appid:
raise AgentError("Steam added the devkit entry but didn't save it")
copy_grid_art(pkg, appid)
return appid
def copy_grid_art(pkg, appid, users=None):
"""The game's Steam art (portrait, landscape, hero, logo) as grid/<appid>* in every (or the given) account."""
anchor = os.path.join(ANCHORS, pkg)
for user in steam_users():
for user in users if users is not None else steam_users():
grid = os.path.join(STEAM, "userdata", user, "config/grid")
os.makedirs(grid, exist_ok=True)
for kind, suffix in (("portrait", "p"), ("landscape", ""), ("hero", "_hero"), ("logo", "_logo")):
@@ -1331,7 +1367,6 @@ def devkit_register(pkg):
if re.match(rf"^{appid}{re.escape(suffix)}\.", os.path.basename(old)):
os.remove(old)
shutil.copy(img, os.path.join(grid, f"{appid}{suffix}{os.path.splitext(img)[1]}"))
return appid
def devkit_unregister(pkg, steam_running=True):
@@ -1383,8 +1418,9 @@ def cmd_launch(args):
raise AgentError(f"{NOT_IN_LIBRARY}: {dep.get('title') or pkg}")
steam = steam_launch(appid, args.get("wait", 10))
out = {"package": pkg, "gameid": steam_gameid(appid), "title": dep.get("title"), "via": via, "steam": steam}
if via == "shortcut" and steam["result"] == "error" and steam.get("code") == 9 and args.get("fallback", True):
# Steam doesn't know the shortcut at all (it tried to license a store app with that id): devkit entry
if steam["result"] == "error" and steam.get("code") == 9 and args.get("fallback", True):
# Steam doesn't know the shortcut at all (it tried to license a store app with that id): devkit entry. A devkit
# entry Steam never saved is gone after a Steam restart (every install restarts it, GitHub #41): add it again
try:
appid = devkit_register(pkg)
except AgentError as exc:
@@ -3058,7 +3094,7 @@ def cmd_launch_test(args):
if "Exited!" in text:
state = "EXITED"
break
if "Early-exit" in text or "is not a running context" in text:
if "Early-exit" in text or not_started(text, time.time() - start):
state = "NEVER_STARTED"
break
elapsed = round(time.time() - start)
@@ -3699,6 +3735,14 @@ def dashboard_worker(log, parent, wait_start=240, window=30, poll=0.5, ui_log=No
time.sleep(poll)
def not_started(text, waited, grace=30):
"""Lepton's container didn't come up: "is not a running context" with no "Boot complete!" after it for `grace`
seconds. The first start after an APK change prints that message while it waits for the boot and then boots
normally (installing the new APK): agent 53 and older stopped those starts after a few seconds."""
i = text.rfind("is not a running context")
return i >= 0 and "Boot complete!" not in text[i:] and waited >= grace
COMMANDS = {n[4:]: f for n, f in globals().items() if n.startswith("cmd_")}
+4 -3
View File
@@ -1,12 +1,13 @@
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
6d2b9f8cea2f2cf33b8ff30d29a2f3d9c4d55549260a867168a24e44abada021 ./arm64-v8a/libfp_vk.so
b5949e9e90e4c51e2733b9f6cd3c857a447552ac7291aec340407c27b034b600 ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./arm64-v8a/libopenxr_loader_generic.so
0780f29b4844bcf5070929d8118cfcc2e7da2f16dd0dbfe1eaf12be7f5567401 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
33bf52994b8024e139af20d6915bc76a0c7341ce9b5bd136a3002236168bcbd1 ./armeabi-v7a/libopenxr_loader_generic.so
9c82f4ff57395e220329a22d0f0f47ce88b77132bed4dfb7b57809077fd0d6c4 ./armeabi-v7a/libopenxr_loader_generic.so
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
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+21
View File
@@ -0,0 +1,21 @@
package: com.Aldin.WotW
title: 'Waltz of the Wizard: Extended Edition'
status: works
notes: From what I tested, it just works. My only complaint is that the haptics go pretty crazy. But I don't remember
what it was like when I played it in my Quest. So it could be fine. 100% playable.
tested_version: 5.0.8.1578
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
+17 -6
View File
@@ -1,13 +1,21 @@
package: com.CMGames.IntoTheRadius2
title: Into The Radius 2
status: issues
notes: Space warp is turned off (no flickering textures in the headset); the headset's brief focus losses are hidden
(focus_hold, up to 2.5 s) because the game pauses on each. Loading a save can take over a minute.
status: works
notes: Plays well (owner-verified 2026-10-05). Space warp is off, the headset's brief focus losses are hidden
(focus_hold, up to 2.5 s), only Valve's foveation layer is loaded (its render-pass optimizer removed the fog) and
an invalid depth resolve in Unreal's render passes is dropped (vk_spec_fixes; it made models flicker and windows
show behind them). Needs FramePort 0.10.0 or newer. Loading a save can take over a minute.
details: Unreal Engine 5 game that uses Meta's Application SpaceWarp (extra motion-vector and depth swapchains). OVRPort's
patch_disable_space_warp doesn't reach Unreal Engine 5, so FrameBridge's hide_space_warp hides XR_FB_space_warp and
removes the space warp info from the eye images. Working config shared in GitHub issue 35. In the headset
(2026-10-05) the Frame dropped focus for 0.4 s and 1.0 s within ten seconds and Unreal paused each time; loading a save
shows no frames for 40-80 s while the game's Sentry SDK (debug mode) logs its breadcrumbs.
shows no frames for 40-80 s while the game's Sentry SDK (debug mode) logs its breadcrumbs. Valve's VALVE_rpo
(render-pass optimizer) Vulkan layer removes the game's fog (owner-verified 2026-10-05; with only VALVE_fdm_injection
loaded the fog renders), which also hid the distance culling; ruled out for the remaining pop-in - Vulkan occlusion
query slots, Valve's FDM layer. The cause, found with Khronos' validation layer (vk_validation) - Unreal's render
passes use Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) together with a depth resolve
of a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179), harmless on Quest's driver,
wrong depth on the Frame's Mesa; the Vulkan shim's vk_spec_fixes drops that resolve.
tested_version: 1.2.4
engine: Unreal
xr: OpenXR
@@ -18,8 +26,11 @@ adapter:
hide_space_warp: 1
focus_hold: 1
focus_hold_ms: 2500
vk_spec_fixes: 1
lepton_env:
VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection
verified:
date: '2026-10-04'
date: '2026-10-05'
issue: 35
updated: '2026-10-05'
min_app: 0.10.0
source_hint: Into The Radius 2
+17
View File
@@ -0,0 +1,17 @@
package: com.camouflaj.salmon
title: Marvel's Iron Man VR
status: works
tested_version: 0.1.0-250068
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-05'
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
app: 0.9.1
overport_cli: 1.2.5
issue: 47
source_hint: Marvel's Iron Man VR
@@ -0,0 +1,18 @@
package: com.enhanceexperience.tetriseffect
title: TetrisEffect
status: works
notes: Opened the game, messed around with the menu, and played the first level. Works great.
tested_version: 2.0.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
verified:
date: '2026-10-05'
known_good_sha256: 9ea10027ad8b7aefba8c14f23575c9cbbcaf3b38d12b971ea9c06635721b23c1
app: 0.9.1
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 45
source_hint: tetriseffect
+16 -9
View File
@@ -1,13 +1,18 @@
package: com.qcxr.qcxr
title: QuestCraft
status: issues
notes: The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282).
status: works
notes: Minecraft runs in VR (Vivecraft, about 72 fps; drops while worlds load). Needs FramePort 0.10.0 or newer for
the picture (older versions show black). On first start QuestCraft downloads its Java runtime, which didn't unpack on
the Frame once (see details).
details: QuestCraft downloads its Java runtime (JRE.zip from QuestCraft's GitHub releases) into files/runtimes/JRE
on first start; on the Frame that step left nothing behind ("libjvm.so not found"). With the runtime unpacked there
by hand, Java, Fabric and the mods load and Minecraft 1.21.5 starts initializing, then its first texture fails with
OpenGL error 1282 in QuestCraft's GL-to-GLES layer on Zink. Leads (2026-10-04) - Android's libEGL ran out of
eglGetProcAddress slots for desktop GL functions; LWJGL and JNA natives in the APK don't match the newer files
QuestCraft downloads.
on first start; on the Frame that step once left nothing behind ("libjvm.so not found"; unpacked by hand). Two
Frame fixes, both owner-verified 2026-10-05. (1) Minecraft 1.21.5 checks GL errors strictly and aborted with
"OpenGL error 1282", an error the Frame's Mesa (Zink) reports where Quest's driver doesn't; QuestCraft's GL-to-GLES
layer (LTW) ignores GL errors when LIBGL_NOERROR is set, which Lepton passes from LEPTON_ENV_LIBGL_NOERROR. (2) LTW
passes desktop GL_DEPTH_COMPONENT32 through, which Mesa rejects, so every framebuffer was incomplete and the picture
black; frame.ltw_depth (automatic for APKs with libltw.so) loads GLES through a shim that asks for
GL_DEPTH_COMPONENT32F. Left over, harmless so far - Mesa still reports about 4 GL_INVALID_OPERATION per frame
("in glthread", so the call is unknown; mesa_glthread=false would name it).
tested_version: 6.0.0-RC4
engine: Unity
xr: OpenXR
@@ -15,7 +20,9 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
lepton_env:
LEPTON_ENV_LIBGL_NOERROR: '1'
verified:
date: '2026-10-04'
updated: '2026-10-04'
date: '2026-10-05'
updated: '2026-10-05'
source_hint: QuestCraft
+8 -3
View File
@@ -3,13 +3,18 @@ title: WiiCompiled VR
status: issues
notes: 'To add a game: in FramePort''s Files tab, upload your .wcgame file to this game''s storage, folder
Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/Import, then open WiiCompiled (it imports the newest
file there; one at a time). The right eye jitters during races.'
file there; one at a time). Once your game is imported, turn on "Start straight in VR" (and off "Show the app''s
Android window") and update it on the Frame: it then opens in VR without the flat launcher window, which otherwise
stays in view (turn it off again to import another game). The right eye jitters during races.'
details: A native Mario Kart Wii recompilation (needs your own disc as .wcgame files built by the WiiCompiled
launcher on a computer). Lepton's Android has no document picker, so the launcher's "Import from computer" and
"select disc image" buttons fail (ActivityNotFoundException for OPEN_DOCUMENT); its Import folder is read when the
launcher opens instead. The game's libmain.so has its own OpenXR loader and talks to the Frame's runtime directly
(FrameBridge isn't in its path); the right-eye jitter in races comes from its stereo replay of the race view, so it
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen).
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen) that
stays in view after it starts the VR part (QuestActivity, process :game); frame.start_activity makes QuestActivity
the start activity (owner-verified 2026-10-05, opens straight in VR), but it skips the launcher's import step, so it
stays off by default.
tested_version: 0.4.0-quest
engine: Other
xr: OpenXR
@@ -20,5 +25,5 @@ device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
updated: '2026-10-05'
source_hint: WiiCompiled
+5
View File
@@ -13,6 +13,11 @@ signatures:
severity: fatal
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
suggest: []
- id: swapchain-rect-invalid
pattern: 'xrEndFrame failed -25\b'
severity: fatal
diagnosis: The runtime rejects the game's frames because an image rect reaches past its swapchain (by a few pixels on some Frames); the game stops drawing (e.g. stuck at a "Waiting" box). FrameBridge from FramePort 0.10.1 clamps the rects - rebuild and reinstall the game.
suggest: [frame.adapter]
- id: missing-ovr-symbol
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovrMessageType_ToString)'
severity: fatal
+23
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@@ -106,6 +106,29 @@
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`: it reads the compositor's "Headset View" (IVRHeadsetView) and
writes it to a v4l2loopback webcam named **"SteamVR"** (`/dev/video99`, 1920x1080 RGB24, advertised 30 fps, frames
arrive at the display rate). Nothing on the Frame reads it by default; idle it costs nothing, read ~0.2 core.
It shows what the wearer sees (SteamVR home, Steam's panels; a game's layers are expected but not yet seen in it).
Black and ~1 fps (one frame per ~1.0 s) while the headset sleeps (standby): a 30 fps stream then repeats each
frame in bursts, which looks like a stall in a player. Its size follows SteamVR's headset view (v4l2cam has no size
option), so the live view only scales down (360p/480p/720p/1080p) or sends it as is ("full").
- Sound: `pactl get-default-sink` (`alsa_loopback_device.stereo.alsa_output.platform-sound.HiFi__Speaker__sink`) and its
`.monitor` source carry what the headset plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
uses the wall clock, v4l2 CLOCK_MONOTONIC → `-ts mono2abs` on the v4l2 input. Don't force
`-use_wallclock_as_timestamps` on the pulse input: it stamped bursts of AAC packets with one time.
- Steam's own game recording / Remote Play / broadcast capture the **gamescope** PipeWire node (`CDesktopCapturePipeWire:
... node path: gamescope`): with gamescope's `--backend openvr` that's only the flat Steam UI, not VR. Steam's arm64
`libvideo.so` encodes with x264 (vaapi/nvenc paths don't apply). No cast/spectator feature for the Frame's own VR view
exists in Steam's UI; the SteamVR web server (27062) has no mirror route.
- Encoding: the Qualcomm encoder (`/dev/video23` qcom-iris-encoder, V4L2 M2M) doesn't work with the stock tools (ffmpeg
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
cores with a busy scene.
## Text input
- Lepton's Android has no on-screen keyboard (IME) and VR apps run headless, so no Android window has keyboard focus
+6 -2
View File
@@ -25,17 +25,21 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| H.U.N.T | Quest | ✅ Works | |
| I Am Monkey | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| Into The Radius 2 | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Marvel's Deadpool VR | Quest | ✅ Works | |
| Marvel's Iron Man VR | Quest | ✅ Works | |
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| NEX Player | Quest | ✅ Works | |
| NOPE CHALLENGE | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
| PowerWash Simulator VR | Quest | ✅ Works | |
| QuestCraft | Quest | ✅ Works | |
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
@@ -44,21 +48,21 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Stremio | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
| TetrisEffect | Quest | ✅ Works | |
| The Climb 2 | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
| Wander | Quest | ✅ Works | |
| Accounting+ | Quest | ⚠️ Works with issues | Starts in VR, but doesn't get past its "press any button" screen. |
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
| I Am Cat | Quest | ⚠️ Works with issues | The view vibrates slightly, even when holding still. |
| Into The Radius 2 | Quest | ⚠️ Works with issues | Space warp is turned off (no flickering textures in the headset); the headset's brief focus losses are hidden (focus_hold, up to 2.5 s) because the game paus… |
| Lucky's Tale | Quest | ⚠️ Works with issues | Runs out of memory within a few minutes and freezes the Frame until the game is killed. |
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
| QuestCraft | Quest | ⚠️ Works with issues | The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282). |
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
+1
View File
@@ -56,6 +56,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Quest app keeps recentering / snapping the view when you turn your head; log shows session state 5→4→3→4→5 within a second | the Frame briefly takes focus; the app recenters on focus changes | unfixed: hiding the dips (debounce) made AC Nexus stay black, so it was removed |
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
| Batman: Arkham Shadow closes during smoke-bomb effects; later input-tree corruption | Meta XR Audio Wwise deletes queued metadata still referenced by the current audio frame, then writes through the stale pointer | FrameBridge automatically retires metadata after current-frame references disappear, for the verified AArch64 SDK build only; see [AUDIO_METADATA.md](AUDIO_METADATA.md) |
| Game stays on a loading or "Waiting" box although it reached FOCUSED; log `FrameBridge: xrEndFrame failed -25` then no more `pacing:` lines (e.g. PowerWash Simulator on some Frames, GitHub #39) | The eye image rect ends a few pixels past its swapchain (Unity rounds the swapchain width, the runtime's recommended size differs per Frame); SteamVR rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID | FrameBridge clamps every projection/quad image rect to its swapchain (`rect_clamp`, default on since 0.10.1; log `rect_clamp: view N image rect clamped`): rebuild + reinstall the game |
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
| Only the Android home screen shows; the log has Unity's VR device as `None` (e.g. Accounting+, Unity 2017) | Unity 2017–2018 built-in Oculus support starts VR only when `com.oculus.systemactivities` is installed; Lepton has no Meta system apps, so Unity falls back to non-VR | `frame.unity_oculus_check`: that package name in libunity.so → `android`, plus `native/ovrpshim` (libfp_ovrp.so): Unity 2017's legacy frame loop (`ovrp_Update2`/`ovrp_BeginFrame`) never calls `ovrp_WaitToBeginFrame`, so without the shim no `xrWaitFrame` happens, `CompositorOpenXR::Update … outside of frame bounds` floods the log and the dashboard freezes. With it: log `ovrp frame loop shim: waited for frame N`, ~71 fps. Accounting+ then stops at "press any button" although its OVRInput gets clean input (`INPUT_PROBE` in the patch logs connected controllers/buttons/input focus per call) — unresolved |
| Own-engine game crashes in `libVkLayer_fossilize.so` (Fossilize's recording thread, e.g. Roblox) | same as Deadpool VR: uninitialised pointers in what Fossilize records | `frame.vk_sanitize` now also covers own-engine libraries that load `libvulkan.so` by name |
+88
View File
@@ -88,6 +88,7 @@ static int foveation_fix = 1;
static int hide_space_warp = 0;
static int controller_fix = 1;
static int swapchain_fix = 1;
static int rect_clamp = 1; // clamp submitted image rects to their swapchain (SteamVR rejects a 1 px overrun)
static int layer_fix = 1;
static int mutable_fix = 0;
static int swap_eyes = 0;
@@ -136,6 +137,7 @@ static void read_settings(const char *path) {
if (sscanf(line, "hide_space_warp=%f", &value) == 1) hide_space_warp = value != 0;
if (sscanf(line, "controller_fix=%f", &value) == 1) controller_fix = value != 0;
if (sscanf(line, "swapchain_fix=%f", &value) == 1) swapchain_fix = value != 0;
if (sscanf(line, "rect_clamp=%f", &value) == 1) rect_clamp = value != 0;
if (sscanf(line, "layer_fix=%f", &value) == 1) layer_fix = value != 0;
if (sscanf(line, "mutable_fix=%f", &value) == 1) mutable_fix = value != 0;
if (sscanf(line, "swap_eyes=%f", &value) == 1) swap_eyes = value != 0;
@@ -390,6 +392,45 @@ static void remember_swapchain(XrSwapchain handle) {
pthread_mutex_unlock(&swapchains_lock);
}
// Swapchain sizes, to keep submitted image rects inside them (rect_clamp).
#define MAX_SIZES 256
static struct { XrSwapchain handle; uint32_t w, h; } sizes[MAX_SIZES];
static pthread_mutex_t sizes_lock = PTHREAD_MUTEX_INITIALIZER;
static void note_swapchain_size(XrSwapchain handle, uint32_t w, uint32_t h) {
pthread_mutex_lock(&sizes_lock);
int slot = -1;
for (int i = 0; i < MAX_SIZES; ++i) {
if (sizes[i].handle == handle) { slot = i; break; }
if (slot < 0 && sizes[i].handle == XR_NULL_HANDLE) slot = i;
}
if (slot >= 0) { sizes[slot].handle = handle; sizes[slot].w = w; sizes[slot].h = h; }
pthread_mutex_unlock(&sizes_lock);
}
static int swapchain_size(XrSwapchain handle, uint32_t *w, uint32_t *h) {
int found = 0;
pthread_mutex_lock(&sizes_lock);
for (int i = 0; i < MAX_SIZES && !found; ++i)
if (sizes[i].handle == handle && handle != XR_NULL_HANDLE) { *w = sizes[i].w; *h = sizes[i].h; found = 1; }
pthread_mutex_unlock(&sizes_lock);
return found;
}
// Clamp `r` to a w x h image; returns whether it changed.
static int clamp_rect(XrRect2Di *r, uint32_t w, uint32_t h) {
XrRect2Di c = *r;
if (c.offset.x < 0) { c.extent.width += c.offset.x; c.offset.x = 0; }
if (c.offset.y < 0) { c.extent.height += c.offset.y; c.offset.y = 0; }
if ((uint32_t)c.offset.x >= w || (uint32_t)c.offset.y >= h) return 0; // nothing sensible to keep: leave it
if ((int64_t)c.offset.x + c.extent.width > (int64_t)w) c.extent.width = (int32_t)(w - (uint32_t)c.offset.x);
if ((int64_t)c.offset.y + c.extent.height > (int64_t)h) c.extent.height = (int32_t)(h - (uint32_t)c.offset.y);
if (c.extent.width <= 0 || c.extent.height <= 0) return 0;
int changed = memcmp(&c, r, sizeof c) != 0;
*r = c;
return changed;
}
static void forget_swapchain(XrSwapchain handle) {
pthread_mutex_lock(&swapchains_lock);
for (size_t i = 0; i < swapchain_count; ++i)
@@ -439,6 +480,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
(unsigned long long)fixed.usageFlags, (unsigned long long)fixed.createFlags, result);
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
return result;
@@ -461,6 +503,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
}
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
}
@@ -1110,6 +1153,51 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
if (rect_clamp) {
// Keep every image rect inside its swapchain: Unity/OVRPlugin can size the eye area a few pixels past
// the image on some Frames (PowerWash Simulator: rect 268+1656 on a 1920 wide swapchain) and SteamVR
// then rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID (-25) (GitHub #39).
uint32_t w, h;
if (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount <= 2) {
const XrCompositionLayerProjection *cur = (const XrCompositionLayerProjection *)layer;
int over = 0;
for (uint32_t v = 0; v < cur->viewCount; ++v) {
XrRect2Di r = cur->views[v].subImage.imageRect;
if (swapchain_size(cur->views[v].subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) over = 1;
}
if (over) {
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count]) projections[count] = *cur;
if (projections[count].views != views[count])
for (uint32_t v = 0; v < cur->viewCount; ++v) views[count][v] = cur->views[v];
for (uint32_t v = 0; v < cur->viewCount; ++v)
if (swapchain_size(views[count][v].subImage.swapchain, &w, &h) &&
clamp_rect(&views[count][v].subImage.imageRect, w, h)) {
static int logged;
if (logged++ < 3)
LOG("rect_clamp: view %u image rect clamped to %dx%d at %d,%d (swapchain %ux%u)", v,
views[count][v].subImage.imageRect.extent.width,
views[count][v].subImage.imageRect.extent.height,
views[count][v].subImage.imageRect.offset.x,
views[count][v].subImage.imageRect.offset.y, w, h);
}
projections[count].views = views[count];
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
} else if (layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD) {
const XrCompositionLayerQuad *q = (const XrCompositionLayerQuad *)layer;
XrRect2Di r = q->subImage.imageRect;
if (swapchain_size(q->subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) {
if (layer != (const XrCompositionLayerBaseHeader *)&quads[count]) quads[count] = *q;
quads[count].subImage.imageRect = r;
layer = (const XrCompositionLayerBaseHeader *)&quads[count];
++swapped;
static int logged;
if (!logged++) LOG("rect_clamp: quad image rect clamped (swapchain %ux%u)", w, h);
}
}
}
kept[count++] = layer;
}
XrFrameEndInfo fixed = *info;
+14 -4
View File
@@ -10,7 +10,7 @@ timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang build
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), and
rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
python native/build.py [--only adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
"""
from __future__ import annotations
@@ -239,6 +239,16 @@ def build_glshim(tc: Path):
"-Wl,-z,max-page-size=16384", "glshim.c", "-ldl", "-llog", "-o", ART / "arm64-v8a/libglshim.so"], cwd=src)
def build_eglfmt(tc: Path):
"""Depth-format shim (see glshim/eglfmt.c) that GL-to-GLES wrappers (QuestCraft's LTW) load in place of libEGL.so.
Named libfpg.so: no longer than "libEGL.so", whose dlopen string in the wrapper is rewritten in place. Linked to
libEGL so a dlsym on its handle still finds every EGL function."""
src = HERE / "glshim"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", "-Wl,-soname,libfpg.so", "-Wl,-z,max-page-size=16384", "eglfmt.c",
"-Wl,--no-as-needed", "-lEGL", "-Wl,--as-needed", "-ldl", "-llog", "-o", ART / "arm64-v8a/libfpg.so"], cwd=src)
def build_xrshim(tc: Path):
"""FrameBridge extension shim (see xrshim/xrshim.c): DT_NEEDED-injected in front of overport's libopenxr_loader.so."""
src = HERE / "xrshim"
@@ -308,7 +318,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -317,11 +327,11 @@ def main():
tc = clang_dir(ndk(args.ndk)) if parts - {"dex"} else None
steps = {"adapter": lambda: build_adapter(tc), "bridge": lambda: build_bridge(tc), "compat": lambda: build_compat(tc),
"langpack": lambda: build_langpack(tc),
"glshim": lambda: build_glshim(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"oculushmd": lambda: build_oculushmd(tc), "vkshim": lambda: build_vkshim(tc),
"ovrpshim": lambda: build_ovrpshim(tc),
"vrsettings": lambda: build_vrsettings(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
if name in parts:
log(f"build {name}")
steps[name]()
+97
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@@ -0,0 +1,97 @@
// SPDX-License-Identifier: GPL-3.0-only
// FramePort depth-format shim for GL-to-GLES wrappers (QuestCraft's LTW): desktop OpenGL's sized depth format
// GL_DEPTH_COMPONENT32 doesn't exist in OpenGL ES. Qualcomm's Quest driver accepts it anyway; the Frame's Mesa (Zink)
// rejects it (GL_INVALID_OPERATION in glTexImage2D), so Minecraft's depth textures never exist, every framebuffer that
// uses them is incomplete and the picture stays black. LTW resolves every GLES function through eglGetProcAddress from
// a libEGL it dlopens itself; FramePort points that dlopen string at this library (patches/frame/ltw_depth.py), which
// hands back wrappers for the texture/renderbuffer allocation functions and the real functions for everything else:
// GL_DEPTH_COMPONENT32 -> GL_DEPTH_COMPONENT32F (GL_DEPTH_COMPONENT24 when pixel data comes as GL_UNSIGNED_INT),
// unsized GL_DEPTH_COMPONENT with GL_FLOAT data -> GL_DEPTH_COMPONENT32F.
#define _GNU_SOURCE
#include <EGL/egl.h>
#include <GLES3/gl32.h>
#include <android/log.h>
#include <dlfcn.h>
#include <pthread.h>
#include <string.h>
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, "FrameBridge", __VA_ARGS__)
#define EXPORT __attribute__((visibility("default")))
#ifndef GL_DEPTH_COMPONENT32
#define GL_DEPTH_COMPONENT32 0x81A7
#endif
typedef __eglMustCastToProperFunctionPointerType FnPtr;
static FnPtr (*real_gpa)(const char *);
static pthread_once_t once = PTHREAD_ONCE_INIT;
static int logged;
static void init(void) {
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL);
real_gpa = egl ? (FnPtr (*)(const char *))dlsym(egl, "eglGetProcAddress") : NULL;
LOG("depth format shim: libEGL.so %s", real_gpa ? "OK" : "MISSING");
}
// the ES internal format for a desktop depth request (`type` = the pixel data type, 0 when there is none)
static GLint fix(GLint internal, GLenum type, const char *fn) {
GLint out = internal;
if (internal == GL_DEPTH_COMPONENT32) out = type == GL_UNSIGNED_INT ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT32F;
else if (internal == GL_DEPTH_COMPONENT && type == GL_FLOAT) out = GL_DEPTH_COMPONENT32F;
if (out != internal && logged < 8) {
logged++;
LOG("depth format shim: %s 0x%x -> 0x%x", fn, internal, out);
}
return out;
}
static PFNGLTEXIMAGE2DPROC r_ti2;
static PFNGLTEXIMAGE3DPROC r_ti3;
static PFNGLTEXSTORAGE2DPROC r_ts2;
static PFNGLTEXSTORAGE3DPROC r_ts3;
static PFNGLTEXSTORAGE2DMULTISAMPLEPROC r_ts2ms;
static PFNGLTEXSTORAGE3DMULTISAMPLEPROC r_ts3ms;
static PFNGLRENDERBUFFERSTORAGEPROC r_rbs;
static PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC r_rbsms;
static void GL_APIENTRY w_ti2(GLenum t, GLint l, GLint i, GLsizei w, GLsizei h, GLint b, GLenum f, GLenum ty, const void *d) {
r_ti2(t, l, fix(i, ty, "glTexImage2D"), w, h, b, f, ty, d);
}
static void GL_APIENTRY w_ti3(GLenum t, GLint l, GLint i, GLsizei w, GLsizei h, GLsizei dp, GLint b, GLenum f, GLenum ty,
const void *d) {
r_ti3(t, l, fix(i, ty, "glTexImage3D"), w, h, dp, b, f, ty, d);
}
static void GL_APIENTRY w_ts2(GLenum t, GLsizei l, GLenum i, GLsizei w, GLsizei h) {
r_ts2(t, l, (GLenum)fix((GLint)i, 0, "glTexStorage2D"), w, h);
}
static void GL_APIENTRY w_ts3(GLenum t, GLsizei l, GLenum i, GLsizei w, GLsizei h, GLsizei d) {
r_ts3(t, l, (GLenum)fix((GLint)i, 0, "glTexStorage3D"), w, h, d);
}
static void GL_APIENTRY w_ts2ms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h, GLboolean fl) {
r_ts2ms(t, s, (GLenum)fix((GLint)i, 0, "glTexStorage2DMultisample"), w, h, fl);
}
static void GL_APIENTRY w_ts3ms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h, GLsizei d, GLboolean fl) {
r_ts3ms(t, s, (GLenum)fix((GLint)i, 0, "glTexStorage3DMultisample"), w, h, d, fl);
}
static void GL_APIENTRY w_rbs(GLenum t, GLenum i, GLsizei w, GLsizei h) {
r_rbs(t, (GLenum)fix((GLint)i, 0, "glRenderbufferStorage"), w, h);
}
static void GL_APIENTRY w_rbsms(GLenum t, GLsizei s, GLenum i, GLsizei w, GLsizei h) {
r_rbsms(t, s, (GLenum)fix((GLint)i, 0, "glRenderbufferStorageMultisample"), w, h);
}
EXPORT FnPtr eglGetProcAddress(const char *name) {
pthread_once(&once, init);
FnPtr fn = real_gpa && name ? real_gpa(name) : NULL;
if (!fn) return fn;
#define WRAP(sym, real, w) if (!strcmp(name, sym)) { real = (void *)fn; return (FnPtr)w; }
WRAP("glTexImage2D", r_ti2, w_ti2)
WRAP("glTexImage3D", r_ti3, w_ti3)
WRAP("glTexStorage2D", r_ts2, w_ts2)
WRAP("glTexStorage3D", r_ts3, w_ts3)
WRAP("glTexStorage2DMultisample", r_ts2ms, w_ts2ms)
WRAP("glTexStorage3DMultisample", r_ts3ms, w_ts3ms)
WRAP("glRenderbufferStorage", r_rbs, w_rbs)
WRAP("glRenderbufferStorageMultisample", r_rbsms, w_rbsms)
#undef WRAP
return fn;
}
+293 -2
View File
@@ -13,6 +13,21 @@
// copied with extra words inserted at a byte offset, e.g. stores that initialize locals a shader reads before writing
// (an undefined loop counter hung the GPU in VR4's campaign). Every other module passes through unchanged.
// Format: vk_shader_fix=<size>:<sha256 hex>:<byte offset>:<word>,<word>,...[;<next fix>]
//
// Query slots (adapter setting vk_query_slots=2, per game): with multiview, Vulkan counts a query that runs in a
// multiview render pass as one query per view (N consecutive indices). Mesa's drivers (the Frame's Turnip) write a
// zero result into the extra views' slots; Meta's Quest driver doesn't. Engines that allocate one slot per query
// (Into The Radius 2, Unreal 5) then have the next object's occlusion query overwritten with "0 samples" and cull it:
// models pop in and out. With the setting, occlusion pools get N slots per query; query i uses slot N*i, so the extra
// views land in N*i+1.., and results are read from slot N*i only (view 0's count; Turnip counts every view there).
//
// Spec fixes (vk_spec_fixes=1, per game; found with the validation layer in Into The Radius 2, Unreal 5):
// * depth/stencil images created without VK_IMAGE_USAGE_TRANSFER_DST_BIT are cleared with vkCmdClearDepthStencilImage
// (VUID-vkCmdClearDepthStencilImage-pRanges-02659); Mesa's Turnip picks the image's compression from its usage, so
// the flag is added at vkCreateImage.
// * subpasses with Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) also name a depth
// resolve attachment for a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179): the
// resolve is dropped (there is nothing to resolve from one sample).
#define _GNU_SOURCE
#include <vulkan/vulkan.h>
#include <android/log.h>
@@ -74,12 +89,23 @@ static void parse_fixes(char *v) {
}
}
static int query_slots = 1; // vk_query_slots: slots per occlusion query (1 = untouched)
static int spec_fixes; // vk_spec_fixes: make two Unreal habits valid Vulkan (depth clears, depth resolves)
#define VALIDATION_LAYER "VK_LAYER_KHRONOS_validation"
static int validation; // vk_validation: add Khronos' validation layer (bundled in the APK) to the instance
static void read_settings(const char *path) {
FILE *f = fopen(path, "r");
if (!f) return;
char line[4096];
while (fgets(line, sizeof line, f)) {
line[strcspn(line, "\r\n")] = 0;
if (!strncmp(line, "vk_validation=", 14)) validation = atoi(line + 14) != 0;
if (!strncmp(line, "vk_spec_fixes=", 14)) spec_fixes = atoi(line + 14) != 0;
if (!strncmp(line, "vk_query_slots=", 15)) {
int v = atoi(line + 15);
query_slots = v == 1 ? 2 : v >= 2 && v <= 4 ? v : 1; // 1 = on (the settings dialog's switch) = 2 slots
}
if (!strncmp(line, "vk_shader_fix=", 14)) {
nfixes = 0; // later sources override earlier ones (as for the adapter's settings)
parse_fixes(line + 14);
@@ -182,6 +208,10 @@ static uint32_t *fixed_shader(const uint32_t *code, size_t size, size_t *out_siz
static void init(void) {
read_all_settings();
if (nfixes) LOG("vk shim: %d shader fix(es) configured", nfixes);
if (query_slots > 1) LOG("vk shim: %d slots per occlusion query", query_slots);
if (validation) LOG("vk shim: adding %s to the instance", VALIDATION_LAYER);
if (spec_fixes) LOG("vk shim: Vulkan spec fixes on (depth images can be cleared, no depth resolve in shader-resolve "
"subpasses)");
real_vk = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL);
if (real_vk) {
real_gipa = (PFN_vkGetInstanceProcAddr)dlsym(real_vk, "vkGetInstanceProcAddr");
@@ -318,6 +348,8 @@ static const void *clean_chain(Arena *a, const void *head, int *fixes) {
return first;
}
static int resolves_logged;
static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCreateInfo2 *ci, int *fixes) {
VkRenderPassCreateInfo2 out = *ci;
out.pNext = clean_chain(a, ci->pNext, fixes);
@@ -342,6 +374,27 @@ static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCre
out.pSubpasses = sp;
}
}
if (spec_fixes && out.pSubpasses) {
VkSubpassDescription2 *sp = (VkSubpassDescription2 *)out.pSubpasses;
for (uint32_t i = 0; i < ci->subpassCount; i++) {
if (!(sp[i].flags & 0x8 /* VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM */) || !sp[i].pDepthStencilAttachment)
continue;
uint32_t att = sp[i].pDepthStencilAttachment->attachment;
if (att == VK_ATTACHMENT_UNUSED || att >= ci->attachmentCount || !ci->pAttachments ||
ci->pAttachments[att].samples != VK_SAMPLE_COUNT_1_BIT)
continue;
for (VkBaseOutStructure *n = (VkBaseOutStructure *)sp[i].pNext; n; n = n->pNext) {
if (n->sType != VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE) continue;
VkSubpassDescriptionDepthStencilResolve *r = (void *)n;
if (r->pDepthStencilResolveAttachment &&
r->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED) {
r->pDepthStencilResolveAttachment = NULL;
(*fixes)++;
if (resolves_logged++ < 5) LOG("vk shim: dropped the depth resolve of shader-resolve subpass %u", i);
}
}
}
}
if (ci->pDependencies && ci->dependencyCount) {
VkSubpassDependency2 *dep = arena_dup(a, ci->pDependencies, sizeof *dep * ci->dependencyCount);
if (dep) {
@@ -356,8 +409,11 @@ static VkRenderPassCreateInfo2 clean_create_info(Arena *a, const VkRenderPassCre
// ---------------------------------------------------------------- entry points
#define MAX_DEVICES 8
enum { FN_RP2, FN_RP2KHR, FN_CSM, FN_COUNT };
static const char *const FN_NAMES[FN_COUNT] = {"vkCreateRenderPass2", "vkCreateRenderPass2KHR", "vkCreateShaderModule"};
enum { FN_RP2, FN_RP2KHR, FN_CSM, FN_CIMG, FN_CQP, FN_DQP, FN_BQ, FN_EQ, FN_CRQP, FN_RQP, FN_RQPEXT, FN_GQPR, FN_CCQPR, FN_COUNT };
static const char *const FN_NAMES[FN_COUNT] = {
"vkCreateRenderPass2", "vkCreateRenderPass2KHR", "vkCreateShaderModule", "vkCreateImage", "vkCreateQueryPool", "vkDestroyQueryPool",
"vkCmdBeginQuery", "vkCmdEndQuery", "vkCmdResetQueryPool", "vkResetQueryPool", "vkResetQueryPoolEXT",
"vkGetQueryPoolResults", "vkCmdCopyQueryPoolResults"};
static struct { VkDevice device; PFN_vkVoidFunction fn[FN_COUNT]; } devices[MAX_DEVICES];
static PFN_vkCreateRenderPass2 fallback_rp2khr; // from vkGetInstanceProcAddr
static pthread_mutex_t dev_lock = PTHREAD_MUTEX_INITIALIZER;
@@ -428,6 +484,223 @@ EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateShaderModule(VkDevice device, cons
return r;
}
// ---------------------------------------------------------------- query slots
// Command buffer functions carry no VkDevice: their next implementation is the one the (single) game device got.
static PFN_vkVoidFunction cmd_fn[FN_COUNT];
static PFN_vkVoidFunction any_fn(VkDevice device, int which) {
PFN_vkVoidFunction fn = device ? device_fn(device, which) : NULL;
if (!fn) fn = cmd_fn[which];
if (!fn && real_vk) fn = (PFN_vkVoidFunction)dlsym(real_vk, FN_NAMES[which]);
return fn;
}
#define MAX_POOLS 4096
static uint64_t occlusion_pools[MAX_POOLS]; // open addressing; 0 = empty, 1 = deleted
static pthread_mutex_t pool_lock = PTHREAD_MUTEX_INITIALIZER;
static int pools_logged;
static unsigned pool_hash(uint64_t h) { return (unsigned)((h * 0x9E3779B97F4A7C15ull) >> 52) % MAX_POOLS; }
static void pool_add(VkQueryPool pool) {
uint64_t h = (uint64_t)pool;
pthread_mutex_lock(&pool_lock);
for (unsigned i = pool_hash(h), n = 0; n < MAX_POOLS; i = (i + 1) % MAX_POOLS, n++)
if (occlusion_pools[i] <= 1) { occlusion_pools[i] = h; break; }
pthread_mutex_unlock(&pool_lock);
}
static int pool_slot(VkQueryPool pool, int remove) {
uint64_t h = (uint64_t)pool;
if (h <= 1) return 0;
int found = 0;
pthread_mutex_lock(&pool_lock);
for (unsigned i = pool_hash(h), n = 0; n < MAX_POOLS && occlusion_pools[i]; i = (i + 1) % MAX_POOLS, n++)
if (occlusion_pools[i] == h) {
found = 1;
if (remove) occlusion_pools[i] = 1;
break;
}
pthread_mutex_unlock(&pool_lock);
return found;
}
// the remapped first query of `pool` (unchanged for pools that aren't remapped)
static uint32_t q(VkQueryPool pool, uint32_t query) { return pool_slot(pool, 0) ? query * (uint32_t)query_slots : query; }
static VKAPI_ATTR VkResult VKAPI_CALL create_query_pool(VkDevice device, const VkQueryPoolCreateInfo *ci,
const VkAllocationCallbacks *alloc, VkQueryPool *pool) {
PFN_vkCreateQueryPool real = (PFN_vkCreateQueryPool)any_fn(device, FN_CQP);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!ci || ci->queryType != VK_QUERY_TYPE_OCCLUSION || query_slots < 2) return real(device, ci, alloc, pool);
VkQueryPoolCreateInfo copy = *ci;
copy.queryCount = ci->queryCount * (uint32_t)query_slots;
VkResult r = real(device, &copy, alloc, pool);
if (r == VK_SUCCESS) {
pool_add(*pool);
if (pools_logged++ < 5)
LOG("vk shim: occlusion query pool %u -> %u slots", ci->queryCount, copy.queryCount);
}
return r;
}
static VKAPI_ATTR void VKAPI_CALL destroy_query_pool(VkDevice device, VkQueryPool pool, const VkAllocationCallbacks *alloc) {
PFN_vkDestroyQueryPool real = (PFN_vkDestroyQueryPool)any_fn(device, FN_DQP);
pool_slot(pool, 1);
if (real) real(device, pool, alloc);
}
static VKAPI_ATTR void VKAPI_CALL cmd_begin_query(VkCommandBuffer cb, VkQueryPool pool, uint32_t query,
VkQueryControlFlags flags) {
PFN_vkCmdBeginQuery real = (PFN_vkCmdBeginQuery)any_fn(NULL, FN_BQ);
if (real) real(cb, pool, q(pool, query), flags);
}
static VKAPI_ATTR void VKAPI_CALL cmd_end_query(VkCommandBuffer cb, VkQueryPool pool, uint32_t query) {
PFN_vkCmdEndQuery real = (PFN_vkCmdEndQuery)any_fn(NULL, FN_EQ);
if (real) real(cb, pool, q(pool, query));
}
static uint32_t span(VkQueryPool pool, uint32_t count) { return pool_slot(pool, 0) ? count * (uint32_t)query_slots : count; }
static VKAPI_ATTR void VKAPI_CALL cmd_reset_query_pool(VkCommandBuffer cb, VkQueryPool pool, uint32_t first, uint32_t count) {
PFN_vkCmdResetQueryPool real = (PFN_vkCmdResetQueryPool)any_fn(NULL, FN_CRQP);
if (real) real(cb, pool, q(pool, first), span(pool, count));
}
static void reset_query_pool(VkDevice device, VkQueryPool pool, uint32_t first, uint32_t count, int ext) {
PFN_vkResetQueryPool real = (PFN_vkResetQueryPool)any_fn(device, ext ? FN_RQPEXT : FN_RQP);
if (real) real(device, pool, q(pool, first), span(pool, count));
}
static VKAPI_ATTR void VKAPI_CALL host_reset_query_pool(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c) { reset_query_pool(d, p, f, c, 0); }
static VKAPI_ATTR void VKAPI_CALL host_reset_query_pool_ext(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c) { reset_query_pool(d, p, f, c, 1); }
// Results come from slot N*i of each query, one query at a time: the extra slots are only written in multiview passes,
// so reading them (with VK_QUERY_RESULT_WAIT_BIT) could wait forever.
static VKAPI_ATTR VkResult VKAPI_CALL get_query_pool_results(VkDevice device, VkQueryPool pool, uint32_t first, uint32_t count,
size_t size, void *data, VkDeviceSize stride,
VkQueryResultFlags flags) {
PFN_vkGetQueryPoolResults real = (PFN_vkGetQueryPoolResults)any_fn(device, FN_GQPR);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!pool_slot(pool, 0) || !count) return real(device, pool, first, count, size, data, stride, flags);
VkResult result = VK_SUCCESS;
for (uint32_t i = 0; i < count; i++) {
size_t offset = (size_t)(i * stride);
if (offset >= size) break;
VkResult r = real(device, pool, (first + i) * (uint32_t)query_slots, 1, size - offset, (uint8_t *)data + offset,
stride, flags);
if (r < 0) return r;
if (r == VK_NOT_READY) result = VK_NOT_READY;
}
return result;
}
static VKAPI_ATTR void VKAPI_CALL cmd_copy_query_pool_results(VkCommandBuffer cb, VkQueryPool pool, uint32_t first,
uint32_t count, VkBuffer buffer, VkDeviceSize offset,
VkDeviceSize stride, VkQueryResultFlags flags) {
PFN_vkCmdCopyQueryPoolResults real = (PFN_vkCmdCopyQueryPoolResults)any_fn(NULL, FN_CCQPR);
if (!real) return;
if (!pool_slot(pool, 0)) { real(cb, pool, first, count, buffer, offset, stride, flags); return; }
for (uint32_t i = 0; i < count; i++)
real(cb, pool, (first + i) * (uint32_t)query_slots, 1, buffer, offset + i * stride, stride, flags);
}
// ---------------------------------------------------------------- spec fixes: depth images
static int is_depth_format(VkFormat f) {
return f == VK_FORMAT_D16_UNORM || f == VK_FORMAT_X8_D24_UNORM_PACK32 || f == VK_FORMAT_D32_SFLOAT ||
f == VK_FORMAT_S8_UINT || f == VK_FORMAT_D16_UNORM_S8_UINT || f == VK_FORMAT_D24_UNORM_S8_UINT ||
f == VK_FORMAT_D32_SFLOAT_S8_UINT;
}
static int images_logged;
static VKAPI_ATTR VkResult VKAPI_CALL create_image(VkDevice device, const VkImageCreateInfo *ci,
const VkAllocationCallbacks *alloc, VkImage *image) {
PFN_vkCreateImage real = (PFN_vkCreateImage)any_fn(device, FN_CIMG);
if (!real) return VK_ERROR_INITIALIZATION_FAILED;
if (!spec_fixes || !ci || !is_depth_format(ci->format) || !(ci->usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ||
(ci->usage & (VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT))) // transient: no
return real(device, ci, alloc, image);
VkImageCreateInfo copy = *ci;
copy.usage |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VkResult r = real(device, &copy, alloc, image);
if (images_logged++ < 5) LOG("vk shim: depth image %ux%u format %d can be cleared now: %d", ci->extent.width,
ci->extent.height, ci->format, r);
if (r != VK_SUCCESS) r = real(device, ci, alloc, image); // the flag isn't allowed here: as the game asked
return r;
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateImage(VkDevice d, const VkImageCreateInfo *ci, const VkAllocationCallbacks *a,
VkImage *img) {
pthread_once(&once, init);
return create_image(d, ci, a, img);
}
// ---------------------------------------------------------------- validation (diagnostics)
static PFN_vkCreateInstance real_ci;
static VKAPI_ATTR VkResult VKAPI_CALL create_instance(const VkInstanceCreateInfo *ci, const VkAllocationCallbacks *a,
VkInstance *inst) {
if (!real_ci && real_vk) real_ci = (PFN_vkCreateInstance)dlsym(real_vk, "vkCreateInstance");
if (!real_ci) return VK_ERROR_INITIALIZATION_FAILED;
if (!validation || !ci) return real_ci(ci, a, inst);
for (uint32_t i = 0; i < ci->enabledLayerCount; i++)
if (!strcmp(ci->ppEnabledLayerNames[i], VALIDATION_LAYER)) return real_ci(ci, a, inst);
const char **names = malloc(sizeof(char *) * (ci->enabledLayerCount + 1));
if (!names) return real_ci(ci, a, inst);
for (uint32_t i = 0; i < ci->enabledLayerCount; i++) names[i] = ci->ppEnabledLayerNames[i];
names[ci->enabledLayerCount] = VALIDATION_LAYER;
VkInstanceCreateInfo copy = *ci;
copy.enabledLayerCount = ci->enabledLayerCount + 1;
copy.ppEnabledLayerNames = names;
VkResult r = real_ci(&copy, a, inst);
LOG("vk shim: vkCreateInstance with %s: %d", VALIDATION_LAYER, r);
if (r == VK_ERROR_LAYER_NOT_PRESENT) r = real_ci(ci, a, inst); // not bundled: start without it
free(names);
return r;
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateInstance(const VkInstanceCreateInfo *ci, const VkAllocationCallbacks *a,
VkInstance *inst) {
pthread_once(&once, init);
return create_instance(ci, a, inst);
}
// The same entry points for engines that dlsym them from the shim instead of asking vkGet*ProcAddr
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkCreateQueryPool(VkDevice d, const VkQueryPoolCreateInfo *ci,
const VkAllocationCallbacks *a, VkQueryPool *p) {
pthread_once(&once, init);
return create_query_pool(d, ci, a, p);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkDestroyQueryPool(VkDevice d, VkQueryPool p, const VkAllocationCallbacks *a) {
pthread_once(&once, init);
destroy_query_pool(d, p, a);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdBeginQuery(VkCommandBuffer cb, VkQueryPool p, uint32_t i, VkQueryControlFlags f) {
pthread_once(&once, init);
cmd_begin_query(cb, p, i, f);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdEndQuery(VkCommandBuffer cb, VkQueryPool p, uint32_t i) {
pthread_once(&once, init);
cmd_end_query(cb, p, i);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdResetQueryPool(VkCommandBuffer cb, VkQueryPool p, uint32_t f, uint32_t c) {
pthread_once(&once, init);
cmd_reset_query_pool(cb, p, f, c);
}
EXPORT VKAPI_ATTR VkResult VKAPI_CALL vkGetQueryPoolResults(VkDevice d, VkQueryPool p, uint32_t f, uint32_t c, size_t s,
void *data, VkDeviceSize st, VkQueryResultFlags fl) {
pthread_once(&once, init);
return get_query_pool_results(d, p, f, c, s, data, st, fl);
}
EXPORT VKAPI_ATTR void VKAPI_CALL vkCmdCopyQueryPoolResults(VkCommandBuffer cb, VkQueryPool p, uint32_t f, uint32_t c,
VkBuffer b, VkDeviceSize o, VkDeviceSize st,
VkQueryResultFlags fl) {
pthread_once(&once, init);
cmd_copy_query_pool_results(cb, p, f, c, b, o, st, fl);
}
static int wrapped_index(const char *name) {
for (int i = 0; i < FN_COUNT; i++)
if (!strcmp(name, FN_NAMES[i])) return i;
@@ -439,6 +712,20 @@ static PFN_vkVoidFunction wrap(const char *name) {
case FN_RP2: return (PFN_vkVoidFunction)vkCreateRenderPass2;
case FN_RP2KHR: return (PFN_vkVoidFunction)create_render_pass2_khr;
case FN_CSM: return nfixes ? (PFN_vkVoidFunction)vkCreateShaderModule : NULL; // nothing to fix: no detour
case FN_CIMG: return spec_fixes ? (PFN_vkVoidFunction)create_image : NULL;
default: break;
}
if (query_slots < 2) return NULL; // no query remapping: no detours
switch (wrapped_index(name)) {
case FN_CQP: return (PFN_vkVoidFunction)create_query_pool;
case FN_DQP: return (PFN_vkVoidFunction)destroy_query_pool;
case FN_BQ: return (PFN_vkVoidFunction)cmd_begin_query;
case FN_EQ: return (PFN_vkVoidFunction)cmd_end_query;
case FN_CRQP: return (PFN_vkVoidFunction)cmd_reset_query_pool;
case FN_RQP: return (PFN_vkVoidFunction)host_reset_query_pool;
case FN_RQPEXT: return (PFN_vkVoidFunction)host_reset_query_pool_ext;
case FN_GQPR: return (PFN_vkVoidFunction)get_query_pool_results;
case FN_CCQPR: return (PFN_vkVoidFunction)cmd_copy_query_pool_results;
default: return NULL;
}
}
@@ -460,6 +747,7 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetDeviceProcAddr(VkDevice dev
devices[slot].device = device;
devices[slot].fn[which] = fn;
}
cmd_fn[which] = fn;
pthread_mutex_unlock(&dev_lock);
return w;
}
@@ -469,9 +757,12 @@ EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL vkGetInstanceProcAddr(VkInstance
if (!real_gipa || !name) return NULL;
if (!strcmp(name, "vkGetDeviceProcAddr")) return (PFN_vkVoidFunction)vkGetDeviceProcAddr;
if (!strcmp(name, "vkGetInstanceProcAddr")) return (PFN_vkVoidFunction)vkGetInstanceProcAddr;
if (!strcmp(name, "vkCreateInstance") && validation) return (PFN_vkVoidFunction)vkCreateInstance;
PFN_vkVoidFunction fn = real_gipa(instance, name);
PFN_vkVoidFunction w = fn ? wrap(name) : NULL;
if (!w) return fn;
if (!strcmp(name, "vkCreateRenderPass2KHR")) fallback_rp2khr = (PFN_vkCreateRenderPass2)fn;
int which = wrapped_index(name);
if (which >= FN_CQP && !cmd_fn[which]) cmd_fn[which] = fn;
return w;
}
+1 -1
View File
@@ -302,7 +302,7 @@ def main() -> int:
game = args.game or (library.games()[0]["package"] if library.games() else None)
steps = [("library", lambda a: a.navigate(0)), ("frame", lambda a: a.navigate(1)),
("files", lambda a: a.go("files")), ("screenshots", lambda a: a.go("screenshots")),
("tools", lambda a: a.go("settings"))]
("live", lambda a: a.go("live")), ("tools", lambda a: a.go("settings"))]
if game:
steps.insert(1, ("game", lambda a: a.open_game(game)))
steps.insert(2, ("game-customize", lambda a: a.open_game(game, advanced=True)))
+1 -1
View File
@@ -1,2 +1,2 @@
# The FramePort version: the single source (pyproject reads it via hatch; CI checks a release tag matches it).
__version__ = "0.9.1"
__version__ = "0.10.0"
+2
View File
@@ -202,6 +202,8 @@ def analyze(path: Path, deep: bool = True, data_bytes: int | None = None) -> Ana
"oculus_xr_plugin": bool(il2cpp_meta) and b"\0m_StereoRenderingModeAndroid\0" in il2cpp_meta,
# Unity's built-in Oculus support checks for Meta's system apps before VR (frame.unity_oculus_check)
"unity_oculus_check": b"\0com.oculus.systemactivities\0" in lib_bytes.get("libunity.so", b""),
# a 2D launcher activity that starts a separate VR activity (frame.start_activity)
"vr_activity": axml.vr_activity(manifest),
"unity_version": unity_version(ggm, lib_bytes.get("libunity.so")) if engine == "Unity" else None,
},
)
+79
View File
@@ -18,6 +18,10 @@ TYPE_INT_BOOLEAN = 0x12
ANDROID_NS = "http://schemas.android.com/apk/res/android"
LAUNCHER = "android.intent.category.LAUNCHER"
INFO = "android.intent.category.INFO"
MAIN = "android.intent.action.MAIN"
DEFAULT = "android.intent.category.DEFAULT"
VR_CATEGORY = "com.oculus.intent.category.VR"
COMPONENTS = ("activity", "activity-alias", "service", "receiver", "provider")
@dataclass
@@ -226,6 +230,81 @@ def fix_launcher(manifest: bytes) -> bytes | None:
return x.bytes() if x.retarget("category", info, launcher) else None
def component_filters(manifest: bytes) -> list[tuple[str, str, list[tuple[str, int, int]]]]:
"""[(element, component name, [(element, attr offset, string index)])] for each component's intent-filter
children (action/category), in file order. Children follow their component's start element, so the last
component seen owns them."""
x = Axml(manifest)
names = x.strings()
out: list = []
for el in x.elements():
if el.name in COMPONENTS:
out.append((el.name, x.attr_str(el, "name") or "", []))
elif el.name in ("action", "category") and out:
for a in el.attrs:
if a.name < len(names) and names[a.name] == "name":
idx = a.raw if a.raw < len(names) else a.value
out[-1][2].append((el.name, a.offset, idx))
return out
def vr_activity(manifest: bytes) -> str | None:
"""The activity with Meta's VR category when it isn't the launcher activity (a 2D launcher that starts the VR
part, e.g. WiiCompiled's LauncherActivity -> QuestActivity)."""
x = Axml(manifest)
names = x.strings()
vr = launcher = None
for el, name, items in component_filters(manifest):
cats = {names[i] for kind, _, i in items if kind == "category" and i < len(names)}
if el == "activity" and VR_CATEGORY in cats:
vr = vr or name
if LAUNCHER in cats:
launcher = launcher or name
return vr if vr and vr != launcher else None
def set_start_activity(manifest: bytes, activity: str) -> bytes | None:
"""Make `activity` the one Lepton starts: its MAIN intent-filter gets category LAUNCHER (in place of its VR or
DEFAULT category), every other component's LAUNCHER category becomes INFO. Only those attribute values change
(per element, not every use of the string). None when `activity` has no MAIN filter or already is the only
launcher."""
filters = component_filters(manifest)
x = Axml(manifest)
names = x.strings()
short = activity.rsplit(".", 1)[-1]
target = next((f for f in filters if f[0] in ("activity", "activity-alias")
and (f[1] == activity or f[1].rsplit(".", 1)[-1] == short)), None)
if target is None or not any(k == "action" and names[i] == MAIN for k, _, i in target[2] if i < len(names)):
return None
cats = [(off, names[i]) for k, off, i in target[2] if k == "category" and i < len(names)]
others = [off for f in filters if f is not target for k, off, i in f[2]
if k == "category" and i < len(names) and names[i] == LAUNCHER]
if any(c == LAUNCHER for _, c in cats) and not others:
return None
pick = next((off for off, c in cats if c == VR_CATEGORY), None) or next(
(off for off, c in cats if c == DEFAULT), None) or next((off for off, c in cats if c != LAUNCHER), None)
if pick is None and not any(c == LAUNCHER for _, c in cats):
return None
def index(s: str) -> int:
i = x.index(s)
return i if i is not None else x.append_string(s)
launcher, info = index(LAUNCHER), index(INFO)
# append_string rebuilds the pool: offsets of attribute records move by the same amount for all of them
shift = len(x.data) - len(manifest)
for off in others:
_set_string_attr(x, off + shift, info)
if pick is not None and not any(c == LAUNCHER for _, c in cats):
_set_string_attr(x, pick + shift, launcher)
return x.bytes()
def _set_string_attr(x: Axml, offset: int, index: int) -> None:
struct.pack_into("<I", x.data, offset + 8, index)
if x.data[offset + 15] == TYPE_STRING:
struct.pack_into("<I", x.data, offset + 16, index)
def set_bool_attr(manifest: bytes, element: str, attr: str, value: bool) -> bytes | None:
x = Axml(manifest)
return x.bytes() if x.set_bool(element, attr, value) else None
+138
View File
@@ -0,0 +1,138 @@
# ruff: noqa: E501 (the embedded page's JavaScript)
"""The Live view player page (served by livestream.py). A Python string rather than an .html file: the
PyInstaller fallback bundle only carries data files it is told about."""
PLAYER_HTML = r"""<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>FramePort Live view</title>
<style>
:root { --bg: #0e1013; --text: #e8eaed; --muted: #9aa0a6; --accent: #66b3ff; --panel: rgba(20, 22, 26, .82); }
html, body { margin: 0; height: 100%; background: var(--bg); color: var(--text);
font: 14px/1.4 system-ui, -apple-system, "Segoe UI", sans-serif; overflow: hidden; }
video { position: fixed; inset: 0; width: 100%; height: 100%; object-fit: contain; background: #000; }
#bar { position: fixed; left: 12px; right: 12px; bottom: 12px; display: flex; gap: 12px; align-items: center;
padding: 8px 12px; border-radius: 10px; background: var(--panel); transition: opacity .3s; }
body.idle #bar { opacity: 0; }
#dot { width: 9px; height: 9px; border-radius: 50%; background: var(--muted); flex: none; }
#dot.live { background: #3ddc84; } #dot.err { background: #ff6b6b; }
#msg { flex: 1; min-width: 0; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
#info { color: var(--muted); font-variant-numeric: tabular-nums; }
button { background: transparent; color: var(--text); border: 1px solid #3c4043; border-radius: 6px;
padding: 4px 10px; font: inherit; cursor: pointer; }
button:hover { border-color: var(--accent); }
</style>
</head>
<body>
<video id="v" muted autoplay playsinline disablepictureinpicture></video>
<div id="bar">
<span id="dot"></span><span id="msg">Connecting to the Frame…</span><span id="info"></span>
<button id="snd" hidden title="Browsers start videos muted: click to hear the Frame">Sound on</button>
<button id="fs" title="Full screen (or double-click the picture)">Full screen</button>
</div>
<script>
"use strict";
const video = document.getElementById("v"), dot = document.getElementById("dot");
const msg = document.getElementById("msg"), info = document.getElementById("info");
const CUSHION = 0.3, CATCH_UP = 0.7, FAR_BEHIND = 2.0, KEEP = 10; // seconds behind the newest data
let session = 0, frames = 0, lastFrames = 0, size = "";
function say(text, state) { msg.textContent = text; dot.className = state || ""; }
const sleep = ms => new Promise(r => setTimeout(r, ms));
async function status() {
try { const r = await fetch("status", {cache: "no-store"}); return await r.json(); }
catch (e) { return null; }
}
async function run() {
const id = ++session;
let st = await status();
while (id === session && (!st || !st.ready)) {
if (st && st.ended) { say("Stopped: " + st.ended + " — start it again in FramePort.", "err"); return; }
if (!st) { say("FramePort isn't streaming any more. Start Live view in FramePort.", "err"); return; }
say("Waiting for the first picture from the Frame…");
await sleep(500); st = await status();
}
const type = 'video/mp4; codecs="' + (st.codec || "avc1.640028") + '"';
const MS = window.ManagedMediaSource || window.MediaSource;
if (!MS || !MS.isTypeSupported(type)) { say("This browser can't play H.264 video (" + type + "). Copy this page's address into another browser.", "err"); return; }
size = st.width ? st.width + "×" + st.height : "";
snd.hidden = !st.audio;
const ms = new MS();
video.disableRemotePlayback = true;
video.src = URL.createObjectURL(ms);
await new Promise(r => ms.addEventListener("sourceopen", r, {once: true}));
const sb = ms.addSourceBuffer(type);
sb.mode = "segments";
const pending = [];
const pump = () => {
if (sb.updating || !pending.length || ms.readyState !== "open") return;
try { sb.appendBuffer(pending.shift()); } catch (e) { trim(true); }
};
const trim = (force) => {
if (sb.updating || !sb.buffered.length) return;
const start = sb.buffered.start(0), cut = video.currentTime - (force ? 1 : KEEP);
if (cut > start) { try { sb.remove(start, cut); } catch (e) {} }
};
sb.addEventListener("updateend", () => {
if (sb.buffered.length) {
const end = sb.buffered.end(sb.buffered.length - 1);
const lag = end - video.currentTime;
if (lag > FAR_BEHIND || video.currentTime < sb.buffered.start(0)) video.currentTime = Math.max(end - CUSHION, 0);
else video.playbackRate = lag > CATCH_UP ? 1.1 : lag < CUSHION ? 1.0 : video.playbackRate;
if (video.paused) video.play().catch(() => {});
}
pump();
});
try {
const resp = await fetch("stream.mp4", {cache: "no-store"});
if (!resp.ok) throw new Error(await resp.text());
say("Live from the Frame", "live");
const reader = resp.body.getReader();
let n = 0;
while (id === session) {
const {value, done} = await reader.read();
if (done) break;
pending.push(value); frames++;
if (++n % 60 === 0) trim(false);
pump();
}
} catch (e) {
say("Connection lost (" + e.message + "), reconnecting…", "err");
}
if (id !== session) return;
await sleep(1000);
const again = await status();
if (again && again.ended) { say("Stopped: " + again.ended + " — start it again in FramePort.", "err"); return; }
run();
}
setInterval(() => {
const chunks = frames - lastFrames; lastFrames = frames;
info.textContent = [size, chunks ? "receiving" : ""].filter(Boolean).join(" · ");
}, 1000);
document.addEventListener("visibilitychange", () => { if (!document.hidden) run(); });
const toggleFs = () => document.fullscreenElement ? document.exitFullscreen() : document.documentElement.requestFullscreen();
document.getElementById("fs").onclick = toggleFs;
const snd = document.getElementById("snd");
let wantSound = false; // the choice survives reconnects (each one makes a new MediaSource)
snd.onclick = () => {
wantSound = !wantSound; video.muted = !wantSound;
snd.textContent = wantSound ? "Mute" : "Sound on";
if (wantSound) video.play().catch(() => {});
};
video.addEventListener("loadedmetadata", () => { video.muted = !wantSound; });
video.ondblclick = toggleFs;
let idle;
document.addEventListener("mousemove", () => {
document.body.classList.remove("idle"); clearTimeout(idle);
idle = setTimeout(() => document.body.classList.add("idle"), 2500);
});
run();
</script>
</body>
</html>
"""
+508
View File
@@ -0,0 +1,508 @@
"""Live view: what the Frame shows, played in a browser window on this PC (the GUI's Live view tab).
The Frame sends fragmented MP4 (H.264) on the stdout of one SSH command (`source_command`); a small HTTP server on
127.0.0.1 relays it to a player page (`live_player.py`: Media Source Extensions, no plugin). Flet has no video control
outside packaged builds, so the picture is shown in the browser, which also decodes it in hardware.
The relay keeps the init segment (ftyp + moov) and the fragments since the last keyframe, so a viewer that opens later
starts at a keyframe. No image bytes ever go through Flet.
"""
from __future__ import annotations
import json
import queue
import struct
import threading
import time
from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
SAMPLE_NON_SYNC = 0x10000 # ISO/IEC 14496-12 sample_is_non_sync_sample
CLIENT_QUEUE = 240 # fragments a slow viewer may lag behind before it's dropped (it reconnects at a keyframe)
# ------------------------------------------------------------------------------------------------ MP4 parsing
def iter_boxes(data: bytes, start: int = 0, end: int | None = None):
"""(type, payload start, box end) of each complete box in data[start:end]."""
end = len(data) if end is None else end
pos = start
while pos + 8 <= end:
size, kind = struct.unpack_from(">I4s", data, pos)
header = 8
if size == 1:
if pos + 16 > end:
return
size = struct.unpack_from(">Q", data, pos + 8)[0]
header = 16
elif size == 0:
size = end - pos
if size < header or pos + size > end:
return
yield kind.decode("latin-1"), pos + header, pos + size
pos += size
def _child(data: bytes, start: int, end: int, kind: str):
for k, s, e in iter_boxes(data, start, end):
if k == kind:
return s, e
return None
def fragment_is_keyframe(moof: bytes, track_id: int | None = None) -> bool:
"""Whether a movie fragment starts with a sync sample in the given track (default: its first track): trun's
first-sample flags, else its per-sample flags, else tfhd's default flags. Unknown or no such track → False: a
viewer then waits for the next fragment that is one."""
top = _child(moof, 0, len(moof), "moof")
if not top:
return False
for kind, s, e in iter_boxes(moof, *top):
if kind != "traf":
continue
default_flags = None
tfhd = _child(moof, s, e, "tfhd")
if tfhd:
p = tfhd[0]
flags = int.from_bytes(moof[p + 1:p + 4], "big")
if track_id is not None and struct.unpack_from(">I", moof, p + 4)[0] != track_id:
continue
p += 8 # version/flags + track_ID
for bit, size in ((0x1, 8), (0x2, 4), (0x8, 4), (0x10, 4)):
if flags & bit:
p += size
if flags & 0x20 and p + 4 <= tfhd[1]:
default_flags = struct.unpack_from(">I", moof, p)[0]
trun = _child(moof, s, e, "trun")
if not trun:
continue
p = trun[0]
flags = int.from_bytes(moof[p + 1:p + 4], "big")
count = struct.unpack_from(">I", moof, p + 4)[0]
p += 8
if flags & 0x1:
p += 4 # data_offset
if flags & 0x4:
return not struct.unpack_from(">I", moof, p)[0] & SAMPLE_NON_SYNC
if count and flags & 0x400:
if flags & 0x100:
p += 4
if flags & 0x200:
p += 4
return not struct.unpack_from(">I", moof, p)[0] & SAMPLE_NON_SYNC
if default_flags is not None:
return not default_flags & SAMPLE_NON_SYNC
return False
return False
def codec_string(init: bytes) -> str | None:
"""The MSE codecs parameter from the init segment: `avc1.PPCCLL` (from avcC), plus `mp4a.40.2` when it has an AAC
track (ffmpeg's aac encoder writes AAC-LC)."""
i = init.find(b"avcC")
if i < 0 or i + 8 > len(init):
return None
profile, compat, level = init[i + 5], init[i + 6], init[i + 7]
out = f"avc1.{profile:02x}{compat:02x}{level:02x}"
if b"mp4a" in init:
out += ", mp4a.40.2"
return out
def video_track_id(init: bytes) -> int | None:
"""track_ID of the init segment's video track (its trak's hdlr is 'vide')."""
moov = _child(init, 0, len(init), "moov")
if not moov:
return None
for kind, s, e in iter_boxes(init, *moov):
if kind != "trak":
continue
tkhd, mdia = _child(init, s, e, "tkhd"), _child(init, s, e, "mdia")
hdlr = mdia and _child(init, *mdia, "hdlr")
if tkhd and hdlr and init[hdlr[0] + 8:hdlr[0] + 12] == b"vide":
version = init[tkhd[0]]
return struct.unpack_from(">I", init, tkhd[0] + (20 if version == 1 else 12))[0]
return None
def video_size(init: bytes) -> tuple[int, int] | None:
"""Width and height from the init segment's avc1 sample entry."""
i = init.find(b"avc1")
if i < 0 or i + 4 + 28 > len(init):
return None
p = i + 4 + 24 # sample entry: 6 reserved + 2 data ref index + 16 pre_defined/reserved
return struct.unpack_from(">HH", init, p)
class Mp4Splitter:
"""Cuts a byte stream into the init segment and movie fragments (moof + mdat), whatever the read sizes."""
def __init__(self):
self.buf = bytearray()
self.init = bytearray()
self.have_init = False
self._moof: bytes | None = None
def feed(self, data: bytes) -> list[tuple[str, bytes]]:
"""[("init", bytes) | ("fragment", bytes)] completed by this data."""
self.buf += data
out = []
while True:
if len(self.buf) < 8:
break
size, kind = struct.unpack_from(">I4s", self.buf, 0)
header = 8
if size == 1:
if len(self.buf) < 16:
break
size = struct.unpack_from(">Q", self.buf, 8)[0]
header = 16
if size < header:
raise ValueError(f"bad MP4 box size {size}")
if len(self.buf) < size:
break
box = bytes(self.buf[:size])
del self.buf[:size]
kind = kind.decode("latin-1")
if not self.have_init:
self.init += box
if kind == "moov":
self.have_init = True
out.append(("init", bytes(self.init)))
elif kind == "moof":
self._moof = box
elif kind == "mdat" and self._moof is not None:
out.append(("fragment", self._moof + box))
self._moof = None
# other top-level boxes (styp, sidx, free) carry nothing a viewer needs
return out
# ------------------------------------------------------------------------------------------------ relay
def _end(q: queue.Queue) -> None:
"""Tell a viewer's sender the stream is over: drop what it hasn't sent yet, then the end marker (None)."""
try:
while True:
q.get_nowait()
except queue.Empty:
pass
try:
q.put_nowait(None)
except queue.Full:
pass
class Relay:
"""Fan-out of one MP4 stream to any number of HTTP viewers."""
def __init__(self):
self._lock = threading.Lock()
self.init: bytes | None = None
self.video_track: int | None = None
self.gop: list[bytes] = [] # fragments since the last keyframe fragment (incl.)
self.clients: list[queue.Queue] = []
self.frames = 0
self.bytes = 0
self.started = time.time()
self.ended: str | None = None # why the source stopped
self._splitter = Mp4Splitter()
def feed(self, data: bytes) -> None:
for kind, chunk in self._splitter.feed(data):
with self._lock:
self.bytes += len(chunk)
if kind == "init":
self.init = chunk
self.video_track = video_track_id(chunk)
continue
self.frames += 1
if fragment_is_keyframe(chunk, self.video_track):
self.gop = [chunk]
elif self.gop:
self.gop.append(chunk)
for q in list(self.clients):
try:
q.put_nowait(chunk)
except queue.Full: # too slow: drop it, its page reconnects (never block: we hold the lock)
self.clients.remove(q)
_end(q)
def finish(self, reason: str) -> None:
with self._lock:
self.ended = reason
for q in self.clients:
_end(q)
self.clients.clear()
def subscribe(self) -> tuple[bytes | None, list[bytes], queue.Queue]:
q: queue.Queue = queue.Queue(CLIENT_QUEUE)
with self._lock:
self.clients.append(q)
return self.init, list(self.gop), q
def unsubscribe(self, q: queue.Queue) -> None:
with self._lock:
if q in self.clients:
self.clients.remove(q)
def status(self) -> dict:
with self._lock:
init = self.init
out = {"ready": init is not None, "ended": self.ended, "viewers": len(self.clients),
"fragments": self.frames, "bytes": self.bytes, "seconds": round(time.time() - self.started, 1)}
if init:
out["codec"] = codec_string(init)
out["audio"] = b"mp4a" in init
size = video_size(init)
if size:
out["width"], out["height"] = size
return out
def player_html() -> bytes:
from .live_player import PLAYER_HTML
return PLAYER_HTML.encode("utf-8")
class _Handler(BaseHTTPRequestHandler):
server: _Server
protocol_version = "HTTP/1.1"
def log_message(self, fmt, *args): # quiet
pass
def _send(self, code: int, body: bytes, ctype: str) -> None:
self.send_response(code)
self.send_header("Content-Type", ctype)
self.send_header("Content-Length", str(len(body)))
self.send_header("Cache-Control", "no-store")
self.end_headers()
self.wfile.write(body)
def do_GET(self): # noqa: N802
path = self.path.split("?", 1)[0]
live = self.server.live
if path in ("/", "/index.html"):
self._send(200, player_html(), "text/html; charset=utf-8")
elif path == "/status":
self._send(200, json.dumps(live.relay.status()).encode(), "application/json")
elif path == "/stream.mp4":
self._stream(live.relay)
else:
self._send(404, b"not found", "text/plain")
def _stream(self, relay: Relay) -> None:
if relay.ended:
self._send(503, relay.ended.encode(), "text/plain")
return
init, gop, q = relay.subscribe()
try:
deadline = time.time() + 30
while init is None: # the source hasn't sent its init segment yet
if relay.ended or time.time() > deadline:
self._send(503, (relay.ended or "no picture yet").encode(), "text/plain")
return
time.sleep(0.1)
relay.unsubscribe(q)
init, gop, q = relay.subscribe()
self.send_response(200)
self.send_header("Content-Type", "video/mp4")
self.send_header("Cache-Control", "no-store")
self.send_header("Transfer-Encoding", "chunked")
self.end_headers()
self._chunk(init)
for f in gop:
self._chunk(f)
while True:
try:
f = q.get(timeout=5)
except queue.Empty:
if relay.ended:
break
continue
if f is None:
break
self._chunk(f)
self.wfile.write(b"0\r\n\r\n")
except (BrokenPipeError, ConnectionResetError, ConnectionAbortedError, OSError):
pass
finally:
relay.unsubscribe(q)
def _chunk(self, data: bytes) -> None:
self.wfile.write(f"{len(data):x}\r\n".encode() + data + b"\r\n")
self.wfile.flush()
class _Server(ThreadingHTTPServer):
daemon_threads = True
allow_reuse_address = True
live: LiveStream
# ------------------------------------------------------------------------------------------------ the Frame's side
# SteamVR on the Frame runs `steamvr-v4l2cam.service` (Valve's v4l2cam): it copies the compositor's "headset view"
# (what the wearer sees: games, SteamVR home, Steam's panels) into a v4l2loopback webcam named "SteamVR"
# (/dev/video99, 1920x1080 RGB24, frames at the display rate). It costs nothing until someone reads it. Steam's own
# recording/Remote Play capture gamescope instead (only the flat Steam UI in VR) and encode with x264 as well; the
# Frame's Qualcomm encoder (qcom-iris) doesn't work with the stock ffmpeg/GStreamer. So: read the headset view, drop
# to 30 fps before scaling, x264 at low priority, fragmented MP4 on stdout. Black while the headset sleeps.
DEVICE_NAME = "SteamVR"
# The headset view's size comes from SteamVR (1920x1080 on SteamOS 0.3.0; v4l2cam follows it, it has no size option),
# so qualities are heights the picture is scaled *down* to (never up: a 2K/4K setting would only add bytes); "full"
# sends it at its own size, whatever SteamVR makes it.
QUALITY = { # max height (None = the headset view's own), bitrate
"360p": (360, "1M"),
"480p": (480, "1500k"),
"720p": (720, "3M"),
"1080p": (1080, "6M"),
"full": (None, "10M"),
}
DEFAULT_QUALITY = "720p"
FPS = 30
# Clocks: pulse stamps audio with the wall clock, v4l2 with CLOCK_MONOTONIC → `-ts mono2abs` puts the picture on the
# wall clock too. (Forcing -use_wallclock_as_timestamps on the pulse input gave bursts of AAC packets one shared time,
# a broken audio timeline.) aresample=async=1 keeps the sound continuous across hiccups.
AUDIO_BITRATE = "128k" # AAC of the Frame's default output's monitor = what the headset plays (Lepton/Proton games)
ENCODER_THREADS = 3 # leaves the game most of the CPU
def source_command(quality: str = DEFAULT_QUALITY, fps: int = FPS) -> str:
"""Shell script for the Frame: finds the headset-view device, streams fMP4 (H.264, + AAC sound of the
default output when there is one) to stdout and stops when the SSH channel closes (stdin reaches EOF).
Exit 3 = no headset view device (SteamVR not running)."""
h, rate = QUALITY.get(quality, QUALITY[DEFAULT_QUALITY])
# width -2 keeps the aspect ratio (even, as yuv420p needs); full size only drops an odd last row/column
scale = (",crop=trunc(iw/2)*2:trunc(ih/2)*2" if h is None
else f",scale=-2:'min({h},ih)':flags=fast_bilinear")
return f"""dev=
for d in /sys/class/video4linux/video*; do
[ "$(cat "$d/name" 2>/dev/null)" = "{DEVICE_NAME}" ] && dev=/dev/${{d##*/}} && break
done
if [ -z "$dev" ]; then echo "no SteamVR headset view device: is SteamVR running?" >&2; exit 3; fi
exec 3<&0
export XDG_RUNTIME_DIR=${{XDG_RUNTIME_DIR:-/run/user/$(id -u)}} # (an SSH session may lack it: PipeWire's socket)
audio=(-an)
sink=$(pactl get-default-sink 2>/dev/null)
if [ -n "$sink" ]; then
audio=(-thread_queue_size 1024 -f pulse -fragment_size 3840 -i "$sink.monitor"
-map 0:v -map 1:a -af aresample=async=1 -c:a aac -b:a {AUDIO_BITRATE} -ac 2 -ar 48000)
fi
nice -n 10 ffmpeg -nostdin -hide_banner -loglevel error \\
-thread_queue_size 64 -ts mono2abs -f v4l2 -input_format rgb24 -i "$dev" "${{audio[@]}}" \\
-vf "fps={fps}{scale},format=yuv420p" -c:v libx264 -preset ultrafast -tune zerolatency -threads {ENCODER_THREADS} \\
-g {fps} -b:v {rate} -maxrate {rate} -bufsize {rate} \\
-f mp4 -movflags empty_moov+default_base_moof -frag_duration 100000 - &
pid=$!
( cat <&3 >/dev/null; kill $pid 2>/dev/null ) >/dev/null 2>&1 & # (a background job's own stdin is /dev/null)
wait $pid
"""
class FrameSource:
"""The stdout of `source_command` on the Frame, on its own SSH channel of the existing connection."""
def __init__(self, frame, quality: str):
self.frame = frame
self.quality = quality
self.chan = None
def open(self):
transport = self.frame.client.get_transport()
if transport is None or not transport.is_active():
raise ConnectionError("not connected to the Frame")
self.chan = transport.open_session()
from ..frame.connection import sh_quote
self.chan.exec_command("bash -c " + sh_quote(source_command(self.quality)))
return self
def read(self, n: int) -> bytes:
data = self.chan.recv(n)
if not data:
err = b""
while self.chan.recv_stderr_ready():
err += self.chan.recv_stderr(4096)
if err.strip():
raise RuntimeError(err.decode("utf-8", "replace").strip().splitlines()[-1])
return data
def close(self) -> None:
if self.chan is not None:
try:
self.chan.shutdown_write() # EOF on the script's stdin: it stops ffmpeg
finally:
self.chan.close()
def start(frame, quality: str = DEFAULT_QUALITY) -> LiveStream:
"""Start streaming the Frame's headset view; open `.url` in a browser to watch."""
src = FrameSource(frame, quality)
return LiveStream(src.open, src.close).start()
class LiveStream:
"""One live view: the source command on the Frame + the local relay server.
`open_source()` returns a file-like object with `read(n)`; it's the stdout of a command on the Frame (or, in tests,
a local process). `stop()` ends both.
"""
def __init__(self, open_source, close_source=None, host: str = "127.0.0.1", port: int = 0):
self._open_source = open_source
self._close_source = close_source
self.relay = Relay()
self.server = _Server((host, port), _Handler)
self.server.live = self
self._threads: list[threading.Thread] = []
self._stop = threading.Event()
self.on_end = None # callback(reason) when the source stops by itself
@property
def url(self) -> str:
host, port = self.server.server_address[:2]
return f"http://{host}:{port}/"
def start(self) -> LiveStream:
t1 = threading.Thread(target=self.server.serve_forever, name="live-http", daemon=True)
t2 = threading.Thread(target=self._pump, name="live-source", daemon=True)
self._threads = [t1, t2]
t1.start()
t2.start()
return self
def _pump(self) -> None:
reason = "stopped"
try:
src = self._open_source()
while not self._stop.is_set():
data = src.read(65536)
if not data:
reason = "the Frame stopped sending a picture"
break
self.relay.feed(data)
except Exception as exc: # noqa: BLE001
from ..errors import explain
reason = explain(exc)
if self._stop.is_set():
reason = "stopped"
self.relay.finish(reason)
if not self._stop.is_set() and self.on_end:
self.on_end(reason)
@property
def running(self) -> bool:
return not self._stop.is_set() and self.relay.ended is None
def stop(self) -> None:
if self._stop.is_set():
return
self._stop.set()
if self._close_source:
try:
self._close_source()
except Exception: # noqa: BLE001
pass
self.relay.finish("stopped")
self.server.shutdown()
self.server.server_close()
+41
View File
@@ -38,6 +38,7 @@
"108 Hz": "",
"120 Hz": "",
"144 Hz": "",
"360p (lightest)": "",
"360° (equirect) layers, e.g. a video player's virtual theatre or 360° videos (e.g. 4XVR), which the Frame's runtime lacks, are drawn by a background thread into a layer behind the game's own picture: the 360° image is converted only when it changes (a theatre once, a 360° video once per video frame) and the view is drawn for each frame's head pose. GLES games only; without it these layers are missing (black).": "",
"360° 3D": "",
"360° detail": "",
@@ -46,6 +47,7 @@
"360° sharpness": "",
"360° video frame rate limit": "",
"72 Hz": "",
"720p (recommended)": "",
"80 Hz": "",
"90 Hz": "",
"920 × 430": "",
@@ -182,6 +184,7 @@
"Choose PNG, JPEG or WebP images. Steam fills any missing shape from the ones you choose; FramePort never replaces your images automatically.": "",
"Choose…": "",
"Chosen by you.": "",
"Clamp image rects": "",
"Clean up Frida leftovers in smali": "",
"Cleans up graphics data that crashes some Unreal games on the Frame.": "",
"Clear": "",
@@ -232,6 +235,7 @@
"Couldn't read the file list: {exc}": "",
"Couldn't read the Frame's folders: {exc}": "",
"Couldn't read {path}: {exc}": "",
"Couldn't start the live view: {exc}": "",
"Couldn't use {choice}: {exc}": "",
"Cover": "",
"Create": "",
@@ -261,6 +265,7 @@
"Details": "",
"Dev builds let you test fixes before they're released. They're less tested than releases and may have bugs. You get the next release as a normal update (you have {version}).": "",
"Developer Mode (on the Frame: Settings → System → Developer) lets FramePort find the Frame on your network and connect to it over SSH. The first-time setup command turns it on for you.": "",
"Diagnostics: the Vulkan shim (frame.vk_sanitize) adds Khronos' validation layer to the game's instance; its findings go to launch.log. The layer library (libVkLayer_khronos_validation.so) must be in the APK.": "",
"Didn't finish ({value}): {error}": "",
"Disable application space warp if used": "",
"Disable controller tracking offset": "",
@@ -338,11 +343,13 @@
"Find automatically": "",
"firewalld is active. Allow the setup port until the next restart with: sudo firewall-cmd --add-port={port}/tcp": "",
"First-time setup": "",
"Fix depth flicker (Unreal Vulkan)": "",
"Fix launcher icon entry": "",
"Fix minimal Android SDK": "",
"Fix UE4 crash with Unity stub": "",
"Fix upside-down menus": "",
"Fixes graphics code that the Frame's drivers reject (black screen with sound).": "",
"Fixes the black picture in Minecraft launchers (e.g. QuestCraft): uses depth formats the Frame's graphics driver accepts.": "",
"Flat": "",
"focus_hold hides focus dips up to this long (100-5000). Longer for a headset whose wear sensor flickers (\"HMD off\" for 0.5-2 s while worn, e.g. Blade & Sorcery pausing); taking the headset off or the system menu pauses the game only after this long.": "",
"Folder": "",
@@ -360,6 +367,8 @@
"For mixed-reality-only games. On the Frame, passthrough is emulated by the FrameBridge adapter (greyscale cameras).": "",
"For one eye looking wrong (e.g. a jittering right eye): logs each eye's submitted pose against a fresh one, the eye-to-eye relation and when each eye's image was released, also into framebridge.log in the game's storage (some games stop Android's log early). No effect on the game.": "",
"For Unreal games that close themselves right after starting (e.g. Phantom: Covert Ops). Also disables the in-game Quit.": "",
"For Unreal games whose models flicker or show through walls and windows on the Frame (e.g. Into The Radius 2). Needs a rebuild.": "",
"For Vulkan games whose models flicker or vanish while you look at them (e.g. Into The Radius 2). Needs a rebuild.": "",
"Force enable passthrough": "",
"Found": "",
"Frame agent": "",
@@ -399,6 +408,7 @@
"Freed {value:.1f} GiB on the Frame": "",
"From the tested recipe for this game": "",
"From the {src}": "",
"Full (headset view size)": "",
"Full launch log": "",
"Game": "",
"Game arguments (select SteamVR / OpenXR)": "",
@@ -425,6 +435,7 @@
"GL shim (Mesa GLSL compatibility)": "",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview shaders fail on single-view render targets (e.g. Path of the Warrior).": "",
"GL shim: hide multiview": "",
"GL wrapper: OpenGL ES depth formats (Minecraft)": "",
"Go to my library": "",
"Go to System and turn on \"Enable Developer Mode\". A Developer page appears in Settings; nothing else changes, your games and data stay as they are.": "",
"Graphics": "",
@@ -499,6 +510,7 @@
"Keep game saves on the Frame": "",
"Keep menus in place": "",
"Keeps a smoothing setting off that the game turns on itself and that can freeze the Frame.": "",
"Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game stops drawing (e.g. PowerWash Simulator stuck at \"Waiting\").": "",
"Keeps one label so the title is stable.": "",
"Keeps one name for the game, so it shows the same everywhere.": "",
"Keyboard connected to {label}.": "",
@@ -541,6 +553,8 @@
"Linux": "",
"Linux app (arm64)": "",
"Linux VR app · OpenXR": "",
"Live": "",
"Live view": "",
"Loading…": "",
"Loads FramePort's OpenXR layer under Proton on the Frame. The Frame's SteamVR runtime only accepts OpenXR 1.0 apps, but Proton's VR helper asks for 1.1, so without the layer VR never starts (the game shows as a flat window, or Revive fails with 'Unable to load LibOVRRT DLL'); the layer retries as 1.0. It also emulates xrConvertTimespecTimeToTimeKHR if a runtime refuses it. Ignored on this PC.": "",
"Loads libglshim.so ahead of libEGL in every engine library that fetches GL through eglGetProcAddress. Fixes Quest-only leniency that Mesa/Zink rejects: #pragma before #extension, implicit int/float conversions (enables GL_EXT_shader_implicit_conversions), and multiview shaders used on single-view framebuffers (hides GL_OVR_multiview; gl_hide_multiview=0 turns that off). Logs every failed shader with its source lines (logcat tag GLShim). Symptom: black screen with working audio in a GLES game.": "",
@@ -571,6 +585,7 @@
"Meta XR Audio: skip Quest telemetry class": "",
"Meta's OVRManager switches Unity to the headset's recommended MSAA level (4x) while the game runs, whatever its quality settings say (log: \"Switching to the recommended level\"). Multisampled render-to-texture on GLES can hang the Frame's GPU, up to a restart of the whole headset (e.g. Lucky's Tale in a menu). Rewrites OVRDisplay.recommendedMSAALevel -> 0 in libil2cpp.so (found with Cpp2IL), so MSAA stays off.": "",
"MiB": "",
"Minecraft asks for desktop OpenGL's GL_DEPTH_COMPONENT32 depth textures. Some builds of LTW, the OpenGL-to-OpenGL ES wrapper in Minecraft launchers such as QuestCraft, pass that on unchanged; Quest's driver accepts it, the Frame's Mesa rejects it (GL_INVALID_OPERATION in glTexImage2D), so the depth buffer never exists and the picture stays black. LTW then loads OpenGL ES through a small shim that asks for GL_DEPTH_COMPONENT32F (or 24-bit) instead.": "",
"Mirrored": "",
"Mixed reality": "",
"Mixed-reality games that build their level from your room get a simple room with walls.": "",
@@ -606,6 +621,7 @@
"No release notes.": "",
"No screenshots yet": "",
"No Unreal crash reporter": "",
"no viewer open": "",
"No Wi-Fi needed: for networks that block the setup, and faster game uploads": "",
"No: a 2D app": "",
"None": "",
@@ -619,6 +635,7 @@
"Not offered by Steam on this Frame yet": "",
"Not recommended: breaks games that load VrApi through OVRPlugin.": "",
"Not set up": "",
"Not streaming": "",
"Not verified on many games yet: try it if the game doesn't work without it.": "",
"Notes (what you checked, known issues)": "",
"Nothing found. Try a shorter or different name.": "",
@@ -652,8 +669,10 @@
"Open": "",
"Open game": "",
"Open GitHub issue": "",
"Open viewer": "",
"OpenGL ES games run on the Frame through Zink (OpenGL on top of Vulkan), which is stricter than Quest drivers. Vulkan games run natively.": "",
"Opens a prefilled GitHub issue with this game's recipe, so it can join the built-in catalog (no account token needed; you review and submit it on GitHub). No game files or personal data are sent.": "",
"Opens the app straight in VR, skipping its flat launcher screen (turn off to use the launcher, e.g. to import new content).": "",
"Opens this player's storage on the Frame (Files tab): upload videos into the folder it lists": "",
"OpenXR runtime": "",
"OR": "",
@@ -725,6 +744,7 @@
"Put the Frame to sleep": "",
"Put the Frame to sleep?": "",
"Puts settings files next to the game on the Frame (e.g. to turn off an unsupported effect).": "",
"Quality": "",
"Quest": "",
"Quest games (Lepton)": "",
"Quest ✓": "",
@@ -891,6 +911,7 @@
"Skips a Quest-only reporting step in Meta's audio library that crashes some games.": "",
"Skips Meta XR Audio's telemetry under x86_64 ARM translation (emulators). Not needed on the Frame, which runs games natively.": "",
"Sleep": "",
"Some apps open a flat Android launcher that then starts a separate VR activity (e.g. WiiCompiled). Shown with Lepton's flat window, that window stays in view after the VR part starts. This makes the VR activity the one Lepton starts (its LAUNCHER category), so the app opens in VR with no flat window. Everything only the launcher does (choosing or importing content) is skipped: turn it off for a run when you need the launcher, and turn off \"Show the app's Android window\".": "",
"Some engines leave the pNext of unused Vulkan attachment references uninitialized. The Frame's driver never reads it, but Lepton always loads Steam's Fossilize shader-cache layer, which follows it and crashes on the first frame (SIGSEGV in libVkLayer_fossilize.so from FVulkanRenderPass, e.g. Deadpool VR). Loads Vulkan through a small shim that keeps valid pointers and drops only unreadable ones or ones pointing at the wrong structure type.": "",
"Some game folders are already set up for SteamVR: a Revive copy (LibRevive64.dll) next to the game, started by a small loader DLL (e.g. xinput1_3.dll) that Windows loads from the game's folder. Then FramePort starts the game program directly — like double-clicking it — instead of through its own Revive (two Revives conflict; e.g. the Oculus Platform check then fails). On the Frame, Wine is told to use those loader DLLs from the game folder instead of its own.": "",
"Some games need a second build with different OVRPort patches (for some Unreal games: one with Unreal's ForceQuit removed). Turn this on to install that build instead.": "",
@@ -900,10 +921,14 @@
"Source": "",
"square, 256 × 256": "",
"Standard for every game": "",
"Start live view": "",
"Start straight in VR (skip the 2D launcher)": "",
"Starting SteamVR and {title} — put your headset on": "",
"Starting the stream on the Frame…": "",
"Starting {title} on the Frame — put the headset on": "",
"Starting {title}, but SteamVR isn't running — it may open as a flat window. Start SteamVR and relaunch.": "",
"Starting…": "",
"Starts a video stream on the Frame and opens it in your browser.": "",
"Starts the game on the Frame while nobody is wearing it and reads the log: did it start, create a VR session and render frames. It can't check what you'd see: tracking only runs with the headset on.": "",
"Starts the game through Steam on this PC (SteamVR + Revive)": "",
"Starts the game through the Frame's Steam — put the headset on": "",
@@ -920,6 +945,9 @@
"steamos@frame.local or an IP address": "",
"SteamVR": "",
"Stereo (3D) 360° layers: 0 = as the game sends them, 2 = flat (the left image to both eyes).": "",
"Stop": "",
"Stop objects popping in and out": "",
"Stopped: {why}": "",
"Stops Meta's audio library from reporting to Meta (only matters on PC emulators).": "",
"Stops some Unreal games from closing themselves right after starting.": "",
"Stops strict debugging checks that make some games quit.": "",
@@ -952,6 +980,7 @@
"The copy on your Frame differs from what FramePort would install now (the recipe or your game files changed). Update to install the new build; saves are kept.": "",
"The CPU types the game ships code for. The Frame runs only 64-bit ARM (arm64-v8a); 32-bit-only games can't run on it.": "",
"The download didn't finish. Check your internet connection.": "",
"The first picture takes a few seconds.": "",
"The Frame can't show curved panels; this shows them as gently bent strips.": "",
"The Frame goes to sleep in a few seconds. Wake it with its power button.": "",
"The Frame goes to sleep now.": "",
@@ -974,8 +1003,10 @@
"the game didn't pass its checks (see the list above)": "",
"the installed game (APK and its data)": "",
"The launch settings changed since it was installed: update the Steam shortcut": "",
"The live view can start once FramePort is connected to the Frame.": "",
"the log of the last start": "",
"The PC VR counterpart of OVRPort's 'Patch Oculus detection for Unreal'. Unreal's Oculus plugin only starts when the Oculus service announces a headset (the Windows event 'OculusHMDConnected'); without it the game runs as a flat window. On the Frame the launcher runs the game through FramePort's small helper (fp_oculushmd.exe) that provides that event while the game runs, instead of relying only on Revive's hook of the check. Ignored on this PC (the Oculus app or Revive handle it there).": "",
"The picture opens in your default web browser, where it plays smoothly and can go full screen. It shows the headset's view with its sound (click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; while the headset sleeps the picture is black and updates about once a second. Streaming costs the Frame a little performance; stop it when you're done.": "",
"the previous version, kept for one rollback": "",
"The repack's own Revive · runs the game directly": "",
"The small helper program FramePort runs on the Frame (installs, launch tests, Steam entries). It comes with this app and is replaced on the Frame automatically whenever it differs.": "",
@@ -1104,11 +1135,15 @@
"Videos, documents, mods and saves on your Steam Frame": "",
"View": "",
"View screenshot": "",
"Viewer address on this PC: {url}": "",
"VR (OpenXR)": "",
"VrApi → OpenXR adapter (OVRPort)": "",
"VrApi → OpenXR bridge": "",
"Vulkan shader fixes": "",
"Vulkan shim (frame.vk_sanitize): makes two Unreal habits valid Vulkan - depth images get VK_IMAGE_USAGE_TRANSFER_DST_BIT (they are cleared with vkCmdClearDepthStencilImage) and Qualcomm shader-resolve subpasses lose an invalid depth resolve. Found with the validation layer in Into The Radius 2 (flickering models, windows behind models).": "",
"Vulkan shim (frame.vk_sanitize): on gives every occlusion query room for both eyes. In multiview passes the Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots).": "",
"Vulkan shim (frame.vk_sanitize): SPIR-V modules matching size + SHA-256 get words inserted at a byte offset, e.g. stores that initialize locals a shader reads before writing (an undefined loop counter hung the GPU in VR4's campaign). Format: <size>:<sha256>:<byte offset>:<word>,<word>,...; several separated by ';'. Comes from a game's recipe.": "",
"Vulkan shim: validation layer": "",
"Vulkan: drop invalid render-pass pointers": "",
"v{remote} (updates on the next action)": "",
"Wait for the game's GPU before showing an image": "",
@@ -1118,6 +1153,7 @@
"Waiting for the Frame": "",
"Waiting for your Frame": "",
"Waiting for your Frame… (code {code})": "",
"Watch what the headset shows, in a window on this PC": "",
"Welcome to FramePort": "",
"What FramePort will do": "",
"What happens? (optional: you can also write it on GitHub)": "",
@@ -1237,7 +1273,12 @@
"",
""
],
"{n} viewer": [
"",
""
],
"{on} on your Frame": "",
"{rate}/s": "",
"{remaining} more after this": "",
"{title} couldn't be added to the Frame's Steam library: {why}": "",
"{title} failed: {error}": "",
+54
View File
@@ -0,0 +1,54 @@
"""Depth formats for LTW, the GL-to-GLES wrapper of Minecraft launchers (QuestCraft): native/glshim/eglfmt.c."""
from __future__ import annotations
from ...analysis import elf
from ..base import ApkContext, Patch, Suggestion, register
from . import artifact
LTW = "libltw.so"
EGL = "libEGL.so"
SHIM = "libfpg.so" # not longer than "libEGL.so": LTW's dlopen string is rewritten in place (.rodata only)
class LtwDepthFormats(Patch):
id = "frame.ltw_depth"
needs_vr = False
title = "GL wrapper: OpenGL ES depth formats (Minecraft)"
description = ("Minecraft asks for desktop OpenGL's GL_DEPTH_COMPONENT32 depth textures. Some builds of LTW, the "
"OpenGL-to-OpenGL ES wrapper in Minecraft launchers such as QuestCraft, pass that on unchanged; "
"Quest's driver accepts it, the Frame's Mesa rejects it (GL_INVALID_OPERATION in glTexImage2D), so "
"the depth buffer never exists and the picture stays black. LTW then loads OpenGL ES through a "
"small shim that asks for GL_DEPTH_COMPONENT32F (or 24-bit) instead.")
order = 74
default_on = True
def applies(self, a):
return LTW in a.libs
def detect(self, a):
if self.applies(a):
return Suggestion(True, "Ships LTW (Minecraft's OpenGL-to-OpenGL ES wrapper): Minecraft's 32-bit depth "
"textures need the OpenGL ES format on the Frame (e.g. QuestCraft).")
return None
def apply(self, ctx: ApkContext) -> bool:
ws = ctx.ws
if ws.abi != "arm64-v8a" or not ws.has(ws.lib(LTW)):
return False
data, count = elf.replace_rodata_string(ws.read_lib(LTW), EGL, SHIM)
if not count:
return False
ws.put(ws.lib(LTW), data)
ws.put(ws.lib(SHIM), artifact(ws.abi, SHIM))
ctx.notes.append(f"{LTW} loads OpenGL ES through {SHIM}")
return True
def validate(self, ctx: ApkContext):
ws = ctx.ws
if not ws.has(ws.lib(LTW)):
return []
uses = b"\0" + SHIM.encode() + b"\0" in ws.read_lib(LTW)
return [("LTW loads the depth-format shim", uses and ws.has(ws.lib(SHIM)), SHIM)]
register(LtwDepthFormats)
+49 -1
View File
@@ -2,7 +2,7 @@
from __future__ import annotations
from ...apk import axml
from ..base import ApkContext, Patch, Suggestion, register
from ..base import ApkContext, Param, Patch, Suggestion, register
MANIFEST = "AndroidManifest.xml"
@@ -96,6 +96,54 @@ class MetaPermissions(Patch):
return bool(fixed)
class StartActivity(Patch):
id = "frame.start_activity"
needs_vr = False
title = "Start straight in VR (skip the 2D launcher)"
description = ("Some apps open a flat Android launcher that then starts a separate VR activity (e.g. WiiCompiled). "
"Shown with Lepton's flat window, that window stays in view after the VR part starts. This makes "
"the VR activity the one Lepton starts (its LAUNCHER category), so the app opens in VR with no "
"flat window. Everything only the launcher does (choosing or importing content) is skipped: turn "
"it off for a run when you need the launcher, and turn off \"Show the app's Android window\".")
order = 22
params = [Param("activity", "str", "", "Activity to start (empty: the app's VR activity)")]
def applies(self, a):
return bool((a.extra or {}).get("vr_activity"))
def detect(self, a):
vr = (a.extra or {}).get("vr_activity")
if not vr:
return None
return Suggestion(False, f"The app opens a 2D launcher; its VR part is {vr.rsplit('.', 1)[-1]}. Turn on to "
"start that directly once the app is set up.")
def apply(self, ctx: ApkContext) -> bool:
manifest = ctx.ws.read(MANIFEST)
# the original APK's VR activity (analysis): after OVRPort's conversion every MAIN activity has the VR
# category, so the converted manifest no longer tells them apart
activity = ((ctx.params or {}).get("activity") or (ctx.analysis.extra or {}).get("vr_activity")
or axml.vr_activity(manifest))
if not activity:
ctx.notes.append("no VR activity found")
return False
fixed = axml.set_start_activity(manifest, activity)
if fixed:
ctx.ws.put(MANIFEST, fixed)
ctx.notes.append(f"starts {activity}")
return bool(fixed)
def validate(self, ctx):
manifest = ctx.ws.read(MANIFEST)
names = axml.Axml(manifest).strings()
starts = [n for el, n, items in axml.component_filters(manifest) if el in ("activity", "activity-alias")
and any(k == "category" and names[i] == axml.LAUNCHER for k, _, i in items)]
wanted = (ctx.params or {}).get("activity") or (ctx.analysis.extra or {}).get("vr_activity") or ""
ok = len(starts) == 1 and wanted.rsplit(".", 1)[-1] == starts[0].rsplit(".", 1)[-1]
return [("Only the VR activity is a launcher", ok, ", ".join(starts))]
register(Launcher)
register(NoDebuggable)
register(MetaPermissions)
register(StartActivity)
+31 -3
View File
@@ -108,6 +108,10 @@ SETTINGS = [
"Override the guardian width (0 = use guardian, min 1.5 m)."),
("scene_depth", "float", 0.0, "Emulated room depth (m)",
"Override the guardian depth (0 = use guardian, min 1.5 m)."),
("rect_clamp", "int", 1, "Clamp image rects",
"Keeps every submitted image rect inside its swapchain. Unity can size the eye area a few pixels past the image "
"on some Frames; SteamVR then rejects every frame (xrEndFrame -25, XR_ERROR_SWAPCHAIN_RECT_INVALID) and the game "
"stops drawing (e.g. PowerWash Simulator stuck at \"Waiting\")."),
("swap_eyes", "int", 0, "Swap eyes", "Swap left/right views (diagnostic)."),
("strip_depth", "int", 0, "Strip depth layers", "Remove XR_KHR_composition_layer_depth chains (diagnostic)."),
("mutable_fix", "int", 0, "Mutable swapchain fix", "Experimental Vulkan mutable-format workaround."),
@@ -119,14 +123,27 @@ SETTINGS = [
"e.g. stores that initialize locals a shader reads before writing (an undefined loop counter hung the GPU in "
"VR4's campaign). Format: <size>:<sha256>:<byte offset>:<word>,<word>,...; several separated by ';'. Comes from "
"a game's recipe."),
("vk_query_slots", "int", 0, "Vulkan shim: slots per occlusion query",
"Vulkan shim (frame.vk_sanitize): on gives every occlusion query room for both eyes. In multiview passes the "
"Frame's driver writes a zero result for the second eye into the next query, so engines that count on one slot "
"cull visible objects (models popping in and out, e.g. Into The Radius 2). 0 = off, 1 = on (2 slots)."),
("vk_spec_fixes", "int", 0, "Vulkan shim: depth spec fixes",
"Vulkan shim (frame.vk_sanitize): makes two Unreal habits valid Vulkan - depth images get "
"VK_IMAGE_USAGE_TRANSFER_DST_BIT (they are cleared with vkCmdClearDepthStencilImage) and Qualcomm shader-resolve "
"subpasses lose an invalid depth resolve. Found with the validation layer in Into The Radius 2 (flickering "
"models, windows behind models)."),
("vk_validation", "int", 0, "Vulkan shim: validation layer",
"Diagnostics: the Vulkan shim (frame.vk_sanitize) adds Khronos' validation layer to the game's instance; its "
"findings go to launch.log. The layer library (libVkLayer_khronos_validation.so) must be in the APK."),
("gl_hide_multiview", "int", 1, "GL shim: hide multiview",
"GL shim only: hide GL_OVR_multiview so all passes use single-view shaders. For GLES games whose multiview "
"shaders fail on single-view render targets (e.g. Path of the Warrior)."),
]
# settings that need a new build, not only new settings files: the Vulkan shim learned vk_shader_fix in 0.6.4
REVISIONS = {"vk_shader_fix": 2}
# settings that need a new build, not only new settings files: the Vulkan shim learned vk_shader_fix in 0.6.4 and
# vk_query_slots and vk_spec_fixes in 0.10.0
REVISIONS = {"vk_shader_fix": 2, "vk_query_slots": 3, "vk_spec_fixes": 2}
# How the "Game settings" dialog shows each setting to non-technical users: group, level (common settings are always
# shown; advanced ones only under "Show advanced settings"), a plain label and one-line help, the control, and the
@@ -147,6 +164,14 @@ UI: dict[str, dict] = {
"focus_hold_ms": dict(group="screens", level="advanced", label="Ignore focus dips up to", depends="focus_hold",
help="Longer for headsets that briefly think they're off your head.",
control=("slider", 500.0, 3000.0, 100.0, "{:.0f} ms")),
"vk_spec_fixes": dict(group="troubleshooting", level="advanced", label="Fix depth flicker (Unreal Vulkan)",
help="For Unreal games whose models flicker or show through walls and windows on the Frame "
"(e.g. Into The Radius 2). Needs a rebuild.",
control=("switch",)),
"vk_query_slots": dict(group="troubleshooting", level="advanced", label="Stop objects popping in and out",
help="For Vulkan games whose models flicker or vanish while you look at them (e.g. Into "
"The Radius 2). Needs a rebuild.",
control=("switch",)),
"sync_guard": dict(group="troubleshooting", level="advanced", label="Steady controller input after focus",
help="For games that crash right after you return to them (e.g. after the Steam menu).",
control=("switch",)),
@@ -211,7 +236,7 @@ UI: dict[str, dict] = {
control=("choice", [(0, "As the game sends it"), (2, "Flat")])),
**{key: dict(group="troubleshooting", level="advanced", control=("switch",)) for key in (
"foveation_fix", "hide_space_warp", "swapchain_fix", "layer_fix", "gl_hide_multiview", "mutable_fix",
"flip_quads", "swap_eyes",
"flip_quads", "swap_eyes", "vk_validation", "rect_clamp",
"strip_depth", "respace_kick", "layer_debug", "eye_debug", "release_wait")},
}
@@ -267,6 +292,9 @@ class AdapterSetting(Patch):
"swapchain_fix": ap.is_gles,
"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
"vk_shader_fix": lambda a: a.engine == "Unreal", # read by the Vulkan shim, which only Unreal games get
"vk_query_slots": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"vk_validation": lambda a: a.engine == "Unreal",
"vk_spec_fixes": lambda a: a.engine == "Unreal" and ap.is_vulkan(a),
"controller_models": ap.may_use_render_models,
**{k: ap.is_gles for k in ("equirect_emul", "equirect_face", "equirect_res", "equirect_flip",
"equirect_fps", "equirect_stereo")},
+4
View File
@@ -38,6 +38,10 @@ SUMMARIES = {
"frame.adapter": "FramePort's translator between the game and the Steam Frame: fills in what the Frame lacks "
"(controllers, room, passthrough). Needed for every converted game.",
"frame.launcher": "Makes the game start from the Frame's Steam library.",
"frame.start_activity": "Opens the app straight in VR, skipping its flat launcher screen (turn off to use the "
"launcher, e.g. to import new content).",
"frame.ltw_depth": "Fixes the black picture in Minecraft launchers (e.g. QuestCraft): uses depth formats the "
"Frame's graphics driver accepts.",
"frame.nodebug": "Stops strict debugging checks that make some games quit.",
"frame.meta_permissions": "Declares Meta's permissions some mixed-reality games ask for, so they don't stop.",
"frame.ovrplatformcompat": "Adds a small piece of Meta's platform library that some games need to start.",
+19 -2
View File
@@ -32,6 +32,7 @@ NAV = [("library", tr("Library"), ft.Icons.GRID_VIEW_ROUNDED),
("frame", tr("Steam Frame"), ft.Icons.VIEW_IN_AR_ROUNDED),
("files", tr("Files"), ft.Icons.FOLDER_OPEN_ROUNDED),
("screenshots", tr("Screenshots"), ft.Icons.PHOTO_LIBRARY_OUTLINED),
("live", tr("Live view"), ft.Icons.CAST_ROUNDED),
("settings", tr("Settings"), ft.Icons.TUNE_ROUNDED)]
POLL_SECONDS = 30
@@ -70,12 +71,14 @@ class FramePortApp:
self.library_view = None # created once (views/library.LibraryView), re-mounted on every visit
self.files_view = None # likewise (views/files.FilesView): keeps the location/folder between visits
self.screenshots_view = None # likewise (views/screenshots.ScreenshotsView): keeps the game filter
self.live_view = None # likewise (views/live.LiveView): owns the running stream, which outlives the tab
self.exe_queue: list[str] = [] # games whose executable the user should confirm (after a scan)
self._failures: list[Job] = [] # failed installs/tests, shown together when the queue is done
self.jobs = jobs_module.shared() # one queue per process, shared by every window session
self.jobs.subscribe(self._on_job)
self._handled_jobs: set[int] = set() # finished jobs this session has reacted to (pop-ups, refreshes)
page.on_close = lambda e: self.jobs.unsubscribe(self._on_job) # session gone: stop drawing into it
page.on_close = lambda e: (self.jobs.unsubscribe(self._on_job), # session gone: stop drawing into it
self.stop_live()) # and stop a live view (it would keep the Frame encoding)
from .updater import Updater
self.updater = Updater(self) # new FramePort releases (sidebar card, Library bar, one-click update)
@@ -114,8 +117,8 @@ class FramePortApp:
ft.Container(expand=True),
self.updater.card,
self.activity_card,
self.power_row,
self.conn_card,
self.power_row, # under the Frame card (owner's choice)
], spacing=T.S2), width=T.px(236), bgcolor=T.SIDEBAR, padding=T.S4,
border=ft.Border(right=ft.BorderSide(1, T.BORDER)))
page.add(ft.Row([sidebar, self.body, self.activity.root], expand=True, spacing=0,
@@ -349,6 +352,12 @@ class FramePortApp:
if self.screenshots_view is None:
self.screenshots_view = ScreenshotsView(self)
view = self.screenshots_view.mount(*self.route[1:])
elif kind == "live":
from .views.live import LiveView
if self.live_view is None:
self.live_view = LiveView(self)
view = self.live_view.mount()
elif kind == "settings":
view = SettingsView(self).build()
else:
@@ -378,9 +387,16 @@ class FramePortApp:
elif self.route[0] == "screenshots" and (self.screenshots_view is None or self.screenshots_view.root is None
or self.frame_state != "connected"):
self.render()
elif self.route[0] == "live" and (self.live_view is None or self.live_view.root is None
or self.frame_state != "connected"):
self.render()
else:
self._refresh_sidebar()
def stop_live(self) -> None:
if self.live_view is not None:
self.live_view.stop()
def open_game(self, package: str, advanced: bool = False, show_all: bool = False) -> None:
self.go("game", package, advanced, show_all)
@@ -1826,6 +1842,7 @@ class FramePortApp:
work()
def disconnect(self):
self.stop_live()
if self.target:
try:
self.target.close()
+176
View File
@@ -0,0 +1,176 @@
"""Live view: watch what the Frame shows, in a browser window on this PC.
Flet can't play video outside packaged builds, so this tab only starts and stops the stream (install/livestream.py)
and opens the player page in the user's browser. Persistent: the stream keeps running while other tabs are open; the
status line is refreshed once a second while the tab is shown (properties only, no new controls).
"""
from __future__ import annotations
import threading
import time
from typing import TYPE_CHECKING
import flet as ft
from ...errors import explain
from ...i18n import tr, tr_n
from .. import components as C
from .. import theme as T
from .files_dialog import human
if TYPE_CHECKING:
from ..app import FramePortApp
QUALITIES = [("360p", tr("360p (lightest)")), ("480p", "480p"), ("720p", tr("720p (recommended)")),
("1080p", "1080p"), ("full", tr("Full (headset view size)"))]
def status_text(st: dict) -> str:
"""One line for the relay's status (livestream.Relay.status)."""
if st.get("ended"):
return tr("Stopped: {why}").format(why=st["ended"])
if not st.get("ready"):
return tr("Starting the stream on the Frame…")
parts = [tr("Live")]
if st.get("width"):
parts.append(f"{st['width']}×{st['height']}")
secs = max(st.get("seconds") or 0, 1)
parts.append(tr("{rate}/s").format(rate=human(int((st.get("bytes") or 0) / secs))))
n = st.get("viewers") or 0
parts.append(tr("no viewer open") if not n else tr_n("{n} viewer", "{n} viewers", n))
return " · ".join(parts)
def default_quality() -> str:
from ...install.livestream import DEFAULT_QUALITY
return DEFAULT_QUALITY
class LiveView:
def __init__(self, app: FramePortApp):
self.app = app
self.live = None # install.livestream.LiveStream while streaming
self.quality = default_quality()
self._busy = False
self._ticker: threading.Thread | None = None
self.root = None
self.dot = C.dot(T.TEXT_3, 10)
self.state = C.body(tr("Not streaming"), T.TEXT, weight=ft.FontWeight.W_500)
self.detail = C.meta("")
self.quality_dd = ft.Dropdown(label=tr("Quality"), value=self.quality, width=T.px(260), dense=True,
options=[ft.DropdownOption(key=k, text=t) for k, t in QUALITIES],
on_select=self._set_quality)
self.start_btn = C.primary(tr("Start live view"), ft.Icons.PLAY_ARROW_ROUNDED, self._start, big=True)
self.open_btn = C.secondary(tr("Open viewer"), ft.Icons.OPEN_IN_NEW_ROUNDED, self._open)
self.stop_btn = C.ghost(tr("Stop"), ft.Icons.STOP_ROUNDED, self._stop_click)
self.url = C.meta("", selectable=True)
# ---------------------------------------------------------------- building
def mount(self) -> ft.Control:
app = self.app
heading, sub = tr("Live view"), tr("Watch what the headset shows, in a window on this PC")
if not (app.target and app.frame_state == "connected"):
return ft.Column([
app.top_bar(heading, sub),
C.empty_state(ft.Icons.CAST_ROUNDED, tr("Connect your Frame first"),
tr("The live view can start once FramePort is connected to the Frame."),
C.primary(tr("Connect"), ft.Icons.LINK_ROUNDED, lambda e: app.go("frame")))], expand=True)
if self.root is None:
self.root = ft.Column([
app.top_bar(heading, sub),
C.card(ft.Column([
ft.Row([self.dot, self.state], spacing=T.S2,
vertical_alignment=ft.CrossAxisAlignment.CENTER),
self.detail,
ft.Container(height=T.S2),
ft.Row([self.start_btn, self.open_btn, self.stop_btn, self.quality_dd], # (no expand child: wraps)
spacing=T.S3, wrap=True, vertical_alignment=ft.CrossAxisAlignment.CENTER),
self.url,
], spacing=T.S2)),
C.callout(tr("The picture opens in your default web browser, where it plays smoothly and can go "
"full screen. It shows the headset's view with its sound "
"(click Sound on in the player) whatever is running: Steam's menus, SteamVR or a game; "
"while the headset sleeps the picture is black and updates about once a second. "
"Streaming costs the Frame a little performance; "
"stop it when you're done.")),
], spacing=T.S4, horizontal_alignment=ft.CrossAxisAlignment.STRETCH)
self._refresh(update=False)
self._ensure_ticker()
return self.root
def _refresh(self, update: bool = True) -> None:
live = self.live
running = bool(live and live.running)
if live is None:
self.dot.bgcolor, self.state.value = T.TEXT_3, tr("Not streaming")
self.detail.value = tr("Starts a video stream on the Frame and opens it in your browser.")
else:
st = live.relay.status()
ok = running and st.get("ready")
self.dot.bgcolor = T.OK if ok else T.ERROR if st.get("ended") else T.WARN
self.state.value = status_text(st)
self.detail.value = "" if ok or st.get("ended") else tr("The first picture takes a few seconds.")
self.start_btn.visible = not running
self.start_btn.disabled = self._busy
self.open_btn.visible = self.stop_btn.visible = running
self.quality_dd.disabled = running or self._busy
self.url.value = (tr("Viewer address on this PC: {url}").format(url=live.url) if running else "")
self.url.visible = running
if update:
C.update(self.dot, self.state, self.detail, self.start_btn, self.open_btn, self.stop_btn,
self.quality_dd, self.url)
def _ensure_ticker(self) -> None:
if self._ticker and self._ticker.is_alive():
return
def tick():
while self.app.route[:1] == ("live",):
self._refresh()
time.sleep(1)
self._ticker = threading.Thread(target=tick, name="live-status", daemon=True)
self._ticker.start()
# ---------------------------------------------------------------- actions
def _set_quality(self, e) -> None:
self.quality = e.control.value or default_quality()
def _start(self, e=None) -> None:
if self._busy or (self.live and self.live.running):
return
self._busy = True
self._refresh()
self.app.run_bg(self._start_bg)
def _start_bg(self) -> None:
from ...install import livestream
try:
if self.live:
self.live.stop()
self.live = livestream.start(self.app.target.frame, quality=self.quality)
self.live.on_end = lambda why: self._refresh()
except Exception as exc: # noqa: BLE001
self.live = None
self.app.toast(tr("Couldn't start the live view: {exc}").format(exc=explain(exc)), error=True)
finally:
self._busy = False
self._refresh()
if self.live:
self._open()
def _open(self, e=None) -> None:
if self.live and self.live.running:
self.app.open_url(self.live.url)
def _stop_click(self, e=None) -> None:
self.app.run_bg(self.stop)
def stop(self) -> None:
"""Stop streaming (also called when the Frame disconnects or the app closes)."""
live, self.live = self.live, None
if live:
live.stop()
self._refresh()
+56
View File
@@ -1305,3 +1305,59 @@ def test_proton_defaults_to_stable(monkeypatch, tmp_path):
assert a.pick_proton([exp, stable])["name"] == "proton_11-arm64" # whatever the order
assert a.pick_proton([stable, exp], "proton-experimental")["name"] == "proton-experimental-arm64" # by alias
assert a.pick_proton([exp])["name"] == "proton-experimental-arm64" # only Experimental offered
def test_launch_test_waits_for_a_first_boot(monkeypatch, tmp_path):
"""The first start after an APK change: Lepton says "is not a running context" while it waits, then boots."""
a = load_agent(monkeypatch, tmp_path)
first = "Waiting for boot...\nERROR: 'steamlaunch-1' is not a running context, use 'lepton ps'\n"
assert not a.not_started(first, 5) # still within the grace period
assert a.not_started(first, 31) # no boot: the container really failed
assert not a.not_started(first + "Boot complete!\nInstalling game.apk...\n", 120)
assert not a.not_started("Boot complete!\n", 120)
def test_devkit_appid_from_steams_console_log(monkeypatch, tmp_path):
"""GitHub #42: Steam added the devkit entry live but never saved shortcuts.vdf; its console log names the appid."""
a = load_agent(monkeypatch, tmp_path)
logs = Path(a.STEAM) / "logs"
logs.mkdir(parents=True, exist_ok=True)
exe = f"{a.DEVKIT_GAMES}/I_Am_Cat/launch.sh"
(logs / "console_log.txt").write_text(
f'[2026-10-05 14:45:37] sanitize shortcut app id "{exe}": replacing 0 with 3849978641, reason: k_unAppIdInvalid\n'
f'[2026-10-05 14:45:38] sanitize shortcut app id "{a.DEVKIT_GAMES}/Other/launch.sh": replacing 0 with 5\n'
f'[2026-10-05 15:29:14] sanitize shortcut app id "{exe}": replacing 0 with 3849978642, reason: k_unAppIdInvalid\n')
assert a.devkit_appid("I_Am_Cat") == 3849978642 # nothing in shortcuts.vdf: the newest log line
assert a.devkit_appid("Missing") is None
def test_devkit_appid_ignores_the_previous_steam_session(monkeypatch, tmp_path):
"""Live devkit entries die with Steam (GitHub #41): an appid from console_log.previous.txt is stale."""
a = load_agent(monkeypatch, tmp_path)
logs = Path(a.STEAM) / "logs"
logs.mkdir(parents=True, exist_ok=True)
exe = f"{a.DEVKIT_GAMES}/Batman/launch.sh"
(logs / "console_log.previous.txt").write_text(f'sanitize shortcut app id "{exe}": replacing 0 with 77, x\n')
(logs / "console_log.txt").write_text("Steam started\n")
assert a.devkit_appid("Batman") is None
def test_launch_registers_a_lost_devkit_entry_again(monkeypatch, tmp_path):
"""After a Steam restart Steam forgot the (never saved) devkit entry: Play gets AppError_9 and registers it again."""
a = load_agent(monkeypatch, tmp_path)
monkeypatch.setattr(a, "check_pkg", lambda p: p)
monkeypatch.setattr(a, "deployment", lambda p: {"appid": 111, "title": "Batman"})
monkeypatch.setattr(a, "run", lambda *x, **k: subprocess.CompletedProcess([], 0, "", ""))
monkeypatch.setattr(a, "devkit_gameid", lambda p: "Batman")
monkeypatch.setattr(a, "devkit_appid", lambda g: 222) # the stale entry from before the restart
registered = []
monkeypatch.setattr(a, "devkit_register", lambda p: registered.append(p) or 333)
launches = []
def launch(appid, wait=10):
launches.append(appid)
return {"result": "error", "code": 9} if appid == 222 else {"result": "started"}
monkeypatch.setattr(a, "steam_launch", launch)
out = a.cmd_launch({"package": "com.camouflaj.manta"})
assert registered == ["com.camouflaj.manta"] and launches == [222, 333]
assert out["via"] == "devkit" and out["steam"]["result"] == "started"
+37
View File
@@ -39,3 +39,40 @@ def test_edits_compose(quest_manifest):
m, _ = axml.define_meta_permissions(m)
assert axml.categories(m) == {axml.LAUNCHER}
assert axml.Axml(m).get_bool("application", "debuggable") is False
def _two_activity_manifest():
"""WiiCompiled's shape: a 2D LauncherActivity (MAIN+LAUNCHER) and a QuestActivity (MAIN+VR+DEFAULT)."""
from conftest import build_axml
def activity(name, cats):
out = [("start", "activity", [("name", "str", name)]), ("start", "intent-filter", []),
("start", "action", [("name", "str", "android.intent.action.MAIN")]), ("end", "action")]
for c in cats:
out += [("start", "category", [("name", "str", c)]), ("end", "category")]
return out + [("end", "intent-filter"), ("end", "activity")]
return build_axml([("start", "manifest", [("package", "str", "org.x.game")]), ("start", "application", []),
*activity("org.x.game.launcher.LauncherActivity", [axml.LAUNCHER]),
*activity("org.x.game.QuestActivity", [axml.VR_CATEGORY, axml.DEFAULT]),
("end", "application"), ("end", "manifest")])
def _filters(manifest):
x = axml.Axml(manifest)
names = x.strings()
return {n.rsplit(".", 1)[-1]: sorted(names[i] for k, _, i in items if k == "category")
for _, n, items in axml.component_filters(manifest)}
def test_start_activity_moves_launcher_to_the_vr_activity():
m = _two_activity_manifest()
assert axml.vr_activity(m) == "org.x.game.QuestActivity"
fixed = axml.set_start_activity(m, "QuestActivity")
assert _filters(fixed) == {"LauncherActivity": [axml.INFO],
"QuestActivity": sorted([axml.LAUNCHER, axml.DEFAULT])}
assert axml.vr_activity(fixed) is None # the VR activity is the launcher now
assert axml.set_start_activity(fixed, "QuestActivity") is None # nothing left to do
assert axml.set_start_activity(m, "NoSuchActivity") is None
# only those two attribute values changed: the rest parses as before
assert axml.Axml(fixed).attr_str(next(e for e in axml.Axml(fixed).elements() if e.name == "manifest"),
"package") == "org.x.game"
+247
View File
@@ -0,0 +1,247 @@
"""Live view: the fragmented-MP4 relay (box splitting, keyframe detection, late viewers), the player page, and the
Frame-side script (device lookup, stops when the SSH channel closes)."""
import io
import shutil
import struct
import subprocess
import time
import urllib.request
import pytest
from frameport.install import livestream as L
def box(kind: str, payload: bytes) -> bytes:
return struct.pack(">I4s", 8 + len(payload), kind.encode()) + payload
def full(kind: str, flags: int, payload: bytes) -> bytes:
return box(kind, struct.pack(">I", flags) + payload) # version 0
def init_segment(w=1280, h=720) -> bytes:
# avc1 sample entry: 6 reserved + 2 data ref + 16 pre_defined/reserved, then width/height; avcC: version,
# profile 0x42, compat 0xc0, level 0x1f
avcc = box("avcC", bytes([1, 0x42, 0xC0, 0x1F]) + b"\0" * 4)
avc1 = box("avc1", b"\0" * 24 + struct.pack(">HH", w, h) + b"\0" * 50 + avcc)
return box("ftyp", b"isom\0\0\0\0") + box("moov", box("trak", avc1))
def fragment(key: bool, how: str = "first", seq: int = 0) -> bytes:
flags = 0 if key else L.SAMPLE_NON_SYNC
if how == "first": # trun first_sample_flags (what ffmpeg writes)
trun = full("trun", 0x1 | 0x4, struct.pack(">IiI", 2, 0, flags))
tfhd = full("tfhd", 0, struct.pack(">I", 1))
elif how == "sample": # per-sample flags
trun = full("trun", 0x400, struct.pack(">II", 1, flags))
tfhd = full("tfhd", 0, struct.pack(">I", 1))
else: # tfhd default flags
trun = full("trun", 0, struct.pack(">I", 1))
tfhd = full("tfhd", 0x20, struct.pack(">II", 1, flags))
return box("moof", box("mfhd", struct.pack(">II", 0, seq)) + box("traf", tfhd + trun)) + \
box("mdat", bytes([seq % 256]) * 32)
@pytest.mark.parametrize("how", ["first", "sample", "default"])
def test_keyframe_detection(how):
assert L.fragment_is_keyframe(fragment(True, how))
assert not L.fragment_is_keyframe(fragment(False, how))
def test_keyframe_unknown_is_not_key():
assert not L.fragment_is_keyframe(box("moof", box("mfhd", b"\0" * 8)))
assert not L.fragment_is_keyframe(b"junk")
def test_codec_and_size():
init = init_segment(1920, 1080)
assert L.codec_string(init) == "avc1.42c01f"
assert L.video_size(init) == (1920, 1080)
assert L.codec_string(b"nothing") is None
def test_splitter_any_read_size():
stream = init_segment() + fragment(True, seq=1) + fragment(False, seq=2) + box("free", b"x")
for step in (1, 7, 64, len(stream)):
sp, out = L.Mp4Splitter(), []
for i in range(0, len(stream), step):
out += sp.feed(stream[i:i + step])
assert [k for k, _ in out] == ["init", "fragment", "fragment"]
assert out[0][1] == init_segment()
assert out[1][1] == fragment(True, seq=1)
def test_splitter_rejects_garbage():
with pytest.raises(ValueError):
L.Mp4Splitter().feed(struct.pack(">I4s", 3, b"bad!"))
def test_relay_late_viewer_starts_at_keyframe():
r = L.Relay()
r.feed(init_segment() + fragment(True, seq=1) + fragment(False, seq=2) + fragment(True, seq=3)
+ fragment(False, seq=4))
init, gop, q = r.subscribe()
assert init == init_segment()
assert gop == [fragment(True, seq=3), fragment(False, seq=4)]
r.feed(fragment(False, seq=5))
assert q.get_nowait() == fragment(False, seq=5)
st = r.status()
assert st["ready"] and st["codec"] == "avc1.42c01f" and st["width"] == 1280 and st["viewers"] == 1
r.finish("gone")
assert q.get_nowait() is None and r.status()["ended"] == "gone"
def test_relay_drops_slow_viewer(monkeypatch):
monkeypatch.setattr(L, "CLIENT_QUEUE", 2)
r = L.Relay()
r.feed(init_segment())
_, _, q = r.subscribe()
for i in range(3):
r.feed(fragment(True, seq=i))
assert r.status()["viewers"] == 0 # dropped; its page reconnects at a keyframe
class _Source:
"""A byte stream fed at the pace a test chooses."""
def __init__(self, data: bytes):
self.f = io.BytesIO(data)
def read(self, n):
time.sleep(0.01)
return self.f.read(min(n, 200))
def test_server_serves_page_status_and_stream():
data = init_segment() + b"".join(fragment(i % 3 == 0, seq=i) for i in range(6))
live = L.LiveStream(lambda: _Source(data)).start()
try:
page = urllib.request.urlopen(live.url, timeout=5).read()
assert b"MediaSource" in page and b"stream.mp4" in page
deadline = time.time() + 5
while live.relay.ended is None and time.time() < deadline:
time.sleep(0.05)
import json
st = json.loads(urllib.request.urlopen(live.url + "status", timeout=5).read())
assert st["ready"] and st["fragments"] == 6 and st["ended"]
with pytest.raises(urllib.error.HTTPError): # source over: no stream to join (503 isn't hung)
urllib.request.urlopen(live.url + "stream.mp4", timeout=5).read()
finally:
live.stop()
assert not live.running
def test_stream_endpoint_sends_init_then_gop():
gate = []
class Slow:
def __init__(self):
self.parts = [init_segment(), fragment(True, seq=1), fragment(False, seq=2)]
def read(self, n):
if self.parts:
return self.parts.pop(0)
while not gate:
time.sleep(0.02)
return b""
live = L.LiveStream(Slow).start()
try:
deadline = time.time() + 5
while live.relay.status()["fragments"] < 2 and time.time() < deadline:
time.sleep(0.02)
resp = urllib.request.urlopen(live.url + "stream.mp4", timeout=5)
assert resp.headers["Content-Type"] == "video/mp4"
gate.append(1)
body = resp.read()
assert body == init_segment() + fragment(True, seq=1) + fragment(False, seq=2)
finally:
live.stop()
def test_source_command_scales_down_only():
c720 = L.source_command("720p")
assert "scale=-2:'min(720,ih)'" in c720 and "fps=30" in c720 and '"SteamVR"' in c720
assert c720.index("fps=30") < c720.index("scale=") # drop frames before the expensive scale
for q, (h, _) in L.QUALITY.items():
assert ("scale=" in L.source_command(q)) == (h is not None)
assert L.source_command("bogus") == L.source_command(L.DEFAULT_QUALITY)
@pytest.mark.skipif(not shutil.which("bash"), reason="needs bash")
def test_source_command_without_device_exits_3(tmp_path):
script = L.source_command().replace("/sys/class/video4linux", str(tmp_path))
p = subprocess.run(["bash", "-c", script], capture_output=True, text=True, timeout=10, stdin=subprocess.DEVNULL)
assert p.returncode == 3 and "SteamVR" in p.stderr
@pytest.mark.skipif(not shutil.which("bash"), reason="needs bash")
def test_source_command_stops_when_stdin_closes(tmp_path):
"""The SSH channel closing = EOF on stdin: the encoder must stop (it would keep the Frame busy)."""
dev = tmp_path / "video99"
dev.mkdir()
(dev / "name").write_text("SteamVR\n")
bindir = tmp_path / "bin"
bindir.mkdir()
fake = bindir / "ffmpeg"
fake.write_text("#!/bin/sh\nexec sleep 30\n")
fake.chmod(0o755)
script = L.source_command().replace("/sys/class/video4linux", str(tmp_path))
p = subprocess.Popen(["bash", "-c", script], stdin=subprocess.PIPE, stdout=subprocess.PIPE,
env={"PATH": f"{bindir}:/usr/bin:/bin"})
time.sleep(0.5)
assert p.poll() is None # streaming
p.stdin.close()
assert p.wait(timeout=5) is not None
def trak(track_id: int, handler: bytes, entry: bytes) -> bytes:
tkhd = full("tkhd", 3, b"\0" * 8 + struct.pack(">I", track_id) + b"\0" * 68)
hdlr = full("hdlr", 0, b"\0" * 4 + handler + b"\0" * 13)
return box("trak", tkhd + box("mdia", hdlr + box("minf", box("stbl", box("stsd", entry)))))
def av_init() -> bytes:
avc1 = box("avc1", b"\0" * 24 + struct.pack(">HH", 1280, 720) + b"\0" * 50
+ box("avcC", bytes([1, 0x42, 0xC0, 0x1F]) + b"\0" * 4))
return box("ftyp", b"isom\0\0\0\0") + box("moov", trak(2, b"soun", box("mp4a", b"\0" * 28))
+ trak(1, b"vide", avc1))
def av_fragment(video_key: bool, seq: int) -> bytes:
"""Audio traf first (all sync samples), then the video traf."""
def traf(tid, flags):
return box("traf", full("tfhd", 0, struct.pack(">I", tid)) + full("trun", 0x4, struct.pack(">II", 1, flags)))
return box("moof", box("mfhd", struct.pack(">II", 0, seq)) + traf(2, 0)
+ traf(1, 0 if video_key else L.SAMPLE_NON_SYNC)) + box("mdat", b"x" * 8)
def test_audio_track_codecs_and_video_track():
init = av_init()
assert L.codec_string(init) == "avc1.42c01f, mp4a.40.2"
assert L.video_track_id(init) == 1
assert L.video_track_id(init_segment()) is None # (the minimal helper has no tkhd/hdlr)
def test_keyframe_looks_at_video_track_only():
assert not L.fragment_is_keyframe(av_fragment(False, 1), 1) # the audio traf's sync sample doesn't count
assert L.fragment_is_keyframe(av_fragment(True, 1), 1)
assert not L.fragment_is_keyframe(av_fragment(True, 1), 7) # no such track
def test_relay_with_audio():
r = L.Relay()
r.feed(av_init() + av_fragment(True, 1) + av_fragment(False, 2) + av_fragment(False, 3))
_, gop, _ = r.subscribe()
assert len(gop) == 3 # the non-key fragments with audio didn't restart the group
st = r.status()
assert st["audio"] and st["codec"].endswith("mp4a.40.2")
def test_source_command_captures_default_output():
cmd = L.source_command()
assert "pactl get-default-sink" in cmd and "$sink.monitor" in cmd and "-c:a aac" in cmd
assert "-ts mono2abs" in cmd and "-use_wallclock_as_timestamps" not in cmd # both on pulse's wall clock
assert "aresample=async=1" in cmd
+26
View File
@@ -484,3 +484,29 @@ def test_stand_ins_count_only_when_the_loader_links_them(monkeypatch):
assert detect.missing_ovr_symbols(libs) == {"ovr_Room_GetNextRoomArrayPage"}
linked[b"loader"] = ["libovrstubs.so"]
assert detect.missing_ovr_symbols(libs) == set()
def test_start_activity_after_overport_conversion(tmp_path):
"""OVRPort gives every MAIN activity LAUNCHER + VR categories (WiiCompiled: LauncherActivity and QuestActivity),
so the VR activity must come from the original APK's analysis; only it may stay a launcher."""
from conftest import build_axml
from frameport.apk import axml
def activity(name):
out = [("start", "activity", [("name", "str", name)]), ("start", "intent-filter", []),
("start", "action", [("name", "str", axml.MAIN)]), ("end", "action")]
for c in (axml.LAUNCHER, axml.VR_CATEGORY):
out += [("start", "category", [("name", "str", c)]), ("end", "category")]
return out + [("end", "intent-filter"), ("end", "activity")]
manifest = build_axml([("start", "manifest", [("package", "str", "org.x.game")]),
*activity("org.x.game.launcher.LauncherActivity"), *activity("org.x.game.QuestActivity"),
("end", "manifest")])
assert axml.vr_activity(manifest) is None # can't be told apart any more
a = _analysis()
a.extra = {**(a.extra or {}), "vr_activity": "org.x.game.QuestActivity"}
patch = base.get("frame.start_activity")
with ApkWorkspace(_apk(tmp_path, manifest)) as ws:
ctx = base.ApkContext(ws, a, {}, Reporter(), {"frame.start_activity": {}})
assert patch.apply(ctx)
assert patch.validate(ctx) == [("Only the VR activity is a launcher", True, "org.x.game.QuestActivity")]
+8
View File
@@ -75,3 +75,11 @@ def test_rejected_controller_profile_is_information_only():
f = {x.id: x for x in triage(log, "RUNNING", "com.example.game").findings}
assert f["controller-profile-rejected"].severity == "info"
assert triage(log, "RUNNING", "com.example.game").verdict == "pass"
def test_swapchain_rect_invalid_is_recognised():
"""GitHub #39: SteamVR rejected PowerWash Simulator's frames (rect a few px past the swapchain)."""
from frameport.validate import triage
log = "10-05 08:13:02.100 1149 1312 I FrameBridge: xrEndFrame failed -25\n"
assert "swapchain-rect-invalid" in [f.id for f in triage.triage(log).findings]