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No files matched your search
@@ -413,7 +413,7 @@ GPU. Learned in the headset: quads can't be a background (the Frame draws quad l
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whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
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pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
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`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
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`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics). 4XVR re-creates LOCAL spaces every 2–4 s
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`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
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(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
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(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
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lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
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@@ -535,6 +535,60 @@ Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
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**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`.
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**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!").
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**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.
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
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slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
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save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
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xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
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`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
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flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
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||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
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(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
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config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
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the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
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trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
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presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
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which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
|
||||
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
|
||||
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
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**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
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quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
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second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
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BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
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layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
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layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
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allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
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`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
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not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
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with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
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FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
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own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
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shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
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bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
|
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**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
|
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the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
|
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"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
|
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`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
|
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`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
|
||||
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
|
||||
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
|
||||
**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.
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@@ -36,7 +36,7 @@ import time
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import zlib
|
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from types import SimpleNamespace
|
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|
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AGENT_VERSION = 56
|
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AGENT_VERSION = 57
|
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HOME = os.path.expanduser("~")
|
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STEAM = os.path.join(HOME, ".local/share/Steam")
|
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ANCHORS = os.path.join(HOME, "Applications/quest-frame")
|
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@@ -1889,6 +1889,7 @@ LAUNCH_SH = (r"""#!/usr/bin/env bash
|
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set -euo pipefail
|
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app_dir={base_q}
|
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[[ -d "$app_dir/lepton-app" ]] || {{ echo "Game files missing at $app_dir (storage not mounted?)" >&2; exit 1; }}
|
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{single}
|
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# Some games (Unreal cloud saves, SUPERHOT's cloud/data: mode 1700) create folders without write/search permission
|
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# for the app inside Lepton (it writes through the folder's group), which breaks saving or makes the game quit.
|
||||
# Repair them before and during every launch.
|
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@@ -1939,10 +1940,19 @@ OLD_WATCHDOG = "( while sleep 2 && kill -0 $$ 2>/dev/null; do fix_perms; done )
|
||||
# by hand (also when Lepton shows its Android launcher first). Once the game's first VR frames are logged, the agent
|
||||
# closes it through Steam's UI (_dashboard_worker); opt out per game with FRAMEPORT_KEEP_DASHBOARD=1.
|
||||
DASHBOARD_LINE = ('[[ -n "${{FRAMEPORT_KEEP_DASHBOARD:-}}" ]] || python3 {agent_q} _dashboard_worker '
|
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'"$app_dir/launch.log" $$ >"$app_dir/dashboard.log" 2>&1 &')
|
||||
'"$app_dir/launch.log" $$ >"$app_dir/dashboard.log" 2>&1 9>&- &')
|
||||
WATCHDOG = ("parent=$PPID\n"
|
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"( while sleep 2 && kill -0 $$ 2>/dev/null; do fix_perms;"
|
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" if [[ $parent -gt 1 ]] && ! kill -0 $parent 2>/dev/null; then kill -TERM $$; fi; done ) & permfix=$!")
|
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" if [[ $parent -gt 1 ]] && ! kill -0 $parent 2>/dev/null; then kill -TERM $$; fi; done )"
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" 9>&- & permfix=$!")
|
||||
|
||||
|
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# One launcher per game: Play pressed again while Lepton still boots (~10 s with nothing to see) made the second Lepton
|
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# stop the first one's container, and both died (Vader Immortal, BattleSisters). The lock is held by Lepton's process
|
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# (inherited fd), so it is released when the game ends.
|
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SINGLE_LINE = ('exec 9>"$app_dir/.launch.lock"; flock -n 9 || '
|
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'{ echo "$(date +%s) already starting or running: second launch ignored" >>"$app_dir/launch-dup.log"; '
|
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'exit 0; }')
|
||||
|
||||
|
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def dashboard_line():
|
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@@ -1971,6 +1981,13 @@ def upgrade_launchers():
|
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new = new.replace(OLD_WATCHDOG, WATCHDOG, 1)
|
||||
if "_dashboard_worker" not in new and 'child=$!\nwait "$child"' in new:
|
||||
new = new.replace('child=$!\nwait "$child"', 'child=$!\n' + dashboard_line() + '\nwait "$child"', 1)
|
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guard = '[[ -d "$app_dir/lepton-app" ]] ||'
|
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if ".launch.lock" not in new and guard in new:
|
||||
i = new.index("\n", new.index(guard)) + 1
|
||||
new = new[:i] + SINGLE_LINE + "\n" + new[i:]
|
||||
# the lock belongs to Lepton only: helpers that outlive the game must not keep it
|
||||
new = new.replace("; fi; done ) & permfix=$!", "; fi; done ) 9>&- & permfix=$!", 1)
|
||||
new = new.replace('>"$app_dir/dashboard.log" 2>&1 &', '>"$app_dir/dashboard.log" 2>&1 9>&- &', 1)
|
||||
if PLAYS_LOG not in new:
|
||||
start, end = plays_lines(os.path.dirname(path))
|
||||
if "\nsetsid " in new and "\n trap - EXIT INT TERM\n" in new: # Lepton launcher
|
||||
@@ -1994,7 +2011,7 @@ def write_launcher(anchor, base, pkg, title, appid, lepton, env):
|
||||
if re.fullmatch(r"[A-Z_][A-Z0-9_]*", k))
|
||||
text = LAUNCH_SH.format(title=title.replace("\n", " "), pkg=pkg, base_q=shlex.quote(base), appid=appid,
|
||||
lepton_q=shlex.quote(lepton), extra_env=extra, watchdog=WATCHDOG,
|
||||
dashboard=dashboard_line(), plays_start=plays_lines(anchor)[0],
|
||||
dashboard=dashboard_line(), single=SINGLE_LINE, plays_start=plays_lines(anchor)[0],
|
||||
plays_end=plays_lines(anchor)[1])
|
||||
path = os.path.join(anchor, "launch.sh")
|
||||
with open(path + ".tmp", "w") as f:
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
|
||||
a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
|
||||
4724254982fa854de2134b15b936cfbd6bd244d51e5d72d5b51b85c60ef67321 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
b5949e9e90e4c51e2733b9f6cd3c857a447552ac7291aec340407c27b034b600 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
|
||||
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
|
||||
0780f29b4844bcf5070929d8118cfcc2e7da2f16dd0dbfe1eaf12be7f5567401 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
424d8e5cb15608ad627f9415df4c4665efd9358fed3447a5d3765279dc652f6b ./arm64-v8a/libframe_xrshim.so
|
||||
3bfd1261688ed766c0adb9172f44dd7d41cc6459f26205ce3069f536a52e4ab9 ./arm64-v8a/libglshim.so
|
||||
a93928879af7b930f19c8c0a037a52711e194d2aacafea0d6d1de9809de76228 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
|
||||
9c82f4ff57395e220329a22d0f0f47ce88b77132bed4dfb7b57809077fd0d6c4 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
49513211094cdaaa02f81f0101fa497da38979499cc8533e3f4bd0b71f6a3f85 ./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
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,25 @@
|
||||
package: com.FireproofStudios.TheRoomVR
|
||||
title: The Room VR
|
||||
status: works
|
||||
notes: Plays normally (it used to stay on a grey screen).
|
||||
details: Unity 2018.4 with built-in Oculus support. It started VR only with frame.unity_oculus_check, then Unity's
|
||||
render thread crashed in the GL driver (Zink) when OVROverlay copied a 4x4 fade texture into its overlay layer;
|
||||
frame.unity_no_overlay_copy skips that copy (the fade still works). frame.unity_runtime_msaa_off keeps the eye buffer
|
||||
at one sample (also GitHub issue 38).
|
||||
tested_version: '1.02'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_no_overlay_copy
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 38
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: The Room VR
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep1
|
||||
title: 'Vader Immortal: Episode I'
|
||||
status: issues
|
||||
notes: Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar).
|
||||
details: Unreal Engine 4 (GLES). After the Lucasfilm intro the game shows its loading card and never loads the next
|
||||
scene; it keeps rendering at 72 fps and ignores input. Ruled out so far - Meta platform requests (all answered),
|
||||
video playback (the intro is a video and plays), the no-ForceQuit build, frame and swapchain handling. The Frame's
|
||||
SteamVR runtime also leaks about 20 MB of memory a second while the game runs, which slows it down after a few
|
||||
minutes. Next steps - find what the loading code waits for in the game's engine library (no symbols) and report
|
||||
the runtime leak to Valve. GitHub issue 49.
|
||||
tested_version: 1.1.1+667256.cl.387770
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
issue: 49
|
||||
updated: '2026-10-06'
|
||||
source_hint: Vader Immortal- Episode I
|
||||
@@ -1,13 +1,14 @@
|
||||
package: com.NewFolderGames.IAmCat
|
||||
title: I Am Cat
|
||||
status: issues
|
||||
notes: The view vibrates slightly, even when holding still.
|
||||
status: works
|
||||
notes: Steady view with pose_consistency (the judder is gone).
|
||||
details: Unity 2022.3 with the Oculus XR Plugin falls back to GLES (Zink) on the Frame, where its single-pass
|
||||
(multiview) rendering drew the right eye wrong (GitHub issue 8); frame.unity_multipass renders each eye in its own
|
||||
pass (OculusSettings.GetStereoRenderingMode + its inlined read in OculusLoader.Initialize). Poses and frame times
|
||||
are consistent, but every frame reaches the runtime one display period late (two passes on Zink) and the game
|
||||
clamps its physics step to 10 ms, so the view judders; scale 0.8 didn't change it. Possible next steps are fixing the
|
||||
multiview path instead or the game's fixed timestep.
|
||||
clamps its physics step to 10 ms. The judder came from the game locating its views about three times per frame and
|
||||
getting slightly different poses each time; FrameBridge pose_consistency returns the same views for repeated
|
||||
queries of one display time (proposed in GitHub issue 8). The grey right eye on the loading screen is still open.
|
||||
tested_version: 1.4.0.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
@@ -16,8 +17,11 @@ frame:
|
||||
- frame.unity_multipass
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
pose_consistency: 1
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
date: '2026-10-05'
|
||||
issue: 8
|
||||
updated: '2026-10-04'
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: I Am Cat
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.PixelToys.BattleSisters
|
||||
title: BattleSisters
|
||||
status: works
|
||||
notes: Starts in VR; controller buttons and vibration work.
|
||||
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
|
||||
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
|
||||
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
|
||||
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
|
||||
in nanoseconds as seconds and the game ran out of memory).
|
||||
tested_version: 1.2.4
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
issue: 48
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.1
|
||||
source_hint: Battle Sister
|
||||
@@ -1,17 +1,18 @@
|
||||
package: com.crowscrowscrows.AccountingPlus
|
||||
title: Accounting+
|
||||
status: issues
|
||||
notes: Starts in VR, but doesn't get past its "press any button" screen.
|
||||
status: works
|
||||
notes: Plays normally, including the "press any button" screen after choosing to sit or stand.
|
||||
details: Unity 2017.4 built-in Oculus support. frame.unity_oculus_check gets VR started (Meta's system-app check and
|
||||
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. Controller input reaches the game's OVRInput
|
||||
cleanly (both Touch controllers connected, individual button bits, input focus 1 while focused) but the screen
|
||||
doesn't continue; Cpp2IL can't read this Unity version to see what it waits for.
|
||||
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. The motion warning after the stance selection
|
||||
waits for a mouse click (Input.GetMouseButtonDown), which a Quest delivers for the controller press and Lepton never
|
||||
does; the same library now counts a newly pressed trigger or A/B/X/Y as that click.
|
||||
tested_version: 1.24.35
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
date: '2026-10-06'
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.0
|
||||
source_hint: Accounting+
|
||||
@@ -1,11 +1,12 @@
|
||||
package: com.playful.LuckysTale
|
||||
title: Lucky's Tale
|
||||
status: issues
|
||||
notes: Runs out of memory within a few minutes and freezes the Frame until the game is killed.
|
||||
details: Unity's asset loading thread (Loading.PreloadManager) grows the game's native heap by about 1 GB/s
|
||||
shortly after start (10+ GB plus all swap, then the kernel kills it; perf page-fault profile, 2026-10-04). The text
|
||||
window and the MSAA patch aren't the cause (same with the window off); the OBB is byte-identical to the original.
|
||||
The earlier "headset restarted in a menu" reports (GitHub issue 9) were most likely this. No fix yet.
|
||||
status: works
|
||||
notes: Plays normally; touching a save slot no longer freezes the Frame (haptic_fix).
|
||||
details: Touching a save slot vibrates the controller through XR_FB_haptic_amplitude_envelope; OVRPort's OpenXR
|
||||
loader converts that envelope with the duration in nanoseconds read as seconds and allocates an enormous buffer, so
|
||||
the Frame ran out of memory and froze (found by the GitHub issue 9 reporter). FrameBridge's extension shim turns the
|
||||
envelope into a plain vibration before OVRPort's loader sees it (haptic_fix). Brief pauses came from the headset's
|
||||
wear sensor flickering, now hidden by focus_hold (on by default).
|
||||
tested_version: 1.0.55
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
@@ -14,8 +15,11 @@ frame:
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
date: '2026-10-05'
|
||||
issue: 9
|
||||
updated: '2026-10-04'
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: Luckys Tale
|
||||
+6
-1
@@ -13,10 +13,15 @@ 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: unity-render-crash
|
||||
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
|
||||
severity: fatal
|
||||
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
|
||||
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
|
||||
- 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.
|
||||
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 0.11.0 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)'
|
||||
|
||||
+6
-3
@@ -7,12 +7,14 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Game | Platform | Status | Notes |
|
||||
|---|---|---|---|
|
||||
| 4XVR Video Player | Quest | ✅ Works | |
|
||||
| Accounting+ | Quest | ✅ Works | |
|
||||
| AllInOneSports | Quest | ✅ Works | |
|
||||
| Asgard's Wrath 2 | Quest | ✅ Works | |
|
||||
| BAM | Quest | ✅ Works | |
|
||||
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
|
||||
| Batman: Arkham Shadow | Quest | ✅ Works | |
|
||||
| BattleGlide | Quest | ✅ Works | |
|
||||
| BattleSisters | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber (co-existence build) | Quest | ✅ Works | |
|
||||
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
|
||||
@@ -23,12 +25,14 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Cat | 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 | |
|
||||
| Lucky's Tale | Quest | ✅ Works | |
|
||||
| Marvel's Deadpool VR | Quest | ✅ Works | |
|
||||
| Marvel's Iron Man VR | Quest | ✅ Works | |
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
@@ -50,21 +54,20 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| The Room VR | 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. |
|
||||
| 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). |
|
||||
| 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). |
|
||||
| Vader Immortal: Episode I | Quest | ⚠️ Works with issues | Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar). |
|
||||
| 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… |
|
||||
| BONELAB | Quest | ❌ Doesn't run | Crashes while starting its graphics (Vulkan); no fix yet. |
|
||||
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
|
||||
|
||||
+4
-2
@@ -56,9 +56,11 @@ 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 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 0.11.0; 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 |
|
||||
| Black flat window, then a GPU hang: kernel `hangcheck detected gpu lockup` (offending task the game), `zink: DEVICE LOST`, Unity render-thread crash; `outside of frame bounds` thousands of times a second (e.g. BattleSisters, Unity 2019.4) | Unity 2019 on its built-in VR (no `libOculusXRPlugin.so`) uses the same legacy frame loop as Unity 2017: no `xrWaitFrame`, the render thread floods the GPU | `frame.unity_oculus_check` adds the ovrpshim frame wait for these too (revision 2) |
|
||||
| Unreal game stuck on a loading image after the intro, frames keep coming (72 fps), no crash (e.g. Vader Immortal) | suspect: a Meta Platform SDK request no message ever answers | diagnostics: `frame.ovr_trace` (opt-in) logs every `ovr_*` call, the answers `ovr_PopMessage` returns and every 10 s the unanswered requests (`fp_ovrtrace` in launch.log). Never fake an entitlement answer |
|
||||
| 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 |
|
||||
| Crash right after the game gets focus, in `vrclient.so … UpdateActionStateInternal` / `sxr_xrSyncActions` (e.g. Myst) | a race in the Frame runtime's input code on the first sync after focus (not every launch) | adapter `sync_guard` (input syncs one at a time with event polling, paused 250 ms after FOCUSED) |
|
||||
| View jumps sideways / game pauses or freezes for a moment every few seconds (e.g. Blade & Sorcery, BattleGlide) | the Frame drops focus for ~0.5 s (FOCUSED→VISIBLE→SYNCHRONIZED); games pause or re-align the player (`OnVRPresence … Teleport`) | adapter `focus_hold` |
|
||||
@@ -87,7 +89,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
|
||||
| One eye grey / only effects (I Am Cat, Unity Oculus XR Plugin on GLES) | the game's multiview pass draws array slice 1 wrong on Zink | `frame.unity_multipass` (also rewrites the getter's inlined read in `OculusLoader.Initialize`; check for two `array=1` eye swapchains) |
|
||||
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
|
||||
| Game freezes / pauses for 1-2 s now and then, no flicker; only some games (Blade & Sorcery) | the headset's wear sensor flickers off while worn (SteamVR vrserver.txt `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold=1` + `focus_hold_ms=2500` per game; native games don't react, so it's per game |
|
||||
| Game freezes / pauses for 0.5-2 s now and then, no flicker (e.g. Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.txt` `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
|
||||
| Minor glitches on some objects (Myst, Unreal Vulkan) | unknown; not application space warp (turning it off changed nothing and ran worse) | unresolved |
|
||||
| Graphics crash in vkCreateInstance with pc == fault address, from the game's own Vulkan hooks (BONELAB `libSLZQuestNative`) | a pointer into memory freed with OVRPlugin's pre-init OpenXR instance; not the runtime (vrclient.so) or Fossilize being unloaded (keeping both loaded with RTLD_NODELETE didn't help) | unresolved |
|
||||
| Own-engine game crashes in `je_free` from its own library on the first frames (Roblox) | the game frees memory it doesn't own; not the Vulkan shim or the format fallback | unsupported |
|
||||
|
||||
@@ -28,21 +28,6 @@ xrAttachSessionActionSets:
|
||||
.globl fwd_xrAttachSessionActionSets
|
||||
.hidden fwd_xrAttachSessionActionSets
|
||||
fwd_xrAttachSessionActionSets:
|
||||
.quad frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrBeginFrame
|
||||
.type xrBeginFrame, %function
|
||||
xrBeginFrame:
|
||||
adrp x16, fwd_xrBeginFrame
|
||||
ldr x16, [x16, :lo12:fwd_xrBeginFrame]
|
||||
br x16
|
||||
.size xrBeginFrame, .-xrBeginFrame
|
||||
.data
|
||||
.p2align 3
|
||||
.globl fwd_xrBeginFrame
|
||||
.hidden fwd_xrBeginFrame
|
||||
fwd_xrBeginFrame:
|
||||
.quad frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
@@ -403,21 +388,6 @@ xrPathToString:
|
||||
.globl fwd_xrPathToString
|
||||
.hidden fwd_xrPathToString
|
||||
fwd_xrPathToString:
|
||||
.quad frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrReleaseSwapchainImage
|
||||
.type xrReleaseSwapchainImage, %function
|
||||
xrReleaseSwapchainImage:
|
||||
adrp x16, fwd_xrReleaseSwapchainImage
|
||||
ldr x16, [x16, :lo12:fwd_xrReleaseSwapchainImage]
|
||||
br x16
|
||||
.size xrReleaseSwapchainImage, .-xrReleaseSwapchainImage
|
||||
.data
|
||||
.p2align 3
|
||||
.globl fwd_xrReleaseSwapchainImage
|
||||
.hidden fwd_xrReleaseSwapchainImage
|
||||
fwd_xrReleaseSwapchainImage:
|
||||
.quad frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
@@ -523,20 +493,5 @@ xrSyncActions:
|
||||
.globl fwd_xrSyncActions
|
||||
.hidden fwd_xrSyncActions
|
||||
fwd_xrSyncActions:
|
||||
.quad frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrWaitSwapchainImage
|
||||
.type xrWaitSwapchainImage, %function
|
||||
xrWaitSwapchainImage:
|
||||
adrp x16, fwd_xrWaitSwapchainImage
|
||||
ldr x16, [x16, :lo12:fwd_xrWaitSwapchainImage]
|
||||
br x16
|
||||
.size xrWaitSwapchainImage, .-xrWaitSwapchainImage
|
||||
.data
|
||||
.p2align 3
|
||||
.globl fwd_xrWaitSwapchainImage
|
||||
.hidden fwd_xrWaitSwapchainImage
|
||||
fwd_xrWaitSwapchainImage:
|
||||
.quad frame_unsupported
|
||||
.section .note.GNU-stack,"",%progbits
|
||||
@@ -1,7 +1,6 @@
|
||||
// Generated from overport 3.4.3 libopenxr_loader_generic.so exports minus hooked functions.
|
||||
FORWARD(xrApplyHapticFeedback)
|
||||
FORWARD(xrAttachSessionActionSets)
|
||||
FORWARD(xrBeginFrame)
|
||||
FORWARD(xrBeginSession)
|
||||
FORWARD(xrCreateAction)
|
||||
FORWARD(xrCreateActionSet)
|
||||
@@ -26,7 +25,6 @@ FORWARD(xrGetReferenceSpaceBoundsRect)
|
||||
FORWARD(xrGetSystem)
|
||||
FORWARD(xrGetViewConfigurationProperties)
|
||||
FORWARD(xrPathToString)
|
||||
FORWARD(xrReleaseSwapchainImage)
|
||||
FORWARD(xrRequestExitSession)
|
||||
FORWARD(xrResultToString)
|
||||
FORWARD(xrStopHapticFeedback)
|
||||
@@ -34,4 +32,3 @@ FORWARD(xrStringToPath)
|
||||
FORWARD(xrStructureTypeToString)
|
||||
FORWARD(xrSuggestInteractionProfileBindings)
|
||||
FORWARD(xrSyncActions)
|
||||
FORWARD(xrWaitSwapchainImage)
|
||||
@@ -34,23 +34,6 @@ xrAttachSessionActionSets:
|
||||
.globl fwd_xrAttachSessionActionSets
|
||||
.hidden fwd_xrAttachSessionActionSets
|
||||
fwd_xrAttachSessionActionSets:
|
||||
.word frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrBeginFrame
|
||||
.type xrBeginFrame, %function
|
||||
xrBeginFrame:
|
||||
ldr ip, 1f
|
||||
2: add ip, pc, ip
|
||||
ldr ip, [ip]
|
||||
bx ip
|
||||
1: .word fwd_xrBeginFrame - (2b + 8)
|
||||
.size xrBeginFrame, .-xrBeginFrame
|
||||
.data
|
||||
.p2align 2
|
||||
.globl fwd_xrBeginFrame
|
||||
.hidden fwd_xrBeginFrame
|
||||
fwd_xrBeginFrame:
|
||||
.word frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
@@ -459,23 +442,6 @@ xrPathToString:
|
||||
.globl fwd_xrPathToString
|
||||
.hidden fwd_xrPathToString
|
||||
fwd_xrPathToString:
|
||||
.word frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrReleaseSwapchainImage
|
||||
.type xrReleaseSwapchainImage, %function
|
||||
xrReleaseSwapchainImage:
|
||||
ldr ip, 1f
|
||||
2: add ip, pc, ip
|
||||
ldr ip, [ip]
|
||||
bx ip
|
||||
1: .word fwd_xrReleaseSwapchainImage - (2b + 8)
|
||||
.size xrReleaseSwapchainImage, .-xrReleaseSwapchainImage
|
||||
.data
|
||||
.p2align 2
|
||||
.globl fwd_xrReleaseSwapchainImage
|
||||
.hidden fwd_xrReleaseSwapchainImage
|
||||
fwd_xrReleaseSwapchainImage:
|
||||
.word frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
@@ -595,22 +561,5 @@ xrSyncActions:
|
||||
.globl fwd_xrSyncActions
|
||||
.hidden fwd_xrSyncActions
|
||||
fwd_xrSyncActions:
|
||||
.word frame_unsupported
|
||||
.text
|
||||
.p2align 2
|
||||
.globl xrWaitSwapchainImage
|
||||
.type xrWaitSwapchainImage, %function
|
||||
xrWaitSwapchainImage:
|
||||
ldr ip, 1f
|
||||
2: add ip, pc, ip
|
||||
ldr ip, [ip]
|
||||
bx ip
|
||||
1: .word fwd_xrWaitSwapchainImage - (2b + 8)
|
||||
.size xrWaitSwapchainImage, .-xrWaitSwapchainImage
|
||||
.data
|
||||
.p2align 2
|
||||
.globl fwd_xrWaitSwapchainImage
|
||||
.hidden fwd_xrWaitSwapchainImage
|
||||
fwd_xrWaitSwapchainImage:
|
||||
.word frame_unsupported
|
||||
.section .note.GNU-stack,"",%progbits
|
||||
@@ -86,9 +86,22 @@ static int foveation_fix = 1;
|
||||
// hide XR_FB_space_warp: games then render every frame themselves (UE5 Application SpaceWarp flickered on the Frame,
|
||||
// e.g. Into The Radius 2; OVRPort's patch_disable_space_warp doesn't reach UE5's OpenXR plugin)
|
||||
static int hide_space_warp = 0;
|
||||
static int strip_color_bias = 0;
|
||||
static int snapshot = 0; // seconds between eye-image snapshots (snapshot_gl.c; 0 = off)
|
||||
static char snap_dir[256];
|
||||
static void snap_on_create(XrSwapchain handle, const XrSwapchainCreateInfo *info);
|
||||
static void snap_on_destroy(XrSwapchain handle);
|
||||
static void snap_on_enumerate(XrSwapchain handle, uint32_t count, const XrSwapchainImageBaseHeader *images);
|
||||
static void snap_on_acquire(XrSwapchain handle, uint32_t index);
|
||||
static void snap_end_frame(const XrFrameEndInfo *info);
|
||||
static int frame_balance = 0; // end a still-open frame before the next xrBeginFrame
|
||||
static int frame_begins, frame_discarded, frame_ends, frame_balanced; // per pacing period (layer_debug)
|
||||
static int frame_open;
|
||||
static int sc_acquires, sc_waits, sc_releases, sc_wait_fails; // per pacing period (layer_debug) // drop XrCompositionLayerColorScaleBiasKHR (the runtime's color pass)
|
||||
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 rect_clamp = 1;
|
||||
static int pose_consistency = 0; // repeat xrLocateViews queries for one display time get the same poses (GitHub #8) // 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;
|
||||
@@ -113,8 +126,8 @@ static int sync_guard; // xrSyncActions one at a time with xrPollEvent, pa
|
||||
static int profile_remap = 1; // Meta's newer controller profiles (rejected by the Frame) -> oculus/touch_controller
|
||||
static int layer_debug; // diagnostics: layers, swapchains, session states, spaces, aim/grip, refresh rates
|
||||
static int stable_local; // keep every LOCAL space the app creates on the session-start origin
|
||||
static int focus_hold; // hide brief focus dips once the session has been focused for a while
|
||||
static float focus_hold_ms = 1000; // longest focus dip focus_hold hides
|
||||
static int focus_hold = 1; // hide brief focus dips once the session has been focused for a while
|
||||
static float focus_hold_ms = 5000; // longest focus dip focus_hold hides
|
||||
static float aim_pitch, aim_yaw, aim_forward; // aim pose correction (degrees, degrees, metres)
|
||||
static float refresh_rate; // requested display refresh rate (Hz), 0 = the app's choice
|
||||
static int equirect_emul; // show 360 layers as cube faces (GLES)
|
||||
@@ -135,9 +148,13 @@ static void read_settings(const char *path) {
|
||||
if (sscanf(line, "scale=%f", &value) == 1 && value >= 0.5f && value <= 2.0f) scale = value;
|
||||
if (sscanf(line, "foveation_fix=%f", &value) == 1) foveation_fix = value != 0;
|
||||
if (sscanf(line, "hide_space_warp=%f", &value) == 1) hide_space_warp = value != 0;
|
||||
if (sscanf(line, "strip_color_bias=%f", &value) == 1) strip_color_bias = (int)value;
|
||||
if (sscanf(line, "frame_balance=%f", &value) == 1) frame_balance = value != 0;
|
||||
if (sscanf(line, "snapshot=%f", &value) == 1) snapshot = value > 0 ? (int)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, "pose_consistency=%f", &value) == 1) pose_consistency = 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;
|
||||
@@ -207,11 +224,17 @@ static void initialize(void) {
|
||||
}
|
||||
const char *env = getenv("FRAMEBRIDGE_CONFIG");
|
||||
if (env && *env) read_settings(env);
|
||||
if (snapshot && *process && !strchr(process, '/')) {
|
||||
snprintf(snap_dir, sizeof(snap_dir), "/sdcard/Android/data/%s/files", process);
|
||||
LOG("per-game: snapshot every %d s to %s/fb_snap_N.ppm", snapshot, snap_dir);
|
||||
}
|
||||
if (eye_debug && *process && !strchr(process, '/')) {
|
||||
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.log", process);
|
||||
log_file = fopen(path, "a");
|
||||
}
|
||||
if (hide_space_warp) LOG("per-game: hide_space_warp=1 (XR_FB_space_warp hidden, space warp info removed)");
|
||||
if (strip_color_bias) LOG("per-game: strip_color_bias=%d (layer color scale/bias removed)", strip_color_bias);
|
||||
if (frame_balance) LOG("per-game: frame_balance=1 (an open frame is ended before the next one begins)");
|
||||
if (eye_debug || release_wait) LOG("per-game: eye_debug=%d release_wait=%d log_file=%s", eye_debug, release_wait,
|
||||
log_file ? path : "none");
|
||||
if (controller_models && *process && !strchr(process, '/')) render_model_init(process);
|
||||
@@ -472,6 +495,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
|
||||
if (equirect_emul && swapchain && emul_virtual_create(session, &fixed, swapchain)) {
|
||||
remember_swapchain(*swapchain);
|
||||
emul_on_create_swapchain(*swapchain, &fixed);
|
||||
snap_on_create(*swapchain, &fixed);
|
||||
return XR_SUCCESS;
|
||||
}
|
||||
XrResult result = fn(session, &fixed, swapchain);
|
||||
@@ -483,6 +507,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
|
||||
note_swapchain_size(*swapchain, fixed.width, fixed.height);
|
||||
flip_on_create_swapchain(*swapchain, &fixed);
|
||||
emul_on_create_swapchain(*swapchain, &fixed);
|
||||
snap_on_create(*swapchain, &fixed);
|
||||
return result;
|
||||
}
|
||||
if (!swapchain_fix) return result;
|
||||
@@ -506,6 +531,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
|
||||
note_swapchain_size(*swapchain, fixed.width, fixed.height);
|
||||
flip_on_create_swapchain(*swapchain, &fixed);
|
||||
emul_on_create_swapchain(*swapchain, &fixed);
|
||||
snap_on_create(*swapchain, &fixed);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
@@ -513,10 +539,15 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrDestroySwapchain(XrSwapchain swapchain) {
|
||||
PFN_xrDestroySwapchain fn = (PFN_xrDestroySwapchain)lookup(active_instance, "xrDestroySwapchain");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
if (layer_debug) {
|
||||
static int logged;
|
||||
if (logged++ < 200) LOG("layer_debug: xrDestroySwapchain %p", (void *)swapchain);
|
||||
}
|
||||
forget_swapchain(swapchain);
|
||||
surf_on_destroy(swapchain);
|
||||
flip_on_destroy(swapchain);
|
||||
emul_on_destroy_swapchain(swapchain);
|
||||
snap_on_destroy(swapchain);
|
||||
if (equirect_emul && emul_is_virtual(swapchain)) { emul_virtual_destroy(swapchain); return XR_SUCCESS; }
|
||||
return fn(swapchain);
|
||||
}
|
||||
@@ -768,6 +799,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrDestroySpace(XrSpace space) {
|
||||
|
||||
#include "session_fixes.c"
|
||||
#include "layer_emul_gl.c"
|
||||
#include "snapshot_gl.c"
|
||||
#include "surface_swapchain.c"
|
||||
#include "eye_debug.c"
|
||||
|
||||
@@ -794,10 +826,28 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateSwapchainImages(XrSwapchain swapchain,
|
||||
if (XR_SUCCEEDED(result) && images && capacity && count) {
|
||||
flip_on_enumerate_images(swapchain, *count, images);
|
||||
emul_on_enumerate(swapchain, *count < capacity ? *count : capacity, images);
|
||||
snap_on_enumerate(swapchain, *count < capacity ? *count : capacity, images);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// counted for layer_debug (an app that skips the wait or release keeps runtime resources alive)
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrWaitSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageWaitInfo *info) {
|
||||
PFN_xrWaitSwapchainImage fn = (PFN_xrWaitSwapchainImage)lookup(active_instance, "xrWaitSwapchainImage");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
XrResult result = fn(swapchain, info);
|
||||
__atomic_add_fetch(&sc_waits, 1, __ATOMIC_RELAXED);
|
||||
if (result != XR_SUCCESS) __atomic_add_fetch(&sc_wait_fails, 1, __ATOMIC_RELAXED);
|
||||
return result;
|
||||
}
|
||||
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrReleaseSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageReleaseInfo *info) {
|
||||
PFN_xrReleaseSwapchainImage fn = (PFN_xrReleaseSwapchainImage)lookup(active_instance, "xrReleaseSwapchainImage");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
__atomic_add_fetch(&sc_releases, 1, __ATOMIC_RELAXED);
|
||||
return fn(swapchain, info);
|
||||
}
|
||||
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrAcquireSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageAcquireInfo *info,
|
||||
uint32_t *index) {
|
||||
PFN_xrAcquireSwapchainImage fn = (PFN_xrAcquireSwapchainImage)lookup(active_instance, "xrAcquireSwapchainImage");
|
||||
@@ -809,7 +859,12 @@ XRAPI_ATTR XrResult XRAPI_CALL xrAcquireSwapchainImage(XrSwapchain swapchain, co
|
||||
return XR_SUCCESS;
|
||||
}
|
||||
XrResult result = fn(swapchain, info, index);
|
||||
if (XR_SUCCEEDED(result) && index) { flip_on_acquire(swapchain, *index); emul_on_acquire(swapchain, *index); }
|
||||
__atomic_add_fetch(&sc_acquires, 1, __ATOMIC_RELAXED);
|
||||
if (XR_SUCCEEDED(result) && index) {
|
||||
flip_on_acquire(swapchain, *index);
|
||||
emul_on_acquire(swapchain, *index);
|
||||
snap_on_acquire(swapchain, *index);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -912,11 +967,69 @@ XRAPI_ATTR XrResult XRAPI_CALL xrWaitFrame(XrSession session, const XrFrameWaitI
|
||||
return result;
|
||||
}
|
||||
|
||||
// pose_consistency (GitHub #8, proposed by Klownicle for I Am Cat): the game asks xrLocateViews ~3 times per frame
|
||||
// for the same display time and got slightly different poses each time (tenths of a degree), so parts of its pipeline
|
||||
// rendered with different heads: judder. The first fully tracked answer for (session, space, view configuration,
|
||||
// display time) is kept and repeated; a new display time, another space or a failed/untracked answer is never cached.
|
||||
#define POSE_CACHE 8
|
||||
static struct {
|
||||
XrSession session; XrSpace space; XrViewConfigurationType config; XrTime time;
|
||||
XrViewStateFlags flags; uint32_t count; XrPosef pose[2]; XrFovf fov[2];
|
||||
} pose_cache[POSE_CACHE];
|
||||
static int pose_cache_next, pose_cache_hits;
|
||||
static pthread_mutex_t pose_cache_lock = PTHREAD_MUTEX_INITIALIZER;
|
||||
#define POSE_TRACKED (XR_VIEW_STATE_ORIENTATION_VALID_BIT | XR_VIEW_STATE_POSITION_VALID_BIT | \
|
||||
XR_VIEW_STATE_ORIENTATION_TRACKED_BIT | XR_VIEW_STATE_POSITION_TRACKED_BIT)
|
||||
|
||||
static int pose_cache_lookup(XrSession session, const XrViewLocateInfo *info, XrViewState *state, uint32_t capacity,
|
||||
uint32_t *count, XrView *views) {
|
||||
int hit = 0;
|
||||
pthread_mutex_lock(&pose_cache_lock);
|
||||
for (int i = 0; i < POSE_CACHE && !hit; ++i) {
|
||||
if (pose_cache[i].session != session || pose_cache[i].space != info->space ||
|
||||
pose_cache[i].config != info->viewConfigurationType || pose_cache[i].time != info->displayTime ||
|
||||
!pose_cache[i].count || capacity < pose_cache[i].count)
|
||||
continue;
|
||||
state->viewStateFlags = pose_cache[i].flags;
|
||||
*count = pose_cache[i].count;
|
||||
for (uint32_t v = 0; v < pose_cache[i].count; ++v) { // only the values: the caller's type/next stay
|
||||
views[v].pose = pose_cache[i].pose[v];
|
||||
views[v].fov = pose_cache[i].fov[v];
|
||||
}
|
||||
hit = 1;
|
||||
}
|
||||
if (hit && pose_cache_hits++ == 0) LOG("pose_consistency: repeated query answered with the frame's first poses");
|
||||
pthread_mutex_unlock(&pose_cache_lock);
|
||||
return hit;
|
||||
}
|
||||
|
||||
static void pose_cache_store(XrSession session, const XrViewLocateInfo *info, const XrViewState *state,
|
||||
uint32_t count, const XrView *views) {
|
||||
if (count == 0 || count > 2 || (state->viewStateFlags & POSE_TRACKED) != POSE_TRACKED) return;
|
||||
pthread_mutex_lock(&pose_cache_lock);
|
||||
int slot = pose_cache_next;
|
||||
pose_cache_next = (pose_cache_next + 1) % POSE_CACHE;
|
||||
pose_cache[slot].session = session;
|
||||
pose_cache[slot].space = info->space;
|
||||
pose_cache[slot].config = info->viewConfigurationType;
|
||||
pose_cache[slot].time = info->displayTime;
|
||||
pose_cache[slot].flags = state->viewStateFlags;
|
||||
pose_cache[slot].count = count;
|
||||
for (uint32_t v = 0; v < count; ++v) {
|
||||
pose_cache[slot].pose[v] = views[v].pose;
|
||||
pose_cache[slot].fov[v] = views[v].fov;
|
||||
}
|
||||
pthread_mutex_unlock(&pose_cache_lock);
|
||||
}
|
||||
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLocateInfo *info, XrViewState *state,
|
||||
uint32_t capacity, uint32_t *count, XrView *views) {
|
||||
PFN_xrLocateViews fn = (PFN_xrLocateViews)lookup(active_instance, "xrLocateViews");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
int cacheable = pose_consistency && info && state && count && views && capacity > 0;
|
||||
if (cacheable && pose_cache_lookup(session, info, state, capacity, count, views)) return XR_SUCCESS;
|
||||
XrResult result = fn(session, info, state, capacity, count, views);
|
||||
if (cacheable && result == XR_SUCCESS) pose_cache_store(session, info, state, *count, views);
|
||||
if (equirect_emul && XR_SUCCEEDED(result) && info && count && views && state &&
|
||||
(state->viewStateFlags & XR_VIEW_STATE_ORIENTATION_VALID_BIT))
|
||||
emul_on_locate_views(info->space, info->displayTime, *count < capacity ? *count : capacity, views);
|
||||
@@ -959,9 +1072,40 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLoca
|
||||
return result;
|
||||
}
|
||||
|
||||
// xrBeginFrame: counted for layer_debug. A game that begins a new frame while the previous one is still open
|
||||
// (never ended) makes the runtime discard it; the Frame's runtime then never recycles that frame's GPU timing
|
||||
// command buffer (Vader Immortal: ~430 GPU mappings / 20 MB a second). frame_balance ends the open frame first,
|
||||
// with no layers, as the runtime expects.
|
||||
static XrTime last_begin_display_time;
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrBeginFrame(XrSession session, const XrFrameBeginInfo *info) {
|
||||
PFN_xrBeginFrame fn = (PFN_xrBeginFrame)lookup(active_instance, "xrBeginFrame");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
if (frame_open && frame_balance) {
|
||||
PFN_xrEndFrame end = (PFN_xrEndFrame)lookup(active_instance, "xrEndFrame");
|
||||
XrFrameEndInfo empty = {XR_TYPE_FRAME_END_INFO, NULL, last_begin_display_time ? last_begin_display_time
|
||||
: last_predicted_time,
|
||||
XR_ENVIRONMENT_BLEND_MODE_OPAQUE, 0, NULL};
|
||||
XrResult r = end ? end(session, &empty) : XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
static int logged;
|
||||
if (logged++ < 3) LOG("frame_balance: ended an open frame before xrBeginFrame (result %d)", r);
|
||||
__atomic_add_fetch(&frame_balanced, 1, __ATOMIC_RELAXED);
|
||||
}
|
||||
XrResult result = fn(session, info);
|
||||
__atomic_add_fetch(&frame_begins, 1, __ATOMIC_RELAXED);
|
||||
if (result == XR_FRAME_DISCARDED) __atomic_add_fetch(&frame_discarded, 1, __ATOMIC_RELAXED);
|
||||
if (XR_SUCCEEDED(result)) {
|
||||
frame_open = 1;
|
||||
last_begin_display_time = last_predicted_time;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInfo *info) {
|
||||
PFN_xrEndFrame fn = (PFN_xrEndFrame)lookup(active_instance, "xrEndFrame");
|
||||
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
|
||||
frame_open = 0;
|
||||
__atomic_add_fetch(&frame_ends, 1, __ATOMIC_RELAXED);
|
||||
snap_end_frame(info);
|
||||
if (eye_debug) eye_debug_end_frame(session, info);
|
||||
{ // frame pacing statistics every ~5 s: fps and submitted-vs-predicted display time
|
||||
static struct timespec start;
|
||||
@@ -978,6 +1122,18 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
|
||||
if (elapsed >= 5.0) {
|
||||
LOG("pacing: %.1f fps, displayTime vs predicted: avg %.2f ms, max %.2f ms", frames / elapsed,
|
||||
drift_sum / (double)frames / 1e6, drift_max / 1e6);
|
||||
if (layer_debug)
|
||||
LOG("layer_debug: swapchain images: %d acquired, %d waited (%d not ok), %d released",
|
||||
__atomic_exchange_n(&sc_acquires, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&sc_waits, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&sc_wait_fails, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&sc_releases, 0, __ATOMIC_RELAXED));
|
||||
if (layer_debug)
|
||||
LOG("layer_debug: frames: %d xrBeginFrame (%d discarded), %d xrEndFrame, %d balanced",
|
||||
__atomic_exchange_n(&frame_begins, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&frame_discarded, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&frame_ends, 0, __ATOMIC_RELAXED),
|
||||
__atomic_exchange_n(&frame_balanced, 0, __ATOMIC_RELAXED));
|
||||
if (layer_debug)
|
||||
LOG("layer_debug: input: %d xrSyncActions (%d ok, last %d), %d bool reads, %d pressed",
|
||||
__atomic_exchange_n(&input_syncs, 0, __ATOMIC_RELAXED),
|
||||
@@ -1111,6 +1267,48 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
|
||||
if (!logged++) LOG("strip_depth: removed depth info from projection layer");
|
||||
++swapped;
|
||||
}
|
||||
{
|
||||
// XR_KHR_composition_layer_color_scale_bias (1000034000) on the layer itself: logged when its values
|
||||
// change (layer_debug); with strip_color_bias the runtime never gets it (Vader Immortal: the Frame's
|
||||
// runtime allocates GPU memory for it every frame and never frees it)
|
||||
const XrBaseInStructure *head = (const XrBaseInStructure *)layer->next;
|
||||
const XrCompositionLayerColorScaleBiasKHR *cb = NULL;
|
||||
for (const XrBaseInStructure *n = head; n; n = n->next)
|
||||
if (n->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) cb = (const XrCompositionLayerColorScaleBiasKHR *)n;
|
||||
if (cb && layer_debug) {
|
||||
static float last[8] = {-1};
|
||||
float now[8] = {cb->colorScale.r, cb->colorScale.g, cb->colorScale.b, cb->colorScale.a,
|
||||
cb->colorBias.r, cb->colorBias.g, cb->colorBias.b, cb->colorBias.a};
|
||||
static int logged;
|
||||
if (memcmp(now, last, sizeof(now)) && logged++ < 100) {
|
||||
LOG("layer_debug: layer type=%d color scale %.2f %.2f %.2f %.2f bias %.2f %.2f %.2f %.2f", layer->type,
|
||||
now[0], now[1], now[2], now[3], now[4], now[5], now[6], now[7]);
|
||||
memcpy(last, now, sizeof(now));
|
||||
}
|
||||
}
|
||||
if (cb && strip_color_bias && (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION ||
|
||||
layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD)) {
|
||||
const XrBaseInStructure *rest = head; // skip leading color structs; one further down drops the chain
|
||||
while (rest && rest->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) rest = rest->next;
|
||||
for (const XrBaseInStructure *n = rest; n; n = n->next)
|
||||
if (n->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) rest = NULL;
|
||||
if (strip_color_bias > 1) rest = NULL; // 2: the layer's whole extension chain (diagnostics)
|
||||
if (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION) {
|
||||
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count])
|
||||
projections[count] = *(const XrCompositionLayerProjection *)layer;
|
||||
projections[count].next = rest;
|
||||
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
|
||||
} else {
|
||||
if (layer != (const XrCompositionLayerBaseHeader *)&quads[count])
|
||||
quads[count] = *(const XrCompositionLayerQuad *)layer;
|
||||
quads[count].next = rest;
|
||||
layer = (const XrCompositionLayerBaseHeader *)&quads[count];
|
||||
}
|
||||
static int logged;
|
||||
if (!logged++) LOG("strip_color_bias: removed the color scale/bias from a layer");
|
||||
++swapped;
|
||||
}
|
||||
}
|
||||
if (hide_space_warp && layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
|
||||
((const XrCompositionLayerProjection *)layer)->viewCount == 2) {
|
||||
// The game may still attach XrCompositionLayerSpaceWarpInfoFB (1000171000) to its views: OVRPort's
|
||||
@@ -1404,6 +1602,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
|
||||
HOOK(xrCreateSwapchain)
|
||||
HOOK(xrDestroySwapchain)
|
||||
HOOK(xrEndFrame)
|
||||
HOOK(xrBeginFrame)
|
||||
HOOK(xrLocateHandJointsEXT)
|
||||
HOOK(xrGetCurrentInteractionProfile)
|
||||
HOOK(xrEnumerateInstanceExtensionProperties)
|
||||
@@ -1420,6 +1619,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
|
||||
}
|
||||
if (surface_emul) HOOK_AS(xrCreateSwapchainAndroidSurfaceKHR, hook_xrCreateSwapchainAndroidSurfaceKHR)
|
||||
if (eye_debug || release_wait) HOOK_AS(xrReleaseSwapchainImage, eye_hook_xrReleaseSwapchainImage)
|
||||
if (layer_debug) { // counters only; every other wait/release hook above takes precedence
|
||||
HOOK(xrWaitSwapchainImage)
|
||||
HOOK(xrReleaseSwapchainImage)
|
||||
}
|
||||
if (sync_guard || layer_debug) HOOK_AS(xrSyncActions, hook_xrSyncActions)
|
||||
if (layer_debug) HOOK_AS(xrGetActionStateBoolean, hook_xrGetActionStateBoolean)
|
||||
if (layer_debug || aim_correction_on() || profile_remap)
|
||||
|
||||
@@ -140,7 +140,7 @@ static XRAPI_ATTR XrResult XRAPI_CALL hook_xrGetActionStateBoolean(XrSession ses
|
||||
// ---------------------------------------------------------------- focus_hold
|
||||
#define FOCUS_HOLD_MIN_FOCUSED_NS 1000000000ll // only after this long in FOCUSED (start-up transitions untouched;
|
||||
// 3 s let a 27 ms dip through in Blade & Sorcery)
|
||||
// dips longer than focus_hold_ms (setting, default 1000) are delivered (late, in order): taking the headset off or the
|
||||
// dips longer than focus_hold_ms (setting, default 5000) are delivered (late, in order): taking the headset off or the
|
||||
// system menu must still pause the game. A longer limit is for headsets whose wear sensor flickers ("HMD off" for
|
||||
// 0.5-2 s while worn; Blade & Sorcery pauses on each)
|
||||
#define FOCUS_HOLD_MAX_DIP_NS ((int64_t)(focus_hold_ms * 1000000.0f))
|
||||
|
||||
@@ -0,0 +1,173 @@
|
||||
// FramePort FrameBridge: eye-image snapshots for headless diagnostics (setting snapshot=<seconds>, GLES games only).
|
||||
// Every <seconds>, at xrEndFrame, the left-eye image the game just submitted (projection layer, view 0: its swapchain
|
||||
// image and array layer) is read back on the game's own GL context and written at a quarter of its size as
|
||||
// /sdcard/Android/data/<package>/files/fb_snap_<n>.ppm (n = 0-7, the oldest is overwritten). Nobody wears the headset
|
||||
// in a launch test, so the headset view stays black: this shows what the game itself draws (e.g. which screen it is
|
||||
// stuck on). The game's framebuffer, pack-buffer and pack-alignment bindings are restored afterwards.
|
||||
#define SNAP_MAX_SWAPCHAINS 16
|
||||
#define SNAP_MAX_IMAGES 8
|
||||
#define SNAP_SCALE 4
|
||||
|
||||
|
||||
#define SNAP_GL_FUNCS(X) X(glGenFramebuffers) X(glDeleteFramebuffers) X(glBindFramebuffer) X(glFramebufferTexture2D) \
|
||||
X(glFramebufferTextureLayer) X(glCheckFramebufferStatus) X(glReadPixels) X(glGetIntegerv) X(glPixelStorei) \
|
||||
X(glBindBuffer) X(glGetError)
|
||||
#define SNAP_DECLARE(fn) static __typeof__(&fn) s_##fn;
|
||||
SNAP_GL_FUNCS(SNAP_DECLARE)
|
||||
#undef SNAP_DECLARE
|
||||
static EGLContext (*s_eglGetCurrentContext)(void);
|
||||
|
||||
static struct {
|
||||
XrSwapchain handle;
|
||||
uint32_t width, height, array_size, count, last_acquired;
|
||||
GLuint images[SNAP_MAX_IMAGES];
|
||||
} snap_chains[SNAP_MAX_SWAPCHAINS];
|
||||
static pthread_mutex_t snap_lock = PTHREAD_MUTEX_INITIALIZER;
|
||||
|
||||
static int snap_load_gl(void) {
|
||||
static int state; // 0 untried, 1 ok, -1 failed
|
||||
if (state) return state > 0;
|
||||
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL), *gles = dlopen("libGLESv3.so", RTLD_NOW | RTLD_LOCAL);
|
||||
int ok = egl && gles;
|
||||
if (ok) s_eglGetCurrentContext = (EGLContext (*)(void))dlsym(egl, "eglGetCurrentContext");
|
||||
#define SNAP_RESOLVE(fn) ok &= gles && (s_##fn = (__typeof__(s_##fn))dlsym(gles, #fn)) != NULL;
|
||||
SNAP_GL_FUNCS(SNAP_RESOLVE)
|
||||
#undef SNAP_RESOLVE
|
||||
state = ok && s_eglGetCurrentContext ? 1 : -1;
|
||||
if (state < 0) LOG("snapshot: OpenGL ES not available, no snapshots");
|
||||
return state > 0;
|
||||
}
|
||||
|
||||
static int snap_find(XrSwapchain handle, int create) {
|
||||
for (int i = 0; i < SNAP_MAX_SWAPCHAINS; ++i)
|
||||
if (snap_chains[i].handle == handle) return i;
|
||||
if (!create) return -1;
|
||||
for (int i = 0; i < SNAP_MAX_SWAPCHAINS; ++i)
|
||||
if (!snap_chains[i].handle) { snap_chains[i].handle = handle; snap_chains[i].count = 0; return i; }
|
||||
return -1;
|
||||
}
|
||||
|
||||
static void snap_on_create(XrSwapchain handle, const XrSwapchainCreateInfo *info) {
|
||||
if (!snapshot || !info) return;
|
||||
pthread_mutex_lock(&snap_lock);
|
||||
int i = snap_find(handle, 1);
|
||||
if (i >= 0) {
|
||||
snap_chains[i].width = info->width;
|
||||
snap_chains[i].height = info->height;
|
||||
snap_chains[i].array_size = info->arraySize ? info->arraySize : 1;
|
||||
}
|
||||
pthread_mutex_unlock(&snap_lock);
|
||||
}
|
||||
|
||||
static void snap_on_destroy(XrSwapchain handle) {
|
||||
if (!snapshot) return;
|
||||
pthread_mutex_lock(&snap_lock);
|
||||
int i = snap_find(handle, 0);
|
||||
if (i >= 0) snap_chains[i].handle = XR_NULL_HANDLE;
|
||||
pthread_mutex_unlock(&snap_lock);
|
||||
}
|
||||
|
||||
static void snap_on_enumerate(XrSwapchain handle, uint32_t count, const XrSwapchainImageBaseHeader *images) {
|
||||
if (!snapshot || !images || !count || images->type != (XrStructureType)1000024002) return; // OPENGL_ES_KHR
|
||||
pthread_mutex_lock(&snap_lock);
|
||||
int i = snap_find(handle, 1);
|
||||
if (i >= 0) {
|
||||
uint32_t n = count < SNAP_MAX_IMAGES ? count : SNAP_MAX_IMAGES;
|
||||
const emul_gles_image *gl = (const emul_gles_image *)images;
|
||||
for (uint32_t k = 0; k < n; ++k) snap_chains[i].images[k] = gl[k].image;
|
||||
snap_chains[i].count = n;
|
||||
}
|
||||
pthread_mutex_unlock(&snap_lock);
|
||||
}
|
||||
|
||||
static void snap_on_acquire(XrSwapchain handle, uint32_t index) {
|
||||
if (!snapshot) return;
|
||||
pthread_mutex_lock(&snap_lock);
|
||||
int i = snap_find(handle, 0);
|
||||
if (i >= 0) snap_chains[i].last_acquired = index;
|
||||
pthread_mutex_unlock(&snap_lock);
|
||||
}
|
||||
|
||||
static void snap_write(const unsigned char *rgba, uint32_t w, uint32_t h, int n) {
|
||||
char path[320];
|
||||
snprintf(path, sizeof(path), "%s/fb_snap_%d.ppm", snap_dir, n);
|
||||
FILE *f = fopen(path, "wb");
|
||||
if (!f) { LOG("snapshot: can't write %s", path); return; }
|
||||
uint32_t ow = w / SNAP_SCALE, oh = h / SNAP_SCALE;
|
||||
fprintf(f, "P6\n%u %u\n255\n", ow, oh);
|
||||
unsigned char *row = malloc((size_t)ow * 3);
|
||||
for (uint32_t y = 0; row && y < oh; ++y) {
|
||||
const unsigned char *src = rgba + (size_t)(h - 1 - y * SNAP_SCALE) * w * 4; // GL rows are bottom-up
|
||||
for (uint32_t x = 0; x < ow; ++x) {
|
||||
const unsigned char *p = src + (size_t)x * SNAP_SCALE * 4;
|
||||
row[x * 3] = p[0], row[x * 3 + 1] = p[1], row[x * 3 + 2] = p[2];
|
||||
}
|
||||
fwrite(row, 1, (size_t)ow * 3, f);
|
||||
}
|
||||
free(row);
|
||||
fclose(f);
|
||||
LOG("snapshot: %s (%ux%u)", path, ow, oh);
|
||||
}
|
||||
|
||||
static void snap_end_frame(const XrFrameEndInfo *info) {
|
||||
if (!snapshot || !*snap_dir || !info) return;
|
||||
static int64_t next_ns;
|
||||
static int taken;
|
||||
struct timespec now;
|
||||
clock_gettime(CLOCK_MONOTONIC, &now);
|
||||
int64_t t = (int64_t)now.tv_sec * 1000000000ll + now.tv_nsec;
|
||||
if (t < next_ns) return;
|
||||
next_ns = t + (int64_t)snapshot * 1000000000ll;
|
||||
const XrCompositionLayerProjection *proj = NULL;
|
||||
for (uint32_t i = 0; i < info->layerCount && !proj; ++i)
|
||||
if (info->layers[i] && info->layers[i]->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
|
||||
((const XrCompositionLayerProjection *)info->layers[i])->viewCount)
|
||||
proj = (const XrCompositionLayerProjection *)info->layers[i];
|
||||
if (!proj || !snap_load_gl()) return;
|
||||
if (!s_eglGetCurrentContext()) {
|
||||
static int logged;
|
||||
if (!logged++) LOG("snapshot: no GL context current in xrEndFrame, no snapshot");
|
||||
return;
|
||||
}
|
||||
const XrSwapchainSubImage *sub = &proj->views[0].subImage;
|
||||
pthread_mutex_lock(&snap_lock);
|
||||
int i = snap_find(sub->swapchain, 0);
|
||||
GLuint tex = 0;
|
||||
uint32_t w = 0, h = 0, array_size = 1;
|
||||
if (i >= 0 && snap_chains[i].count && snap_chains[i].last_acquired < snap_chains[i].count) {
|
||||
tex = snap_chains[i].images[snap_chains[i].last_acquired];
|
||||
w = snap_chains[i].width, h = snap_chains[i].height, array_size = snap_chains[i].array_size;
|
||||
}
|
||||
pthread_mutex_unlock(&snap_lock);
|
||||
if (!tex || !w || !h) return;
|
||||
GLint read_fb = 0, pack_buffer = 0, pack_alignment = 4;
|
||||
s_glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_fb);
|
||||
s_glGetIntegerv(GL_PIXEL_PACK_BUFFER_BINDING, &pack_buffer);
|
||||
s_glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment);
|
||||
GLuint fb = 0;
|
||||
s_glGenFramebuffers(1, &fb);
|
||||
s_glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
|
||||
if (array_size > 1)
|
||||
s_glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, (GLint)sub->imageArrayIndex);
|
||||
else
|
||||
s_glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
|
||||
unsigned char *rgba = NULL;
|
||||
if (s_glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE &&
|
||||
(rgba = malloc((size_t)w * h * 4))) {
|
||||
s_glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
s_glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||
s_glReadPixels(0, 0, (GLsizei)w, (GLsizei)h, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
|
||||
} else {
|
||||
static int logged;
|
||||
if (logged++ < 3) LOG("snapshot: eye image %u not readable (framebuffer incomplete)", tex);
|
||||
}
|
||||
s_glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
|
||||
s_glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)pack_buffer);
|
||||
s_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)read_fb);
|
||||
s_glDeleteFramebuffers(1, &fb);
|
||||
while (s_glGetError() != GL_NO_ERROR) {} // our calls must not leave errors for the game to find
|
||||
if (rgba) {
|
||||
snap_write(rgba, w, h, taken++ % 8);
|
||||
free(rgba);
|
||||
}
|
||||
}
|
||||
+12
-4
@@ -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,eglfmt,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
|
||||
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
@@ -249,6 +249,14 @@ def build_eglfmt(tc: Path):
|
||||
"-Wl,--no-as-needed", "-lEGL", "-Wl,--as-needed", "-ldl", "-llog", "-o", ART / "arm64-v8a/libfpg.so"], cwd=src)
|
||||
|
||||
|
||||
def build_ovrtrace(tc: Path):
|
||||
"""Meta Platform SDK tracer (see ovrtrace/ovrtrace.c): diagnostics, the game's engine library loads it first."""
|
||||
src = HERE / "ovrtrace"
|
||||
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
|
||||
"-Wl,-soname,libfp_ovrtrace.so", "-Wl,-z,max-page-size=16384", "ovrtrace.c", "-ldl", "-llog",
|
||||
"-o", ART / "arm64-v8a/libfp_ovrtrace.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"
|
||||
@@ -318,7 +326,7 @@ def write_sums():
|
||||
|
||||
def main():
|
||||
ap = argparse.ArgumentParser()
|
||||
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
|
||||
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
|
||||
ap.add_argument("--ndk")
|
||||
args = ap.parse_args()
|
||||
parts = set(args.only.split(","))
|
||||
@@ -327,11 +335,11 @@ 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), "eglfmt": lambda: build_eglfmt(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
|
||||
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "ovrtrace": lambda: build_ovrtrace(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", "eglfmt", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
|
||||
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "ovrtrace", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
|
||||
if name in parts:
|
||||
log(f"build {name}")
|
||||
steps[name]()
|
||||
|
||||
+54
-17
@@ -13,9 +13,14 @@
|
||||
|
||||
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, "GLShim", __VA_ARGS__)
|
||||
|
||||
static const char *const hidden[] = {
|
||||
static const char *const hidden_multiview[] = {
|
||||
"GL_OVR_multiview", "GL_OVR_multiview2", "GL_OVR_multiview_multisampled_render_to_texture",
|
||||
};
|
||||
// multisampled render-to-texture: Unity renders a runtime MSAA eye buffer through it, which crashes Zink (SIGSEGV in
|
||||
// libgallium_dri.so, e.g. The Room VR); hidden, Unity uses an ordinary MSAA renderbuffer + resolve
|
||||
static const char *const hidden_msrtt[] = {
|
||||
"GL_EXT_multisampled_render_to_texture", "GL_EXT_multisampled_render_to_texture2",
|
||||
"GL_OVR_multiview_multisampled_render_to_texture",
|
||||
};
|
||||
|
||||
static void *gles;
|
||||
@@ -25,23 +30,47 @@ static void (*real_glGetIntegerv)(GLenum, GLint *);
|
||||
static __eglMustCastToProperFunctionPointerType (*real_eglGetProcAddress)(const char *);
|
||||
static pthread_once_t once = PTHREAD_ONCE_INIT;
|
||||
|
||||
static int hide_multiview = 1;
|
||||
static int hide_multiview = -1; // -1: not set (Unity keeps multiview, everything else hides it)
|
||||
static int hide_msrtt = 1;
|
||||
|
||||
static void read_conf(void) {
|
||||
char pkg[256] = {0}, path[512];
|
||||
FILE *f = fopen("/proc/self/cmdline", "r");
|
||||
static void read_conf_file(const char *path) {
|
||||
FILE *f = fopen(path, "r");
|
||||
if (!f) return;
|
||||
size_t n = fread(pkg, 1, sizeof(pkg) - 1, f);
|
||||
char line[256];
|
||||
while (fgets(line, sizeof(line), f)) {
|
||||
if (!strncmp(line, "gl_hide_multiview=", 18)) hide_multiview = atoi(line + 18);
|
||||
if (!strncmp(line, "gl_hide_msrtt=", 14)) hide_msrtt = atoi(line + 14);
|
||||
}
|
||||
fclose(f);
|
||||
pkg[n] = 0;
|
||||
}
|
||||
|
||||
// The same settings sources as FrameBridge, later ones winning: the build's libframe_settings.so (next to this
|
||||
// library), the game's framebridge.conf, then FRAMEBRIDGE_CONFIG (Lepton's per-game settings.conf).
|
||||
static void read_conf(void) {
|
||||
Dl_info info;
|
||||
char path[600];
|
||||
if (dladdr((void *)read_conf, &info) && info.dli_fname) {
|
||||
const char *slash = strrchr(info.dli_fname, '/');
|
||||
if (slash && slash - info.dli_fname < 500) {
|
||||
snprintf(path, sizeof(path), "%.*s/libframe_settings.so", (int)(slash - info.dli_fname), info.dli_fname);
|
||||
read_conf_file(path);
|
||||
}
|
||||
}
|
||||
char pkg[256] = {0};
|
||||
FILE *f = fopen("/proc/self/cmdline", "r");
|
||||
if (f) {
|
||||
size_t n = fread(pkg, 1, sizeof(pkg) - 1, f);
|
||||
fclose(f);
|
||||
pkg[n] = 0;
|
||||
}
|
||||
char *colon = strchr(pkg, ':');
|
||||
if (colon) *colon = 0;
|
||||
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
|
||||
if (!(f = fopen(path, "r"))) return;
|
||||
char line[128];
|
||||
while (fgets(line, sizeof(line), f))
|
||||
if (!strncmp(line, "gl_hide_multiview=", 18)) hide_multiview = atoi(line + 18);
|
||||
fclose(f);
|
||||
if (*pkg && !strchr(pkg, '/')) {
|
||||
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.conf", pkg);
|
||||
read_conf_file(path);
|
||||
}
|
||||
const char *env = getenv("FRAMEBRIDGE_CONFIG");
|
||||
if (env && *env) read_conf_file(env);
|
||||
}
|
||||
|
||||
// Logging wrappers for the framebuffer calls engines use for eye buffers.
|
||||
@@ -306,13 +335,21 @@ static void init(void) {
|
||||
real_glGetStringi = gles ? dlsym(gles, "glGetStringi") : NULL;
|
||||
real_glGetIntegerv = gles ? dlsym(gles, "glGetIntegerv") : NULL;
|
||||
real_eglGetProcAddress = egl ? dlsym(egl, "eglGetProcAddress") : NULL;
|
||||
LOG("GL shim active: hide_multiview=%d", hide_multiview);
|
||||
if (hide_multiview < 0) { // Unity renders multiview itself and only needs MSRTT hidden
|
||||
void *unity = dlopen("libunity.so", RTLD_NOW | RTLD_NOLOAD);
|
||||
hide_multiview = unity ? 0 : 1;
|
||||
if (unity) dlclose(unity);
|
||||
}
|
||||
LOG("GL shim active: hide_multiview=%d hide_msrtt=%d", hide_multiview, hide_msrtt);
|
||||
}
|
||||
|
||||
static int is_hidden(const char *name) {
|
||||
if (!hide_multiview) return 0;
|
||||
for (size_t i = 0; i < sizeof(hidden) / sizeof(hidden[0]); ++i)
|
||||
if (!strcmp(name, hidden[i])) return 1;
|
||||
if (hide_multiview)
|
||||
for (size_t i = 0; i < sizeof(hidden_multiview) / sizeof(hidden_multiview[0]); ++i)
|
||||
if (!strcmp(name, hidden_multiview[i])) return 1;
|
||||
if (hide_msrtt)
|
||||
for (size_t i = 0; i < sizeof(hidden_msrtt) / sizeof(hidden_msrtt[0]); ++i)
|
||||
if (!strcmp(name, hidden_msrtt[i])) return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
+101
-1
@@ -38,6 +38,8 @@ static void init(void) {
|
||||
|
||||
#define STEP_RENDER (-1) // ovrpStep_Render
|
||||
|
||||
static void mouse_click_frame(void); // below: controller presses as Unity mouse clicks
|
||||
|
||||
EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
|
||||
pthread_once(&once, init);
|
||||
static int last_waited = -1, logged;
|
||||
@@ -45,6 +47,7 @@ EXPORT int fpov_Update2(int step, int frame_index, double prediction_seconds) {
|
||||
last_waited = frame_index;
|
||||
int r = real_wait(frame_index);
|
||||
if (logged++ < 3) LOG("ovrp frame loop shim: waited for frame %d: %d", frame_index, r);
|
||||
mouse_click_frame();
|
||||
}
|
||||
return real_update2 ? real_update2(step, frame_index, prediction_seconds) : -1000; // ovrpFailure
|
||||
}
|
||||
@@ -116,7 +119,7 @@ static void note_state(const char *which, unsigned int mask, const State *s) {
|
||||
while (i < 8 && masks[i].seen && masks[i].mask != mask) i++;
|
||||
if (i == 8) return;
|
||||
if (!masks[i].seen || masks[i].buttons != s->words[1] || masks[i].connected != s->words[0]) {
|
||||
if (changes++ < 120)
|
||||
if (changes++ < 400)
|
||||
LOG("ovrp input: %s(mask 0x%x): connected 0x%x buttons 0x%x touches 0x%x%s", which, mask, s->words[0],
|
||||
s->words[1], s->words[2], masks[i].seen ? "" : " (first call with this mask)");
|
||||
masks[i].seen = 1;
|
||||
@@ -140,6 +143,22 @@ EXPORT int fpov_GetControllerState4(unsigned int mask, State *state) {
|
||||
pthread_once(&input_once, input_init);
|
||||
int r = real_state4 ? real_state4(mask, state) : -1000;
|
||||
if (state) {
|
||||
// ovrpControllerState4 continues with 4 floats after the 4 masks: L/R IndexTrigger, L/R HandTrigger. OVRInput
|
||||
// turns them into the trigger/grip buttons at 0.5; log each time one crosses it (per requested mask)
|
||||
const float *axis = (const float *)((const char *)state + 16);
|
||||
static struct { unsigned int mask, bits; } seen[8];
|
||||
static int axis_logs;
|
||||
unsigned int bits = 0;
|
||||
for (int k = 0; k < 4; ++k) bits |= (axis[k] >= 0.5f) << k;
|
||||
int i = 0;
|
||||
while (i < 8 && seen[i].mask && seen[i].mask != mask) i++;
|
||||
if (i < 8 && (!seen[i].mask || seen[i].bits != bits)) {
|
||||
if (seen[i].mask && axis_logs++ < 200)
|
||||
LOG("ovrp input: State4(mask 0x%x) triggers L %.2f R %.2f grips L %.2f R %.2f", mask, axis[0], axis[1],
|
||||
axis[2], axis[3]);
|
||||
seen[i].mask = mask;
|
||||
seen[i].bits = bits;
|
||||
}
|
||||
note_state("State4", mask, state);
|
||||
state->words[1] = unstick(state->words[1]);
|
||||
}
|
||||
@@ -193,3 +212,84 @@ EXPORT int fpov_GetAppHasInputFocus(int *has_focus) {
|
||||
if (has_focus) *has_focus = 1;
|
||||
return 0; // ovrpSuccess
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- controller presses as mouse clicks
|
||||
// Unity 2017-2019 games made for Go/Gear VR-era input wait for Input.GetMouseButtonDown(0/1), which a Quest delivers
|
||||
// for the controller's primary press (Accounting+'s "press any button" motion warning checks only that). Lepton runs
|
||||
// VR apps without a focused Android window, so no touch/mouse event ever arrives. IL2CPP looks engine functions up by
|
||||
// name (il2cpp_resolve_icall) on first use: this registers a replacement for UnityEngine.Input::GetMouseButtonDown
|
||||
// that returns Unity's answer, or true in the frame a Touch trigger (>= 0.5) or A/B/X/Y is newly pressed.
|
||||
#define MOUSE_ICALL "UnityEngine.Input::GetMouseButtonDown(System.Int32)"
|
||||
typedef void (*PFN_AddICall)(const char *name, const void *fn);
|
||||
typedef const void *(*PFN_ResolveICall)(const char *name);
|
||||
typedef int (*PFN_MouseDown)(int button);
|
||||
static PFN_MouseDown real_mouse_down;
|
||||
static volatile int click_now; // set for the frame in which a press began
|
||||
|
||||
static int fp_mouse_down(int button) {
|
||||
int real = real_mouse_down ? real_mouse_down(button) : 0;
|
||||
return real || ((button == 0 || button == 1) && click_now);
|
||||
}
|
||||
|
||||
static void mouse_install(void) {
|
||||
static int tries;
|
||||
if (real_mouse_down || tries > 600) return; // ~10 s of frames
|
||||
tries++;
|
||||
PFN_AddICall add = (PFN_AddICall)dlsym(RTLD_DEFAULT, "il2cpp_add_internal_call");
|
||||
PFN_ResolveICall resolve = (PFN_ResolveICall)dlsym(RTLD_DEFAULT, "il2cpp_resolve_icall");
|
||||
if (!add || !resolve) {
|
||||
void *il2cpp = dlopen("libil2cpp.so", RTLD_NOW | RTLD_NOLOAD);
|
||||
if (il2cpp) {
|
||||
add = (PFN_AddICall)dlsym(il2cpp, "il2cpp_add_internal_call");
|
||||
resolve = (PFN_ResolveICall)dlsym(il2cpp, "il2cpp_resolve_icall");
|
||||
}
|
||||
}
|
||||
if (!add || !resolve) return;
|
||||
const void *current = resolve(MOUSE_ICALL);
|
||||
if (!current) return; // Unity hasn't registered its own yet: try again next frame
|
||||
real_mouse_down = (PFN_MouseDown)current;
|
||||
add(MOUSE_ICALL, (const void *)fp_mouse_down);
|
||||
LOG("controller presses count as mouse clicks (%s %s)", MOUSE_ICALL,
|
||||
resolve(MOUSE_ICALL) == (const void *)fp_mouse_down ? "replaced" : "NOT replaced");
|
||||
}
|
||||
|
||||
static void mouse_click_frame(void) {
|
||||
mouse_install();
|
||||
pthread_once(&input_once, input_init);
|
||||
static int was_pressed;
|
||||
unsigned char raw[512] __attribute__((aligned(16))) = {0}; // ovrpControllerState4 (+ room for newer layouts)
|
||||
int pressed = 0;
|
||||
if (real_state4 && real_state4(0x3, (State *)raw) >= 0) {
|
||||
const unsigned int *w = (const unsigned int *)raw;
|
||||
const float *axis = (const float *)(raw + 16); // L/R IndexTrigger, L/R HandTrigger
|
||||
pressed = (w[1] & 0x303u) != 0 || axis[0] >= 0.5f || axis[1] >= 0.5f; // A, B, X, Y or a trigger
|
||||
}
|
||||
click_now = pressed && !was_pressed;
|
||||
was_pressed = pressed;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- hand nodes
|
||||
// Unity's built-in Oculus XR input creates its left/right controller devices (InputDevices.GetDeviceAtXRNode, the
|
||||
// Touch buttons and triggers games read through CommonUsages) for the hand nodes OVRPlugin reports as present
|
||||
// (ovrp_GetNodePresent). Logged per node; a hand node whose Touch controller is connected counts as present.
|
||||
typedef int (*PFN_NodePresent)(int node);
|
||||
#define NODE_HAND_LEFT 3
|
||||
#define NODE_HAND_RIGHT 4
|
||||
|
||||
EXPORT int fpov_GetNodePresent(int node) {
|
||||
static PFN_NodePresent real;
|
||||
static int logged[16];
|
||||
pthread_once(&input_once, input_init);
|
||||
if (!real) {
|
||||
void *ovrp = dlopen("libOVRPlugin.so", RTLD_NOW | RTLD_NOLOAD);
|
||||
if (ovrp) real = (PFN_NodePresent)dlsym(ovrp, "ovrp_GetNodePresent");
|
||||
}
|
||||
int present = real ? real(node) : 0, answer = present;
|
||||
if (!present && (node == NODE_HAND_LEFT || node == NODE_HAND_RIGHT) && real_connected)
|
||||
answer = (real_connected() & (node == NODE_HAND_LEFT ? 0x1u : 0x2u)) != 0; // LTouch / RTouch
|
||||
if (node >= 0 && node < 16 && logged[node] != (answer ? 2 : 1)) {
|
||||
logged[node] = answer ? 2 : 1;
|
||||
LOG("ovrp node %d present: OVRPlugin %d -> Unity %d", node, present, answer);
|
||||
}
|
||||
return answer;
|
||||
}
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,203 @@
|
||||
// SPDX-License-Identifier: GPL-3.0-only
|
||||
// FramePort Meta Platform SDK tracer (diagnostics, patch frame.ovr_trace): logs the game's ovr_* calls and the
|
||||
// messages that answer them, to find a request that never gets an answer (a game waiting forever, e.g. Vader
|
||||
// Immortal after its intro). Nothing is answered or changed here: every call goes to the real function.
|
||||
//
|
||||
// Wiring: this library is the first DT_NEEDED of the game's engine library, so the engine's ovr_* imports resolve to
|
||||
// the exports below. Each export is a tiny assembly stub that saves the argument registers (x0-x8, d0-d7), asks
|
||||
// trace_before() for the real function (dlsym on the platform loader's handle, which also finds the language-pack
|
||||
// library's functions when frame.langpacks is on), calls it with the original registers, then reports the result to
|
||||
// trace_after(). Signatures don't matter (functions with more than 8 integer arguments would; the Platform SDK has
|
||||
// none). Logcat tag fp_ovrtrace.
|
||||
//
|
||||
// What is logged: the first calls of every function (argument 0 and the result), every message ovr_PopMessage
|
||||
// returns (type, request id, error flag), and every 10 s the request ids no message has answered yet with the
|
||||
// function that made them ("request" = a function whose name says it starts one: the result is kept when it looks
|
||||
// like a request id and the function isn't an accessor).
|
||||
#define _GNU_SOURCE
|
||||
#include <android/log.h>
|
||||
#include <dlfcn.h>
|
||||
#include <pthread.h>
|
||||
#include <stdint.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
#define TAG "fp_ovrtrace"
|
||||
#define LOG(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
|
||||
|
||||
static const char *const NAMES[] = {
|
||||
#define N(name) #name,
|
||||
#include "names.inc"
|
||||
#undef N
|
||||
};
|
||||
#define COUNT (sizeof(NAMES) / sizeof(NAMES[0]))
|
||||
|
||||
static void *real_fn[COUNT];
|
||||
static int calls[COUNT];
|
||||
static int is_pop[COUNT], is_request[COUNT];
|
||||
static void *loader;
|
||||
static pthread_once_t once = PTHREAD_ONCE_INIT;
|
||||
static pthread_mutex_t lock = PTHREAD_MUTEX_INITIALIZER;
|
||||
|
||||
typedef uint32_t (*get_type_t)(const void *);
|
||||
typedef uint64_t (*get_id_t)(const void *);
|
||||
typedef _Bool (*is_error_t)(const void *);
|
||||
static get_type_t msg_type;
|
||||
static get_id_t msg_id;
|
||||
static is_error_t msg_error;
|
||||
|
||||
#define PENDING 256
|
||||
static struct { uint64_t id; int fn; double t; } pending[PENDING];
|
||||
static double last_report;
|
||||
|
||||
static double now(void) {
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
return ts.tv_sec + ts.tv_nsec * 1e-9;
|
||||
}
|
||||
|
||||
// accessors read data out of handles; everything else that returns a 64-bit id starts a request
|
||||
static int looks_like_request(const char *n) {
|
||||
static const char *const accessors[] = {"ovr_Message_", "Array_", "_Get", "_Is", "_Has", "_Create", "_Destroy",
|
||||
"_Set", "_Free", "ovr_PopMessage", "ovr_Platform", "ovr_GetLoggedInUser",
|
||||
"ovr_Error_", "Options_", "ovr_Voip_", "ovr_Net_", "ovr_Microphone_"};
|
||||
for (size_t i = 0; i < sizeof(accessors) / sizeof(accessors[0]); ++i)
|
||||
if (strstr(n, accessors[i])) return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void init(void) {
|
||||
loader = dlopen("libovrplatformloader.so", RTLD_NOW | RTLD_NOLOAD);
|
||||
if (!loader) loader = dlopen("libovrplatformloader.so", RTLD_NOW);
|
||||
for (size_t i = 0; i < COUNT; ++i) {
|
||||
is_pop[i] = !strcmp(NAMES[i], "ovr_PopMessage");
|
||||
is_request[i] = looks_like_request(NAMES[i]);
|
||||
// "requests" whose names start with Get (e.g. ovr_User_GetLoggedInUser): Area_GetX with an upper-case X
|
||||
const char *u = strchr(NAMES[i] + 4, '_');
|
||||
if (u && !strncmp(u, "_Get", 4) && strncmp(NAMES[i], "ovr_Message_", 12) && !strstr(NAMES[i], "Array_"))
|
||||
is_request[i] = 2; // maybe: kept only when the result looks like a request id
|
||||
}
|
||||
if (loader) {
|
||||
msg_type = (get_type_t)dlsym(loader, "ovr_Message_GetType");
|
||||
msg_id = (get_id_t)dlsym(loader, "ovr_Message_GetRequestID");
|
||||
msg_error = (is_error_t)dlsym(loader, "ovr_Message_IsError");
|
||||
}
|
||||
LOG("tracer active: %zu functions, platform loader %s", COUNT, loader ? "OK" : "MISSING");
|
||||
last_report = now();
|
||||
}
|
||||
|
||||
void *fp_trace_before(uint64_t idx, uint64_t arg0) __attribute__((visibility("hidden")));
|
||||
void *fp_trace_before(uint64_t idx, uint64_t arg0) {
|
||||
pthread_once(&once, init);
|
||||
if (idx >= COUNT) return NULL;
|
||||
if (!real_fn[idx] && loader) real_fn[idx] = dlsym(loader, NAMES[idx]);
|
||||
int n = __atomic_add_fetch(&calls[idx], 1, __ATOMIC_RELAXED);
|
||||
if (n <= 3 && !is_pop[idx]) LOG("call %s(0x%llx)%s", NAMES[idx], (unsigned long long)arg0,
|
||||
real_fn[idx] ? "" : " - not in the loader: returns 0");
|
||||
return real_fn[idx];
|
||||
}
|
||||
|
||||
static void report_pending(double t) {
|
||||
int shown = 0;
|
||||
for (int i = 0; i < PENDING; ++i) {
|
||||
if (!pending[i].id) continue;
|
||||
if (shown++ < 12)
|
||||
LOG("unanswered after %.0f s: request %llu from %s", t - pending[i].t, (unsigned long long)pending[i].id,
|
||||
NAMES[pending[i].fn]);
|
||||
}
|
||||
if (shown) LOG("%d request(s) without an answer", shown);
|
||||
}
|
||||
|
||||
uint64_t fp_trace_after(uint64_t idx, uint64_t ret) __attribute__((visibility("hidden")));
|
||||
uint64_t fp_trace_after(uint64_t idx, uint64_t ret) {
|
||||
if (idx >= COUNT) return ret;
|
||||
double t = now();
|
||||
pthread_mutex_lock(&lock);
|
||||
if (is_pop[idx]) {
|
||||
if (ret && msg_type && msg_id) {
|
||||
const void *m = (const void *)(uintptr_t)ret;
|
||||
uint64_t id = msg_id(m);
|
||||
int answered = -1;
|
||||
for (int i = 0; i < PENDING; ++i)
|
||||
if (pending[i].id && pending[i].id == id) { answered = pending[i].fn; pending[i].id = 0; break; }
|
||||
LOG("message type=0x%08x request=%llu error=%d%s%s", msg_type(m), (unsigned long long)id,
|
||||
msg_error ? msg_error(m) : -1, answered >= 0 ? " answers " : "", answered >= 0 ? NAMES[answered] : "");
|
||||
}
|
||||
} else {
|
||||
int n = calls[idx];
|
||||
if (n <= 3) LOG(" %s -> 0x%llx", NAMES[idx], (unsigned long long)ret);
|
||||
// request ids are small positive counters; pointers (handles) are large
|
||||
if (is_request[idx] && ret && ret < (1ull << 40)) {
|
||||
for (int i = 0; i < PENDING; ++i)
|
||||
if (!pending[i].id) { pending[i].id = ret; pending[i].fn = (int)idx; pending[i].t = t; break; }
|
||||
if (n <= 20) LOG("request %llu <- %s", (unsigned long long)ret, NAMES[idx]);
|
||||
}
|
||||
}
|
||||
if (t - last_report >= 10.0) {
|
||||
last_report = t;
|
||||
report_pending(t);
|
||||
}
|
||||
pthread_mutex_unlock(&lock);
|
||||
return ret;
|
||||
}
|
||||
|
||||
// The shared stub: x16 = function index. Saves the argument registers, gets the real function, calls it with them,
|
||||
// reports the result. x8 (indirect result) and d0-d7 (float/HFA arguments) are preserved, x0/x1/d0-d3 returned.
|
||||
__asm__(
|
||||
".text\n"
|
||||
".p2align 2\n"
|
||||
"fp_trace_common:\n"
|
||||
" stp x29, x30, [sp, #-224]!\n"
|
||||
" mov x29, sp\n"
|
||||
" stp x0, x1, [sp, #16]\n"
|
||||
" stp x2, x3, [sp, #32]\n"
|
||||
" stp x4, x5, [sp, #48]\n"
|
||||
" stp x6, x7, [sp, #64]\n"
|
||||
" stp d0, d1, [sp, #80]\n"
|
||||
" stp d2, d3, [sp, #96]\n"
|
||||
" stp d4, d5, [sp, #112]\n"
|
||||
" stp d6, d7, [sp, #128]\n"
|
||||
" stp x8, x16, [sp, #144]\n"
|
||||
" mov x0, x16\n"
|
||||
" ldr x1, [sp, #16]\n"
|
||||
" bl fp_trace_before\n"
|
||||
" str x0, [sp, #160]\n"
|
||||
" ldp x0, x1, [sp, #16]\n"
|
||||
" ldp x2, x3, [sp, #32]\n"
|
||||
" ldp x4, x5, [sp, #48]\n"
|
||||
" ldp x6, x7, [sp, #64]\n"
|
||||
" ldp d0, d1, [sp, #80]\n"
|
||||
" ldp d2, d3, [sp, #96]\n"
|
||||
" ldp d4, d5, [sp, #112]\n"
|
||||
" ldp d6, d7, [sp, #128]\n"
|
||||
" ldr x8, [sp, #144]\n"
|
||||
" ldr x17, [sp, #160]\n"
|
||||
" cbz x17, 1f\n"
|
||||
" blr x17\n"
|
||||
" b 2f\n"
|
||||
"1:\n"
|
||||
" mov x0, #0\n"
|
||||
" mov x1, #0\n"
|
||||
" movi d0, #0\n"
|
||||
"2:\n"
|
||||
" stp x0, x1, [sp, #16]\n"
|
||||
" stp d0, d1, [sp, #80]\n"
|
||||
" stp d2, d3, [sp, #96]\n"
|
||||
" ldr x0, [sp, #152]\n"
|
||||
" ldr x1, [sp, #16]\n"
|
||||
" bl fp_trace_after\n"
|
||||
" ldp x0, x1, [sp, #16]\n"
|
||||
" ldp d0, d1, [sp, #80]\n"
|
||||
" ldp d2, d3, [sp, #96]\n"
|
||||
" ldp x29, x30, [sp], #224\n"
|
||||
" ret\n");
|
||||
|
||||
// one exported stub per name: x16 = its index
|
||||
#define STR2(x) #x
|
||||
#define STR(x) STR2(x)
|
||||
static const int dummy_index_base __attribute__((unused)) = 0;
|
||||
#define N(name) \
|
||||
__asm__(".text\n.p2align 2\n.globl " #name "\n.type " #name ", %function\n" #name ":\n" \
|
||||
" mov x16, #" STR(__COUNTER__) "\n b fp_trace_common\n");
|
||||
#include "names.inc"
|
||||
#undef N
|
||||
@@ -7,11 +7,18 @@
|
||||
// Meta's OVRPlugin finds xrGetInstanceProcAddr with dlopen("libopenxr_loader.so") + dlsym, so FramePort points that
|
||||
// string in libOVRPlugin.so at this library instead (patches/frame/adapter.py). Names the adapter emulates are served
|
||||
// by the adapter (framebridge_extension_proc); everything else goes to overport's xrGetInstanceProcAddr unchanged.
|
||||
//
|
||||
// Haptics (GitHub #9, found by Klownicle in Lucky's Tale): overport's dispatcher converts an
|
||||
// XrHapticAmplitudeEnvelopeVibrationFB with its nanosecond duration taken as seconds, so one vibration allocates an
|
||||
// enormous sample buffer and the Frame runs out of memory and freezes. The shim hands OVRPlugin its own
|
||||
// xrApplyHapticFeedback, which turns such an envelope into a plain XrHapticVibration (same duration, its peak
|
||||
// amplitude) before the dispatcher sees it. Everything else passes through unchanged.
|
||||
#include <openxr/openxr.h>
|
||||
#include <android/log.h>
|
||||
#include <dlfcn.h>
|
||||
#include <pthread.h>
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
|
||||
#define TAG "FrameBridge"
|
||||
#define EXPORT __attribute__((visibility("default")))
|
||||
@@ -40,9 +47,38 @@ static PFN_xrVoidFunction adapter_proc(const char *name) {
|
||||
return fn(name);
|
||||
}
|
||||
|
||||
static PFN_xrApplyHapticFeedback overport_haptics;
|
||||
static int haptics_logged;
|
||||
|
||||
static XRAPI_ATTR XrResult XRAPI_CALL apply_haptic_feedback(XrSession session, const XrHapticActionInfo *info,
|
||||
const XrHapticBaseHeader *feedback) {
|
||||
if (feedback && feedback->type == XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB) {
|
||||
const XrHapticAmplitudeEnvelopeVibrationFB *env = (const XrHapticAmplitudeEnvelopeVibrationFB *)feedback;
|
||||
float peak = 0.0f;
|
||||
for (uint32_t i = 0; env->amplitudes && i < env->amplitudeCount; ++i)
|
||||
if (env->amplitudes[i] > peak) peak = env->amplitudes[i];
|
||||
XrHapticVibration plain = {XR_TYPE_HAPTIC_VIBRATION, NULL, env->duration, XR_FREQUENCY_UNSPECIFIED,
|
||||
peak > 1.0f ? 1.0f : peak};
|
||||
if (haptics_logged++ < 3)
|
||||
__android_log_print(ANDROID_LOG_INFO, TAG, "extension shim: haptic envelope (%u samples, %lld ns) -> "
|
||||
"vibration %.2f", env->amplitudeCount, (long long)env->duration, plain.amplitude);
|
||||
return overport_haptics(session, info, (const XrHapticBaseHeader *)&plain);
|
||||
}
|
||||
return overport_haptics(session, info, feedback);
|
||||
}
|
||||
|
||||
EXPORT XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const char *name,
|
||||
PFN_xrVoidFunction *function) {
|
||||
pthread_once(&once, resolve_overport);
|
||||
if (name && function && instance != XR_NULL_HANDLE && overport_gipa && !strcmp(name, "xrApplyHapticFeedback")) {
|
||||
PFN_xrVoidFunction real = NULL;
|
||||
XrResult r = overport_gipa(instance, name, &real);
|
||||
if (XR_SUCCEEDED(r) && real) {
|
||||
overport_haptics = (PFN_xrApplyHapticFeedback)real;
|
||||
*function = (PFN_xrVoidFunction)apply_haptic_feedback;
|
||||
}
|
||||
return r;
|
||||
}
|
||||
if (name && function && instance != XR_NULL_HANDLE) {
|
||||
PFN_xrVoidFunction emulated = adapter_proc(name);
|
||||
if (emulated) {
|
||||
|
||||
@@ -79,6 +79,12 @@ company = "FramePort"
|
||||
path = "src"
|
||||
module = "main"
|
||||
|
||||
# jni_flutter (1.0.4 and 1.0.4+1, 2026-10) generates bindings that require jni ^1.1.0, while Flet's build template pins
|
||||
# jni 1.0.0: every bundle failed ("generated bindings expect package:jni ^1.1.0"). jni 1.1 also satisfies bindings
|
||||
# made for 1.0 (the check is "same major, at least this minor"). Remove once Flet's template moves to jni 1.1.
|
||||
[tool.flet.flutter.pubspec.dependency_overrides]
|
||||
jni = "1.1.0"
|
||||
|
||||
[tool.flet.macos]
|
||||
entitlement."com.apple.security.files.user-selected.read-write" = true
|
||||
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
# The FramePort version: the single source (pyproject reads it via hatch; CI checks a release tag matches it).
|
||||
__version__ = "0.10.0"
|
||||
__version__ = "0.11.1"
|
||||
@@ -22,17 +22,40 @@ def _path() -> Path:
|
||||
return user_data_dir() / "library.json"
|
||||
|
||||
|
||||
_updating = threading.local() # set while load() runs the migrations/catalog step (see load)
|
||||
|
||||
|
||||
def load() -> dict:
|
||||
with _lock:
|
||||
try:
|
||||
data = json.loads(_path().read_text(encoding="utf-8"))
|
||||
except (OSError, ValueError):
|
||||
return {"games": {}, "settings": {}}
|
||||
if _migrate(data) | _follow_catalog(data):
|
||||
# The catalog step loads the catalog, whose first load reads a setting: that nested load() must not run the
|
||||
# step again (GitHub #58: ~140 nested loads and a 30 s blank window, or a crash at start-up)
|
||||
if getattr(_updating, "active", False):
|
||||
return data
|
||||
_updating.active = True
|
||||
try:
|
||||
changed = _migrate(data) | _follow_catalog(data)
|
||||
finally:
|
||||
_updating.active = False
|
||||
if changed:
|
||||
save(data)
|
||||
return data
|
||||
|
||||
|
||||
def peek_setting(key: str, default=None):
|
||||
"""A setting as stored, without migrations or the catalog step (for code that load() itself runs)."""
|
||||
with _lock:
|
||||
try:
|
||||
data = json.loads(_path().read_text(encoding="utf-8"))
|
||||
except (OSError, ValueError):
|
||||
return default
|
||||
settings = data.get("settings") if isinstance(data, dict) else None
|
||||
return settings.get(key, default) if isinstance(settings, dict) else default
|
||||
|
||||
|
||||
@contextmanager
|
||||
def edit() -> Iterator[dict]:
|
||||
"""A read-modify-write of the whole library as one step: `with edit() as data: ...` (saved on exit)."""
|
||||
@@ -62,8 +85,22 @@ def _follow_catalog(data: dict) -> bool:
|
||||
continue
|
||||
if app_updated and isinstance(a, dict):
|
||||
changed |= _refresh_data_fields(g, a)
|
||||
if not isinstance(r, dict) or not isinstance(a, dict) or r.get("source") == "user":
|
||||
if not isinstance(r, dict) or not isinstance(a, dict):
|
||||
continue
|
||||
if r.get("source") == "user":
|
||||
# the user's own recipe isn't replaced, but a changed catalog entry is offered on the game page (GitHub
|
||||
# #10: a VR4 fix never reached a recipe whose Game settings had been saved once)
|
||||
entry = catalog.lookup(pkg)
|
||||
offer = entry.rev() if entry is not None and r.get("catalog_rev") not in (None, entry.rev()) else None
|
||||
if g.get("catalog_update") != offer:
|
||||
if offer:
|
||||
g["catalog_update"] = offer
|
||||
else:
|
||||
g.pop("catalog_update", None)
|
||||
changed = True
|
||||
continue
|
||||
if g.pop("catalog_update", None) is not None: # no longer the user's recipe (reset): nothing to offer
|
||||
changed = True
|
||||
entry = catalog.lookup(pkg)
|
||||
if not app_updated and (entry is None or r.get("catalog_rev") == entry.rev()):
|
||||
continue
|
||||
|
||||
@@ -60,6 +60,7 @@
|
||||
"A Meta Quest game (APK). It's rebuilt for the Frame and runs in Lepton, Valve's Android container.": "",
|
||||
"A native Linux program built for arm64 (aarch64), like the Frame's own CPU. It's installed unchanged and runs directly on SteamOS (no Android container, no Proton), started from the Frame's Steam library. VR apps use the Frame's OpenXR runtime.": "",
|
||||
"A new FramePort version is ready to install": "",
|
||||
"A newer known-good config for this game is available (you changed this game's settings, so it wasn't applied by itself).": "",
|
||||
"A recipe is the list of patches FramePort applies to a game before installing it. Known-good recipes were tested on a Frame; the others are suggested from the game's engine and VR API. Hover a patch for why it's there.": "",
|
||||
"A VR app made for another Android headset. OpenXR apps are translated like Quest games; apps built on a headset maker's own SDK (Pico, HTC Wave) can't run on the Frame.": "",
|
||||
"A Windows game without VR, added with \"Add one game folder…\". On the Frame, Proton runs it as a window (like Steam's own Windows games); it's in the Frame's Steam library.": "",
|
||||
@@ -305,6 +306,7 @@
|
||||
"Download…": "",
|
||||
"Draws each eye separately; try it when one eye shows a grey or broken picture.": "",
|
||||
"Drop invalid layers": "",
|
||||
"Drop layer color fades": "",
|
||||
"Drop layers whose swapchain failed or whose extension isn't enabled.": "",
|
||||
"Drop to upload": "",
|
||||
"Drops Quest-only shared library requirements.": "",
|
||||
@@ -316,6 +318,7 @@
|
||||
"Environment variables for the Proton launcher on the Frame (e.g. DXVK_HUD=fps), one KEY=value per line.": "",
|
||||
"Every 'local' play space the game creates lines up with the one at the start. For games whose menus or screens jump to where you look on the Frame.": "",
|
||||
"Every game start on the Frame used to leak one kernel key, and after about 200 launches every game fails to start. FramePort switches that leak off, but keys already used only come back after a restart of the Frame.": "",
|
||||
"Every N seconds, saves the left-eye image the game submits (a quarter of its size) as fb_snap_0-7.ppm in the game's files folder on the Frame. Launch tests run without anyone wearing the headset, so the headset view stays black; this shows what the game itself draws. OpenGL ES games only.": "",
|
||||
"Every uploaded file is present with the right size.": "",
|
||||
"everything in ~ (not seen by games)": "",
|
||||
"Everything is up to date": "",
|
||||
@@ -327,6 +330,7 @@
|
||||
"Extra Lepton environment": "",
|
||||
"Extra settings for Proton (for testing).": "",
|
||||
"Extra settings for the Android container (for testing).": "",
|
||||
"Eye-image snapshots (diagnostics)": "",
|
||||
"failed": "",
|
||||
"Failed": "",
|
||||
"Failed: {error}": "",
|
||||
@@ -344,6 +348,7 @@
|
||||
"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 freezes when controllers vibrate": "",
|
||||
"Fix launcher icon entry": "",
|
||||
"Fix minimal Android SDK": "",
|
||||
"Fix UE4 crash with Unity stub": "",
|
||||
@@ -360,12 +365,15 @@
|
||||
"Folder with VR games (Android APKs or PC VR games)": "",
|
||||
"For apps that only know Quest 3/Pro controllers: without it they get no buttons.": "",
|
||||
"For games that crash right after you return to them (e.g. after the Steam menu).": "",
|
||||
"For games that freeze the Frame when a controller vibrates (e.g. Lucky's Tale). Needs a rebuild.": "",
|
||||
"For games that judder or shimmer while you hold your head still (e.g. I Am Cat).": "",
|
||||
"For games that pause or recenter when the headset briefly loses focus.": "",
|
||||
"For games that show the headset's own controllers. Takes effect after a reinstall.": "",
|
||||
"For games whose menus or screens jump to wherever you look.": "",
|
||||
"For heavy games that use application space warp: it causes artifacts or hangs on non-Quest runtimes (e.g. Asgard's Wrath 2, Batman: Arkham Shadow).": "",
|
||||
"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 troubleshooting: records the game's requests to Meta's platform services and which ones never get an answer.": "",
|
||||
"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.": "",
|
||||
@@ -433,7 +441,10 @@
|
||||
"GiB": "",
|
||||
"Gives older Quest games a newer version of Meta's VR plugin that can be converted.": "",
|
||||
"GL shim (Mesa GLSL compatibility)": "",
|
||||
"GL shim for Unity (no multisampled render-to-texture)": "",
|
||||
"GL shim only: hide GL_EXT_multisampled_render_to_texture(2) (Zink crashes rendering Unity's runtime MSAA eye buffer through it, e.g. The Room VR).": "",
|
||||
"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 multisampled render-to-texture": "",
|
||||
"GL shim: hide multiview": "",
|
||||
"GL wrapper: OpenGL ES depth formats (Minecraft)": "",
|
||||
"Go to my library": "",
|
||||
@@ -445,7 +456,7 @@
|
||||
"Hide Quest foveation": "",
|
||||
"Hides Android's back/home/recents buttons, which cover the app's own buttons.": "",
|
||||
"Hides Quest foveation extensions the Frame runtime lacks.": "",
|
||||
"Hides the Frame's brief focus dips (up to a second) once the game has been focused for a second. For games that recentre or pause every time focus returns.": "",
|
||||
"Hides the Frame's brief focus dips (up to focus_hold_ms) once the game has been focused for a second. On by default: the Frame's wear sensor flickers \"HMD off\" for 0.5-2 s while worn, and many games pause or recentre every time (e.g. Blade & Sorcery, Lucky's Tale).": "",
|
||||
"Hides XR_FB_space_warp, so the game renders every frame itself instead of half of them plus motion vectors (Application SpaceWarp). For games whose picture flickers or smears on the Frame (e.g. Unreal Engine 5 games such as Into The Radius 2).": "",
|
||||
"High": "",
|
||||
"Higher is sharper but needs more power.": "",
|
||||
@@ -558,9 +569,11 @@
|
||||
"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.": "",
|
||||
"Loads the GL shim into a Unity GLES game and hides GL_EXT_multisampled_render_to_texture (and the multiview variant). Some Unity games switch their eye buffer to 4x MSAA at runtime; the Frame only gives single-sampled swapchains, Unity then renders through multisampled render-to-texture and Mesa/Zink crashes (SIGSEGV in libgallium_dri.so on the render thread: grey or frozen screen, e.g. The Room VR). Hidden, Unity uses an ordinary MSAA buffer and resolves it. Unity's multiview stays on (gl_hide_multiview defaults to 0 here).": "",
|
||||
"Locations": "",
|
||||
"Logo": "",
|
||||
"Logs details for debugging: composition layers and swapchains, focus changes, play-space creation, pointer vs grip poses, refresh rates. No effect on the game.": "",
|
||||
"Logs every Meta Platform SDK request the game makes (user, entitlement, cloud saves, ...) and the messages that answer them, and every 10 s the requests that never got an answer (logcat tag fp_ovrtrace, in launch.log). For games that wait forever on a loading screen (e.g. Vader Immortal after its intro). Changes nothing: every call goes to the real function.": "",
|
||||
"Longer for headsets that briefly think they're off your head.": "",
|
||||
"Looking for Frames on your network…": "",
|
||||
"Looking for the Frame on a USB cable (Developer Mode on, USB-C port connected to this computer).": "",
|
||||
@@ -583,7 +596,8 @@
|
||||
"Menus and screens": "",
|
||||
"Meta Quest": "",
|
||||
"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.": "",
|
||||
"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) or a crash of its GL driver (e.g. The Room VR, whose own code sets 4x). Rewrites OVRDisplay.recommendedMSAALevel -> 0 and makes QualitySettings.antiAliasing's setter do nothing in libil2cpp.so (found with Cpp2IL), so MSAA stays off.": "",
|
||||
"Meta's OVROverlay copies a texture into its own compositor layer every frame. For some games (e.g. The Room VR's screen fade, a 4x4 overlay) that copy crashes the Frame's GL driver: SIGSEGV in libgallium_dri.so on Unity's render thread right after a tiny xrCreateSwapchain, grey or frozen screen. Rewrites OVROverlay.PopulateLayer -> false in libil2cpp.so (found with Cpp2IL): overlays are skipped (fades become instant cuts, overlay splash screens don't show). Only for games with this crash: menus drawn as overlays would disappear too.": "",
|
||||
"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": "",
|
||||
@@ -601,6 +615,7 @@
|
||||
"Needs Windows (or WSL on Windows)": "",
|
||||
"Neutralises Meta XR Audio's Quest-only calls (Unity/Wwise).": "",
|
||||
"never": "",
|
||||
"New config applied: use Update on Frame to install it": "",
|
||||
"New folder": "",
|
||||
"New folder…": "",
|
||||
"New Frame? Run one command on it and FramePort does the rest. Did this once already? Your Frame appears under step 2.": "",
|
||||
@@ -796,6 +811,7 @@
|
||||
"Removes Meta's old VR library when the game doesn't need it.": "",
|
||||
"Removes OVRPort's controller pose offset if controllers look misplaced.": "",
|
||||
"Removes requirements for Quest-only system parts.": "",
|
||||
"Removes the color scale/bias (XR_KHR_composition_layer_color_scale_bias) from the game's layers, so the runtime doesn't apply it. The Frame's runtime allocates GPU memory for it every frame without freeing it, e.g. Vader Immortal leaked ~20 MB/s on its loading screen. Fades done this way no longer show.": "",
|
||||
"Removes the game from the Frame. Saves are kept, so a reinstall picks up where you left off.": "",
|
||||
"Removes the previous version kept after each reinstall and any leftover uploads. Games and saves aren't touched.": "",
|
||||
"Removes {title} from this PC's Steam library (Steam restarts once). The game folder isn't touched.": "",
|
||||
@@ -803,6 +819,7 @@
|
||||
"Rename": "",
|
||||
"Rename {name}": "",
|
||||
"Rename…": "",
|
||||
"Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that ask several times per frame got slightly different poses and rendered parts of the frame with different heads: judder (e.g. I Am Cat; proposed by Klownicle, GitHub #8).": "",
|
||||
"Replace application label and icon": "",
|
||||
"Replaces libvrapi.so with a VrApi→OpenXR bridge (Android-XR-Bridge/OVRPort fork, GPL-3.0, patched for the Frame: GLES sessions, cylinder→quad layers, sRGB format fallback, 30 s VR-mode deadline, emulated time conversion). Needed when the engine calls VrApi itself instead of through OVRPlugin (e.g. The Climb 2, Path of the Warrior); OVRPort cannot translate those.": "",
|
||||
"Report a problem": "",
|
||||
@@ -832,6 +849,7 @@
|
||||
"Room height": "",
|
||||
"Room width": "",
|
||||
"Rotate quads 180°": "",
|
||||
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the Frame when the game vibrates a controller (e.g. Lucky's Tale's save slots, GitHub #9). Needs a rebuild.": "",
|
||||
"Runs directly — no Revive needed": "",
|
||||
"Runs natively on SteamOS, started from the Frame's Steam library": "",
|
||||
"Runs Oculus PC games on OpenXR": "",
|
||||
@@ -935,6 +953,7 @@
|
||||
"Starts the game with options, e.g. to choose SteamVR or OpenXR.": "",
|
||||
"Starts the game with the launcher that came with your copy.": "",
|
||||
"Status": "",
|
||||
"Steadier head tracking": "",
|
||||
"Steady controller input after focus": "",
|
||||
"Steam": "",
|
||||
"Steam for Windows not found": "",
|
||||
@@ -948,6 +967,8 @@
|
||||
"Stop": "",
|
||||
"Stop objects popping in and out": "",
|
||||
"Stopped: {why}": "",
|
||||
"Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running (e.g. The Room VR).": "",
|
||||
"Stops a grey screen crash in some Unity games by skipping their overlay layers (e.g. The Room VR's screen fades).": "",
|
||||
"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.": "",
|
||||
@@ -1037,6 +1058,7 @@
|
||||
"Today": "",
|
||||
"Tools": "",
|
||||
"Tools are up to date": "",
|
||||
"Trace Meta platform requests (diagnostics)": "",
|
||||
"Translator for games built on Meta's oldest VR interface.": "",
|
||||
"transparent PNG": "",
|
||||
"Treat newer Quest controllers as Touch": "",
|
||||
@@ -1075,12 +1097,13 @@
|
||||
"Uninstall. ": "",
|
||||
"Uninstalled {title}": "",
|
||||
"Uninstalled {title} and deleted its files on this PC ({size})": "",
|
||||
"Unity 2017: start VR without Meta's system apps": "",
|
||||
"Unity's older built-in Oculus support (Unity 2017–2018) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a hidden 2D app (you see the Android home screen, e.g. Accounting+). Points that package name in libunity.so at \"android\", which always exists, and adds the frame wait its legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts and the dashboard freezes).": "",
|
||||
"Unity's built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes (libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion warning) and which Lepton never delivers.": "",
|
||||
"Unity's TMP_InputField / InputField wait for Android's on-screen keyboard and close themselves a frame later when there is none (Lepton has no on-screen keyboard; Meta's system keyboard does this on a Quest), so a selected text field only flashes a caret. Rewrites TouchScreenKeyboardShouldBeUsed -> false and isKeyboardUsingEvents (TMP) / InPlaceEditing (uGUI) -> true in libil2cpp.so, found per game with Cpp2IL (downloaded on first use), so fields stay selected and take key presses: Steam's keyboard (with \"Show the app window\") or Type on Frame from the PC.": "",
|
||||
"Unity: disable MSAA": "",
|
||||
"Unity: keep MSAA off at runtime (OVRManager)": "",
|
||||
"Unity: render each eye separately (no multiview)": "",
|
||||
"Unity: skip OVROverlay layers (fades, splash screens)": "",
|
||||
"Unity: start VR without Meta's system apps": "",
|
||||
"Unknown date": "",
|
||||
"Unreal builds of Meta XR Audio abort ('ClassNotFoundException com.oculus.os.AnalyticsEvent') on non-Quest devices. Patches that one JNI FindClass call so the library continues (e.g. NOPE Challenge).": "",
|
||||
"Unreal games start CrashReportClient when they crash, which leaves a crash dialog instead of simply closing. This passes -nocrashreports to the game and, on the Frame, renames the game's copy of CrashReportClient.exe so it can't start (your game files on this PC aren't changed).": "",
|
||||
@@ -1116,6 +1139,7 @@
|
||||
"Upside down and mirrored": "",
|
||||
"Use controllers": "",
|
||||
"Use tags to group and filter your library": "",
|
||||
"Use the new config": "",
|
||||
"Use the repack's launcher (bundled Revive)": "",
|
||||
"Use this computer's keyboard on the Frame": "",
|
||||
"Use this program": "",
|
||||
|
||||
@@ -68,7 +68,8 @@ def needs_xrshim(recipe_patches: dict) -> bool:
|
||||
"""Adapter features whose functions OVRPort's dispatcher doesn't forward (it only knows a fixed table)."""
|
||||
from ..settings import adapter_settings
|
||||
|
||||
return bool(adapter_settings(recipe_patches).get("controller_models"))
|
||||
s = adapter_settings(recipe_patches)
|
||||
return bool(s.get("controller_models") or s.get("haptic_fix"))
|
||||
|
||||
|
||||
def add_xrshim(ctx: ApkContext) -> bool:
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
"""Meta Platform SDK tracer (diagnostics): logs the game's ovr_* calls and their answers (native/ovrtrace)."""
|
||||
from __future__ import annotations
|
||||
|
||||
from ...analysis import elf
|
||||
from ..base import ApkContext, Patch, register
|
||||
from . import artifact
|
||||
|
||||
LIB = "libfp_ovrtrace.so"
|
||||
SKIP = ("libovrplatformloader", "libfp_", "libframe", "libopenxr", "libOVRPlugin", "libvrapi", "libc++")
|
||||
|
||||
|
||||
def ovr_importers(ws) -> list[str]:
|
||||
"""The game's libraries that call Meta Platform SDK functions (ovr_* imports)."""
|
||||
out = []
|
||||
for lib in ws.libs():
|
||||
if lib.startswith(SKIP):
|
||||
continue
|
||||
data = ws.read_lib(lib)
|
||||
if elf.is_elf(data) and any(s.startswith("ovr_") for s in elf.dyn_symbols(data, False)):
|
||||
out.append(lib)
|
||||
return out
|
||||
|
||||
|
||||
class OvrTrace(Patch):
|
||||
id = "frame.ovr_trace"
|
||||
title = "Trace Meta platform requests (diagnostics)"
|
||||
description = ("Logs every Meta Platform SDK request the game makes (user, entitlement, cloud saves, ...) and the "
|
||||
"messages that answer them, and every 10 s the requests that never got an answer (logcat tag "
|
||||
"fp_ovrtrace, in launch.log). For games that wait forever on a loading screen (e.g. Vader "
|
||||
"Immortal after its intro). Changes nothing: every call goes to the real function.")
|
||||
order = 95
|
||||
needs_vr = False
|
||||
experimental = True
|
||||
|
||||
def applies(self, a):
|
||||
return "arm64-v8a" in a.abis and "libovrplatformloader.so" in a.libs
|
||||
|
||||
def detect(self, a):
|
||||
return None # diagnostics only, on request
|
||||
|
||||
def apply(self, ctx: ApkContext) -> bool:
|
||||
ws = ctx.ws
|
||||
if ws.abi != "arm64-v8a":
|
||||
return False
|
||||
libs = ovr_importers(ws)
|
||||
for lib in libs:
|
||||
data = ws.read_lib(lib)
|
||||
if LIB not in elf.needed(data):
|
||||
ws.put(ws.lib(lib), elf.add_needed(data, LIB))
|
||||
if libs:
|
||||
ws.put(ws.lib(LIB), artifact(ws.abi, LIB))
|
||||
ctx.notes.append(f"Meta platform calls traced in {', '.join(libs)}")
|
||||
return bool(libs)
|
||||
|
||||
def validate(self, ctx: ApkContext):
|
||||
ws = ctx.ws
|
||||
traced = []
|
||||
for lib in ws.libs():
|
||||
data = b"" if lib.startswith(SKIP) else ws.read_lib(lib)
|
||||
if elf.is_elf(data) and LIB in elf.needed(data):
|
||||
traced.append(lib)
|
||||
return [("Platform tracer loaded", bool(traced) and ws.has(ws.lib(LIB)), ", ".join(traced))] if traced else []
|
||||
|
||||
|
||||
register(OvrTrace)
|
||||
@@ -5,6 +5,8 @@ Android home screen, e.g. Accounting+, Unity 2017.4). The package name in libuni
|
||||
installed): a same-length, in-place string edit; everything else about the check stays as it is."""
|
||||
from __future__ import annotations
|
||||
|
||||
import os
|
||||
|
||||
from ...analysis import elf
|
||||
from ..base import ApkContext, Patch, Suggestion, register
|
||||
from . import artifact
|
||||
@@ -14,38 +16,95 @@ ALWAYS_THERE = "android"
|
||||
# Unity's legacy frame loop never calls ovrp_WaitToBeginFrame: its ovrp_Update2 lookup goes to native/ovrpshim
|
||||
SHIM = "libfp_ovrp.so"
|
||||
UPDATE, SHIM_UPDATE = "ovrp_Update2", "fpov_Update2"
|
||||
# Unity creates its XR controller devices for the hand nodes OVRPlugin reports present (logged/fixed by the shim)
|
||||
NODE, SHIM_NODE = "ovrp_GetNodePresent", "fpov_GetNodePresent"
|
||||
# input diagnostics (off): the C# P/Invoke names in libil2cpp.so pointed at the shim's wrappers, which log what they
|
||||
# return, report input focus as true and release buttons held > 2 s. Accounting+ still didn't pass "press any button"
|
||||
# with them (input reached the game cleanly), so they stay off; switch on to investigate another game.
|
||||
INPUT_PROBE = False
|
||||
INPUT_PROBE = os.environ.get("FRAMEPORT_INPUT_PROBE") == "1" # diagnostic builds only
|
||||
INPUT_CALLS = ("ovrp_GetConnectedControllers", "ovrp_GetControllerState4", "ovrp_GetControllerState2",
|
||||
"ovrp_GetAppHasInputFocus")
|
||||
UNITY_INPUT_CALLS = ("ovrp_GetControllerState", "ovrp_GetControllerState2")
|
||||
|
||||
|
||||
ORR_W2_6 = 0x321F07E2 # orr w2, wzr, #6 (strncmp length 6)
|
||||
MOV_W2_0 = 0x52800002 # mov w2, #0 (strncmp length 0: always equal)
|
||||
|
||||
|
||||
def oculus_model_checks(data: bytes) -> tuple[bytes, int]:
|
||||
"""Unity's built-in Oculus input only reports controllers on a device whose model starts with "Oculus"
|
||||
(strncmp(SystemInfo.deviceModel, "Oculus", 6), next to its Oculus Go check "Oculus Pacific"). Lepton's Android is
|
||||
"Valve Lepton", so BattleSisters got no controller buttons. Every such compare (the literal loaded with adrp/add
|
||||
right before `orr w2, wzr, #6`) gets length 0, so any device but the Go counts as an Oculus one. The "Oculus"
|
||||
string itself stays: Unity also uses it as its VR device name."""
|
||||
import struct
|
||||
|
||||
literal = data.find(b"\0Oculus\0") + 1
|
||||
if literal <= 0:
|
||||
return data, 0
|
||||
buf, count = bytearray(data), 0
|
||||
end = len(data) - len(data) % 4
|
||||
for at in range(0, end, 4):
|
||||
if struct.unpack_from("<I", data, at)[0] != ORR_W2_6:
|
||||
continue
|
||||
# look back for `adrp xA, page` + `add x1, xA, #off` that computes the literal's address
|
||||
for back in range(4, 16, 4):
|
||||
add = struct.unpack_from("<I", data, at - back)[0] if at >= back else 0
|
||||
if add & 0xFFC00000 != 0x91000000 or add & 0x1F != 1: # add x1, xN, #imm (no shift)
|
||||
continue
|
||||
rn, imm12 = (add >> 5) & 0x1F, (add >> 10) & 0xFFF
|
||||
adrp_at = at - back - 4
|
||||
adrp = struct.unpack_from("<I", data, adrp_at)[0] if adrp_at >= 0 else 0
|
||||
if adrp & 0x9F000000 != 0x90000000 or adrp & 0x1F != rn:
|
||||
continue
|
||||
imm = ((adrp >> 5) & 0x7FFFF) << 2 | (adrp >> 29) & 3
|
||||
if imm & (1 << 20):
|
||||
imm -= 1 << 21
|
||||
if (adrp_at & ~0xFFF) + (imm << 12) + imm12 == literal:
|
||||
struct.pack_into("<I", buf, at, MOV_W2_0)
|
||||
count += 1
|
||||
break
|
||||
return bytes(buf), count
|
||||
|
||||
|
||||
class UnityOculusCheck(Patch):
|
||||
id = "frame.unity_oculus_check"
|
||||
title = "Unity 2017: start VR without Meta's system apps"
|
||||
description = ("Unity's older built-in Oculus support (Unity 2017–2018) only starts VR when Android has Meta's "
|
||||
"com.oculus.systemactivities package; without it the game runs as a hidden 2D app (you see the "
|
||||
"Android home screen, e.g. Accounting+). Points that package name in libunity.so at \"android\", "
|
||||
"which always exists, and adds the frame wait its legacy frame loop never makes (libfp_ovrp.so "
|
||||
"calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts and the dashboard "
|
||||
"freezes).")
|
||||
title = "Unity: start VR without Meta's system apps"
|
||||
description = ("Unity's built-in Oculus support (Unity 2017–2019) only starts VR when Android has Meta's "
|
||||
"com.oculus.systemactivities package; without it the game runs as a 2D app (the Android home "
|
||||
"screen or a black window, e.g. Accounting+, BattleSisters). Points that package name in "
|
||||
"libunity.so at \"android\", which always exists. Games on Unity's built-in VR (2017–2018, and 2019 "
|
||||
"without the Oculus XR Plugin) also get the frame wait their legacy frame loop never makes "
|
||||
"(libfp_ovrp.so calls ovrp_WaitToBeginFrame before ovrp_Update2; without it no frame starts, the "
|
||||
"dashboard freezes or the GPU hangs). The shim also counts a newly pressed trigger or A/B/X/Y as a "
|
||||
"mouse click (Input.GetMouseButtonDown), which Go-era screens wait for (e.g. Accounting+'s motion "
|
||||
"warning) and which Lepton never delivers.")
|
||||
order = 45
|
||||
# 2: frame wait also for Unity 2019 without the Oculus XR Plugin; 3: controller presses as mouse clicks
|
||||
# (ovrpshim); 4: Unity 2019's Oculus device-model checks (Touch controllers on Lepton)
|
||||
revision = 4
|
||||
|
||||
@staticmethod
|
||||
def _major(a) -> int:
|
||||
return int(str((a.extra or {}).get("unity_version") or "0").split(".")[0] or 0)
|
||||
|
||||
@classmethod
|
||||
def legacy_loop(cls, a) -> bool:
|
||||
"""Unity's built-in Oculus VR drives OVRPlugin without waiting for frames: Unity 2017-2018, and 2019 games
|
||||
without the Oculus XR Plugin (BattleSisters flooded "outside of frame bounds" and hung the GPU). With
|
||||
libOculusXRPlugin.so (XR Plugin Management, e.g. Lucky's Tale) the plugin waits itself."""
|
||||
major = cls._major(a)
|
||||
return 0 < major < 2019 or (major == 2019 and "libOculusXRPlugin.so" not in a.libs)
|
||||
|
||||
def applies(self, a):
|
||||
x = a.extra or {}
|
||||
major = int(str(x.get("unity_version") or "0").split(".")[0] or 0)
|
||||
# Unity 2019+ games run without it (e.g. Lucky's Tale 2019.4): their builds stay as they are
|
||||
return a.engine == "Unity" and "libOVRPlugin.so" in a.libs and bool(x.get("unity_oculus_check")) \
|
||||
and 0 < major < 2019
|
||||
# any Unity with built-in Oculus support whose libunity.so has the check (BattleSisters, Unity 2019.4, stayed
|
||||
# a 2D app without it); Lucky's Tale (2019.4) runs either way
|
||||
return a.engine == "Unity" and "libOVRPlugin.so" in a.libs and bool((a.extra or {}).get("unity_oculus_check"))
|
||||
|
||||
def detect(self, a):
|
||||
if self.applies(a):
|
||||
return Suggestion(True, "Older Unity with built-in Oculus support: it checks for Meta's system apps "
|
||||
"before starting VR, and its frame loop never waits for the next frame "
|
||||
"(e.g. Accounting+).")
|
||||
return Suggestion(True, "Unity with built-in Oculus support: it checks for Meta's system apps before "
|
||||
"starting VR, else it runs as a 2D app (e.g. Accounting+, BattleSisters).")
|
||||
return None
|
||||
|
||||
def apply(self, ctx: ApkContext) -> bool:
|
||||
@@ -56,7 +115,15 @@ class UnityOculusCheck(Patch):
|
||||
data, count = elf.replace_rodata_string(ws.read(name), PACKAGE, ALWAYS_THERE)
|
||||
if not count:
|
||||
return False
|
||||
data, loops = elf.replace_rodata_string(data, UPDATE, SHIM_UPDATE)
|
||||
data, loops = elf.replace_rodata_string(data, UPDATE, SHIM_UPDATE) if self.legacy_loop(ctx.analysis) \
|
||||
else (data, 0)
|
||||
if loops and self._major(ctx.analysis) >= 2019: # Accounting+ (2017) reads OVRInput: works without
|
||||
data, models = oculus_model_checks(data)
|
||||
if models:
|
||||
ctx.notes.append(f"libunity.so: {models} Oculus device-model checks accept Lepton's model")
|
||||
data, nodes = elf.replace_rodata_string(data, NODE, SHIM_NODE)
|
||||
if nodes:
|
||||
ctx.notes.append(f"libunity.so: {NODE} -> {SHIM_NODE}")
|
||||
plugin = ws.lib("libOVRPlugin.so")
|
||||
if loops and ws.abi == "arm64-v8a" and ws.has(plugin):
|
||||
ovrp = ws.read(plugin)
|
||||
|
||||
@@ -23,11 +23,16 @@ class UnityRuntimeMsaa(Il2cppReturnPatch):
|
||||
description = ("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.")
|
||||
"Lucky's Tale in a menu) or a crash of its GL driver (e.g. The Room VR, whose own code sets 4x). "
|
||||
"Rewrites OVRDisplay.recommendedMSAALevel -> 0 and makes QualitySettings.antiAliasing's setter do "
|
||||
"nothing in libil2cpp.so (found with Cpp2IL), so MSAA stays off.")
|
||||
order = 47
|
||||
targets = {"Oculus.VR/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO},
|
||||
"Assembly-CSharp/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO}} # older Oculus Integration
|
||||
"Assembly-CSharp/OVRDisplay.cs": {"get_recommendedMSAALevel": RET_ZERO}, # older Oculus Integration
|
||||
# the game's own code can raise MSAA too (The Room VR: QualitySettingsManager.SetMSAA with its
|
||||
# platform's default 4): Unity's setter does nothing, the quality settings' 0 stays
|
||||
"UnityEngine.CoreModule/UnityEngine/QualitySettings.cs": {"set_antiAliasing": RET_ZERO}}
|
||||
revision = 2 # 0.11.0: also QualitySettings.set_antiAliasing (the game's own runtime MSAA crashed Zink)
|
||||
check_name = "Unity MSAA"
|
||||
|
||||
def applies(self, a):
|
||||
@@ -65,5 +70,27 @@ class UnityMultiPass(Il2cppReturnPatch):
|
||||
return None # only for a game that shows the symptom (catalog recipe or the user's choice)
|
||||
|
||||
|
||||
class UnityNoOverlayCopy(Il2cppReturnPatch):
|
||||
id = "frame.unity_no_overlay_copy"
|
||||
title = "Unity: skip OVROverlay layers (fades, splash screens)"
|
||||
description = ("Meta's OVROverlay copies a texture into its own compositor layer every frame. For some games "
|
||||
"(e.g. The Room VR's screen fade, a 4x4 overlay) that copy crashes the Frame's GL driver: SIGSEGV "
|
||||
"in libgallium_dri.so on Unity's render thread right after a tiny xrCreateSwapchain, grey or frozen "
|
||||
"screen. Rewrites OVROverlay.PopulateLayer -> false in libil2cpp.so (found with Cpp2IL): overlays "
|
||||
"are skipped (fades become instant cuts, overlay splash screens don't show). Only for games with "
|
||||
"this crash: menus drawn as overlays would disappear too.")
|
||||
order = 49
|
||||
targets = {"Oculus.VR/OVROverlay.cs": {"PopulateLayer": RET_ZERO},
|
||||
"Assembly-CSharp/OVROverlay.cs": {"PopulateLayer": RET_ZERO}} # older Oculus Integration
|
||||
check_name = "Unity overlays"
|
||||
|
||||
def applies(self, a):
|
||||
return a.engine == "Unity" and "libil2cpp.so" in a.libs and not a.only_32bit and "GLES" in a.graphics
|
||||
|
||||
def detect(self, a):
|
||||
return None # only for a game that shows the crash (catalog recipe or the user's choice)
|
||||
|
||||
|
||||
register(UnityRuntimeMsaa)
|
||||
register(UnityMultiPass)
|
||||
register(UnityNoOverlayCopy)
|
||||
@@ -84,5 +84,29 @@ class GlShim(Patch):
|
||||
return True
|
||||
|
||||
|
||||
class UnityGlShim(GlShim):
|
||||
id = "frame.unity_gl_shim"
|
||||
title = "GL shim for Unity (no multisampled render-to-texture)"
|
||||
description = (
|
||||
"Loads the GL shim into a Unity GLES game and hides GL_EXT_multisampled_render_to_texture (and the multiview "
|
||||
"variant). Some Unity games switch their eye buffer to 4x MSAA at runtime; the Frame only gives single-sampled "
|
||||
"swapchains, Unity then renders through multisampled render-to-texture and Mesa/Zink crashes (SIGSEGV in "
|
||||
"libgallium_dri.so on the render thread: grey or frozen screen, e.g. The Room VR). Hidden, Unity uses an "
|
||||
"ordinary MSAA buffer and resolves it. Unity's multiview stays on (gl_hide_multiview defaults to 0 here).")
|
||||
order = 62
|
||||
requires = ()
|
||||
experimental = False
|
||||
|
||||
def detect(self, a):
|
||||
if self.applies(a) and ((a.extra or {}).get("ovr_runtime_msaa") or a.unity_msaa_levels):
|
||||
return Suggestion(True, "Unity GLES game that may switch to MSAA at runtime: hide multisampled "
|
||||
"render-to-texture, which crashes the Frame's GL driver (e.g. The Room VR).")
|
||||
return None
|
||||
|
||||
def applies(self, a):
|
||||
return a.engine == "Unity" and "GLES" in a.graphics and "arm64-v8a" in a.abis
|
||||
|
||||
|
||||
register(VrApiBridge)
|
||||
register(GlShim)
|
||||
register(UnityGlShim)
|
||||
@@ -16,6 +16,14 @@ SETTINGS = [
|
||||
("scale", "float", 1.0, "Resolution scale",
|
||||
"Multiplies the recommended eye-buffer width and height (0.5–2.0). 1.5 ≈ 2.25× pixels."),
|
||||
("foveation_fix", "int", 1, "Hide Quest foveation", "Hides Quest foveation extensions the Frame runtime lacks."),
|
||||
("snapshot", "int", 0, "Eye-image snapshots (diagnostics)",
|
||||
"Every N seconds, saves the left-eye image the game submits (a quarter of its size) as fb_snap_0-7.ppm in the "
|
||||
"game's files folder on the Frame. Launch tests run without anyone wearing the headset, so the headset view stays "
|
||||
"black; this shows what the game itself draws. OpenGL ES games only."),
|
||||
("strip_color_bias", "int", 0, "Drop layer color fades",
|
||||
"Removes the color scale/bias (XR_KHR_composition_layer_color_scale_bias) from the game's layers, so the runtime "
|
||||
"doesn't apply it. The Frame's runtime allocates GPU memory for it every frame without freeing it, e.g. Vader "
|
||||
"Immortal leaked ~20 MB/s on its loading screen. Fades done this way no longer show."),
|
||||
("hide_space_warp", "int", 0, "Turn off space warp",
|
||||
"Hides XR_FB_space_warp, so the game renders every frame itself instead of half of them plus motion vectors "
|
||||
"(Application SpaceWarp). For games whose picture flickers or smears on the Frame (e.g. Unreal Engine 5 games "
|
||||
@@ -61,10 +69,11 @@ SETTINGS = [
|
||||
("stable_local", "int", 0, "Keep the play space still",
|
||||
"Every 'local' play space the game creates lines up with the one at the start. For games whose menus or screens "
|
||||
"jump to where you look on the Frame."),
|
||||
("focus_hold", "int", 0, "Ignore brief focus dips",
|
||||
"Hides the Frame's brief focus dips (up to a second) once the game has been focused for a second. For "
|
||||
"games that recentre or pause every time focus returns."),
|
||||
("focus_hold_ms", "float", 1000.0, "Longest focus dip to ignore (ms)",
|
||||
("focus_hold", "int", 1, "Ignore brief focus dips",
|
||||
"Hides the Frame's brief focus dips (up to focus_hold_ms) once the game has been focused for a second. On by "
|
||||
"default: the Frame's wear sensor flickers \"HMD off\" for 0.5-2 s while worn, and many games pause or recentre "
|
||||
"every time (e.g. Blade & Sorcery, Lucky's Tale)."),
|
||||
("focus_hold_ms", "float", 5000.0, "Longest focus dip to ignore (ms)",
|
||||
"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."),
|
||||
@@ -108,6 +117,14 @@ 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)."),
|
||||
("pose_consistency", "int", 0, "Consistent head poses per frame",
|
||||
"Repeat xrLocateViews queries for the same display time get the first, fully tracked answer again. Games that "
|
||||
"ask several times per frame got slightly different poses and rendered parts of the frame with different heads: "
|
||||
"judder (e.g. I Am Cat; proposed by Klownicle, GitHub #8)."),
|
||||
("haptic_fix", "int", 0, "Fix controller vibration freezes",
|
||||
"Routes OVRPlugin through FramePort's extension shim, which turns Meta's amplitude-envelope vibrations into "
|
||||
"plain ones: OVRPort's loader reads their nanosecond duration as seconds and allocates gigabytes, freezing the "
|
||||
"Frame when the game vibrates a controller (e.g. Lucky's Tale's save slots, GitHub #9). Needs a rebuild."),
|
||||
("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 "
|
||||
@@ -135,6 +152,9 @@ SETTINGS = [
|
||||
("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_msrtt", "int", 1, "GL shim: hide multisampled render-to-texture",
|
||||
"GL shim only: hide GL_EXT_multisampled_render_to_texture(2) (Zink crashes rendering Unity's runtime MSAA eye "
|
||||
"buffer through it, e.g. The Room VR)."),
|
||||
("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)."),
|
||||
@@ -143,7 +163,7 @@ SETTINGS = [
|
||||
|
||||
# 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}
|
||||
REVISIONS = {"vk_shader_fix": 2, "vk_query_slots": 3, "vk_spec_fixes": 2, "haptic_fix": 2, "pose_consistency": 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
|
||||
@@ -164,6 +184,13 @@ 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")),
|
||||
"pose_consistency": dict(group="picture", level="advanced", label="Steadier head tracking",
|
||||
help="For games that judder or shimmer while you hold your head still (e.g. I Am Cat).",
|
||||
control=("switch",)),
|
||||
"haptic_fix": dict(group="controllers", level="advanced", label="Fix freezes when controllers vibrate",
|
||||
help="For games that freeze the Frame when a controller vibrates (e.g. Lucky's Tale). Needs a "
|
||||
"rebuild.",
|
||||
control=("switch",)),
|
||||
"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.",
|
||||
@@ -236,7 +263,7 @@ 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", "vk_validation", "rect_clamp",
|
||||
"flip_quads", "swap_eyes", "vk_validation", "rect_clamp", "gl_hide_msrtt", "strip_color_bias", "snapshot",
|
||||
"strip_depth", "respace_kick", "layer_debug", "eye_debug", "release_wait")},
|
||||
}
|
||||
|
||||
@@ -263,6 +290,10 @@ class AdapterSetting(Patch):
|
||||
if self.key == "controller_models" and uses_render_models(a):
|
||||
return Suggestion(True, "The game asks the headset for its controller models: show Steam Frame controllers "
|
||||
"instead of Quest Touch controllers.", {"value": 1})
|
||||
if self.key == "haptic_fix" and "libOVRPlugin.so" in a.libs:
|
||||
return Suggestion(True, "Meta's OVRPlugin vibrates controllers through OVRPort's loader, which turns some "
|
||||
"vibrations into gigabyte allocations that freeze the Frame (e.g. Lucky's Tale, "
|
||||
"BattleSisters): vibrations are converted before they reach it.", {"value": 1})
|
||||
if self.key == "equirect_emul" and uses_equirect_layers(a):
|
||||
return Suggestion(True, "The game draws 360° layers (e.g. a video player's theatre or 360° videos), which "
|
||||
"the Frame's runtime can't show: show them as panels around you.", {"value": 1})
|
||||
@@ -291,9 +322,11 @@ class AdapterSetting(Patch):
|
||||
"mutable_fix": ap.is_vulkan,
|
||||
"swapchain_fix": ap.is_gles,
|
||||
"gl_hide_multiview": lambda a: a.direct_vrapi and ap.is_gles(a),
|
||||
"gl_hide_msrtt": ap.is_gles,
|
||||
"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",
|
||||
"haptic_fix": lambda a: "libOVRPlugin.so" in a.libs,
|
||||
"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",
|
||||
|
||||
@@ -42,12 +42,18 @@ SUMMARIES = {
|
||||
"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.unity_gl_shim": "Stops a grey or frozen screen in Unity games that turn on anti-aliasing while running "
|
||||
"(e.g. The Room VR).",
|
||||
"frame.unity_no_overlay_copy": "Stops a grey screen crash in some Unity games by skipping their overlay "
|
||||
"layers (e.g. The Room VR's screen fades).",
|
||||
"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.",
|
||||
"frame.ovrstubs": "Provides stand-ins for Meta store functions the game expects, so it doesn't crash at start.",
|
||||
"frame.langpacks": "Lets the game find language files (like de.lang) that are already in its data, instead of "
|
||||
"waiting for a download that never comes.",
|
||||
"frame.ovr_trace": "For troubleshooting: records the game's requests to Meta's platform services and which ones "
|
||||
"never get an answer.",
|
||||
"frame.unity_no_msaa": "Turns off a smoothing setting that crashes some older Unity games on the Frame.",
|
||||
"frame.unity_runtime_msaa_off": "Keeps a smoothing setting off that the game turns on itself and that can freeze "
|
||||
"the Frame.",
|
||||
|
||||
@@ -403,6 +403,23 @@ def reset_recipe(package: str) -> Recipe:
|
||||
return recipe
|
||||
|
||||
|
||||
def apply_catalog_update(package: str) -> Recipe:
|
||||
"""Take the newer catalog recipe for a game whose recipe the user edited (the game page's "newer known-good
|
||||
config" offer): derived again from the catalog, keeping the user's FrameBridge settings the catalog doesn't set."""
|
||||
entry = library.game(package)
|
||||
old = library.recipe_from_dict(entry["recipe"])
|
||||
recipe = engine.suggest(library.analysis_from_dict(entry["analysis"]))
|
||||
for pid, params in old.patches.items():
|
||||
if pid.startswith("adapter.") and pid not in recipe.patches:
|
||||
recipe.patches[pid] = params
|
||||
if pid in old.reasons:
|
||||
recipe.reasons[pid] = old.reasons[pid]
|
||||
set_recipe(package, recipe)
|
||||
with library.edit() as data:
|
||||
data["games"].get(package, {}).pop("catalog_update", None)
|
||||
return recipe
|
||||
|
||||
|
||||
def prepare_rift(package: str, reporter: Reporter) -> dict:
|
||||
"""Rift games aren't rebuilt: check the folder still matches the analysis and make sure Revive is available."""
|
||||
from .build import sha256
|
||||
|
||||
@@ -119,7 +119,8 @@ def remote_enabled() -> bool:
|
||||
if os.environ.get("FRAMEPORT_NO_CATALOG_UPDATE"):
|
||||
return False
|
||||
try:
|
||||
return bool(library.setting("catalog.auto_update", True))
|
||||
# never library.setting(): load() refreshes recipes from the catalog, which would load the catalog again
|
||||
return bool(library.peek_setting("catalog.auto_update", True))
|
||||
except Exception: # noqa: BLE001 - no library yet
|
||||
return True
|
||||
|
||||
|
||||
@@ -53,6 +53,7 @@ def save_to_recipe(package: str, values: dict) -> None:
|
||||
"""Adapter patches = the settings that differ from their defaults (BASE_SETTINGS are written anyway)."""
|
||||
g = library.game(package)
|
||||
r = library.recipe_from_dict(g["recipe"])
|
||||
before = {pid: dict(v or {}) for pid, v in r.patches.items() if pid.startswith("adapter.")}
|
||||
for key in SPECS:
|
||||
pid = f"adapter.{key}"
|
||||
v = _num(key, values.get(key, default(key)))
|
||||
@@ -63,6 +64,9 @@ def save_to_recipe(package: str, values: dict) -> None:
|
||||
if (r.patches.get(pid) or {}).get("value") != v:
|
||||
r.reasons[pid] = tr("Set by you.")
|
||||
r.patches[pid] = {"value": v}
|
||||
after = {pid: dict(v or {}) for pid, v in r.patches.items() if pid.startswith("adapter.")}
|
||||
if after == before: # saved without a change: the recipe keeps following FramePort's catalog (GitHub #10)
|
||||
return
|
||||
r.source = "user"
|
||||
pipeline.set_recipe(package, r)
|
||||
|
||||
|
||||
@@ -252,6 +252,18 @@ class GameView:
|
||||
C.ghost(tr("Not now"), on_click=dismiss),
|
||||
], spacing=T.S2, run_spacing=T.S2, wrap=True),
|
||||
], spacing=T.S2), "info", ft.Icons.VOLUNTEER_ACTIVISM_OUTLINED))
|
||||
if g.get("catalog_update") and recipe.source == "user":
|
||||
def take_update(e):
|
||||
from ... import pipeline
|
||||
|
||||
pipeline.apply_catalog_update(pkg)
|
||||
self.app.toast(tr("New config applied: use Update on Frame to install it"))
|
||||
self.app.render()
|
||||
out.append(C.callout(ft.Row([
|
||||
C.body(tr("A newer known-good config for this game is available (you changed this game's settings, "
|
||||
"so it wasn't applied by itself)."), T.TEXT, expand=True),
|
||||
C.secondary(tr("Use the new config"), ft.Icons.AUTO_FIX_HIGH_OUTLINED, take_update)],
|
||||
vertical_alignment=ft.CrossAxisAlignment.CENTER), "info", ft.Icons.NEW_RELEASES_OUTLINED))
|
||||
if g.get("steam_art_stale") and installed:
|
||||
out.append(C.callout(ft.Row([
|
||||
C.body(tr("The Frame's Steam library still shows the old artwork."), T.TEXT, expand=True),
|
||||
|
||||
@@ -109,4 +109,36 @@ def triage(log: str, state: str = "UNKNOWN", package: str | None = None, crash:
|
||||
fps = re.findall(r"pacing: ([0-9.]+) fps", text)
|
||||
if fps:
|
||||
res.fps = float(fps[-1])
|
||||
stopped = frames_stopped(lines)
|
||||
if stopped and state == "RUNNING" and not any(f.severity == "fatal" for f in res.findings):
|
||||
res.findings.append(Finding(
|
||||
"frames-stopped", "fatal",
|
||||
f"The game stopped sending frames {stopped:.0f} s before the test ended although its process kept "
|
||||
"running (a crashed or stuck render thread: a frozen picture in the headset).", [],
|
||||
"last FrameBridge pacing line"))
|
||||
return res
|
||||
|
||||
|
||||
LOGCAT_TIME = re.compile(r"^\d\d-\d\d (\d\d):(\d\d):(\d\d)\.(\d{3})")
|
||||
|
||||
|
||||
def frames_stopped(lines: list[str], gap: float = 20.0) -> float | None:
|
||||
"""Seconds between FrameBridge's last pacing line and the end of the log when that is over `gap` (the frame loop
|
||||
died while the process lived on, e.g. The Room VR's render thread crash, PowerWash Simulator's rejected frames)."""
|
||||
def secs(line):
|
||||
m = LOGCAT_TIME.match(line)
|
||||
return int(m[1]) * 3600 + int(m[2]) * 60 + int(m[3]) + int(m[4]) / 1000 if m else None
|
||||
last_pacing = last = None
|
||||
for ln in lines: # logcat lines aren't strictly in time order: the latest time counts, not the last line
|
||||
t = secs(ln)
|
||||
if t is None:
|
||||
continue
|
||||
if last is not None and t < last - 43200: # past midnight
|
||||
t += 86400
|
||||
last = t if last is None else max(last, t)
|
||||
if "FrameBridge: pacing:" in ln:
|
||||
last_pacing = t
|
||||
if last_pacing is None or last is None:
|
||||
return None
|
||||
delta = last - last_pacing
|
||||
return delta if delta > gap else None
|
||||
+55
-3
@@ -1323,10 +1323,11 @@ def test_devkit_appid_from_steams_console_log(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"
|
||||
why = "reason: k_unAppIdInvalid"
|
||||
(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 14:45:37] sanitize shortcut app id "{exe}": replacing 0 with 3849978641, {why}\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')
|
||||
f'[2026-10-05 15:29:14] sanitize shortcut app id "{exe}": replacing 0 with 3849978642, {why}\n')
|
||||
assert a.devkit_appid("I_Am_Cat") == 3849978642 # nothing in shortcuts.vdf: the newest log line
|
||||
assert a.devkit_appid("Missing") is None
|
||||
|
||||
@@ -1343,7 +1344,8 @@ def test_devkit_appid_ignores_the_previous_steam_session(monkeypatch, tmp_path):
|
||||
|
||||
|
||||
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."""
|
||||
"""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"})
|
||||
@@ -1361,3 +1363,53 @@ def test_launch_registers_a_lost_devkit_entry_again(monkeypatch, tmp_path):
|
||||
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"
|
||||
|
||||
|
||||
@pytest.mark.skipif(sys.platform == "win32" or not __import__("shutil").which("flock"), reason="bash + flock")
|
||||
def test_second_launch_while_starting_is_ignored(monkeypatch, tmp_path):
|
||||
"""Play pressed again while Lepton still boots made the second Lepton stop the first one's container (both died:
|
||||
Vader Immortal, BattleSisters). The launcher holds a lock for the game's lifetime; a second launch leaves it."""
|
||||
import time
|
||||
|
||||
a = load_agent(monkeypatch, tmp_path)
|
||||
base = tmp_path / "game"
|
||||
(base / "lepton-app").mkdir(parents=True)
|
||||
lepton = tmp_path / "lepton"
|
||||
lepton.write_text(f"#!/bin/bash\necho started >>{tmp_path}/starts\nsleep ${{FAKE_RUN:-30}}\n")
|
||||
lepton.chmod(0o755)
|
||||
text = a.LAUNCH_SH.format(title="T", pkg="com.x.y", base_q=str(base), appid=1, lepton_q=str(lepton), extra_env="",
|
||||
watchdog=a.WATCHDOG, dashboard="true", single=a.SINGLE_LINE, plays_start="true",
|
||||
plays_end="true")
|
||||
launcher = tmp_path / "launch.sh"
|
||||
launcher.write_text(text)
|
||||
launcher.chmod(0o755)
|
||||
first = subprocess.Popen([str(launcher)], start_new_session=True)
|
||||
try:
|
||||
for _ in range(100):
|
||||
if (tmp_path / "starts").exists():
|
||||
break
|
||||
time.sleep(0.05)
|
||||
second = subprocess.run([str(launcher)], timeout=10)
|
||||
assert second.returncode == 0 and first.poll() is None # ignored, the first keeps running
|
||||
assert (tmp_path / "starts").read_text().count("started") == 1
|
||||
assert "second launch ignored" in (base / "launch-dup.log").read_text()
|
||||
finally:
|
||||
os.killpg(first.pid, 15)
|
||||
first.wait(timeout=10)
|
||||
third = subprocess.run([str(launcher)], timeout=20, env={**os.environ, "FAKE_RUN": "0"})
|
||||
assert third.returncode == 0 and (tmp_path / "starts").read_text().count("started") == 2 # free again
|
||||
|
||||
|
||||
def test_upgrade_launchers_adds_the_single_launch_lock(monkeypatch, tmp_path):
|
||||
a = load_agent(monkeypatch, tmp_path)
|
||||
anchor = tmp_path / "Applications/quest-frame/com.x.y"
|
||||
anchor.mkdir(parents=True)
|
||||
old = ('#!/bin/bash\napp_dir=/x\n[[ -d "$app_dir/lepton-app" ]] || { exit 1; }\nfix_perms\nparent=$PPID\n'
|
||||
'( while sleep 2; do fix_perms; if true; then kill -TERM $$; fi; done ) & permfix=$!\nexport SteamAppId=1\n')
|
||||
(anchor / "launch.sh").write_text(old)
|
||||
a.upgrade_launchers()
|
||||
text = (anchor / "launch.sh").read_text()
|
||||
assert text.index(".launch.lock") < text.index("fix_perms") and "done ) 9>&- & permfix=$!" in text
|
||||
assert text.count(".launch.lock") == 1
|
||||
a.upgrade_launchers()
|
||||
assert (anchor / "launch.sh").read_text().count(".launch.lock") == 1
|
||||
@@ -71,3 +71,26 @@ def test_turned_off(github, monkeypatch):
|
||||
assert catalog.refresh_remote(force=True) == 0
|
||||
assert "com.x.good" not in catalog.load(refresh=True)
|
||||
assert json.dumps(catalog.remote_status()) # still reports (never checked)
|
||||
|
||||
|
||||
def test_library_load_with_a_cold_catalog_does_not_recurse(monkeypatch):
|
||||
"""GitHub #58: library.load() refreshes recipes from the catalog; the catalog's first load read a setting through
|
||||
library.load(), which refreshed recipes again before the catalog was cached (~140 nested loads, blank window or a
|
||||
crash at start-up)."""
|
||||
from frameport.core import library
|
||||
|
||||
monkeypatch.delenv("FRAMEPORT_NO_CATALOG_UPDATE", raising=False) # remote_enabled() must read the setting
|
||||
monkeypatch.setattr(library, "REFRESH_ON_UPDATE", True)
|
||||
library.save({"games": {"com.x.mine": {"recipe": {"source": "user", "patches": {}}, "analysis": {"package": "x"}}},
|
||||
"settings": {"catalog.auto_update": False}})
|
||||
catalog._cache = None
|
||||
loads = []
|
||||
real = library.load
|
||||
|
||||
def counting():
|
||||
loads.append(1)
|
||||
assert len(loads) < 10, "library.load() recursed"
|
||||
return real()
|
||||
monkeypatch.setattr(library, "load", counting)
|
||||
library.load()
|
||||
assert catalog.remote_enabled() is False and len(loads) <= 2
|
||||
@@ -0,0 +1,42 @@
|
||||
"""Meta Platform SDK tracer (native/ovrtrace + patch frame.ovr_trace)."""
|
||||
from __future__ import annotations
|
||||
|
||||
import re
|
||||
from pathlib import Path
|
||||
|
||||
from frameport.analysis import elf
|
||||
from frameport.core.models import Analysis
|
||||
from frameport.patches import base
|
||||
from frameport.patches.frame import ovr_trace
|
||||
|
||||
ROOT = Path(__file__).resolve().parents[1]
|
||||
|
||||
|
||||
def _names():
|
||||
return re.findall(r"^N\((ovr_\w+)\)$", (ROOT / "native/ovrtrace/names.inc").read_text(), re.M)
|
||||
|
||||
|
||||
def test_artifact_exports_every_traced_name():
|
||||
names = _names()
|
||||
assert len(names) == len(set(names)) > 1000
|
||||
lib = (ROOT / "artifacts/arm64-v8a" / ovr_trace.LIB).read_bytes()
|
||||
exported = elf.dyn_symbols(lib, True)
|
||||
assert set(names) <= exported
|
||||
assert "ovr_PopMessage" in names and "ovr_Message_GetRequestID" in names
|
||||
|
||||
|
||||
def _a(abis, libs):
|
||||
return Analysis(package="x", version="1.0", label="X", abis=abis, engine="Unreal", xr="VrApi", graphics="GLES",
|
||||
direct_vrapi=False, libs=libs, launcher_activity=None, has_info_category=True, meta_permissions=[],
|
||||
uses_glad_gl=False, unity_msaa_levels=0, oculus_os_classes=False, is_overport_output=False,
|
||||
debuggable=False, extra={})
|
||||
|
||||
|
||||
def test_applies_only_to_arm64_games_with_the_platform_loader():
|
||||
base.load_all()
|
||||
p = base.REGISTRY["frame.ovr_trace"]
|
||||
assert p.applies(_a(["arm64-v8a"], ["libUE4.so", "libovrplatformloader.so"]))
|
||||
assert not p.applies(_a(["arm64-v8a"], ["libUE4.so"]))
|
||||
assert not p.applies(_a(["armeabi-v7a"], ["libovrplatformloader.so"]))
|
||||
assert p.detect(_a(["arm64-v8a"], ["libovrplatformloader.so"])) is None
|
||||
assert p.experimental and not p.default_on
|
||||
@@ -510,3 +510,11 @@ def test_start_activity_after_overport_conversion(tmp_path):
|
||||
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")]
|
||||
|
||||
|
||||
def test_haptic_fix_suggested_for_ovrplugin_games():
|
||||
base.load_all()
|
||||
p = base.REGISTRY["adapter.haptic_fix"]
|
||||
s = p.detect(_analysis(libs=["libunity.so", "libOVRPlugin.so"]))
|
||||
assert s and s.recommended and s.params == {"value": 1}
|
||||
assert p.detect(_analysis(libs=["libunity.so"])) is None
|
||||
@@ -83,3 +83,17 @@ def test_swapchain_rect_invalid_is_recognised():
|
||||
|
||||
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]
|
||||
|
||||
|
||||
def test_frames_stopped_and_unity_render_crash():
|
||||
"""The Room VR passed its launch test although Unity's render thread had crashed in libgallium (GitHub #38)."""
|
||||
from frameport.validate import triage
|
||||
|
||||
log = ("10-05 23:16:30.000 1 2 I FrameBridge: pacing: 59.0 fps\n"
|
||||
"10-05 23:16:33.137 1 3 E CRASH : \t#01 pc 0000000000c3fe18 /vendor/lib64/libgallium_dri.so ()\n"
|
||||
"10-05 23:16:59.000 1 4 I OvrAudio: ovrAudio_Enable\n")
|
||||
r = triage.triage(log, "RUNNING")
|
||||
assert [f.id for f in r.findings] == ["unity-render-crash"] and r.verdict == "fail"
|
||||
alone = triage.triage(log.replace("libgallium_dri", "libother"), "RUNNING")
|
||||
assert "frames-stopped" in [f.id for f in alone.findings]
|
||||
assert triage.frames_stopped(["10-05 23:16:30.000 x FrameBridge: pacing: 72 fps", "10-05 23:16:40.000 y"]) is None
|
||||
@@ -143,7 +143,7 @@ def test_packaged_app_shows_artwork_by_file_path(tmp_path, monkeypatch):
|
||||
thumbs.use_file_paths(False)
|
||||
|
||||
|
||||
def test_unity_oculus_check_only_for_old_unity_with_the_check():
|
||||
def test_unity_oculus_check_for_unity_with_the_check():
|
||||
base.load_all()
|
||||
p = base.get("frame.unity_oculus_check")
|
||||
old = _analysis(libs=["libunity.so", "libOVRPlugin.so"],
|
||||
@@ -151,7 +151,15 @@ def test_unity_oculus_check_only_for_old_unity_with_the_check():
|
||||
assert p.applies(old) and p.detect(old).recommended
|
||||
new = _analysis(libs=["libunity.so", "libOVRPlugin.so"],
|
||||
extra={"unity_version": "2019.4.35f1", "unity_oculus_check": True})
|
||||
assert not p.applies(new) and p.detect(new) is None # 2019+ runs without it: builds stay byte-identical
|
||||
# 2019 too (BattleSisters, Unity 2019.4, stayed a 2D app without it)
|
||||
assert p.applies(new) and p.detect(new).recommended
|
||||
# the frame-wait shim: Unity's built-in VR loop (2017-2018, 2019 without the Oculus XR Plugin), not XR Plugin games
|
||||
assert p.legacy_loop(old) and p.legacy_loop(new)
|
||||
assert not p.legacy_loop(_analysis(libs=["libunity.so", "libOVRPlugin.so", "libOculusXRPlugin.so"],
|
||||
extra={"unity_version": "2019.4.35f1"}))
|
||||
assert not p.legacy_loop(_analysis(libs=["libunity.so"], extra={"unity_version": "2022.3.19f1"}))
|
||||
none = _analysis(libs=["libunity.so", "libOVRPlugin.so"], extra={"unity_version": "2019.4.35f1"})
|
||||
assert not p.applies(none) and p.detect(none) is None # no check in libunity.so: nothing to change
|
||||
log = "10-04 15:08:01.000 1213 1235 I Unity : [NewtonVR] Critical Error: Oculus / SteamVR not setup properly"
|
||||
assert "frame.unity_oculus_check" in {s for f in triage(log, "RUNNING", None).findings for s in f.suggest}
|
||||
|
||||
@@ -242,3 +250,44 @@ def test_scan_finds_games_in_download_manager_layouts(tmp_path, monkeypatch):
|
||||
found = {g.apk.name: g for g in quest_dump.scan(root)}
|
||||
assert set(found) == {"stray.app.apk", "com.a.game.apk", "com.b.game.apk"}
|
||||
assert found["com.a.game.apk"].data_dir == root / "Manager/Game A v1/com.a.game"
|
||||
|
||||
|
||||
def test_user_recipes_get_a_catalog_update_offer(tmp_path, monkeypatch):
|
||||
"""GitHub #10: a recipe whose Game settings were saved once ("user") never followed a catalog fix again; now
|
||||
the game is flagged, and taking the offer re-derives it keeping the user's own FrameBridge settings."""
|
||||
from frameport import pipeline
|
||||
from frameport.core import library
|
||||
from frameport.recommend import catalog
|
||||
|
||||
monkeypatch.setattr(library, "_path", lambda: tmp_path / "library.json")
|
||||
entry = catalog.CatalogEntry(package="com.x.vr4", title="VR4", adapter={"vk_shader_fix": "1:2:3:4"})
|
||||
monkeypatch.setattr(catalog, "lookup", lambda pkg: entry if pkg == "com.x.vr4" else None)
|
||||
an = {"package": "com.x.vr4", "engine": "Unreal", "libs": ["libUE4.so"], "abis": ["arm64-v8a"]}
|
||||
recipe = {"package": "com.x.vr4", "patches": {"adapter.scale": {"value": 0.9}}, "source": "user",
|
||||
"catalog_rev": "old"}
|
||||
(tmp_path / "library.json").write_text(__import__("json").dumps(
|
||||
{"games": {"com.x.vr4": {"package": "com.x.vr4", "analysis": an, "recipe": recipe}}, "settings": {}}))
|
||||
assert library.game("com.x.vr4")["catalog_update"] == entry.rev()
|
||||
pipeline.apply_catalog_update("com.x.vr4")
|
||||
g = library.game("com.x.vr4")
|
||||
assert "catalog_update" not in g and g["recipe"]["patches"]["adapter.scale"] == {"value": 0.9}
|
||||
assert g["recipe"].get("source") != "user" and "adapter.vk_shader_fix" in g["recipe"]["patches"]
|
||||
|
||||
|
||||
|
||||
def test_oculus_model_checks_accept_any_device_but_the_go():
|
||||
import struct
|
||||
|
||||
from frameport.patches.frame import unity_oculus_check as C
|
||||
|
||||
# .text: adrp x1, page(0x1000); add x1, x1, #0x10; orr w2, wzr, #6; bl ... -> strncmp(model, "Oculus", 6)
|
||||
code = struct.pack("<4I", 0xB0000001, 0x91004021, C.ORR_W2_6, 0x94000000)
|
||||
other = struct.pack("<4I", 0xB0000001, 0x91008021, C.ORR_W2_6, 0x94000000) # a different string: untouched
|
||||
data = bytearray(0x2000)
|
||||
data[0:16], data[16:32] = code, other
|
||||
data[0x100F:0x1017] = b"\0Oculus\0" # the literal at 0x1010
|
||||
data[0x1020:0x1028] = b"OculusX\0"
|
||||
out, n = C.oculus_model_checks(bytes(data))
|
||||
assert n == 1
|
||||
assert struct.unpack_from("<I", out, 8)[0] == C.MOV_W2_0 and struct.unpack_from("<I", out, 24)[0] == C.ORR_W2_6
|
||||
assert out[0x1010:0x1016] == b"Oculus" # the string itself stays (Unity's VR device name)
|
||||
Reference in new issue
Block a user