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Stefan MaierandClaude Opus 5.5 0fc85d6c67 Steam Frame: the overlays' alpha from their colour on SteamVR
SteamVR draws a quad's texels by their alpha alone, and the game's menus,
HUD and text have none in their additive parts: on the Frame nothing showed.
On SteamVR (the runtime's name says) the copy into the quads' images takes
their alpha from their colour where it is higher; HALO_XR_QUAD_ALPHA
(colour, keep) overrides, for trying. The Frame's notes updated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 20:17:43 +02:00
Stefan MaierandClaude Opus 5.5 c0a08f395e Steam Frame: the game's data in the SteamOS user's Documents when it is there
Lepton empties the app's own folders (and uninstalls the app) whenever it
starts again; Documents is the SteamOS user's and kept. When
/home/steamos/Documents/HaloCE holds the maps and is writable, the launcher
and the game take it as the data folder (maps, config.toml, saves, logs).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 19:51:08 +02:00
Stefan MaierandClaude Opus 5.5 06cb70fb58 Steam Frame: notes, and no variable the Android loader never reads
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 18:27:28 +02:00
Stefan MaierandClaude Opus 5.5 1709698053 Start on the Steam Frame (Lepton)
Lepton has no clipboard service, and SDL3's activity died taking one for
granted: the build now patches SDL's clipboard handler to do without.
The Frame lists an implicit OpenXR layer for Vulkan apps whose library an
app cannot load, which failed xrCreateInstance (and the Android loader
reads no variable to turn it off): the app now carries a pass-through
layer under that library's name. With both, the game runs on the Frame
and its OpenXR session starts (SteamVR, 1728x1728 an eye, 72 Hz).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 18:26:39 +02:00
Stefan Maier cb72dca40f Merge branch 'merge/upstream-2026-10-04' 2026-10-04 14:00:26 +02:00
6 changed files with 237 additions and 2 deletions

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@@ -0,0 +1,74 @@
# Steam Frame
The same APK as for the Quest runs on the Steam Frame, in Lepton (SteamOS's
Android, a Waydroid fork: Android 11, arm64), with SteamVR's OpenXR runtime.
What differs is found at run time, not by a build of its own.
## The device
- Steam Settings > System > Enable Developer Mode; then start "Lepton
Development" from the library. While the headset sleeps Lepton stops, and
adb with it.
- adb over the network: `adb connect <frame-ip>:5555`; over USB:
`adb forward tcp:5555 tcp:5555` then `adb connect localhost:5555`.
Always name the device (`adb -s <frame-ip>:5555 ...`): a Quest may be
connected as well.
- Install with `adb install -r --no-streaming`. It prints "Lepton post
installation failed due to APP_PATH being unset", but installs. Start the
game with `am start -n com.halo.decomp/.LauncherActivity`.
- Lepton empties `/sdcard/Android/data` whenever it starts again: the game's
data must live elsewhere (stage 2). `/sdcard/Documents` and
`/sdcard/Download` are the SteamOS user's folders and are kept.
## What the port does for it
- SDL3's clipboard handler takes a clipboard service for granted, which
Lepton has not: `tools/android_build.py` patches it to do without.
- SteamVR lists an implicit OpenXR layer for Vulkan apps whose library an
app cannot load: the APK carries a pass-through layer under its name
(`port/android/xr_layer/fdm_injection_stub.c`).
## Stages
| # | Stage | State |
| --- | --- | --- |
| 1 | Base: the fixes above on the current main | done |
| 2 | The game's data where Lepton keeps it | done: `/home/steamos/Documents/HaloCE` |
| 3 | Menus, HUD and text visible (quad layers) | done: their alpha from their colour |
| 4 | The freeze at the cryo bay's calibration | not seen again (2026-10-04) |
| 5 | The Frame's controllers | |
| 6 | Frame rate, resolution | |
| 7 | Multiplayer, voice, cross-play with the Quest | |
| 8 | Installing it, for others | |
## The game's data
Lepton uninstalls the app and empties its folders whenever it starts again.
The game's data lives in the SteamOS user's Documents instead: when
`/home/steamos/Documents/HaloCE` holds `maps/ui.map` and is writable, the
launcher and the game take it as their data folder (config.toml, saves and
debug.txt go there too). Once:
adb -s <frame-ip>:5555 shell mkdir -p /home/steamos/Documents/HaloCE/maps
adb -s <frame-ip>:5555 push assets/maps/. /home/steamos/Documents/HaloCE/maps/
adb -s <frame-ip>:5555 shell chmod -R 777 /home/steamos/Documents/HaloCE
After a Lepton restart only the APK is installed again. (Use the path under
/home, not /sdcard/Documents: Android 11's scoped storage stands between the
app and the latter.)
## Findings
- 2026-10-02: runs flat and in VR (GLES 3.2 by Mesa zink on Turnip, eyes
1728x1728, 72 Hz, XR_FB_display_refresh_rate absent). Quad layers
(menus, HUD, instructions) are not shown; the projection layer is. Froze
at the cryo bay's look calibration; its log was lost to Lepton's wipe.
- 2026-10-04: SteamVR draws a quad's texels by their alpha alone; the
game's menus and HUD have none in their additive parts, so nothing showed.
On SteamVR (by the runtime's name) the overlays' alpha now comes from their
colour (host_xr.c; `HALO_XR_QUAD_ALPHA=colour|keep` overrides). With it,
menus, HUD and the campaign ran well (the user: "lief 1a"); no freeze.
- 2026-10-04: no online games found: the public MQTT brokers had banned the
home connection for a while (too many connections from tests that day);
broker.emqx.io came back within minutes. Lepton's network is the Frame's
own (same IP), DNS works.
@@ -35,6 +35,7 @@ import java.nio.channels.FileChannel;
*/
public class LauncherActivity extends Activity {
private static final int PICK_IMAGE = 1;
private static final String SHARED_DATA_ROOT = "/home/steamos/Documents/HaloCE";
private File dataRoot;
private TextView status;
@@ -46,6 +47,12 @@ public class LauncherActivity extends Activity {
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
dataRoot = getExternalFilesDir(null);
// the Steam Frame: Lepton empties the app's own folders whenever it
// starts again; the game's data lives in the SteamOS user's
// Documents instead, when it is there (port/android/STEAM_FRAME.md;
// the same choice as host_main.c's)
if (new File(SHARED_DATA_ROOT, "maps/ui.map").isFile() && new File(SHARED_DATA_ROOT).canWrite())
dataRoot = new File(SHARED_DATA_ROOT);
// created by the app, so that files pushed into it with adb stay
// readable (a directory adb creates there belongs to the shell user)
if (dataRoot != null)
+8
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@@ -90,6 +90,8 @@ int host_errno(void)
static char data_root[512];
static char save_root[512];
/* where a device that empties the app's folders keeps the game's data */
#define SHARED_DATA_ROOT "/home/steamos/Documents/HaloCE"
void host_android_path(int which, char *buffer, uint32_t size)
{
@@ -269,6 +271,12 @@ static void *game_main(void *unused)
external = SDL_GetAndroidExternalStoragePath();
if (!external)
host_fatal("Android storage is unavailable: %s", SDL_GetError());
/* the Steam Frame: Lepton empties the app's own folders whenever it
starts again; the game's data lives in the SteamOS user's Documents
instead, when it is there (port/android/STEAM_FRAME.md; the same choice
as LauncherActivity's) */
if (directory_has_maps(SHARED_DATA_ROOT) && access(SHARED_DATA_ROOT, W_OK) == 0)
external = SHARED_DATA_ROOT;
snprintf(data_root, sizeof(data_root), "%s", external);
snprintf(save_root, sizeof(save_root), "%s/save", external);
/* readable by adb (the shell user), for managing saves */
+33
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@@ -122,6 +122,11 @@ static struct
GLint rect_uniform;
GLint cut_disc_uniform;
GLint vignette_uniform;
GLint alpha_from_colour_uniform;
/* the runtime draws a quad's texels by their alpha alone, ignoring the
colour of those with none (SteamVR on the Steam Frame): the game's
overlays, whose additive parts have none, get alpha from their colour */
int quad_alpha_from_colour;
GLint tangents_uniform;
float vignette;
/* the same copy from a layer of a texture array (the eyes drawn at
@@ -223,6 +228,7 @@ static const char copy_fragment_shader[] =
"precision highp float;\n"
"uniform sampler2D source;\n"
"uniform float cut_disc;\n"
"uniform float alpha_from_colour; /* 1: as opaque as it is bright (a quad's, SteamVR) */\n"
"uniform float vignette; /* 0..1: the eye images darken from their edges */\n"
"uniform vec4 tangents; /* the eye's edges: left, right, down, up */\n"
"in vec2 coordinate;\n"
@@ -236,6 +242,8 @@ static const char copy_fragment_shader[] =
"{\n"
" vec4 texel = texture(source, coordinate);\n"
" color = vec4(to_linear(texel.rgb), texel.a);\n"
" if (alpha_from_colour > 0.5)\n"
" color.a = max(color.a, max(color.r, max(color.g, color.b)));\n"
" if (cut_disc > 0.5)\n"
" {\n"
" float inside = 1.0 - smoothstep(0.95, 1.0, length(disc));\n"
@@ -326,6 +334,7 @@ static int copy_initialize(void)
xr.rect_uniform = glGetUniformLocation(xr.program, "rect");
xr.cut_disc_uniform = glGetUniformLocation(xr.program, "cut_disc");
xr.vignette_uniform = glGetUniformLocation(xr.program, "vignette");
xr.alpha_from_colour_uniform = glGetUniformLocation(xr.program, "alpha_from_colour");
xr.tangents_uniform = glGetUniformLocation(xr.program, "tangents");
xr.copy_array_layer = -1;
{
@@ -895,6 +904,12 @@ int host_xr_probe(float resolution_scale, int *eye_width, int *eye_height)
/* the loader and the runtime keep the activity */
activity = (*environment)->NewGlobalRef(environment, activity);
/* (The Steam Frame lists an implicit API layer of its own for Vulkan
apps, XR_APILAYER_VALVE_fdm_injection, whose library an app cannot load
from its namespace, failing xrCreateInstance; the Android loader reads
no variable to turn it off, so the app carries a pass-through layer
under that library's name: port/android/xr_layer/fdm_injection_stub.c) */
if (!XR_SUCCEEDED(xrGetInstanceProcAddr(XR_NULL_HANDLE, "xrInitializeLoaderKHR",
(PFN_xrVoidFunction *)&initialize_loader)) || !initialize_loader)
{
@@ -960,6 +975,22 @@ int host_xr_probe(float resolution_scale, int *eye_width, int *eye_height)
}
xrGetSystemProperties(xr.instance, xr.system, &properties);
strncpy(xr.system_name, properties.systemName, sizeof(xr.system_name) - 1);
{
/* (SteamVR: the quads' alpha from their colour; HALO_XR_QUAD_ALPHA
"colour" or "keep" says otherwise, for trying) */
XrInstanceProperties instance = { XR_TYPE_INSTANCE_PROPERTIES };
const char *choice = getenv("HALO_XR_QUAD_ALPHA");
if (XR_SUCCEEDED(xrGetInstanceProperties(xr.instance, &instance)))
{
xr.quad_alpha_from_colour = strstr(instance.runtimeName, "SteamVR") != NULL;
host_logf(HOST_LOG_INFO, "xr: runtime %s", instance.runtimeName);
}
if (choice)
xr.quad_alpha_from_colour = !strcmp(choice, "colour");
if (xr.quad_alpha_from_colour)
host_logf(HOST_LOG_INFO, "xr: the overlays' alpha from their colour");
}
views[0].type = views[1].type = XR_TYPE_VIEW_CONFIGURATION_VIEW;
views[0].next = views[1].next = NULL;
@@ -1316,6 +1347,8 @@ int host_xr_copy_layer_region(int layer, uint32_t texture, int clear_alpha, floa
glUniform1i(xr.source_uniform, 0);
glUniform4f(xr.rect_uniform, left, top, right, bottom);
glUniform1f(xr.cut_disc_uniform, clear_alpha == HALO_XR_COPY_DISC ? 1.0f : 0.0f);
glUniform1f(xr.alpha_from_colour_uniform, xr.quad_alpha_from_colour && clear_alpha == HALO_XR_COPY_ALPHA &&
layer != HALO_XR_LAYER_EYE_LEFT && layer != HALO_XR_LAYER_EYE_RIGHT ? 1.0f : 0.0f);
if ((layer == HALO_XR_LAYER_EYE_LEFT || layer == HALO_XR_LAYER_EYE_RIGHT) && xr.vignette > 0.001f)
{
const XrFovf *fov = &xr.views[layer - HALO_XR_LAYER_EYE_LEFT].fov;
@@ -0,0 +1,62 @@
/*
FDM_INJECTION_STUB.C
An OpenXR API layer that does nothing, named as the Steam Frame's
XR_APILAYER_VALVE_fdm_injection names its library
(libVkLayer_VALVE_fdm_injection.so). The Frame lists that layer as implicit
for every OpenXR app (/vendor/etc/openxr/1/api_layers/implicit.d), but an
Android app (in Lepton) cannot load the system's library from its own
namespace, and the Khronos loader then fails xrCreateInstance altogether;
nor does the Android loader read the variable that would turn the layer
off. With this one in the app's libraries the loader finds a layer of that
name, which hands every call on to the next. (The real layer adds fragment
density maps to Vulkan apps; this game draws with OpenGL ES.) On a Quest no
manifest names it and it is never loaded.
*/
#include <openxr/openxr.h>
#include <openxr/openxr_loader_negotiation.h>
#include <stddef.h>
static PFN_xrGetInstanceProcAddr next_get_instance_proc_addr;
static XRAPI_ATTR XrResult XRAPI_CALL layer_get_instance_proc_addr(XrInstance instance, const char *name,
PFN_xrVoidFunction *function)
{
if (!next_get_instance_proc_addr)
return XR_ERROR_HANDLE_INVALID;
return next_get_instance_proc_addr(instance, name, function);
}
static XRAPI_ATTR XrResult XRAPI_CALL layer_create_api_layer_instance(const XrInstanceCreateInfo *info,
const XrApiLayerCreateInfo *layer_info, XrInstance *instance)
{
XrApiLayerCreateInfo next_layer_info;
if (!layer_info || !layer_info->nextInfo)
return XR_ERROR_INITIALIZATION_FAILED;
next_get_instance_proc_addr = layer_info->nextInfo->nextGetInstanceProcAddr;
next_layer_info = *layer_info;
next_layer_info.nextInfo = layer_info->nextInfo->next;
return layer_info->nextInfo->nextCreateApiLayerInstance(info, &next_layer_info, instance);
}
__attribute__((visibility("default")))
XRAPI_ATTR XrResult XRAPI_CALL xrNegotiateLoaderApiLayerInterface(const XrNegotiateLoaderInfo *loader_info,
const char *layer_name, XrNegotiateApiLayerRequest *request)
{
(void)layer_name;
if (!loader_info || !request || loader_info->structType != XR_LOADER_INTERFACE_STRUCT_LOADER_INFO ||
request->structType != XR_LOADER_INTERFACE_STRUCT_API_LAYER_REQUEST ||
loader_info->minInterfaceVersion > XR_CURRENT_LOADER_API_LAYER_VERSION ||
loader_info->maxInterfaceVersion < XR_CURRENT_LOADER_API_LAYER_VERSION)
{
return XR_ERROR_INITIALIZATION_FAILED;
}
request->layerInterfaceVersion = XR_CURRENT_LOADER_API_LAYER_VERSION;
request->layerApiVersion = loader_info->maxApiVersion < XR_CURRENT_API_VERSION ? loader_info->maxApiVersion :
XR_CURRENT_API_VERSION;
request->getInstanceProcAddr = layer_get_instance_proc_addr;
request->createApiLayerInstance = layer_create_api_layer_instance;
return XR_SUCCESS;
}
+53 -2
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@@ -169,6 +169,45 @@ def _find_ndk() -> Optional[Path]:
return None
# SDL3's Java takes the clipboard service for granted: Lepton, the Steam
# Frame's Android, has none, and the activity died starting. These edits let
# it do without one (the clipboard is then empty and keeps nothing).
SDL_JAVA_PATCHES = [
(" mClipMgr = (ClipboardManager) SDL.getContext().getSystemService(Context.CLIPBOARD_SERVICE);\n"
" mClipMgr.addPrimaryClipChangedListener(this);\n",
" mClipMgr = (ClipboardManager) SDL.getContext().getSystemService(Context.CLIPBOARD_SERVICE);\n"
" if (mClipMgr != null) /* halo-ce-vr: none in Lepton */\n"
" mClipMgr.addPrimaryClipChangedListener(this);\n"),
(" public boolean clipboardHasText() {\n",
" public boolean clipboardHasText() {\n"
" if (mClipMgr == null) /* halo-ce-vr */\n"
" return false;\n"),
(" public String clipboardGetText() {\n",
" public String clipboardGetText() {\n"
" if (mClipMgr == null) /* halo-ce-vr */\n"
" return null;\n"),
(" public void clipboardSetText(String string) {\n",
" public void clipboardSetText(String string) {\n"
" if (mClipMgr == null) /* halo-ce-vr */\n"
" return;\n"),
]
def patch_sdl_java() -> None:
"""SDL_JAVA_PATCHES, once, into the cloned SDL3's Java."""
path = SDL_DIR / "android-project" / "app" / "src" / "main" / "java" / "org" / "libsdl" / "app" / "SDLActivity.java"
if not path.is_file():
return
text = path.read_text()
if "halo-ce-vr: none in Lepton" in text:
return
for old, new in SDL_JAVA_PATCHES:
if text.count(old) != 1:
raise SystemExit(f"cannot patch {path}: SDL3's clipboard handler has changed")
text = text.replace(old, new)
path.write_text(text)
def fetch_third_party() -> None:
"""Download musl and SDL3 (configure time, once)."""
THIRD_PARTY.mkdir(parents=True, exist_ok=True)
@@ -182,6 +221,7 @@ def fetch_third_party() -> None:
print(f"Cloning SDL3 {SDL_TAG}")
subprocess.run(["git", "clone", "-q", "--depth", "1", "--branch", SDL_TAG, SDL_URL, str(SDL_DIR)],
check=True)
patch_sdl_java()
if not OPENXR_DIR.is_dir():
print(f"Downloading {OPENXR_URL}")
import zipfile
@@ -571,6 +611,17 @@ def generate_android_build(n: Writer, sln: Any) -> None:
)
n.build(outputs=libmain, rule="android_host_link", inputs=host_objects, implicit=[libsdl])
# a do-nothing OpenXR layer under the Steam Frame's implicit layer's
# library name (port/android/xr_layer/fdm_injection_stub.c)
fdm_stub = jni_dir / "libVkLayer_VALVE_fdm_injection.so"
n.rule(
name="android_xr_layer",
command=(f"$android_host_cc -O2 -fPIC -shared -fvisibility=hidden -I{OPENXR_DIR}/include -o $out $in "
"-Wl,-z,max-page-size=16384"),
description="ANDROID XR LAYER $out",
)
n.build(outputs=fdm_stub, rule="android_xr_layer", inputs=PORT_DIR / "xr_layer" / "fdm_injection_stub.c")
# ---------- staging for Gradle
staged_sdl = jni_dir / "libSDL3.so"
@@ -578,7 +629,7 @@ def generate_android_build(n: Writer, sln: Any) -> None:
n.rule(name="android_copy", command="cp $in $out", description="ANDROID STAGE $out")
n.build(outputs=staged_sdl, rule="android_copy", inputs=libsdl)
n.build(outputs=staged_image, rule="android_copy", inputs=image)
n.build(outputs="android", rule="phony", inputs=[libmain, staged_sdl, staged_image])
n.build(outputs="android", rule="phony", inputs=[libmain, staged_sdl, staged_image, fdm_stub])
apk = PORT_DIR / "app" / "build" / "outputs" / "apk" / "debug" / "app-debug.apk"
n.rule(
@@ -589,6 +640,6 @@ def generate_android_build(n: Writer, sln: Any) -> None:
description="ANDROID GRADLE $out",
pool="console",
)
n.build(outputs=apk, rule="android_gradle", inputs=[libmain, staged_sdl, staged_image])
n.build(outputs=apk, rule="android_gradle", inputs=[libmain, staged_sdl, staged_image, fdm_stub])
n.build(outputs="android_apk", rule="phony", inputs=apk)
n.newline()