Commit Graph
35 Commits
Author SHA1 Message Date
InstanceBrick 932b9ea7d9 Add optional desktop mirror and native ARM64 release packaging 2026-10-16 15:43:07 -04:00
InstanceBrick 7dc4f55642 Add native ARM64 Steam Frame VR and eye-tracked rendering
Integrate Frame OpenXR input, SteamVR video controls, gaze foveation, native audio, frame pacing and source-based packaging.
2026-10-16 15:31:49 -04:00
dim-ghub ea248b1ecf feat(vr): add vr.mode with on, off and auto
vr.mode in config.yaml picks how Nightcap starts: off on the desktop, on in
VR, auto in VR only when this user's SteamVR is running and its OpenXR
runtime reports a headset. auto never starts SteamVR, and asks its runtime
from a short-lived copy of the process so the runtime's libraries do not load
before the VR backend arms. vr.enabled still works as on/off, and --vr or
--no-vr still override the file for one launch.
2026-10-15 19:37:32 -05:00
dim-ghub dea1d5fd59 test(vr): cover handing present dependencies to the GPU
Move the empty wait-and-signal batch into internal::ChainPresentDependencies,
like WaitForPresentDependencies, and test that it waits on every present
semaphore, signals the replacement, never blocks the CPU, and leaves a failed
submit to the guest.
2026-10-15 11:43:51 -05:00
dim-ghub 7296520064 perf(vr): order eye copies and the desktop mirror on the GPU
Every frame the CPU waited for the GPU to finish Roblox's whole frame in the
desktop mirror, then again for the eye copy, so CPU and GPU work never
overlapped. The mirror blit now consumes the guest's present semaphores and
signals a per-image semaphore that the present waits on. Present preparation
hands remaining waits to the GPU the same way. Eye copies are submitted from a
small ring of command buffers and fences and rely on queue order, so the CPU
only waits when the GPU is three frames behind or the guest destroys an image
a copy still reads.

On Monado at 120 Hz with 1280x1440 eyes this removed 2 to 5 ms of waiting per
frame and kept the frame rate at 118 to 119 fps instead of 103 to 118.

Also free the copy resources when the guest device goes away without a
session, so a later device never reuses stale handles.
2026-10-15 04:52:37 -05:00
vii e553db2001 fix(vr): point 3092 FixRegisterMotors at the flag Roblox reads
The 3092 table had the address of another field in the same registration, so the flag never turned on.
2026-10-15 02:20:13 -05:00
dim-ghub 42b5138b11 fix(vr): deliver hand-motor and HapticEffect haptics the way games aim them
The Android client drops HapticService:SetMotor on the Gamepad1 LeftHand and
RightHand motors: its haptics backend only consumes Large and Small. VR games
such as VR Hands drive those motors, so they never vibrated.

- Interpose HapticService::SetMotor through its reflection descriptor, call
  the original, and forward Gamepad1 LeftHand/RightHand to OpenXR. The
  descriptor and the engine's intensity reader are found by pattern at load,
  for both the 2998 (tuple span) and 3222 (shared tuple) reader ABIs. The held
  level renews a 50 ms lease every presented frame.
- Report the hand motors at x = -1/+1 in GetMotors. Positional HapticEffects
  aim at a hand there with a 0.5 radius (VOXEL DESTRUCT 2 does), so at +-0.2
  every effect mixed to zero.
- Play SetMotorState buffers sample by sample with trailing silence trimmed.
  Roblox sends 100 x 25 ms look-ahead buffers; taking the peak for the whole
  buffer turned a short bump into 2.5 s at full strength.
- Stop vibrating from the DebugDeviceVR haptic slot. The engine pulls it every
  frame but with each mix buffer's first sample, held about a second, so it
  duplicated the buffers as a long buzz.
- Enable SupportGenericHapticsOnVR and FixRegisterMotors with the other haptic
  flags.
2026-10-15 01:12:01 -05:00
vii 2eaba9048b fix(vr): reload the OpenXR runtime with its own Vulkan loader instead of pinning it
The Vulkan adapter exports vk* symbols globally, so a runtime loaded again after it bound its Vulkan calls to the adapter and deadlocked the join. Pinning avoided the reload but left SteamVR with its old VkInstance, which aborted the join with "vkGetInstanceProcAddr: Invalid instance". Later instances now load the runtime libraries with RTLD_DEEPBIND and let them unload with their instance.
2026-10-14 22:31:55 -05:00
vii a2ffa5c811 Merge branch 'vr' of CoderDayton/nightcap into vr 2026-10-14 04:29:10 -05:00
vii 2be319a979 fix(vr): keep the OpenXR runtime loaded so a game join does not deadlock 2026-10-14 04:19:58 -05:00
vii 6cf641d472 feat(vr): find the haptic flags with the offset finder and enable them on 3092 2026-10-14 03:14:16 -05:00
vii 3788026d10 fix(vr): limit haptics to VR sessions and check flag names before writing
- Register HapticProtocol and report motors only when MOCKTAIL_VR_ENABLED is on.
- Drop the per-message [haptic] dispatch log; log each OpenXR haptic result once per hand.
- Write a fast flag only when its name pointer matches the expected name.
- Remove the state-sync fallback that dlsym can never resolve.
2026-10-14 03:14:16 -05:00
dim-ghub f3e68fc3b7 feat(vr): implement OpenXR controller haptics and bypass mobile suppression
- Implement RobloxHapticProtocolBridge for MessageBus HapticProtocol
  (SupportsHaptics, GetMotors, SetMotorState, UpdateSingletonVibration).
- Wire bridge into RobloxExperienceComposition and direct game runtime.
- Call JNI NativeGLInterface.nativeUpdateMobileHapticsState during startup
  and game completion.
- Enable FFlagKeepHapticsOnMobileWhenGamepadConnected and FFlagVRHaptics in
  VR client settings overrides to bypass gamepad haptic suppression in libroblox.
- Directly activate KeepHaptics and VRHaptics fast flag bytes in memory
  within RobloxVrDeviceBridge::Activate for builds 2998 and 3222.
- Check xrApplyHapticFeedback result code and add diagnostic logging.
2026-10-14 01:32:32 -05:00
vii 87ac6ee572 test(vr): cover the keyboard upload and quad layer on a real OpenXR runtime 2026-10-13 19:58:40 -05:00
vii 9826535102 fix(vr): align the IsVRAppBuild hook so unoptimized builds do not crash Roblox 2026-10-13 19:58:40 -05:00
vii 393297a439 feat(vr): support Roblox 3222 (2.742.1059) 2026-10-13 18:37:35 -05:00
vii 7ec8304d8f fix(vr): stop keyboard click-through, redraw churn and upload leaks; build its drawing only with VR 2026-10-13 18:37:34 -05:00
vii f9289d9947 fix(vr): read the pointer hand and HeadScale offsets per build and check them at start-up 2026-10-13 18:37:26 -05:00
vii 7294a46e8a fix(vr): turn on Vulkan queue locking when the adapter loads after the backend 2026-10-13 18:37:19 -05:00
dim-ghub a06c7de93e vr: fix bridge hand math and make its shutdown safe for live guest threads
- MOCKTAIL_VR_HAND_POSE_SOURCE=grip now rotates hand records from the grip
  pose. base_ori started as the identity quaternion, so the norm check
  never fell back to it and hand rotation was dropped.
- Hand records cancel the engine's stored hand pitch (read from
  hand_pitch_storage_rva by the pointer hook, 20 until read) instead of a
  hard-coded 20, so they agree with the pointer ray.
- Shutdown never rewrites the aim-pointer prologue while guest threads may
  be executing it; the jump stays and only forwards once the bridge is gone,
  and a later activation reuses it.
- Guest hooks count themselves in flight before loading the bridge pointer;
  Shutdown unpublishes the bridge and waits for in-flight calls to drain,
  so no hook keeps a pointer to a destroyed bridge.
- Roblox's original state and eye getters are kept for the process
  lifetime. A hook reached with no bridge, including after a failed vtable
  restore, forwards to them instead of returning an unfilled state buffer.
  Restoring the vtable no longer depends on the pointer hook.
- The activation log names the vtable slots in the right order.
2026-10-13 00:24:45 -05:00
dim-ghub 8106203c8e vr: fix eye colour formats, mirror segment safety and frame-wait locking
- Once the guest eye format is known, the eye swapchains are recreated
  once in the format that keeps its bytes: the eye format, else its
  UNORM/SRGB sibling (raw copy), else the other channel order with the same
  sRGB-ness (a blit that only swizzles). Mixed order-and-gamma cases no
  longer go through a gamma-converting blit; if only that remains, it is
  logged.
- The desktop mirror segment is created with O_EXCL after removing our own
  stale segment (a crashed run's leftover), and must be private to this
  user before eye images are written to it.
- A new frame_mutex_ is held for the whole XR frame cycle and by every path
  that can destroy the session (taken before mutex_). That lets the cycle
  release mutex_ while it blocks in xrWaitFrame, so guest render-thread
  hooks no longer wait out the runtime's pacing. Swapchain-image and fence
  waits stay under mutex_; they return promptly unless the GPU or
  compositor stalls, and they run while guest eye bindings are copied.
2026-10-13 00:08:22 -05:00
dim-ghub 0603734ff6 vr: recover from XR failures instead of giving up on headset output
- Every frame error, including the swapchain-image and copy-fence
  timeouts, now tears the session down recoverably instead of ending XR
  output for the rest of the run.
- Session recovery backs off (1, 2, 4, 8 s) and recreates the XrInstance
  after an instance-loss event, an instance/runtime failure, or three
  failed attempts, so VR returns after SteamVR or WiVRn restarts instead
  of retrying forever.
- While no XR session runs (headset idle, session not READY, recovering)
  presents are paced at 60 Hz outside the backend lock instead of running
  unthrottled.
- A PrepareHostPresent failure that consumed nothing (copy resources
  unavailable, failed fence reset or submit) presents normally instead of
  failing the guest's vkQueuePresentKHR; only device loss is propagated.
- A runtime/guest GPU mismatch falls back to the plain host device and
  keeps the game running without headset output, naming both GPUs.
- A failed EGL attach on the GLES path no longer makes window init fail;
  the game runs without headset output and the bind is not retried.
2026-10-13 00:04:42 -05:00
dim-ghub 0b5578d80b vr: keep non-VR launches on their original paths
Queue and device-idle locks in the Vulkan adapter are now taken only after
an armed OpenXR backend calls mocktail_vulkan_enable_queue_sharing(). The
guest synchronizes its own queue use; only the runtime and the eye copies
add a second user. Without VR, and in builds without it, submits and
presents take no locks.

FFlagDebugEnableVREmulator is only written when VR is active, so a user's
own fflags.json value is no longer overridden on every launch.

Config loading is back after the single-instance lock and the support
bundle guard. A non-VR build still rejects --vr before creating any data
or state directories, from the command line alone; a vr.enabled config in
such a build is rejected once the config is loaded.
2026-10-12 23:59:46 -05:00
dim-ghub bafbe4268c vr: name the build and the supported builds when VR is unavailable
An explicit --vr on a Roblox build without VR support now exits with the
build's version and Build ID, the builds VR supports, and how to select one
(--roblox-lib). When VR is only enabled in the config, the launch continues
without VR and logs the same details. The bridge's own Install error names
both as well. The verified build contracts carry their version labels and
move to namespace scope so they can be listed.
2026-10-12 23:55:37 -05:00
dim-ghub 3ef81c3d93 vr: make VR opt-in and build without the OpenXR submodule
VR now stays off at runtime in every build until --vr or vr.enabled: true,
so a normal launch on a VR-capable build never tries to reach an OpenXR
runtime and no longer exits when none is running.

MOCKTAIL_ENABLE_VR defaults to AUTO: OpenXR support is built when the
third_party/OpenXR-SDK submodule is present and skipped with a notice
otherwise, so source packages that do not fetch submodules (Nix, AUR) keep
building. ON still requires the submodule. mocktail-vr-probe is only built
and installed in VR builds.

CI gains an x86_64 job that builds and tests with MOCKTAIL_ENABLE_VR=OFF.
The config docs and README describe the new defaults.
2026-10-12 23:53:31 -05:00
dim-ghub 4cc0e41ef3 vr: add in-headset virtual keyboard for TextBox input
When Roblox asks for a keyboard (showKeyboard), a world-locked panel
opens below eye level as an OpenXR quad layer. Controllers point at keys
and the trigger types; text and key presses go through the same platform
events as the desktop keyboard, so the focused TextBox edits identically.

The layout is US QWERTY without the function row or Ctrl/Alt, with one-shot
Shift, Caps Lock, Tab, Backspace auto-repeat, Enter and Close. A trigger
aimed at the panel is withheld from Roblox so a key press is not also a
click. A text field above the keys mirrors the focused TextBox, whose
desktop overlay never reaches the eye images. MOCKTAIL_VR_KEYBOARD=0 turns
it off.
2026-10-12 23:45:51 -05:00
dim-ghub 88bb4c940c vr: align pointer ray pitch with hand orientation and reset world scale to 1.0 2026-10-12 21:28:20 -05:00
dim-ghub 68f8ec82d2 vr: fix sRGB double-gamma, home world avatar spawn, and controller aim alignment 2026-10-12 20:25:21 -05:00
komaruworld 9a1ccbb5ce add roblox 3092 support
Also fix openxr shit
2026-10-03 13:40:24 +03:00
珍惜andHttpAnimations fbf97df708 Fix VR crashing is the version is not supported (#158)
Co-authored-by: HttpAnimations <shawndouglasyt@gmail.com>
2026-09-22 23:55:55 +03:00
komaruworld a014751cd4 bla bla bla 2026-09-14 16:38:31 +03:00
komaruworld 7e057232e4 fixes 2026-09-13 20:36:53 +03:00
komaruworld 3d89f128ce support alvr and opengl 2026-09-13 19:28:28 +03:00
komaruworld b187efbedf Full support camera
NOT TESTED
2026-09-13 18:20:58 +03:00
komaruworld dd23f06a8b init vr 2026-09-12 21:45:48 +03:00