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Author SHA1 Message Date
InstanceBrick e409d280ce Validate native CMake build values across cache option types 2026-10-16 15:49:54 -04:00
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
vii adccf4e484 Merge branch 'main' into vr 2026-10-16 01:22:27 -05:00
vii c4be3de14a fix(runtime): start a queued game after leaving the current one 2026-10-16 01:19:29 -05:00
dim-ghub 8370850bb7 docs(changelog): merge the two Changed sections under Unreleased 2026-10-16 01:14:12 -05:00
vii 876f8b8c32 perf(runtime): compile menu Lua to native code and switch it off in games 2026-10-16 01:13:49 -05:00
dim-ghub 1854e00934 feat(vr): add SMAA as a vr.anti_aliasing choice
vr.anti_aliasing now takes fxaa, smaa or off. SMAA runs the reference
implementation (third_party/smaa, MIT) at its High preset: luma edge
detection and blending weights into per-eye images, then neighborhood
blending into the runtime's swapchain through FXAA's final pass. Its area and
search lookup textures are uploaded once per device. If SMAA cannot be set
up, the eyes fall back to FXAA.

Also export vr.anti_aliasing from config.yaml: the VR backend reads the
process environment, so the setting only worked as an environment variable.

On a Quest 2 through SteamVR at 120 Hz (2136x2236 per eye), SMAA ran at 118.6
fps against 118.8 for FXAA, with p99 frame times of 10.1 and 9.5 ms.
2026-10-16 01:12:21 -05:00
vii c614fba032 feat(profile): trace emulated ETC2 texture VRAM and report its peak
Emulated images keep a running total of their decoded and ETC2/EAC sizes over every mip and layer. --profile writes both as counters, and summarize_profile_trace.py prints their peaks.
2026-10-16 00:53:05 -05:00
dim-ghub 0221738952 Merge remote-tracking branch 'origin/main' into vr 2026-10-16 00:52:17 -05:00
dim-ghub 046632cf99 fix(input): render emoji in the TextBox overlay (#24)
The overlay's fallback fonts were the first few fontconfig sans matches,
which rarely include an emoji font. Fall back to Roblox's bundled
TwemojiMozilla and RobloxEmoji fonts, then the system emoji font, before
the sans list.
2026-10-16 00:50:10 -05:00
dim-ghub 753a3f8106 feat(vr): anti-alias the headset eyes with FXAA
Roblox's VR debug device renders both eyes into single-sample textures, so
edges were jagged in the headset. When the eyes go to the runtime's
swapchain, an FXAA draw now replaces the plain copy. It samples the eye
directly, and re-encodes for sRGB swapchains so the guest's bytes round-trip
exactly. Anything it cannot set up falls back to the copy.

vr.anti_aliasing (fxaa, the default, or off) controls it. The SPIR-V is
generated from shaders/vr by scripts/generate_vr_shaders.py and checked in,
so builds need no shader compiler; a test checks it against the sources when
glslc is installed.

On a Quest 2 through SteamVR at 90 Hz (2244x2352 per eye) frame times did not
change. Captured output keeps 97 to 98 percent of pixels byte-identical and
the average brightness unchanged, and smooths the edges.
2026-10-15 20:19:17 -05:00
dim-ghub 569df68729 fix(vr): stop trapping the desktop cursor in the window during VR
Roblox's mouse lock and the RMB camera drag put the window into relative
mouse mode with a grab, which locked the cursor inside it while the headset
was in use. In VR the controllers aim and the window only mirrors the left
eye, so the pointer is never captured and the system cursor stays visible.
2026-10-15 19:55:35 -05:00
dim-ghub 043964a5dc fix(vr): say why auto found no headset, and document vr.mode
Without a headset SteamVR refuses the OpenXR client at xrCreateInstance
(VRInitError_Driver_WirelessHmdNotConnected) instead of reporting no system,
so say that it usually means no headset is connected. Describe vr.mode in the
README, docs/VR.md and the changelog.
2026-10-15 19:42:40 -05:00
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 35033454b0 docs(vr): note the frame-stall fix and the new perf stages 2026-10-15 17:21:09 -05:00
dim-ghub df025d2eb7 fix(vr): publish the shared-memory mirror a frame later instead of waiting
With the eye copies no longer waited for, MOCKTAIL_VR_MIRROR_SHM made the CPU
wait for the whole frame before publishing, which cut the frame rate from 117
to 82 fps at 120 Hz. Publish each readback at the next copy, when the GPU has
finished it. The external viewer sees each frame one frame later.
2026-10-15 14:58:26 -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 9ae5667cd7 perf(vr): read per-frame settings once and skip the lock for other passes
The frame cycle read the pose source, evidence and mirror settings from the
environment every frame. Read them once. Check the thread-local eye request
before taking the backend lock, so render passes that are not eye passes do
not contend with the frame cycle.
2026-10-15 08:19:04 -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 a3a2b76a06 feat(update): add an evidence-scoring solver for HostAbi addresses with a check command 2026-10-15 01:49:19 -05:00
vii f333399e18 test(update): add a 2908 to 3222 regression set for the HostAbi deriver
Share the input checks and FMOD slot tables so the solver reuses them.
2026-10-15 01:49:19 -05:00
dim-ghub e094a4c89d feat(vr): time the desktop mirror, present prepare and frame interval
MOCKTAIL_VR_PERF now reports how long the CPU waits in the desktop mirror and
in present preparation, and the time between presents, so per-frame stalls
outside the XR frame cycle show up in the numbers.
2026-10-15 01:37:12 -05:00
vii de0ddf7864 feat(update): solve the VR device bridge and compare it with the VR offset finder 2026-10-15 02:20:13 -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
vii 44ec71f826 Merge branch 'main' into vr
# Conflicts:
#	FAQ.md
2026-10-15 01:57:30 -05:00
vii 3062909209 refactor(jnivm): resolve method names once and log calls with no handler
GetMethodID maps each name to a JniMethod enum, so dispatch compares
numbers instead of strings. Calls that reach no handler print one
"no handler for" line per class, method and signature. Unknown
gameActivity_ callbacks are recorded on the CallVoidMethod path too.
The FMOD write path reuses a per-thread buffer instead of allocating.
2026-10-15 01:31:02 -05:00
vii 049784d0f8 fix(docs): restore the screenshots at full quality with transparency 2026-10-15 01:31:02 -05:00
vii ccf910f064 chore(ci): keep the signing and AUR keys in a release environment
The release environment only accepts main and v* tags, so a workflow pushed on another branch cannot read the keys. Flatpak builds that do not publish run without it.
2026-10-15 01:26:27 -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 23e7831149 fix(site): keep the screenshots transparent
The first retake was flattened to RGB, which turned the transparent window edges black.
2026-10-13 21:34:07 -05:00
vii 5b2ee2c7f3 docs(site): rewrite the description and feature list, add SEO tags, refresh screenshots
New intro and feature list in the README and the site. The site gets a title with Roblox, link preview tags, structured data, a sitemap, robots.txt, a preview image and the Search Console tag. Screenshots are retaken, the old lobby shot is removed and the store listing points at the new ones.
2026-10-13 21:29:12 -05:00
vii 63ed62b4aa docs(faq): point the VR answer at Nightcap's vr branch 2026-10-13 20:21:33 -05:00
vii 0b0d8067d8 docs(vr): list supported builds, move VR detail into docs/VR.md and update the FAQ 2026-10-13 20:20:51 -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 fcc8b5382a fix(vr): turn off the desktop flyout side panel in VR 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 a30f05fc5b fix(vr): keep the bridge and backend alive until exit for guest threads still in a hook 2026-10-13 18:37:35 -05:00
vii 1ff05e4e6f fix(vr): do not recover an XR session when the restarted runtime uses another GPU 2026-10-13 18:37:35 -05:00
vii 123968be89 test(assets): pin overlay priority and path safety when the root is the content folder 2026-10-13 18:37:35 -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
vii 4b67176970 fix(scripts): find VR offsets when Roblox moves the pointer fields
Build 3222 moved the hand selector, hand frame and camera HeadScale fields, so the fixed byte patterns found nothing. Match the code shape instead, read the three offsets from it and write them to the output.
2026-10-13 17:15:39 -05:00
dim-ghub 228121157b vr: drop test hooks and dead code, document every VR variable
- Remove the MOCKTAIL_VR_TEST_SESSION_LOSS_AFTER fault injection; nothing
  used it.
- The scripted head pose and the eye evidence dumper only work in builds
  configured with -DMOCKTAIL_VR_DIAGNOSTICS=ON (default OFF); release
  builds ignore their environment variables.
- Remove FindFmodInputCaptureProfile and HasExpectedFmodInputCaptureVtable
  (only their own tests called them) and the never-defined
  PrepareCaptureLocked declaration; the audio bridge files match upstream
  again.
- docs/VR.md lists every MOCKTAIL_VR_* variable with its default, linked
  from the README.
2026-10-13 00:28:26 -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 360ab6af58 vr: fix CI failures from the 3092 profile
Mark the 3092 profile experimental. It still runs when selected with
--roblox-lib, but it no longer becomes the preferred update target for
every x86_64 user, so the shipped payload metadata (2998) is again the
preferred profile.

Select the 2998 entry by Build ID in the partial-input profile test instead
of relying on manifest order, and drop the shipped 3092 entry before the
test re-identifies 2998 as 3092.

Align the example config's VR build wording with the bootstrap template.
2026-10-12 23:48:32 -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 ddc985218b vr: add separate VR frame-rate limit, render scale and unpaced benchmark mode
vr.frame_rate_limit / MOCKTAIL_VR_FRAME_RATE_LIMIT replaces
graphics.frame_rate_limit while VR is active and takes the same values.
It defaults to unlimited so xrWaitFrame paces Roblox at the headset
refresh rate instead of Roblox's own 60 FPS cap.

MOCKTAIL_VR_RENDER_SCALE scales the runtime's recommended eye extent.
SteamVR's recommendation for a Quest 2 at 90 Hz (2244x2352 per eye) missed
the 11.1 ms budget and halved the rate to 45 FPS.

MOCKTAIL_VR_UNPACED=1 stops guest frames from blocking in xrWaitFrame:
the open XR frame spans several guest frames and is submitted once per
display period, for measuring maximum render rate.
2026-10-12 22:44:46 -05:00
dim-ghub 33dd7769f0 Merge remote-tracking branch 'upstream/main' into vr
# Conflicts:
#	stubs/libandroid_stub.cc
2026-10-12 21:50:15 -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
dim-ghub 509822974b vr: Recreate OpenXR instance on guest Vulkan instance recreation
SteamVR (vrclient.so) binds its Vulkan renderer to the lifetime of the
XrInstance. When Roblox destroys the LuaApp Vulkan device and creates a
second VkInstance/VkDevice for UGC experiences, reusing the original
XrInstance causes SteamVR to dereference freed device handles in xrEndFrame.

Tear down and recreate the XrInstance whenever a new guest Vulkan instance
is initialized, resetting session state, spaces, and controller actions.
2026-10-12 05:42:33 -05:00
dim-ghub a441fa7110 assets: fix shader pack path resolution and root directory normalization 2026-10-12 02:16:21 -05:00
dim-ghub d54d20de64 audio: align input capture test with shared_ptr atomic store and restore FMOD profile functions 2026-10-12 01:45:08 -05:00
vii 81de528668 feat(packaging): publish nightcap and nightcap-bin to the AUR on release
Pushes nothing until the AUR_SSH_PRIVATE_KEY secret is set. Recipes move to 0.3.4.
2026-10-12 01:44:21 -05:00
vii ff81882cb0 docs: point Arch users to nightcap-git on the AUR
The package is maintained by @dim-ghub.
2026-10-12 01:44:21 -05:00
dim-ghub f9fede1649 Merge remote-tracking branch 'mocktail/vr' into vr 2026-10-12 01:39:13 -05:00
vii a87373d003 feat(assets): let the overlay replace files Roblox downloads
Roblox maps some rbxasset:// names to downloads and opens no local file for
them. For each file under content/ in the overlay folder, change its name in
the loaded libroblox so Roblox opens the local file.

Idea from @dim-ghub in #20.
2026-10-12 01:20:13 -05:00
vii b46098c211 feat(assets): trace asset lookups that find no file 2026-10-12 01:20:13 -05:00
vii 144350090e docs: describe the asset overlay folder 2026-10-11 23:58:26 -05:00
vii 3ed0418997 refactor(assets): share the asset lookup cache insert 2026-10-11 23:58:26 -05:00
vii 8410070eec Merge pull request #19 from dim-ghub/main
Add Sober-compatible asset overlay system
2026-10-11 23:56:58 -05:00
dim-ghub a1166fb6ba Add Sober-compatible asset overlay system 2026-10-11 23:11:54 -05:00
vii c9eb4fb7f0 docs(changelog): credit @qutad for the anti-aliasing fix 2026-10-10 22:02:40 -05:00
vii b59c070cc0 docs(changelog): release 0.3.4
Report Nightcap's own version instead of Mocktail's.
2026-10-10 21:27:00 -05:00
vii 4a9acf8c49 feat(site): redesign the landing page and legal pages 2026-10-10 21:07:33 -05:00
vii c342bab7b5 docs(changelog): note the voice chat fix after a Roblox update 2026-10-10 00:33:00 -05:00
vii a3b9c872a5 fix(update): derive the FMOD bridge from the shipped reference when the installed profile lacks it 2026-10-10 00:33:00 -05:00
vii 4f45baf3f7 docs(changelog): note the anti-aliasing and voice chat microphone fixes 2026-10-10 00:09:42 -05:00
vii 0ddb546ba8 chore(merge): merge upstream komaruworld/mocktail main 2026-10-10 00:09:42 -05:00
vii 7ba752ebb7 docs(changelog): bring the unreleased section up to date 2026-10-09 23:57:41 -05:00
vii 227895faa4 feat(window): use Wayland on NVIDIA Wayland sessions
The X11/XWayland fallback guarded against the explicit-sync disconnect
that is fixed, so the rule and its driver detection are removed.
2026-10-09 23:57:41 -05:00
vii dfc3c8d555 docs(changelog): note the Roblox 2.742 update and new interface fixes 2026-10-09 23:48:55 -05:00
vii e490dff97f feat(runtime): show the desktop side panel menu by default 2026-10-09 23:48:55 -05:00
vii b5b9990017 fix(services): let the BrowserTracker bootstrap use Roblox's storage directory
Tighten a group-writable directory this user owns, reject a storage file
this user cannot vouch for, and treat a stored ID of "0" as unset.
2026-10-09 23:48:55 -05:00
vii d278c0fe0a fix(runtime): run nativeAppBridgeAppStart by default
It starts Roblox's StartupController, which fetches the account's
flag-linked experiments and writes ClientSettings/IxpSettings.json.
2026-10-09 23:48:55 -05:00
vii 044f97e476 fix(update): accept payloads that reorder the leading constructors
Roblox 2.742 moves the process-load constructor behind the JNI singleton
initializer and renames registers in the registry initializer. The deriver
finds each leading constructor by its code, and the loader checks that host
bridges run the checkpoint and JNI singleton constructors and skip the two
wiring entries.
2026-10-09 23:48:55 -05:00
vii 321ba5b3a2 test(flatpak): keep a host flatpak-builder out of the missing-builder check 2026-10-09 14:19:01 -05:00
vii fd364a7bf2 docs: wrap the changelog at 110 columns and drop the glyphs roadmap item
Add a pre-commit check for added changelog lines over 110 characters. Roblox has no Nintendo glyph set, so the roadmap item cannot be met.
2026-10-09 13:50:46 -05:00
vii 5253563e3f fix(appimage): restore a distribution package when its reduced build is too old
A reduced gtk4 older than the one libadwaita requires failed the nightly configure step.
2026-10-09 13:49:38 -05:00
komaruworld 551d2a1829 Probably a vc fix 2026-10-09 15:49:35 +03:00
farwhile 37b88103f4 fix(runtime): stop forcing single-sample MSAA (#185)
* fix(runtime): stop forcing single-sample MSAA

* test removed

* Fix race in webview helper launcher test
2026-10-09 08:33:32 +03:00
vii 763faed0e3 fix(graphics): pick the Vulkan driver that matches the bound kernel driver
Skip a GPU whose kernel driver has no installed Vulkan driver and try the next one. Log why when none can run Vulkan.
2026-10-08 18:41:36 -05:00
komaruworld 74eedada0b improve evilbsd support
Netbsd hi
2026-10-09 00:45:05 +03:00
vii 6cb3dd00a9 fix(compat): bound Bionic strerror_r by errno table and gate atoi shim to non-glibc
strerror_r: Bionic's message table covers errno 0..133 except the
unassigned 41 and 58. Numbers outside that set now get "Unknown error N"
without consulting the host, so the text is the same on glibc and musl and
no longer relies on comparing against strerror_r(-1).

atoi: glibc's atoi is (int)strtol() like Bionic's, so the host symbol is
used there as before. The Bionic shim is registered only on libcs where
that is not true (musl). linker_registry_test expects the matching result.
2026-10-08 16:10:03 -05:00
vii fe2f641a9e chore(merge): merge upstream komaruworld/mocktail main
Brings in 3e6f63e (drop libexecinfo), aa31cdf (Chimera/musl portability),
bc10810 (Bionic atoi, canary signal exit codes) and cb2e9dd (CI fixes).

Conflicts:
- tests/native_update_test.cc: keep both <cerrno> and <csignal>.
- tests/webview_helper_launcher_test.cc: keep the existing python3 socket
  read; it already solves the dash multi-digit fd redirection problem that
  upstream fixed by switching the helper to bash.
2026-10-08 16:10:03 -05:00
komaruworld cb2e9dd598 Small ci fix 2026-10-08 21:12:29 +03:00
komaruworld bc108106db mog chimera 2026-10-08 18:14:23 +03:00
komaruworld aa31cdf395 Improve chimera support 2026-10-08 16:59:11 +03:00
komaruworld 3e6f63ea93 remove libexecinfo dependency 2026-10-08 16:13:41 +03:00
vii bfa6811417 docs(changelog): note the crash and hang fixes 2026-10-07 14:22:39 -05:00
vii 84502c0a1a fix(window): show the hidden window from the main thread
The render thread called SDL_ShowWindow outside the surface commit gate. It now sets a flag, and PumpEvents shows the window inside the gate.
2026-10-07 14:20:16 -05:00
vii 46d1d5ffbe fix(graphics): retry swapchain creation with the game's present mode
A driver can reject a present mode the device did not enable. Retry once with the mode the game asked for, except after errors another mode cannot fix.
2026-10-07 14:20:16 -05:00
vii 545fd8344f fix(session-log): stop waiting for the log writer after 2 seconds
A child that kept the log pipes open made Stop wait forever. Poll for the writer, then SIGKILL it after 2 seconds.
2026-10-07 14:20:16 -05:00
vii 4c40fcdc99 fix(jnivm): stub missing JNI functions and ignore repeat releases
Fill the 65 unimplemented JNI table slots with stubs that log once and return zero, so a call no longer jumps to address 0. A release of a handle with no reference count now returns, so a double release cannot queue one slot twice and give two objects the same handle.
2026-10-07 14:20:16 -05:00
vii d4c7a6f741 fix(app-shell): answer LAUNCH_CONVERSATION so chat requests open 2026-10-07 13:04:31 -05:00
vii 491925f59e test(graphics): register texture_override_test with ctest 2026-10-07 12:01:14 -05:00
vii 2917bc5423 chore(merge): merge upstream komaruworld/mocktail main 2026-10-07 12:01:14 -05:00
komaruworld 2451264696 ETC2 texture fixes
Refs #191
2026-10-07 19:02:35 +03:00
komaruworld a9a96c6861 Add zsync file
fixes #182
2026-10-07 17:35:33 +03:00
vii 5bf4eeb41b fix(window): keep main-thread surface commits out of host present
With explicit sync, a wl_surface commit from the SDL thread can land
between the driver's sync points and its buffer attach. The compositor
answers with a no_buffer protocol error and disconnects the client.
2026-10-06 19:24:27 -05:00
vii d937dd7ea6 fix(flatpak): ask for the X11 socket only as a fallback 2026-10-04 21:08:23 -05:00
vii 169e65bf60 docs(changelog): release 0.3.3 2026-10-04 20:44:33 -05:00
vii 69476f0f47 docs(changelog): add theme crash and Flatpak NVIDIA fixes 2026-10-04 20:14:25 -05:00
vii 79d0cdfb40 chore(merge): merge upstream komaruworld/mocktail main
Keep our captured-pointer handling in place of upstream's relative_mode
version. Keep upstream's motion coalescing guard on our relative flag.
2026-10-04 20:14:13 -05:00
komaruworld 273209b9ea Fix angle platform selection 2026-10-03 21:19:26 +03:00
komaruworld bbfd603e17 Fix captured mouse input
Refs; #135
2026-10-03 14:28:12 +03:00
komaruworld 1ba2941e7f Fix theme crash
Fixes #144
2026-10-03 14:03:25 +03:00
komaruworld 68c90ce428 flatpak nvidia xwayland fallback
#186
2026-10-03 13:48:39 +03:00
komaruworld 9a1ccbb5ce add roblox 3092 support
Also fix openxr shit
2026-10-03 13:40:24 +03:00
vii 068f07e125 chore(merge): merge upstream komaruworld/mocktail main 2026-10-02 20:02:32 -05:00
vii a469689bbb fix(webview): use GTK's software renderer when the helper composites in software
GTK's GL renderer aborted in libepoxy while snapshotting a page switch, which closed the web view. GSK_RENDERER set by the user still wins.
2026-10-02 20:02:32 -05:00
vii 51836a980d docs(changelog): add follow-user, Nix desktop entry, text focus and sky fixes 2026-10-02 20:02:32 -05:00
vii ad546a7781 Merge pull request #16 from kimlherme/docs/recovery-marker-cleanup
docs: document leftover recovery marker cleanup
2026-10-02 19:37:49 -05:00
kimlherme 3c45450dfc docs: document recovery marker cleanup 2026-10-02 20:21:34 -03:00
vii 185c11b57f test(update): expect a missing abi to count only on x86_64 hosts 2026-10-02 12:52:16 -05:00
vii 2c3d7b485e test(update): declare the guest ABI in test catalogs so aarch64 matches
Profiles without abi default to x86_64, so every payload store test skipped its catalog on arm64.
2026-10-02 12:44:47 -05:00
komaruworld 6f8344a28b Sky fixes 2026-10-02 16:52:27 +03:00
vii b60c43e8f0 chore(merge): merge upstream komaruworld/mocktail main
Keep both the CallProtocol and AccountProtocol bridges. Keep our pointer
hold and catalog validation. Re-apply our JNI local-frame counting,
singleton handles, class handle cache, handle-table report and thread
detach release on upstream's split jnivm files.
2026-10-01 21:41:43 -05:00
vii b5e4273277 docs(changelog): add updater, audio and platform fixes 2026-10-01 19:26:21 -05:00
vii d2858fedc8 Merge pull request #13 from kimlherme/fix/payload-update-correctness
fix(update): preserve rollback state and validate payload activation
2026-10-01 19:25:58 -05:00
vii 326a0659ea Merge pull request #15 from kimlherme/fix/platform-lifecycle-compatibility
fix(platform): correct Vulkan teardown, pointer capture and DNS flags
2026-10-01 19:25:51 -05:00
vii dd45467056 Merge pull request #14 from kimlherme/fix/audio-jni-ownership
fix(runtime): preserve OpenSL tickets and JNI array references
2026-10-01 19:25:40 -05:00
vii 94b1036296 docs(changelog): add ETC2 decode speedup 2026-10-01 19:14:37 -05:00
vii 4c61daad0c Merge pull request #10 from glook9001/simd-etc2-decoder
perf(graphics): SIMD PSHUFB ETC2/EAC decode with bit-exact scalar verification
2026-10-01 19:14:33 -05:00
kimlherme f5f224875a fix(platform): correct Vulkan teardown, pointer capture and DNS flags 2026-10-01 21:05:31 -03:00
kimlherme 90d4891a4e fix(update): preserve rollback state and validate payload activation 2026-10-01 21:05:30 -03:00
kimlherme 46dd99266c fix(runtime): preserve OpenSL tickets and JNI array references 2026-10-01 21:05:30 -03:00
77fce18a95 po co chodzic, mozna latac (#183)
* po co chodzic, mozna latac

* Fix jni ownership, split helpers

---------

Co-authored-by: Mia <uwie@thinkwise.ro>
Co-authored-by: komaruworld <rtysus228@gmail.com>
2026-10-01 20:31:52 +03:00
daeeseD ecb80b3ee1 vr: capture the microphone for voice chat on Build 2998 (#181)
* vr: capture the microphone for voice chat on Build 2998

On the vr branch Roblox 2.736.1408 joins voice chat and plays other
players, but never opens a microphone: its FmodAudioDevice capture
methods have no working host path, and main's native capture (537828a
"Fix vc") is pinned to 2.738 RVAs.

Port main's NativeInputCapture and interpose the FmodAudioDevice capture
slots for Build 2998. 2.738 inserted two device-list slots (7 and 11),
so the capture methods sit at {4, 11..15} here instead of {4, 13..17}.
The input-device slots {8, 9, 10, 16}, checked against main's input RVAs
for this image, anchor that layout before anything is patched, and each
capture slot must be a distinct method next to the input-device code.

The voice sink is called through its own vtable after checking that the
vtable and its PCM entry point lie in libroblox, and the retained
shared_ptr is released through the libc++ control-block ABI, so no
further Build 2998 RVAs are needed. If any check fails, capture stays
off and the output routes still work.

MOCKTAIL_NATIVE_INPUT_CAPTURE=0 turns the capture interposition off, and
audio.input_device: disabled reports no microphone to Roblox.

* Requested fix at PR 181
2026-10-01 19:25:48 +03:00
komaruworld d6f0f2c755 Fix some vc
Fokora
2026-10-01 18:03:02 +03:00
glook9001 c6afc5af24 perf(graphics): eliminate crop page faults with strided resampling and streaming WC loads 2026-10-01 12:08:54 +03:00
glook9001 74e7455ee1 perf(graphics): SIMD PSHUFB ETC2/EAC decode with bit-exact scalar verification 2026-10-01 12:08:35 +03:00
vii 000d021452 docs(changelog): add payload import fix 2026-09-30 21:34:06 -05:00
vii 2eef2c3821 Merge pull request #11 from kimlherme/fix/payload-import-rollback
fix(payload): preserve the previous payload on failed imports
2026-09-30 21:33:43 -05:00
Guilhermepycharm 4928443f90 fix(payload): preserve previous files across failed imports
Enable rollback before the first backup move, preserve originals during incomplete backups, and retain recovery files if restoration fails. Add offline full-importer regression coverage and register it with CTest.
2026-09-30 22:54:33 -03:00
native b37497db7b fix text overlay again (#179) 2026-09-30 17:55:30 +03:00
Lupey 6bbdc39d7e feat(nix): add desktop application (#177) 2026-09-30 17:48:05 +03:00
komaruworld 1c11336ba1 Fix text issues
bla bla bla
2026-09-30 16:56:48 +03:00
komaruworld 6362283ade fix idle 1fps
bob
2026-09-29 19:34:17 +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 25cfd94c56 BLA BLA BLA 3 2026-09-17 00:07:27 +03:00
komaruworld 3c20ee3c55 Bla fix main menu bla 2026-09-14 18:26:08 +03:00
UwieandUwie 5e24bee4ab resolution thing or smth idk (#141)
Co-authored-by: Uwie <Uwie>
2026-09-14 17:14:42 +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 f5080e8a99 fixes 2026-09-13 20:19:00 +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
532 changed files with 133051 additions and 5487 deletions

No files matched your search

+20
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@@ -0,0 +1,20 @@
**/.git
/build-frame-arm64/
/build/
/build-test/
/build_*/
/frame-ui-local/
/rbx_bin/
/runtime/
/data/
/dist/
/out/
**/__pycache__/
*.log
*.bundle
*.apk
*.xapk
*.aab
*.obb
libroblox.so
cookies*.txt
+4
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@@ -2,3 +2,7 @@
# snapshot. Local Mocktail sources remain subject to git diff --check.
third_party/mcpelauncher-linker/core/** -whitespace
packaging/freebsd/*.patch -whitespace
# Preserve original third-party shader/header whitespace.
src/vr/smaa/** -whitespace
tools/frame_video_settings/openvr.h -whitespace
+5 -8
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@@ -1,6 +1,6 @@
# Modified by vii from komaruworld/mocktail. See README "About this fork".
name: Bug report
description: Report a reproducible problem in Nightcap
description: Report a reproducible problem on Steam Frame
title: "[Bug]: "
labels:
- bug
@@ -13,7 +13,6 @@ body:
Use any language you are comfortable with.
Please write issues and pull requests yourself.
- type: input
id: version
@@ -28,8 +27,8 @@ body:
id: system
attributes:
label: System information
description: Include your distribution, desktop session, GPU, and graphics driver when relevant.
placeholder: "For example: Arch Linux, KDE Plasma 6 on Wayland, AMD RX 6600, Mesa 26.1"
description: Include the SteamOS, SteamVR and graphics driver versions.
placeholder: "Steam Frame, SteamOS version, SteamVR build, Turnip version"
validations:
required: true
@@ -38,7 +37,7 @@ body:
attributes:
label: Installation method
description: Tell us how Nightcap was installed or built.
placeholder: "For example: AppImage, Flatpak, AUR, or built from source"
placeholder: "Source build using the Steam Frame container recipe"
validations:
required: true
@@ -76,10 +75,8 @@ body:
value: |
Latest log:
- Flatpak: `~/.var/app/io.github.CoderDayton.nightcap/.local/state/mocktail/logs/latest.log`
- Other installs: `~/.local/state/mocktail/logs/latest.log`
`~/.local/share/nightcap-vr-arm64/last-launch.log`
Older logs are in the `sessions` directory next to `latest.log`.
- type: textarea
id: logs
@@ -13,7 +13,6 @@ body:
Use any language you are comfortable with.
Please write issues and pull requests yourself.
- type: textarea
id: problem
+6 -3
View File
@@ -1,4 +1,7 @@
<!-- Modified by vii from komaruworld/mocktail. See README "About this fork". -->
<!-- Briefly describe what this pull request adds, changes, or removes. Link the issue with "Closes #123" or "Fixes #123". -->
## Change
Closes #
Describe the behavior changed on Steam Frame and link any relevant issue.
## Checks
Describe the build, tests or device checks run for this change.
-56
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@@ -1,56 +0,0 @@
name: Check AUR packages
on:
workflow_dispatch:
permissions:
contents: read
concurrency:
group: aur-packages
cancel-in-progress: true
jobs:
metadata:
name: Refresh AUR metadata
runs-on: ubuntu-24.04
timeout-minutes: 15
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
- name: Prepare AUR metadata
shell: bash
run: |
set -Eeuo pipefail
package_dir="$GITHUB_WORKSPACE/packaging/aur/nightcap-git"
version="$(git describe --tags --abbrev=0 --match='v[0-9]*')"
version="${version#v}"
[[ "$version" =~ ^[0-9]+(\.[0-9]+)*$ ]]
pkgver="${version}.r$(git rev-list --count HEAD).g$(git rev-parse --short=7 HEAD)"
sed -i "s/^pkgver=.*/pkgver=${pkgver}/" "$package_dir/PKGBUILD"
docker run --rm \
--volume "$package_dir:/pkg" \
archlinux:base-devel bash -Eeuo pipefail -c '
useradd --create-home builder
install -d -o builder -g builder /tmp/nightcap-git
install -o builder -g builder -m 0644 \
/pkg/PKGBUILD /tmp/nightcap-git/PKGBUILD
runuser -u builder -- bash -c \
"cd /tmp/nightcap-git && makepkg --printsrcinfo" \
> /pkg/.SRCINFO
'
grep -Fqx "pkgver=${pkgver}" "$package_dir/PKGBUILD"
grep -Fqx $'\tpkgver = '"${pkgver}" "$package_dir/.SRCINFO"
- name: Upload AUR metadata
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-AUR
path: packaging/aur/nightcap-git/.SRCINFO
if-no-files-found: error
retention-days: 14
-117
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@@ -1,117 +0,0 @@
name: CI
on:
push:
branches: [main]
paths:
- '.github/workflows/**'
- 'CMakeLists.txt'
- 'Makefile'
- 'README.md'
- '.gitmodules'
- 'cmake/**'
- 'config/**'
- 'include/**'
- 'packaging/**'
- 'scripts/**'
- 'src/**'
- 'stubs/**'
- 'tests/**'
- 'third_party/**'
pull_request:
paths:
- '.github/workflows/**'
- 'CMakeLists.txt'
- 'Makefile'
- 'README.md'
- '.gitmodules'
- 'cmake/**'
- 'config/**'
- 'include/**'
- 'packaging/**'
- 'scripts/**'
- 'src/**'
- 'stubs/**'
- 'tests/**'
- 'third_party/**'
workflow_dispatch:
permissions:
contents: read
concurrency:
group: ci-${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
contracts:
name: Repository contracts
runs-on: ubuntu-24.04
timeout-minutes: 15
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Validate shell and JSON files
shell: bash
run: |
find scripts tests -type f -name '*.sh' -print0 | xargs -0 -n1 bash -n
find config packaging/flatpak -type f -name '*.json' -print0 \
| xargs -0 -n1 python3 -m json.tool >/dev/null
- name: Run script unit tests
shell: bash
run: |
python3 -m pip install --disable-pip-version-check requests
python3 -m unittest discover -s tests -p '*_test.py' -v
- name: Verify build and packaging contracts
shell: bash
run: |
bash tests/managed_payload_build_contract_test.sh .
bash tests/flatpak_packaging_test.sh .
bash tests/native_packaging_test.sh .
bash tests/anylinux_dependencies_test.sh .
native-build:
name: Native build (${{ matrix.arch }})
runs-on: ${{ matrix.runner }}
timeout-minutes: 60
strategy:
fail-fast: false
matrix:
include:
- arch: x86_64
runner: ubuntu-26.04
- arch: aarch64
runner: ubuntu-26.04-arm
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
submodules: recursive
- name: Install build dependencies
shell: bash
run: |
sudo apt-get update
sudo apt-get install --yes --no-install-recommends \
build-essential binutils cmake git ninja-build pkg-config lld \
libsdl3-dev libsdl3-ttf-dev libcurl4-openssl-dev libssl-dev \
nlohmann-json3-dev libyaml-dev libelf-dev libminizip-dev \
libcapstone-dev libgtk-4-dev libadwaita-1-dev libwebkitgtk-6.0-dev \
libutf8proc-dev libfontconfig1-dev libegl-dev libvulkan-dev \
libplacebo-dev libpng-dev zlib1g-dev
- name: Build and check native executables
shell: bash
run: |
test "$(uname -m)" = "${{ matrix.arch }}"
cmake -S . -B build-ci -G Ninja \
-DCMAKE_BUILD_TYPE=Release -DBUILD_TESTING=OFF
cmake --build build-ci --parallel 4
./build-ci/mocktail --help
./build-ci/mocktail_updater status
-192
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@@ -1,192 +0,0 @@
# Modified by vii from komaruworld/mocktail. See README "About this fork".
name: Flatpak
on:
push:
tags: ['v*']
pull_request:
paths:
- '.github/workflows/flatpak.yml'
- '.gitmodules'
- 'CMakeLists.txt'
- 'LICENSE'
- 'assets/screenshots/**'
- 'cmake/**'
- 'config/**'
- 'include/**'
- 'packaging/flatpak/**'
- 'packaging/icons/**'
- 'packaging/io.github.CoderDayton.nightcap.desktop'
- 'packaging/io.github.CoderDayton.nightcap.metainfo.xml'
- 'packaging/io.github.CoderDayton.nightcap.svg'
- 'scripts/assemble_flatpak_pages.sh'
- 'site/**'
- 'src/**'
- 'stubs/**'
- 'third_party/**'
workflow_dispatch:
permissions:
contents: read
concurrency:
group: flatpak-${{ github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
jobs:
flatpak:
name: Flatpak build
runs-on: ubuntu-24.04
timeout-minutes: 120
env:
# Publish on release tags and on manual runs from main. Pull requests
# only verify that the manifest still builds.
MOCKTAIL_PUBLISH: ${{ startsWith(github.ref, 'refs/tags/v') || (github.event_name == 'workflow_dispatch' && github.ref == 'refs/heads/main') }}
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Install Flatpak builder
shell: bash
run: |
sudo apt-get update
sudo apt-get install --yes flatpak flatpak-builder gnupg
flatpak remote-add --user --if-not-exists flathub \
https://dl.flathub.org/repo/flathub.flatpakrepo
- name: Build Flatpak repository and bundle
shell: bash
env:
FLATPAK_GPG_PRIVATE_KEY: ${{ secrets.FLATPAK_GPG_PRIVATE_KEY }}
FLATPAK_GPG_KEY_ID: ${{ secrets.FLATPAK_GPG_KEY_ID }}
run: |
set -Eeuo pipefail
# The manifest builds the local checkout from refs/heads/main.
git update-ref refs/heads/main "$GITHUB_SHA"
builder_signing=()
bundle_keys=()
if [[ "$MOCKTAIL_PUBLISH" == true ]]; then
[[ -n "$FLATPAK_GPG_PRIVATE_KEY" && \
-n "$FLATPAK_GPG_KEY_ID" ]]
install -d -m 0700 "$RUNNER_TEMP/nightcap-gnupg"
printf '%s' "$FLATPAK_GPG_PRIVATE_KEY" | \
gpg --batch --homedir "$RUNNER_TEMP/nightcap-gnupg" --import
gpg --batch --homedir "$RUNNER_TEMP/nightcap-gnupg" \
--export "$FLATPAK_GPG_KEY_ID" >nightcap-flatpak.gpg
builder_signing=(
"--gpg-sign=$FLATPAK_GPG_KEY_ID"
"--gpg-homedir=$RUNNER_TEMP/nightcap-gnupg"
)
bundle_keys=(--gpg-keys=nightcap-flatpak.gpg)
fi
flatpak-builder \
--arch=x86_64 \
--jobs=4 \
--user \
--install-deps-from=flathub \
--disable-rofiles-fuse \
--force-clean \
--default-branch=stable \
--repo=repo \
"${builder_signing[@]}" \
build-flatpak-ci \
packaging/flatpak/io.github.CoderDayton.nightcap.json
if [[ "$MOCKTAIL_PUBLISH" == true ]]; then
flatpak build-update-repo \
--generate-static-deltas \
--static-delta-jobs=2 \
--prune \
--gpg-sign="$FLATPAK_GPG_KEY_ID" \
--gpg-homedir="$RUNNER_TEMP/nightcap-gnupg" \
repo
fi
flatpak build-bundle \
--arch=x86_64 \
"${bundle_keys[@]}" \
repo \
Nightcap-x86_64.flatpak \
io.github.CoderDayton.nightcap \
stable
if [[ "$MOCKTAIL_PUBLISH" == true ]]; then
./scripts/assemble_flatpak_pages.sh \
repo Nightcap-x86_64.flatpak nightcap-flatpak.gpg public
fi
- name: Upload Flatpak
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-x86_64-flatpak
path: Nightcap-x86_64.flatpak
if-no-files-found: error
retention-days: 14
- name: Configure GitHub Pages
if: env.MOCKTAIL_PUBLISH == 'true'
uses: actions/configure-pages@45bfe0192ca1faeb007ade9deae92b16b8254a0d # v6.0.0
- name: Upload GitHub Pages repository
if: env.MOCKTAIL_PUBLISH == 'true'
uses: actions/upload-pages-artifact@fc324d3547104276b827a68afc52ff2a11cc49c9 # v5.0.0
with:
path: public
deploy-pages:
name: Publish Flatpak repository
if: startsWith(github.ref, 'refs/tags/v') || (github.event_name == 'workflow_dispatch' && github.ref == 'refs/heads/main')
needs: flatpak
runs-on: ubuntu-24.04
timeout-minutes: 10
permissions:
contents: read
pages: write
id-token: write
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- name: Deploy GitHub Pages
id: deployment
uses: actions/deploy-pages@cd2ce8fcbc39b97be8ca5fce6e763baed58fa128 # v5.0.0
release:
name: Attach bundle to GitHub release
if: startsWith(github.ref, 'refs/tags/v')
needs: flatpak
runs-on: ubuntu-24.04
timeout-minutes: 15
permissions:
contents: write
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
- name: Download Flatpak
uses: actions/download-artifact@3e5f45b2cfb9172054b4087a40e8e0b5a5461e7c # v8.0.1
with:
name: Nightcap-x86_64-flatpak
path: release
- name: Upload to release
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
set -Eeuo pipefail
tag="${GITHUB_REF_NAME}"
(cd release && sha256sum Nightcap-x86_64.flatpak > Nightcap-x86_64.flatpak.sha256)
./scripts/release_notes.sh "$tag" > release/notes.md
# The Release workflow creates the same release; whichever job
# arrives second sees "already exists" and continues.
if ! gh release view "$tag" --repo "$GITHUB_REPOSITORY" >/dev/null 2>&1; then
gh release create "$tag" --repo "$GITHUB_REPOSITORY" \
--title "Nightcap $tag" --notes-file release/notes.md ||
gh release view "$tag" --repo "$GITHUB_REPOSITORY" >/dev/null
fi
gh release edit "$tag" --repo "$GITHUB_REPOSITORY" \
--title "Nightcap $tag" --notes-file release/notes.md
gh release upload "$tag" --repo "$GITHUB_REPOSITORY" --clobber \
release/Nightcap-x86_64.flatpak \
release/Nightcap-x86_64.flatpak.sha256
-215
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@@ -1,215 +0,0 @@
name: Nightly AppImage
on:
schedule:
# 05:00 UTC daily. A run whose commit already carries the continuous tag
# exits without rebuilding, so a quiet day costs one probe job.
- cron: '0 5 * * *'
workflow_dispatch:
permissions:
contents: read
concurrency:
group: nightly-appimage
cancel-in-progress: false
jobs:
probe:
name: Check for new commits
runs-on: ubuntu-24.04
timeout-minutes: 5
outputs:
build: ${{ steps.decide.outputs.build }}
steps:
- name: Compare HEAD against the published continuous tag
id: decide
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
set -Eeuo pipefail
published="$(gh api "repos/$GITHUB_REPOSITORY/git/ref/tags/continuous" \
--jq .object.sha 2>/dev/null || true)"
if [[ "$GITHUB_EVENT_NAME" == "schedule" && "$published" == "$GITHUB_SHA" ]]; then
echo 'build=false' >>"$GITHUB_OUTPUT"
echo "continuous already points at $GITHUB_SHA; nothing to build"
else
echo 'build=true' >>"$GITHUB_OUTPUT"
fi
appimage:
name: AppImage (AnyLinux)
needs: probe
if: needs.probe.outputs.build == 'true'
runs-on: ubuntu-24.04
timeout-minutes: 90
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Build AppImage
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
docker run --rm \
--volume "$GITHUB_WORKSPACE:/workspace" \
--workdir /workspace \
--env GH_TOKEN \
ghcr.io/archlinux/archlinux:base-devel@sha256:c3953446016873a756fb7814f10087cac1634c127f7302e80c81c512da796d05 bash -Eeuo pipefail -c '
pacman -Syu --noconfirm --needed \
cmake git ninja pkgconf lld sdl3 sdl3_ttf curl openssl \
nlohmann-json libyaml libelf minizip minizip-ng capstone gtk4 \
libadwaita webkitgtk-6.0 libutf8proc fontconfig libglvnd \
vulkan-headers zlib libplacebo bubblewrap xdg-dbus-proxy \
patchelf jq unzip file ca-certificates dbus zsync
# Reduced ABI-compatible packages belong only in this builder.
# The native updater does not require a JRE or Android SDK.
./scripts/install_anylinux_dependencies.sh
curl --fail --location --retry 3 \
--output /tmp/quick-sharun \
https://raw.githubusercontent.com/pkgforge-dev/Anylinux-AppImages/2a025cef14483c5bc2a75b479071f4d5c58a906f/useful-tools/quick-sharun.sh
echo "fa66d0189e1e87df781c049dfb23cbb1e753786056f693a4483d6d3af61e7ee1 /tmp/quick-sharun" | \
sha256sum --check --strict
chmod 0755 /tmp/quick-sharun
curl --fail --location --retry 3 \
--output /tmp/sharun \
https://github.com/pkgforge-dev/Anylinux-sharun/releases/download/2.2.6/sharun-x86_64
echo "a4d51752f9861b4870ca529fea04087310b28f8943cc55b99a95b777d4db92ec /tmp/sharun" | \
sha256sum --check --strict
chmod 0755 /tmp/sharun
curl --fail --location --retry 3 \
--output /tmp/anylinux.c \
https://raw.githubusercontent.com/pkgforge-dev/Anylinux-AppImages/2a025cef14483c5bc2a75b479071f4d5c58a906f/useful-tools/lib/anylinux.c
echo "f50650ad96d177559bdd0737df509fa20bd4af08887631c738fc1f31bfac185f /tmp/anylinux.c" | \
sha256sum --check --strict
curl --fail --location --retry 3 \
--output /tmp/appimagetool \
https://github.com/pkgforge-dev/appimagetool/releases/download/0.3.3/appimagetool-x86_64-linux
echo "0d01a4e2628efc897be9663f0faeed6a171e1851270b4e1ce4c22434a36ecebd /tmp/appimagetool" | \
sha256sum --check --strict
chmod 0755 /tmp/appimagetool
curl --fail --location --retry 3 \
--output /tmp/uruntime \
https://github.com/VHSgunzo/uruntime/releases/download/v0.5.9/uruntime-appimage-dwarfs-lite-x86_64
echo "cef962c299f2fa19b2b3cdf2fa1565ee8541796cc89b9a97a591f94041e8b083 /tmp/uruntime" | \
sha256sum --check --strict
chmod 0755 /tmp/uruntime
curl --fail --location --retry 3 \
--output /tmp/mkdwarfs \
https://github.com/mhx/dwarfs/releases/download/v0.15.6/dwarfs-universal-0.15.6-Linux-x86_64
echo "50891c38ba359db8271819a6cbf6aaa8068681523f0c4f2b8242007a45edaa28 /tmp/mkdwarfs" | \
sha256sum --check --strict
chmod 0755 /tmp/mkdwarfs
git config --global --add safe.directory /workspace
git config --global --add safe.directory /workspace/third_party/Vulkan-Headers
git config --global --add safe.directory /workspace/third_party/libjnivm
# Install into the disposable container /usr before deployment.
export MOCKTAIL_ANYLINUX_SYSTEM_INSTALL=1
export MOCKTAIL_ANYLINUX_SHARUN=/tmp/sharun
export MOCKTAIL_ANYLINUX_C_SOURCE=/tmp/anylinux.c
export RUNTIME=/tmp/uruntime
export DWARFS_CMD=/tmp/mkdwarfs
make appimage BUILD_DIR=build-appimage JOBS=4 \
APPIMAGE=dist/Mocktail-x86_64.AppImage \
PORTABLE_MODE=standalone APPIMAGE_FORMAT=anylinux \
ANYLINUX_PACKAGER=/tmp/quick-sharun \
ANYLINUX_APPIMAGETOOL=/tmp/appimagetool
test -x dist/Mocktail-x86_64.AppImage
'
- name: Smoke-test AppImage without FUSE
shell: bash
run: |
smoke_dir="$(mktemp -d)"
trap 'rm -rf -- "$smoke_dir"' EXIT
export XDG_DATA_HOME="$smoke_dir/data"
export XDG_CONFIG_HOME="$smoke_dir/config"
export XDG_CACHE_HOME="$smoke_dir/cache"
export XDG_STATE_HOME="$smoke_dir/state"
mkdir -p "$XDG_DATA_HOME" "$XDG_CONFIG_HOME" "$XDG_CACHE_HOME" "$XDG_STATE_HOME"
timeout 60s dist/Mocktail-x86_64.AppImage --appimage-extract-and-run --help
timeout 60s dist/Mocktail-x86_64.AppImage --appimage-extract-and-run mocktail_updater status
- name: Upload AppImage
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-AppImage
path: dist/Mocktail-x86_64.AppImage
if-no-files-found: error
retention-days: 14
publish:
name: Publish continuous release
needs: [probe, appimage]
# A manual run from another branch still builds and smoke-tests, but the
# continuous tag and release only ever follow main.
if: needs.probe.outputs.build == 'true' && github.ref == 'refs/heads/main'
runs-on: ubuntu-24.04
timeout-minutes: 30
permissions:
contents: write
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
- name: Download AppImage
uses: actions/download-artifact@3e5f45b2cfb9172054b4087a40e8e0b5a5461e7c # v8.0.1
with:
name: Nightcap-AppImage
path: release
- name: Name and checksum the nightly build
shell: bash
run: |
set -Eeuo pipefail
# The Makefile builds under upstream's artifact name; the published
# asset carries this fork's.
mv -- release/Mocktail-x86_64.AppImage release/Nightcap-nightly-x86_64.AppImage
(cd release && sha256sum Nightcap-nightly-x86_64.AppImage \
> Nightcap-nightly-x86_64.AppImage.sha256)
find release -maxdepth 1 -type f -print
- name: Update continuous release
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
set -Eeuo pipefail
git config user.name 'github-actions[bot]'
git config user.email '41898282+github-actions[bot]@users.noreply.github.com'
git tag --force continuous "$GITHUB_SHA"
git push origin refs/tags/continuous --force
notes="Automated build of main at ${GITHUB_SHA:0:8}. Untested and unreleased; use a tagged release for normal play."
if ! gh release view continuous >/dev/null 2>&1; then
gh release create continuous \
--prerelease \
--title "Nightcap continuous" \
--notes "$notes"
fi
gh release edit continuous --title "Nightcap continuous" --notes "$notes"
gh release upload continuous release/* --clobber
# Drop assets left by earlier runs under other names.
while IFS= read -r asset; do
case "$asset" in
Nightcap-nightly-x86_64.AppImage|Nightcap-nightly-x86_64.AppImage.sha256)
;;
*)
gh release delete-asset continuous "$asset" --yes
;;
esac
done < <(gh release view continuous --json assets --jq '.assets[].name')
-338
View File
@@ -1,338 +0,0 @@
name: Release
on:
push:
tags: ['v*']
workflow_dispatch:
permissions:
contents: read
concurrency:
group: release-${{ github.ref }}
cancel-in-progress: false
jobs:
appimage:
name: AppImage (AnyLinux)
runs-on: ubuntu-24.04
timeout-minutes: 90
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Check release notes
if: startsWith(github.ref, 'refs/tags/v')
shell: bash
run: ./scripts/release_notes.sh "$GITHUB_REF_NAME" >/dev/null
- name: Build AppImage
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
docker run --rm \
--volume "$GITHUB_WORKSPACE:/workspace" \
--workdir /workspace \
--env GH_TOKEN \
ghcr.io/archlinux/archlinux:base-devel@sha256:c3953446016873a756fb7814f10087cac1634c127f7302e80c81c512da796d05 bash -Eeuo pipefail -c '
pacman -Syu --noconfirm --needed \
cmake git ninja pkgconf lld sdl3 sdl3_ttf curl openssl \
nlohmann-json libyaml libelf minizip minizip-ng capstone gtk4 \
libadwaita webkitgtk-6.0 libutf8proc fontconfig libglvnd \
vulkan-headers zlib libplacebo bubblewrap xdg-dbus-proxy \
patchelf jq unzip file ca-certificates dbus zsync
./scripts/install_anylinux_dependencies.sh
curl --fail --location --retry 3 \
--output /tmp/quick-sharun \
https://raw.githubusercontent.com/pkgforge-dev/Anylinux-AppImages/2a025cef14483c5bc2a75b479071f4d5c58a906f/useful-tools/quick-sharun.sh
echo "fa66d0189e1e87df781c049dfb23cbb1e753786056f693a4483d6d3af61e7ee1 /tmp/quick-sharun" | \
sha256sum --check --strict
chmod 0755 /tmp/quick-sharun
curl --fail --location --retry 3 \
--output /tmp/sharun \
https://github.com/pkgforge-dev/Anylinux-sharun/releases/download/2.2.6/sharun-x86_64
echo "a4d51752f9861b4870ca529fea04087310b28f8943cc55b99a95b777d4db92ec /tmp/sharun" | \
sha256sum --check --strict
chmod 0755 /tmp/sharun
curl --fail --location --retry 3 \
--output /tmp/anylinux.c \
https://raw.githubusercontent.com/pkgforge-dev/Anylinux-AppImages/2a025cef14483c5bc2a75b479071f4d5c58a906f/useful-tools/lib/anylinux.c
echo "f50650ad96d177559bdd0737df509fa20bd4af08887631c738fc1f31bfac185f /tmp/anylinux.c" | \
sha256sum --check --strict
curl --fail --location --retry 3 \
--output /tmp/appimagetool \
https://github.com/pkgforge-dev/appimagetool/releases/download/0.3.3/appimagetool-x86_64-linux
echo "0d01a4e2628efc897be9663f0faeed6a171e1851270b4e1ce4c22434a36ecebd /tmp/appimagetool" | \
sha256sum --check --strict
chmod 0755 /tmp/appimagetool
curl --fail --location --retry 3 \
--output /tmp/uruntime \
https://github.com/VHSgunzo/uruntime/releases/download/v0.5.9/uruntime-appimage-dwarfs-lite-x86_64
echo "cef962c299f2fa19b2b3cdf2fa1565ee8541796cc89b9a97a591f94041e8b083 /tmp/uruntime" | \
sha256sum --check --strict
chmod 0755 /tmp/uruntime
curl --fail --location --retry 3 \
--output /tmp/mkdwarfs \
https://github.com/mhx/dwarfs/releases/download/v0.15.6/dwarfs-universal-0.15.6-Linux-x86_64
echo "50891c38ba359db8271819a6cbf6aaa8068681523f0c4f2b8242007a45edaa28 /tmp/mkdwarfs" | \
sha256sum --check --strict
chmod 0755 /tmp/mkdwarfs
git config --global --add safe.directory /workspace
git config --global --add safe.directory /workspace/third_party/Vulkan-Headers
git config --global --add safe.directory /workspace/third_party/libjnivm
export MOCKTAIL_ANYLINUX_SYSTEM_INSTALL=1
export MOCKTAIL_ANYLINUX_SHARUN=/tmp/sharun
export MOCKTAIL_ANYLINUX_C_SOURCE=/tmp/anylinux.c
export RUNTIME=/tmp/uruntime
export DWARFS_CMD=/tmp/mkdwarfs
make appimage BUILD_DIR=build-appimage JOBS=4 \
APPIMAGE=dist/Mocktail-x86_64.AppImage \
PORTABLE_MODE=standalone APPIMAGE_FORMAT=anylinux \
ANYLINUX_PACKAGER=/tmp/quick-sharun \
ANYLINUX_APPIMAGETOOL=/tmp/appimagetool
test -x dist/Mocktail-x86_64.AppImage
'
- name: Smoke-test AppImage without FUSE
shell: bash
run: |
smoke_dir="$(mktemp -d)"
trap 'rm -rf -- "$smoke_dir"' EXIT
export XDG_DATA_HOME="$smoke_dir/data"
export XDG_CONFIG_HOME="$smoke_dir/config"
export XDG_CACHE_HOME="$smoke_dir/cache"
export XDG_STATE_HOME="$smoke_dir/state"
mkdir -p "$XDG_DATA_HOME" "$XDG_CONFIG_HOME" "$XDG_CACHE_HOME" "$XDG_STATE_HOME"
timeout 60s dist/Mocktail-x86_64.AppImage --appimage-extract-and-run --help
timeout 60s dist/Mocktail-x86_64.AppImage --appimage-extract-and-run mocktail_updater status
- name: Upload AppImage
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Mocktail-AppImage
path: dist/Mocktail-x86_64.AppImage
if-no-files-found: error
retention-days: 14
deb:
name: DEB (Ubuntu 26.04)
runs-on: ubuntu-24.04
timeout-minutes: 45
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Build DEB
shell: bash
run: |
set -Eeuo pipefail
docker run --rm \
--volume "$GITHUB_WORKSPACE:/workspace" \
--workdir /workspace \
--env MOCKTAIL_PACKAGE_VERSION="$(./scripts/package_version.sh)" \
ubuntu:26.04 bash -Eeuo pipefail -c '
export DEBIAN_FRONTEND=noninteractive
apt-get update
apt-get install --yes --no-install-recommends \
build-essential cmake git ninja-build pkg-config lld fakeroot \
dpkg-dev file libsdl3-dev libsdl3-ttf-dev \
libcurl4-openssl-dev libssl-dev nlohmann-json3-dev \
libyaml-dev libelf-dev libminizip-dev libcapstone-dev \
libgtk-4-dev libadwaita-1-dev libwebkitgtk-6.0-dev \
libutf8proc-dev libfontconfig1-dev libegl-dev \
libvulkan-dev libplacebo-dev zlib1g-dev libpng-dev
cmake -S . -B build-deb -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=/usr \
-DMOCKTAIL_PACKAGE_NAME=nightcap \
-DMOCKTAIL_PACKAGE_VERSION="$MOCKTAIL_PACKAGE_VERSION" \
-DBUILD_TESTING=OFF
cmake --build build-deb --parallel 4
cpack --config build-deb/CPackConfig.cmake \
-G DEB -B dist/deb
dpkg-deb --info dist/deb/*.deb >/dev/null
'
- name: Upload DEB
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-DEB
path: dist/deb/*.deb
if-no-files-found: error
retention-days: 14
rpm:
name: RPM (Fedora 44)
runs-on: ubuntu-24.04
timeout-minutes: 45
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Build RPM
shell: bash
run: |
set -Eeuo pipefail
docker run --rm \
--volume "$GITHUB_WORKSPACE:/workspace" \
--workdir /workspace \
--env MOCKTAIL_PACKAGE_VERSION="$(./scripts/package_version.sh)" \
fedora:44 bash -Eeuo pipefail -c '
dnf install --assumeyes \
gcc-c++ cmake git ninja-build pkgconf-pkg-config lld rpm-build \
SDL3-devel SDL3_ttf-devel libcurl-devel openssl-devel \
nlohmann-json-devel libyaml-devel elfutils-libelf-devel \
minizip-ng-compat-devel capstone-devel gtk4-devel libadwaita-devel \
webkitgtk6.0-devel utf8proc-devel fontconfig-devel \
libglvnd-devel vulkan-headers vulkan-loader-devel \
libplacebo-devel zlib-ng-compat-devel libpng-devel
cmake -S . -B build-rpm -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=/usr \
-DCMAKE_INSTALL_LIBDIR=lib \
-DMOCKTAIL_PACKAGE_NAME=nightcap \
-DMOCKTAIL_PACKAGE_VERSION="$MOCKTAIL_PACKAGE_VERSION" \
-DBUILD_TESTING=OFF
cmake --build build-rpm --parallel 4
cpack --config build-rpm/CPackConfig.cmake \
-G RPM -B dist/rpm
rpm --query --package --info dist/rpm/*.rpm >/dev/null
'
- name: Upload RPM
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-RPM
path: dist/rpm/*.rpm
if-no-files-found: error
retention-days: 14
arch:
name: Pacman package (Arch Linux)
runs-on: ubuntu-24.04
timeout-minutes: 45
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
with:
fetch-depth: 0
submodules: recursive
- name: Build pacman package
shell: bash
run: |
set -Eeuo pipefail
version="$(./scripts/package_version.sh)"
sed -i "s/^pkgver=.*/pkgver=${version}/" packaging/arch/PKGBUILD
docker run --rm \
--volume "$GITHUB_WORKSPACE:/workspace" \
--workdir /workspace \
ghcr.io/archlinux/archlinux:base-devel@sha256:c3953446016873a756fb7814f10087cac1634c127f7302e80c81c512da796d05 bash -Eeuo pipefail -c '
pacman -Syu --needed --noconfirm \
cmake git ninja pkgconf lld sdl3 sdl3_ttf curl openssl \
nlohmann-json libyaml libelf minizip capstone gtk4 \
libadwaita webkitgtk-6.0 libutf8proc fontconfig libpng \
libplacebo vulkan-headers vulkan-icd-loader libglvnd zlib
useradd --create-home builder
chown -R builder:builder /workspace
runuser -u builder -- env MOCKTAIL_SOURCE_DIR=/workspace \
makepkg --dir /workspace/packaging/arch \
--noconfirm --cleanbuild --force
install -d dist/arch
cp packaging/arch/*.pkg.tar.zst dist/arch/
pacman -Qp dist/arch/*.pkg.tar.zst >/dev/null
'
- name: Upload pacman package
uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7.0.1
with:
name: Nightcap-Arch
path: dist/arch/*.pkg.tar.zst
if-no-files-found: error
retention-days: 14
publish:
name: Publish GitHub release
if: startsWith(github.ref, 'refs/tags/v')
needs: [appimage, deb, rpm, arch]
runs-on: ubuntu-24.04
timeout-minutes: 15
permissions:
contents: write
steps:
- name: Check out source
uses: actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1 # v7.0.1
- name: Download packages
uses: actions/download-artifact@3e5f45b2cfb9172054b4087a40e8e0b5a5461e7c # v8.0.1
with:
pattern: 'Nightcap-*'
merge-multiple: true
path: release
- name: Download AppImage
uses: actions/download-artifact@3e5f45b2cfb9172054b4087a40e8e0b5a5461e7c # v8.0.1
with:
name: Mocktail-AppImage
path: release
- name: Create release
shell: bash
env:
GH_TOKEN: ${{ github.token }}
run: |
set -Eeuo pipefail
tag="${GITHUB_REF_NAME}"
mv release/Mocktail-x86_64.AppImage release/Nightcap-x86_64.AppImage
# An unmatched glob would otherwise reach sha256sum and gh as its own
# literal text, so every package pattern has to match before upload.
shopt -s nullglob
assets=(Nightcap-x86_64.AppImage)
for glob in '*.deb' '*.rpm' '*.pkg.tar.zst'; do
matched=(release/$glob)
if [[ ${#matched[@]} -eq 0 ]]; then
echo "::error::no ${glob} package among the release artifacts"
exit 1
fi
assets+=("${matched[@]#release/}")
done
uploads=()
for asset in "${assets[@]}"; do
uploads+=("release/$asset" "release/$asset.sha256")
done
(
cd release
for asset in "${assets[@]}"; do
sha256sum "$asset" > "$asset.sha256"
done
)
./scripts/release_notes.sh "$tag" > release/notes.md
# The Flatpak workflow creates the same release; whichever job
# arrives second sees "already exists" and continues.
if ! gh release view "$tag" --repo "$GITHUB_REPOSITORY" >/dev/null 2>&1; then
gh release create "$tag" --repo "$GITHUB_REPOSITORY" \
--title "Nightcap $tag" --notes-file release/notes.md ||
gh release view "$tag" --repo "$GITHUB_REPOSITORY" >/dev/null
fi
gh release edit "$tag" --repo "$GITHUB_REPOSITORY" \
--title "Nightcap $tag" --notes-file release/notes.md
gh release upload "$tag" --repo "$GITHUB_REPOSITORY" --clobber \
"${uploads[@]}"
+202
View File
@@ -0,0 +1,202 @@
name: Steam Frame ARM64
on:
push:
branches: [steam-frame]
tags: ['steam-frame-*']
pull_request:
branches: [steam-frame]
workflow_dispatch:
inputs:
publish_release:
description: Publish a release for an existing steam-frame-* tag
type: boolean
default: false
release_tag:
description: Existing tag to build when publishing (leave empty for artifact only)
type: string
default: ''
permissions:
contents: read
concurrency:
group: steam-frame-arm64-${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
env:
IMAGE: localhost/nightcap-vr-arm64:frame-foveated
ASSET: nightcap-steam-frame-arm64.oci.tar.zst
jobs:
source-checks:
runs-on: ubuntu-24.04-arm
timeout-minutes: 10
steps:
- uses: actions/checkout@11bd71901bbe5b1630ceea73d27597364c9af683 # v4.2.2
with:
persist-credentials: false
ref: ${{ github.event_name == 'workflow_dispatch' && inputs.publish_release && inputs.release_tag || github.ref }}
- name: Check Native settings and package scripts
run: |
for script in build-frame-nightcap.sh packaging/steam-frame/verify_image.sh; do
bash -n "$script"
done
python3 - <<'PY'
import ast
from pathlib import Path
paths = list(Path('tools/steam_frame').glob('*.py'))
paths.append(Path('tools/steam_frame/nightcap-vr-arm64'))
for path in paths:
ast.parse(path.read_text(), filename=str(path))
PY
python3 -m unittest discover -s tests -p 'steam_frame_*_test.py'
node tests/steamvr_video_controls_test.js
build:
if: github.event_name != 'pull_request'
needs: source-checks
runs-on: ubuntu-24.04-arm
timeout-minutes: 90
outputs:
release_tag: ${{ steps.release-target.outputs.tag }}
steps:
- uses: actions/checkout@11bd71901bbe5b1630ceea73d27597364c9af683 # v4.2.2
with:
submodules: recursive
persist-credentials: false
fetch-depth: 0
ref: ${{ github.event_name == 'workflow_dispatch' && inputs.publish_release && inputs.release_tag || github.ref }}
- name: Validate release target
id: release-target
env:
EVENT: ${{ github.event_name }}
REF_TYPE: ${{ github.ref_type }}
REF_NAME: ${{ github.ref_name }}
PUBLISH: ${{ inputs.publish_release }}
REQUESTED_TAG: ${{ inputs.release_tag }}
run: |
tag=''
if [[ "$EVENT" == push && "$REF_TYPE" == tag ]]; then
tag="$REF_NAME"
elif [[ "$EVENT" == workflow_dispatch && "$PUBLISH" == true ]]; then
tag="$REQUESTED_TAG"
fi
if [[ -n "$tag" || "$PUBLISH" == true ]]; then
[[ "$tag" =~ ^steam-frame-[A-Za-z0-9][A-Za-z0-9._-]*$ ]]
[[ "$(git rev-parse "refs/tags/$tag^{commit}")" == "$(git rev-parse HEAD)" ]]
fi
printf 'tag=%s\n' "$tag" >> "$GITHUB_OUTPUT"
- name: Install container tools
run: |
test "$(uname -m)" = aarch64
sudo apt-get update
sudo apt-get install --no-install-recommends -y podman zstd
- name: Build Native ARM64 image
run: |
sudo podman build --arch arm64 --jobs 1 \
--label "org.opencontainers.image.source=https://github.com/$GITHUB_REPOSITORY" \
--label "org.opencontainers.image.revision=$(git rev-parse HEAD)" \
--label org.opencontainers.image.title='Nightcap Steam Frame ARM64' \
-f packaging/steam-frame/Containerfile -t "$IMAGE" .
- name: Run mirror and runtime configuration regressions
run: |
sudo podman run --rm --entrypoint /bin/bash "$IMAGE" -lc '
set -euo pipefail
cmake -S /work -B /work/build-frame-arm64 -DBUILD_TESTING=ON
cmake --build /work/build-frame-arm64 -j3 \
--target desktop_mirror_test runtime_config_test runtime_config_file_test
/work/build-frame-arm64/tests/desktop_mirror_test
/work/build-frame-arm64/tests/runtime_config_test
/work/build-frame-arm64/tests/runtime_config_file_test
'
- name: Check payload-free image
run: |
mkdir -p dist
sudo bash packaging/steam-frame/verify_image.sh "$IMAGE" > dist/image-check.json
cat dist/image-check.json
- name: Export image and checksums
run: |
sudo podman save --format oci-archive "$IMAGE" | zstd -T2 -6 -o "dist/$ASSET"
test "$(stat -c %s "dist/$ASSET")" -lt 2147483648
python3 - <<'PY'
import json, os, pathlib, subprocess, tarfile
archive = pathlib.Path('dist') / os.environ['ASSET']
process = subprocess.Popen(['zstd', '-dc', str(archive)], stdout=subprocess.PIPE)
index = None
with tarfile.open(fileobj=process.stdout, mode='r|') as stream:
for member in stream:
if member.name == 'index.json':
index = json.load(stream.extractfile(member))
while process.stdout.read(1024 * 1024):
pass
if process.wait() != 0:
raise SystemExit('Compressed OCI archive integrity check failed')
manifests = index.get('manifests', []) if index else []
if (len(manifests) != 1 or manifests[0].get('annotations', {}).get(
'org.opencontainers.image.ref.name') != os.environ['IMAGE']):
raise SystemExit('OCI archive must restore the normal launcher image tag')
print('Compressed OCI archive and launcher tag verified')
PY
cd dist
sha256sum "$ASSET" > "$ASSET.sha256"
- name: Write build metadata
env:
RELEASE_TAG: ${{ steps.release-target.outputs.tag }}
run: |
python3 - <<'PY'
import json, os, pathlib, subprocess
commit = subprocess.check_output(['git', 'rev-parse', 'HEAD'], text=True).strip()
image_id = subprocess.check_output(['sudo', 'podman', 'image', 'inspect', '--format', '{{.Id}}', os.environ['IMAGE']], text=True).strip()
metadata = {
'source': 'https://github.com/' + os.environ['GITHUB_REPOSITORY'],
'commit': commit, 'release_tag': os.environ['RELEASE_TAG'] or None,
'platform': 'linux/arm64', 'image_tag': os.environ['IMAGE'], 'image_id': image_id,
'archive': os.environ['ASSET'], 'upscaling': 'Native', 'fsr3_compiled': False,
'default_eye_size': [2160, 2160], 'default_refresh_hz': 72,
'default_antialiasing': 'SMAA High',
'checks': ['Native single-sample policy', 'refresh-rate policy', 'desktop mirror policy', 'video controls',
'mirror command recording and runtime configuration',
'AArch64 ELF and dynamic dependencies', 'payload and license packaging',
'compressed OCI integrity and launcher tag'],
'runtime_testing': 'CI packaging checks do not start SteamVR or Roblox',
'licenses': 'Source notices and third-party notices are included under /work in the image',
}
pathlib.Path('dist/build-info.json').write_text(json.dumps(metadata, indent=2) + '\n')
PY
- uses: actions/upload-artifact@ea165f8d65b6e75b540449e92b4886f43607fa02 # v4.6.2
with:
name: nightcap-steam-frame-arm64
path: dist/
if-no-files-found: error
compression-level: 0
retention-days: 14
release:
if: needs.build.outputs.release_tag != ''
needs: build
runs-on: ubuntu-24.04-arm
timeout-minutes: 15
permissions:
contents: write
steps:
- uses: actions/download-artifact@d3f86a106a0bac45b974a628896c90dbdf5c8093 # v4.3.0
with:
name: nightcap-steam-frame-arm64
path: dist
- name: Publish checked ARM64 package
env:
GH_TOKEN: ${{ github.token }}
GH_REPO: ${{ github.repository }}
RELEASE_TAG: ${{ needs.build.outputs.release_tag }}
run: |
cd dist
sha256sum --check "$ASSET.sha256"
printf '%s\n' \
'Native ARM64 Steam Frame image and packaging-check metadata.' \
'Roblox, SteamVR and host graphics drivers are downloaded or provided separately.' \
'Verify the SHA256, then import with: zstd -dc nightcap-steam-frame-arm64.oci.tar.zst | podman load' \
'See docs/INSTALL.md in this tag for launcher and SteamVR setup.' > release-notes.md
gh release create "$RELEASE_TAG" --verify-tag \
--title "Steam Frame ARM64 $RELEASE_TAG" --notes-file release-notes.md \
"$ASSET" "$ASSET.sha256" image-check.json build-info.json
+17
View File
@@ -180,3 +180,20 @@ lsan.log*
# Working plans, not part of the shipped documentation
/docs/plans/
# Steam Frame local builds and generated SteamVR assets
/build-frame-arm64/
/frame-ui-local/
/tools/steam_frame/steamvr-*.original.*
/tools/steam_frame/steamvr-*.sharpening.*
/tools/steam_frame/steamvr-sharpening-ui-patch.json
/steam-shortcut.json
# Local Frame payloads, images and source-transfer archives
/data/
/host-drivers/
*.bundle
*.oci
*.img
/current.json
/previous_good.json
+3
View File
@@ -4,3 +4,6 @@
[submodule "third_party/Vulkan-Headers"]
path = third_party/Vulkan-Headers
url = https://github.com/KhronosGroup/Vulkan-Headers.git
[submodule "third_party/OpenXR-SDK"]
path = third_party/OpenXR-SDK
url = https://github.com/KhronosGroup/OpenXR-SDK.git
-246
View File
@@ -1,246 +0,0 @@
# Changelog
All notable changes to Nightcap. The format follows
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/). Release notes on
GitHub are taken from the matching section here.
## [Unreleased]
## [0.3.2] - 2026-09-29
### Added
- Performance recordings made with `--profile` now show how busy the CPU was
during each frame, which makes it easier to tell what caused a stutter.
- Experimental support for ARM64 (`aarch64`) Linux, running Roblox's Android
`arm64-v8a` client.
### Fixed
- When Roblox asks for a Google Play device check during login, Nightcap now
answers right away that it isn't supported. Before, the "Verifying you're
not a bot" screen waited about a minute for an answer and then sent you
back to the login screen.
- Solving a login challenge now closes its window. Before, Roblox's
"challenge completed" signal was ignored and the window stayed open.
Thanks to @glook9001.
- Login no longer stalls after you pass a verification check. Before, Roblox
only saw the page's "challenge completed" signal after a one-minute
timeout, so it gave up and the login failed. On a Roblox build Nightcap
can't handle this way, the log says "WebViewProtocol getter not
recognized" and web pages behave as before.
- Login check windows and other web pages get 5 seconds to start instead of
3, so a slow start no longer closes them. The log says how long each one
took to open.
- Less stutter while joining a game and while textures load in. In Blade
Ball, loading hitches dropped by about half, and the worst one went from
0.8 seconds to 0.55 seconds.
- Clicking Play on a private server now joins right away. Before, nothing
happened until you clicked a sidebar tab like Home.
- Middle click now reaches Roblox as the middle mouse button.
- Scrolling follows your system's natural scrolling setting.
- Fixed a crash on some x86_64 hosts when Roblox asked about a thread other
than the one making the call.
- Roblox updates no longer mix up the ARM64 and x86_64 compatibility profiles
for the same version.
- A partial or out-of-range user id in `MOCKTAIL_ROBLOX_USER_ID` or
`MOCKTAIL_LOCAL_STORAGE_CURRENT_USER_ID` is now ignored instead of being
partly read.
### Changed
- `make flatpak` and `scripts/build_flatpak.sh` now build with 2 jobs by
default instead of 4, so a local Flatpak build is less likely to run out
of memory. Set `FLATPAK_JOBS` or `MOCKTAIL_FLATPAK_JOBS` to use more.
Thanks to @glook9001.
## [0.3.1] - 2026-09-20
### Added
- Each release carries a DEB, an RPM, and a pacman package beside the
AppImage, with a `.sha256` for every file. They install `/usr/bin/mocktail`
and conflict with each other and with upstream's `mocktail` package.
Nightcap is in no distribution repository or the AUR; the recipes under
`packaging/aur/nightcap{,-bin,-git}` build from this repository locally.
- The AppStream metadata lists the Nightcap releases, so software centres
show the release history instead of upstream's.
### Fixed
- ETC2 texture decoding no longer blocks the thread that submits the frame.
Uploads decode on a background dispatcher and the submit carries a timeline
semaphore wait, so the GPU waits for the texture instead of the render
thread. Reading the application's compressed bytes moves to that dispatcher
too whenever they are already mapped. In Blade Ball the worst
`vkQueueSubmit` fell from 140ms to 1ms, its p99 from 4.9ms to 0.05ms, and
the total time spent in submits from 2534ms to 309ms. Frame interval is
unchanged: the remaining tail is the engine's own main-thread step. A device
without the `timelineSemaphore` feature decodes inline as before, as does a
submit whose `pNext` already sizes arrays by its semaphore counts.
- The mouse pointer jumped when a right-click camera drag ended, and drifted
to the viewport edge during one. The input router inferred pointer capture
from SDL reporting zero absolute coordinates, which holds on X11 but not on
Wayland, where the reported position accumulates the relative deltas and
leaves the window. Motion, button, and wheel events now carry the window's
relative mouse mode. The right-click camera fallback also only captures
inside an experience, so the cursor stays free over the app surface.
- Shutting the window down while an experience was starting or leaving could
free the pointer capture owner underneath the thread using it. Callers off
the SDL thread now hold a reference for the length of their call.
- The TextBox caret did not move when a trailing space was typed in a
single-line field. The final cluster rect SDL_ttf reports stops at the last
inked glyph, so the laid-out width is used there instead. Wrapped layouts
keep the clamp, because their width is the widest line rather than the last.
- Every TextBox keystroke re-ran `TTF_Init`, a fontconfig sort, six
`TTF_OpenFont` calls, and `TTF_Quit` on the render thread. The overlay holds
its opened fonts and reopens them only when the Roblox font or the point
size changes, keeping the current set when a reopen fails. Measured over 100
rasters, 1.59ms to 0.12ms per keystroke.
- Staged ETC2 copies now carry an explicit host-write barrier. A queue
submission only makes host writes from before it visible to the device, and
an asynchronous decode writes after the submit, so without the barrier those
texels were not guaranteed to reach the copy that reads them.
### Changed
- `docs/PERFORMANCE.md` documents the GameMode settings to run with. A
`desiredgov=powersave` in `~/.config/gamemode.ini` overrides the packaged
`performance` default and clocks the CPU down for the whole session while
still reporting an active performance request.
## [0.3.0] - 2026-09-18
### Added
- Custom Discord presence. `integrations.discord_rpc.text.title` replaces the
name in "Playing Nightcap", and `integrations.discord_rpc.images` sets the
large and small icons and their hover text. Text and image fields accept
`{place_name}`, `{place_icon}`, and `{creator_name}`. A field that expands
an empty placeholder is left out, and `text.state: ""` hides the state line.
- The default Discord card now matches Sober: the title is "Roblox", the
details line is "Playing <experience>", the state is "by <creator>", and
the Roblox badge sits inside the experience icon. The creator comes from the
same Roblox games request that already fetches the experience name. With
`show_place_name: false` the creator is hidden too, so the card shows only
the title and timer.
- `--profile <file>` writes a Chrome-format trace of the Vulkan adapter's
work: presents, GPU waits, submits, ETC2 texture decode, and pipeline and
shader creation. Open it in ui.perfetto.dev. `docs/BENCHMARKING.md`
describes the benchmark runs, and `scripts/summarize_profile_trace.py`
turns traces into a before and after table.
### Fixed
- Texture uploads stalled the frame they were submitted on. ETC2 batches
decoded on worker threads but were then resampled one upload at a time on
the submitting thread, which at the default 4x upscale is sixteen times the
decoded texels. Resampling now runs on the same worker pool, in two passes so
mip level 0 still resolves before the mips built from it. In a 70k-part
place the worst `vkQueueSubmit` fell from 167ms to 92ms.
- Most ETC2 batches decoded on a single thread. Workers were created and
joined per batch, so the parallel floor had to cover that cost and sat at a
1024x1024 image; batches under it ran on the caller, which was 54% of all
decode time in a 70k-part place. Decode workers are now a persistent pool,
and the floor drops to a 128x128 image. Mean decode time in that place fell
from 8.2ms to 4.7ms, and 11.8ms before both texture fixes.
- On CPUs with a wide core-speed spread, Feral GameMode pinned the process to
the few fastest cores, concentrating Roblox's worker pool onto them instead
of spreading it. With `performance.gamemode: auto`, a request that narrows
the CPU affinity is now released again, which releases the pin. Set
`pin_cores=no` in `~/.config/gamemode.ini` to keep GameMode without the
pinning, or `performance.gamemode: on` to accept it. See
`docs/PERFORMANCE.md`.
- With `show_place_name: false`, Discord no longer shows the experience
thumbnail or its name on hover.
- The host main thread no longer spins on the engine's message pump, which
cost about half a core and 146,000 empty calls a second. It now rests 100 µs
between polls: sleeping when the governor is `performance`, parking the
core with TPAUSE on CPUs that have it, spinning otherwise. With GameMode
setting the governor, process CPU in a 60k-part place fell from 216% to
107% at the same 120 fps. `MOCKTAIL_ENGINE_PUMP_REST` forces a mode; see
`docs/PERFORMANCE.md`.
- ETC2 uploads with a `bufferRowLength` or `bufferImageHeight` larger than
the image read the padded rows as packed data and decoded garbage.
- ETC2 resampling created and joined worker threads on every batch. It now
runs on the persistent decode pool.
- A failed trace write left the profile writer thread waking every 250 ms
for the rest of the session. It now exits.
- The `--profile` trace gains a `pump` slice for the engine's main-thread
step.
## [0.2.0] - 2026-09-16
### Added
- FAQ covering Discord RPC, log locations, and VR, adapted from upstream.
- `input.raw_mouse` in `config.yaml` sends mouse look deltas in the host's
own units. Turn it on when first-person aiming feels too slow or too fast
under fractional display scaling. Off by default.
- Nightly AppImage builds, published as the `continuous` prerelease. They are
untested; use a tagged release for normal play.
### Changed
- Values in `fflags.json` now win over the performance preset instead of
stopping the launch. Startup prints each key it kept.
- Discord Rich Presence uses Nightcap's own Discord application, so it shows
as "Playing Nightcap". Terms and privacy pages for it live on the
project site.
- Discord Rich Presence is on by default. Set
`integrations.discord_rpc.enabled: false` to turn it off.
- The AppImage build verifies its reduced dependency packages against digests
taken at build time, rather than a digest list kept in the repository.
### Fixed
- Mouse look keeps responding after a long turn. The tracked pointer position
could drift past the edge of the view, which swallowed every reversal until
the mouse travelled all the way back.
- Nightcap no longer refuses to start with `cannot lock appStorage`. It
created its own credential directory using the process umask, then rejected
that directory for being group writable. Systems with a permissive umask,
such as `002`, failed on first run.
## [0.1.0] - 2026-09-15
First Nightcap release, forked from komaruworld/mocktail.
### Added
- ETC2 and EAC texture emulation on Vulkan, so games that use compressed
mobile textures render correctly on desktop GPUs. Decoding runs on worker
threads to avoid stutter.
- PNG texture overrides in `~/.config/mocktail/textures`, keyed by upload
hash, with a dump mode to find the texture you want to replace.
- Small textures are upscaled 4x by default. Set
`MOCKTAIL_SMALL_TEXTURE_UPSCALE=1` to turn it off.
- AppImage and signed Flatpak builds on every release tag. The Flatpak repo
is published at https://coderdayton.github.io/nightcap/.
- Roadmap in `docs/ROADMAP.md`.
### Changed
- Frames are presented as soon as they are ready instead of waiting in a
queue, which lowers input latency.
- Roblox now sees the real host RAM and display size instead of a low-end
phone profile.
- App ID is `io.github.CoderDayton.nightcap`, so Nightcap installs next to
upstream Mocktail. The binary and config paths keep the `mocktail` name.
- New name, icon, and colors.
- The desktop entry launches on Wayland and points at the installed binary.
### Fixed
- Servers no longer kick with error 319 shortly after joining.
- The FMOD output-device bridge is optional, so the updater no longer fails
without it.
- The AppImage build no longer fails on stale checksums for the slimmed
Arch packages.
[Unreleased]: https://github.com/CoderDayton/nightcap/compare/v0.3.2...HEAD
[0.3.2]: https://github.com/CoderDayton/nightcap/releases/tag/v0.3.2
[0.3.1]: https://github.com/CoderDayton/nightcap/releases/tag/v0.3.1
[0.3.0]: https://github.com/CoderDayton/nightcap/releases/tag/v0.3.0
[0.2.0]: https://github.com/CoderDayton/nightcap/releases/tag/v0.2.0
[0.1.0]: https://github.com/CoderDayton/nightcap/releases/tag/v0.1.0
+29 -47
View File
@@ -9,7 +9,7 @@
cmake_minimum_required(VERSION 3.20)
project(Mocktail
VERSION 1.0.4
VERSION 0.3.4
DESCRIPTION "Android Roblox compatibility runtime for Linux"
LANGUAGES CXX
)
@@ -126,6 +126,8 @@ set(VULKAN_HEADERS_ENABLE_INSTALL OFF CACHE BOOL
"Install vendored Vulkan-Headers" FORCE)
add_subdirectory(third_party/Vulkan-Headers EXCLUDE_FROM_ALL)
include(${CMAKE_SOURCE_DIR}/cmake/MocktailVR.cmake)
include(CTest)
if(BUILD_TESTING)
# Package builds disable tests and do not fetch Google Test.
@@ -249,6 +251,10 @@ mocktail_apply_compile_options(mocktail_updater)
add_library(mocktail_legacy_jnivm STATIC
src/jnivm/jnivm.cc
src/jnivm/jni_references.cc
src/jnivm/jni_fields.cc
src/jnivm/jni_strings.cc
src/jnivm/jni_method_names.cc
)
add_library(Mocktail::LegacyJni ALIAS mocktail_legacy_jnivm)
target_include_directories(mocktail_legacy_jnivm PUBLIC include)
@@ -275,6 +281,7 @@ add_library(mocktail_runtime STATIC
src/runtime/game_session_coordinator.cc
src/runtime/graphics_launch_policy.cc
src/runtime/http_client_policy.cc
src/runtime/luau_codegen_switch.cc
src/runtime/memory_limit.cc
src/runtime/owned_pthread.cc
src/runtime/performance_policy.cc
@@ -285,13 +292,18 @@ add_library(mocktail_runtime STATIC
src/runtime/roblox_capability_resolver.cc
src/runtime/roblox_experience_launch_bridge.cc
src/runtime/roblox_launch_uri.cc
src/runtime/roblox_presence_resolver.cc
src/runtime/roblox_game_session_native_adapter.cc
src/runtime/roblox_web_view_bridge.cc
src/runtime/roblox_permissions_bridge.cc
src/runtime/roblox_account_bridge.cc
src/runtime/roblox_message_bus_request_bridge.cc
src/runtime/roblox_call_protocol_bridge.cc
src/runtime/roblox_haptic_protocol_bridge.cc
src/runtime/payload_update_preflight.cc
src/runtime/process_launch_policy.cc
src/runtime/process_diagnostics.cc
src/runtime/asset_overlay_names.cc
src/runtime/runtime_config.cc
src/runtime/runtime_config_bootstrap.cc
src/runtime/runtime_config_file.cc
@@ -474,7 +486,7 @@ target_link_libraries(mocktail_window PUBLIC
Mocktail::SdlVulkanWsi
SDL3::SDL3
${CMAKE_DL_LIBS}
PRIVATE Mocktail::Runtime Mocktail::GlesTextOverlay
PRIVATE Mocktail::Runtime Mocktail::GlesTextOverlay Mocktail::GraphicsFoundation
)
add_library(mocktail_roblox_output_device_runtime STATIC
@@ -555,50 +567,6 @@ target_link_libraries(mocktail_bionic_abi_exports PRIVATE
Threads::Threads
)
include(CheckCXXSourceCompiles)
include(CheckIncludeFileCXX)
include(CMakePushCheckState)
check_include_file_cxx(execinfo.h MOCKTAIL_HAVE_EXECINFO_H)
if(NOT MOCKTAIL_HAVE_EXECINFO_H)
message(FATAL_ERROR
"execinfo.h is required for crash diagnostics; on musl install "
"libexecinfo-devel"
)
endif()
set(MOCKTAIL_EXECINFO_LINK_LIBRARY "")
set(_mocktail_execinfo_link_probe [=[
#include <execinfo.h>
int main() {
void* frames[1] = {};
const int count = backtrace(frames, 1);
return backtrace_symbols(frames, count) == nullptr;
}
]=])
check_cxx_source_compiles(
"${_mocktail_execinfo_link_probe}"
MOCKTAIL_EXECINFO_IN_HOST_LIBC
)
if(NOT MOCKTAIL_EXECINFO_IN_HOST_LIBC)
find_library(MOCKTAIL_EXECINFO_LIBRARY NAMES execinfo REQUIRED)
cmake_push_check_state(RESET)
set(CMAKE_REQUIRED_LIBRARIES "${MOCKTAIL_EXECINFO_LIBRARY}")
check_cxx_source_compiles(
"${_mocktail_execinfo_link_probe}"
MOCKTAIL_EXECINFO_IN_EXTERNAL_LIBRARY
)
cmake_pop_check_state()
if(NOT MOCKTAIL_EXECINFO_IN_EXTERNAL_LIBRARY)
message(FATAL_ERROR
"execinfo.h is available, but backtrace and backtrace_symbols cannot "
"be linked"
)
endif()
set(MOCKTAIL_EXECINFO_LINK_LIBRARY "${MOCKTAIL_EXECINFO_LIBRARY}")
endif()
unset(_mocktail_execinfo_link_probe)
add_library(mocktail_legacy_runtime STATIC
src/legacy/legacy_runtime.cc
src/runtime/roblox_text_input_jni_bridge.cc
@@ -623,7 +591,6 @@ target_link_libraries(mocktail_legacy_runtime PRIVATE
libc_shim
mocktail_window
mocktail_graphics_foundation
${MOCKTAIL_EXECINFO_LINK_LIBRARY}
)
target_compile_definitions(mocktail_legacy_runtime PRIVATE
"MOCKTAIL_DEFAULT_COMPATIBILITY_MANIFEST=\"${MOCKTAIL_DEFAULT_COMPATIBILITY_MANIFEST}\""
@@ -636,6 +603,7 @@ target_compile_definitions(mocktail PRIVATE
"MOCKTAIL_DEFAULT_COMPATIBILITY_MANIFEST=\"${MOCKTAIL_DEFAULT_COMPATIBILITY_MANIFEST}\""
)
target_link_libraries(mocktail PRIVATE
Mocktail::VR
mocktail_legacy_runtime
mocktail_auth_runtime_composition
mocktail_failure_dialog_runtime
@@ -852,3 +820,17 @@ add_dependencies(mocktail mocktail_webview_helper)
if(BUILD_TESTING)
add_subdirectory(tests)
endif()
# Native SteamVR identity/settings helper; a background client never takes scene focus.
add_executable(nightcap-vr-settings tools/frame_video_settings/nightcap-vr-settings.cc)
target_include_directories(nightcap-vr-settings PRIVATE tools/frame_video_settings)
target_link_libraries(nightcap-vr-settings PRIVATE ${CMAKE_DL_LIBS})
install(TARGETS nightcap-vr-settings RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
if(MOCKTAIL_ENABLE_VR)
add_executable(nightcap-vr-performance tools/frame_video_settings/performance_overlay.cc)
target_include_directories(nightcap-vr-performance PRIVATE include tools/frame_video_settings)
target_link_libraries(nightcap-vr-performance PRIVATE SDL3::SDL3 SDL3_ttf::SDL3_ttf
PkgConfig::FONTCONFIG ${CMAKE_DL_LIBS})
install(TARGETS nightcap-vr-performance RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
endif()
-77
View File
@@ -1,77 +0,0 @@
<!-- Modified by vii from komaruworld/mocktail. See README "About this fork". -->
# FAQ
## How do I turn Discord RPC off?
RPC is on by default. It never signs in to Discord and never reads an
account token. To turn it off, launch Nightcap once to create the config,
then close it. Open `config.yaml`:
- Native / AppImage: `~/.config/mocktail/config.yaml`
- Flatpak: `~/.var/app/io.github.CoderDayton.nightcap/config/mocktail/config.yaml`
For native installs, a custom `$XDG_CONFIG_HOME` replaces `~/.config`.
Set `enabled` to `false` under `integrations.discord_rpc`. If the block is
missing, add it under the existing `integrations` section:
```yaml
integrations:
discord_rpc:
enabled: false
```
Save the file and restart Nightcap. Set `enabled` back to `true` to turn
RPC on again.
## Can Discord count Nightcap as Roblox play time or quests?
No. Discord only credits play time and quests to games its own scanner
detects, and Rich Presence never counts. On Linux the scanner only matches
games with a Linux entry in Discord's list. Roblox has none, so no process
name Nightcap could use would be detected. Only Roblox or Discord can change
that.
## Where can I find logs for a bug report?
Nightcap saves logs automatically. Reproduce the issue, close Nightcap, and
attach `latest.log`:
- Native / AppImage: `~/.local/state/mocktail/logs/latest.log`
- Flatpak: `~/.var/app/io.github.CoderDayton.nightcap/.local/state/mocktail/logs/latest.log`
For native installs, a custom `$XDG_STATE_HOME` replaces `~/.local/state`.
## Can I run multiple Roblox instances?
No. Nightcap won't add multi-instance launching. It would mean working around
Roblox's restrictions on running several clients. The [Roblox Terms of Use](https://en.help.roblox.com/hc/en-us/articles/115004647846-Roblox-Terms-of-Use)
prohibit bypassing technical protections, and violating the terms can get your
account suspended.
Bloxstrap brought the option back in [v2.9.0](https://github.com/bloxstraplabs/bloxstrap/releases/tag/v2.9.0)
with a "use at your own risk" warning, then removed it in
[v2.10.0](https://github.com/bloxstraplabs/bloxstrap/releases/tag/v2.10.0)
after Roblox added measures against running multiple clients.
## Can I play in VR?
VR is experimental and lives on upstream's `vr` branch, which does not
include the Nightcap changes. Install the
[build dependencies](README.md#building), then switch to that branch and
build:
```bash
git remote add upstream https://github.com/komaruworld/mocktail.git
git fetch upstream
git switch -c vr upstream/vr
git submodule update --init --recursive
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release -DMOCKTAIL_ENABLE_VR=ON
cmake --build build -j4
```
Start WiVRn or SteamVR/ALVR, connect your headset, then run:
```bash
./build/mocktail -vr
```
+51 -221
View File
@@ -1,232 +1,62 @@
<!-- Modified by vii from komaruworld/mocktail. See "About this fork" below. -->
<div align="center">
<img src="https://raw.githubusercontent.com/CoderDayton/nightcap/main/packaging/io.github.CoderDayton.nightcap.svg" alt="Nightcap logo" width="128">
<h1 style="margin-top: 5px;">
Nightcap
<br>
<a href="https://github.com/CoderDayton/nightcap/actions/workflows/ci.yml"><img src="https://github.com/CoderDayton/nightcap/actions/workflows/ci.yml/badge.svg" alt="CI"></a>
<a href="https://github.com/CoderDayton/nightcap/stargazers"><img src="https://img.shields.io/github/stars/CoderDayton/nightcap?style=flat&logo=github" alt="Stars"></a>
<a href="LICENSE"><img src="https://img.shields.io/badge/license-Apache--2.0-blue.svg" alt="License"></a>
</h1>
<img src="packaging/io.github.CoderDayton.nightcap.svg" alt="Nightcap logo" width="128">
<h1>Nightcap Roblox VR for Steam Frame</h1>
</div>
Nightcap is Mocktail, tuned for playing on a real PC. It runs the Android
`x86_64` Roblox client on Linux, including a Linux userspace hosted by
FreeBSD's Linuxulator. It provides the Android ABI and JNI pieces the client
expects, then connects them to SDL3 and Vulkan or OpenGL on the Linux side.
Native ARM64 Roblox VR for Steam Frame, with eye-tracked foveated rendering,
controller input and SteamVR integration.
Nightcap is an independent community project. It is not affiliated with Roblox
Corporation or VinegarHQ and does not distribute the Roblox client.
The standard video profile is **native 2160 × 2160 per eye**, **72 Hz**,
**SMAA High** and **Performance** foveation. Frame rate depends on the Roblox
experience and its graphics settings; 72 FPS is the target.
## Features
- Native ARM64 execution through Nightcap's Android compatibility layer.
- Stereo OpenXR rendering, head tracking, VR controllers, haptics and an
in-headset keyboard.
- Direct eye tracking with a full-detail gaze region and gradual reductions in
peripheral shading quality.
- Adjustable gaze radius and Quality, Balanced and Performance foveation modes.
- Gaze-only FXAA, SMAA Low and SMAA High anti-aliasing.
- Native-resolution rendering with a 2160 × 2160 per-eye recommended default.
- Roblox's internal frame-rate cap follows the selected headset refresh rate.
- Renderer and session handling across menu, game and game-to-game transitions.
- Native microphone capture bridge for Roblox voice chat.
- One **Nightcap Roblox VR** Steam entry with the original Nightcap icon and an
optional desktop mirror. The mirror is off by default on Steam Frame.
- Simple **Foveated Rendering**, **Gaze sharp radius** and **Anti Aliasing**
controls in SteamVR's Video settings.
- Optional in-headset performance overlay with actual game FPS, headset Hz,
frame time, GPU time and current per-eye resolution.
## Install
Install the native ARM64 build from [Releases](https://github.com/InstanceBrick/nightcap/releases),
or build it on the Frame using the [installation guide](docs/INSTALL.md).
The ARM64 package contains Nightcap and its open-source runtime dependencies.
Roblox is downloaded separately on the device. Roblox binaries, account data,
SteamVR files and the Frame's graphics drivers are not included in the package.
Current ARM64 client support: **2.742.1059 (3222)** and **2.736.1408 (2998)**.
- [Installation and updates](docs/INSTALL.md)
- [Video, input and microphone settings](docs/SETTINGS.md)
- [Building and source layout](docs/DEVELOPMENT.md)
## About this fork
Nightcap is a fork of [komaruworld/mocktail](https://github.com/komaruworld/mocktail)
with extra fixes for playing on a PC. The program and config paths keep the
`mocktail` name so upstream fixes still apply cleanly. The app ID is
`io.github.CoderDayton.nightcap`, so Nightcap and upstream can be installed
side by side.
- **Lower input lag.** Frames are shown as soon as they are ready instead of
waiting in a queue.
- **Sharper textures.** Small textures are upscaled 4x by default, and you
can replace any texture with your own PNG in `~/.config/mocktail/textures`.
A ready-made crosshair is in [`textures/`](textures/README.md). Set
`MOCKTAIL_SMALL_TEXTURE_UPSCALE=1` to turn the upscale off.
- **ETC2 textures on any GPU.** Games that use compressed mobile textures now
render correctly on desktop GPUs, without stutter.
- **No more error 319 kicks.** Servers no longer drop you shortly after
joining.
- **Correct device info.** Roblox sees your real RAM and screen size.
- **Better desktop launcher.** Runs on Wayland and always finds the installed
binary.
Everything else works the same as upstream. See the
[roadmap](docs/ROADMAP.md) for what is coming next, the
[changelog](CHANGELOG.md) for what each release changed,
[performance](docs/PERFORMANCE.md) for CPU load, heat and the knobs that change
them, and the [FAQ](FAQ.md) for Discord RPC, logs, and VR.
## Install with Flatpak
```bash
flatpak install --user https://coderdayton.github.io/nightcap/nightcap.flatpakref
flatpak run io.github.CoderDayton.nightcap
```
Updates arrive through `flatpak update`. Nightcap is not on Flathub yet.
## AppImage
Grab the AppImage from the
[latest release](https://github.com/CoderDayton/nightcap/releases/latest),
make it executable, and run it:
```bash
chmod +x Nightcap-x86_64.AppImage
./Nightcap-x86_64.AppImage
```
## Distribution packages
Each release also carries a DEB, an RPM, and a pacman package, with a
`.sha256` beside every file on the
[releases page](https://github.com/CoderDayton/nightcap/releases/latest):
```bash
sudo apt install ./nightcap_<version>_amd64.deb
sudo dnf install ./nightcap-<version>-1.x86_64.rpm
sudo pacman -U nightcap-<version>-1-x86_64.pkg.tar.zst
```
They install `/usr/bin/mocktail`, so they conflict with upstream's `mocktail`
package. Nightcap is not in any distribution repository or the AUR; the
recipes under `packaging/aur` are kept for local builds only.
Or build and install from source using the steps under
[Building](#building).
## How it works
```
Roblox APK -> signature and ABI checks -> Bionic + JNI -> SDL3 + Vulkan/OpenGL
```
The APK is checked before any native code is loaded. It is downloaded on first
launch and is not bundled with Nightcap. The last working copy is kept in case
an update fails.
<details>
<summary>Screenshots</summary>
![Roblox home in Nightcap](assets/screenshots/flatpak-home.png)
![Roblox gameplay in Nightcap](assets/screenshots/flatpak-gameplay-tower.png)
![Roblox experience in Nightcap](assets/screenshots/flatpak-gameplay-lobby.png)
</details>
## FFlag overrides
Put a JSON object in `$XDG_CONFIG_HOME/mocktail/fflags.json` (usually
`~/.config/mocktail/fflags.json`). Nightcap applies it on the next launch.
PC profiles use the legacy Charts page by default to avoid the blank screen
caused by `Color3` errors in the newer SDUI page. An explicit
`FFlagLuaAppChartsAppPage` override takes precedence over this default.
```json
{
"FFlagExample": "True",
"DFIntExample": "120"
}
```
## Settings
Edit `~/.config/mocktail/config.yaml`. Useful options:
- `graphics.frame_rate_limit: display` to unlock FPS to your monitor's rate.
- `graphics.vsync: off` for the lowest lag, at the cost of tearing.
- `graphics.backend: opengl` if Vulkan does not work on your GPU.
## Building
Linux `x86_64` is supported. Experimental FreeBSD 15.1 Linuxulator support has
been tested with an `x86_64` Fedora 44 userspace. On FreeBSD, Nightcap runs
inside Linuxulator; it is not a native FreeBSD binary. Building requires CMake
3.20+, Git, pkg-config, LLD, binutils, a C++17 compiler, SDL 3.4+, SDL3_ttf,
Vulkan, EGL, libplacebo, fontconfig, libcurl, OpenSSL, libelf, libyaml, libpng,
minizip, Capstone 5, utf8proc, nlohmann/json, GTK4, libadwaita 1.6+, and
WebKitGTK 6.0.
See the [FreeBSD Guide](packaging/freebsd/README.md) for setup and launch instructions.
<details>
<summary>Ubuntu 26.04+</summary>
```bash
sudo apt update
sudo apt install build-essential cmake git ninja-build pkg-config lld \
libsdl3-dev libsdl3-ttf-dev libcurl4-openssl-dev libssl-dev \
nlohmann-json3-dev libyaml-dev libpng-dev libelf-dev libminizip-dev \
libcapstone-dev libgtk-4-dev libadwaita-1-dev libwebkitgtk-6.0-dev \
libutf8proc-dev libfontconfig1-dev libegl-dev libvulkan-dev \
libplacebo-dev zlib1g-dev
```
</details>
<details>
<summary>Arch Linux</summary>
```bash
sudo pacman -S --needed base-devel cmake git ninja pkgconf lld sdl3 sdl3_ttf \
curl openssl nlohmann-json libyaml libpng libelf minizip capstone gtk4 \
libadwaita webkitgtk-6.0 libutf8proc fontconfig libglvnd \
libplacebo vulkan-headers vulkan-icd-loader zlib
```
</details>
<details>
<summary>Fedora 44+</summary>
```bash
sudo dnf install gcc-c++ cmake git ninja-build pkgconf-pkg-config lld \
SDL3-devel SDL3_ttf-devel libcurl-devel openssl-devel \
nlohmann-json-devel libyaml-devel libpng-devel elfutils-libelf-devel \
minizip-ng-compat-devel \
capstone-devel gtk4-devel libadwaita-devel webkitgtk6.0-devel \
utf8proc-devel fontconfig-devel libglvnd-devel vulkan-headers \
vulkan-loader-devel libplacebo-devel zlib-ng-compat-devel
```
</details>
```bash
git clone --recurse-submodules https://github.com/CoderDayton/nightcap.git
cd nightcap
make build
./build/mocktail
```
To install it for your user, with an app menu entry and Roblox link handling:
```bash
make install PREFIX=~/.local
```
Use `sudo make install` instead to install system-wide under `/usr`. To make
Roblox website links open the build tree copy without installing, run
`make register-url-handler`.
To build and install the Flatpak from source, install `flatpak-builder` and run
`make flatpak`. It builds with 2 parallel jobs to keep memory use low. Pass
`FLATPAK_JOBS=N` to `make flatpak`, or set `MOCKTAIL_FLATPAK_JOBS=N` for
`scripts/build_flatpak.sh`, to change that.
To run the same checks as CI before each commit and push, install
[lefthook](https://github.com/evilmartians/lefthook) and run once:
```bash
lefthook install
```
## Known limitations
Nightcap does not currently work with `hardened_malloc`. Using
`hardened_malloc` may cause Nightcap to fail to start or crash during runtime.
Run Nightcap without `hardened_malloc` enabled.
The `steam-frame` branch is the Steam Frame edition of the `vr` branch of
[CoderDayton/nightcap](https://github.com/CoderDayton/nightcap), itself a fork of
[komaruworld/mocktail](https://github.com/komaruworld/mocktail). It adds the native
ARM64 VR bridge and Frame rendering, input, audio and Steam integration changes.
The original Nightcap artwork is retained. Internal executable and configuration
names keep `mocktail` for compatibility with the upstream source.
## License
[Apache License 2.0](LICENSE). Third-party components keep their own licenses.
[Apache License 2.0](LICENSE). Original copyright notices and third-party
licenses remain in their source directories. See [third-party credits](THIRD_PARTY.md).
## Support
Support this fork by giving it a star or with cryptocurrency:
- LTC: `LdABR2ELRYrUESWZWrEk1uNx38gHHMuHUU`
- SOL: `tjeDnPoWeyW8zfTf8c5CVAm5QTV8vFPaPouaScAdwfT`
Support the upstream project, which does most of the heavy lifting:
- USDT (TON): `UQCi6Yzcc9cOctoij6n_r1K90-OdVxAT0D_xo2UzGKkQaJDY`
- USDT (TRC20): `TNPMG9Vig2xiuo2r1QqnXRChPH7Vu28Jmx`
Nightcap is an independent community project and is not affiliated with Roblox
Corporation or Valve.
+31
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@@ -0,0 +1,31 @@
# Credits and third-party components
This edition includes modifications for Steam Frame ARM64 and is based on:
- [Nightcap](https://github.com/CoderDayton/nightcap), including vii's changes to
Mocktail and the upstream `vr` branch.
- [Mocktail](https://github.com/komaruworld/mocktail), by the Mocktail project
authors.
The Steam Frame edition incorporates the upstream VR tree through
[`753a3f81`](https://github.com/CoderDayton/nightcap/commit/753a3f8106e4d7fdafea457601a5ff238e77c2d0)
(15 October 2026), including GPU-ordered presentation, asynchronous eye and
mirror copies, cached JNI method dispatch, headset detection and the JNI haptic
protocol. ARM64 client contracts and Frame gaze AA remain platform-specific.
The project is distributed under the [Apache License 2.0](LICENSE). Existing
copyright and modification notices are retained in the source.
Third-party components retain their own licenses and notices, including the
Android/Bionic linker sources under `third_party/mcpelauncher-linker`, the pinned
OpenXR SDK, Vulkan headers and libjnivm submodules, SMAA under `src/vr/smaa`, AMD FidelityFX FSR 1 under `src/vr/fsr`
([MIT license](src/vr/fsr/LICENSE.txt)),
AMD FidelityFX SDK 1.1.4's FSR 3.1.4 upscaler, Optical Flow component and Vulkan
backend under `third_party/fidelityfx`
([MIT license](third_party/fidelityfx/LICENSE.txt)), and
the OpenVR interface header under `tools/frame_video_settings`. The original
Nightcap icon and artwork are retained from the upstream project.
Roblox client binaries and Valve SteamVR dashboard assets are not included.
The client is downloaded separately and the Video settings tools read dashboard
files from the user's installed SteamVR copy.
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+7
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@@ -0,0 +1,7 @@
#!/bin/bash
set -euo pipefail
cmake -S /work -B /work/build-frame-arm64 -G Ninja -DCMAKE_BUILD_TYPE=Release -DMOCKTAIL_ENABLE_VR=ON -DMOCKTAIL_ENABLE_FSR3=OFF -DMOCKTAIL_VR_DIAGNOSTICS=OFF -DBUILD_TESTING=OFF -DMOCKTAIL_BUILD_FREEBSD_SOCKET_HELPER=OFF -DCMAKE_INSTALL_PREFIX=/opt/nightcap-vr-arm64
cmake --build /work/build-frame-arm64 -j3
cmake --install /work/build-frame-arm64
c++ -std=c++17 -O2 /work/tools/frame_video_settings/nightcap-vr-settings.cc -ldl -o /opt/nightcap-vr-arm64/bin/nightcap-vr-settings
printf 'NIGHTCAP_ARM64_BUILD_COMPLETE\n'
+4
View File
@@ -22,6 +22,7 @@ add_library(mocktail_input_runtime STATIC
${MOCKTAIL_INPUT_ROOT}/src/runtime/roblox_text_font_resolver.cc
${MOCKTAIL_INPUT_ROOT}/src/runtime/roblox_text_surface_overlay.cc
${MOCKTAIL_INPUT_ROOT}/src/runtime/roblox_window_input_runtime.cc
${MOCKTAIL_INPUT_ROOT}/src/runtime/roblox_xr_controller_input.cc
)
add_library(Mocktail::InputRuntime ALIAS mocktail_input_runtime)
target_include_directories(mocktail_input_runtime PUBLIC
@@ -33,12 +34,14 @@ target_include_directories(mocktail_input_runtime PRIVATE
target_link_libraries(mocktail_input_runtime PUBLIC
Mocktail::PlatformSdl
Mocktail::Runtime
Mocktail::VR
mocktail_window
PkgConfig::UTF8PROC
PRIVATE
PkgConfig::FONTCONFIG
SDL3_ttf::SDL3_ttf
nlohmann_json::nlohmann_json
${CMAKE_DL_LIBS}
)
target_compile_features(mocktail_input_runtime PUBLIC cxx_std_17)
mocktail_apply_compile_options(mocktail_input_runtime)
@@ -47,6 +50,7 @@ if(BUILD_TESTING AND TARGET GTest::gtest_main)
add_executable(roblox_input_router_test
${MOCKTAIL_INPUT_ROOT}/tests/roblox_gamepad_input_test.cc
${MOCKTAIL_INPUT_ROOT}/tests/roblox_input_router_test.cc
${MOCKTAIL_INPUT_ROOT}/tests/roblox_xr_controller_input_test.cc
)
target_link_libraries(roblox_input_router_test PRIVATE
Mocktail::InputRuntime
+121
View File
@@ -0,0 +1,121 @@
# Copyright 2026 Mocktail Project Authors
# Licensed under the Apache License, Version 2.0.
include_guard(GLOBAL)
option(MOCKTAIL_ENABLE_FSR3 "Build the optional temporal upscaler SDK" OFF)
# AUTO builds OpenXR support when the third_party/OpenXR-SDK submodule is
# checked out and skips it otherwise, so source packages that do not fetch
# submodules still build. ON requires the submodule; OFF never builds it.
set(MOCKTAIL_ENABLE_VR "AUTO" CACHE STRING
"Build experimental OpenXR support: AUTO, ON or OFF")
set_property(CACHE MOCKTAIL_ENABLE_VR PROPERTY STRINGS AUTO ON OFF)
set(_mocktail_openxr_sdk "${CMAKE_SOURCE_DIR}/third_party/OpenXR-SDK/CMakeLists.txt")
string(TOUPPER "${MOCKTAIL_ENABLE_VR}" _mocktail_vr_request)
if(_mocktail_vr_request STREQUAL "AUTO")
if(EXISTS "${_mocktail_openxr_sdk}" AND CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(MOCKTAIL_ENABLE_VR ON)
else()
message(STATUS "OpenXR SDK submodule not found; building without VR "
"(git submodule update --init third_party/OpenXR-SDK to enable it)")
set(MOCKTAIL_ENABLE_VR OFF)
endif()
elseif(MOCKTAIL_ENABLE_VR)
set(MOCKTAIL_ENABLE_VR ON)
else()
set(MOCKTAIL_ENABLE_VR OFF)
endif()
add_library(mocktail_vr STATIC
src/vr/gaze_aa.cc
src/vr/fsr_upscaler.cc
src/vr/fsr3_scene_capture.cc
src/vr/diagnostics.cc
src/vr/headset_detection.cc
src/vr/openxr_backend_mode.cc
src/vr/vr_perf.cc
src/vr/vr_mirror.cc
src/vr/xr_controller.cc
src/vr/roblox_vr_device_bridge.cc
src/vr/virtual_keyboard.cc)
add_library(Mocktail::VR ALIAS mocktail_vr)
target_include_directories(mocktail_vr PUBLIC "${CMAKE_SOURCE_DIR}/include")
target_include_directories(mocktail_vr PRIVATE "${CMAKE_SOURCE_DIR}/src")
target_link_libraries(mocktail_vr PUBLIC Vulkan::Headers PRIVATE nlohmann_json::nlohmann_json)
# shm_open for the desktop eye mirror lives in librt on glibc.
find_library(MOCKTAIL_RT_LIBRARY rt)
if(MOCKTAIL_RT_LIBRARY)
target_link_libraries(mocktail_vr PUBLIC ${MOCKTAIL_RT_LIBRARY})
endif()
mocktail_apply_compile_options(mocktail_vr)
if(MOCKTAIL_ENABLE_VR)
if(NOT CMAKE_SYSTEM_NAME STREQUAL "Linux")
message(FATAL_ERROR "Mocktail OpenXR support currently targets Linux")
endif()
if(NOT EXISTS "${_mocktail_openxr_sdk}")
message(FATAL_ERROR
"Initialize OpenXR: git submodule update --init third_party/OpenXR-SDK")
endif()
# Scope upstream's generic option names to this dependency. Static linking
# packages the pinned loader without requiring a matching system loader.
function(mocktail_add_openxr_sdk)
set(BUILD_LOADER ON)
set(DYNAMIC_LOADER OFF)
set(BUILD_WITH_SYSTEM_JSONCPP OFF)
set(BUILD_TESTS OFF)
set(BUILD_API_LAYERS OFF)
set(BUILD_CONFORMANCE_TESTS OFF)
set(BUILD_SDK_TESTS OFF)
set(BUILD_FORCE_GENERATION OFF)
add_subdirectory("${CMAKE_SOURCE_DIR}/third_party/OpenXR-SDK"
"${CMAKE_BINARY_DIR}/third_party/OpenXR-SDK" EXCLUDE_FROM_ALL)
endfunction()
mocktail_add_openxr_sdk()
if(MOCKTAIL_ENABLE_FSR3)
add_subdirectory(third_party/fidelityfx)
target_sources(mocktail_vr PRIVATE src/vr/fsr3_upscaler.cc src/vr/fsr3_gaze_transport.cc)
target_link_libraries(mocktail_vr PRIVATE nightcap_fsr3)
target_compile_definitions(mocktail_vr PUBLIC MOCKTAIL_ENABLE_FSR3=1)
endif()
target_sources(mocktail_vr PRIVATE src/vr/openxr_probe.cc src/vr/openxr_preview.cc
src/vr/openxr_backend.cc src/vr/xr_foveation_maps.cc src/vr/gles_transport.cc src/vr/xr_actions.cc
src/vr/virtual_keyboard_raster.cc)
# The in-headset keyboard draws its labels with the same SDL3_ttf and
# fontconfig stack as the TextBox overlay.
find_package(SDL3 3.4 REQUIRED CONFIG)
find_package(SDL3_ttf REQUIRED CONFIG)
find_package(PkgConfig REQUIRED)
pkg_check_modules(FONTCONFIG REQUIRED IMPORTED_TARGET fontconfig)
target_link_libraries(mocktail_vr PRIVATE SDL3_ttf::SDL3_ttf SDL3::SDL3
PkgConfig::FONTCONFIG)
# Error unwinding is confined to these native session implementations; their
# public entry points catch errors before returning to the guest runtime.
set_source_files_properties(src/vr/openxr_preview.cc src/vr/openxr_backend.cc
src/vr/xr_actions.cc src/vr/xr_foveation_maps.cc
PROPERTIES COMPILE_OPTIONS -fexceptions)
target_compile_definitions(mocktail_vr PRIVATE XR_USE_GRAPHICS_API_VULKAN)
option(MOCKTAIL_VR_DIAGNOSTICS
"Compile VR diagnostics: scripted head pose, eye evidence dumps" OFF)
if(MOCKTAIL_VR_DIAGNOSTICS)
target_compile_definitions(mocktail_vr PRIVATE MOCKTAIL_VR_DIAGNOSTICS=1)
endif()
set_source_files_properties(src/vr/openxr_backend.cc PROPERTIES COMPILE_DEFINITIONS "XR_USE_GRAPHICS_API_OPENGL_ES;XR_USE_PLATFORM_EGL")
target_include_directories(mocktail_vr PRIVATE ${MOCKTAIL_EGL_INCLUDE_DIR} ${MOCKTAIL_GLES3_INCLUDE_DIR})
target_link_libraries(mocktail_vr PRIVATE OpenXR::openxr_loader Vulkan::Headers ${CMAKE_DL_LIBS})
else()
target_sources(mocktail_vr PRIVATE src/vr/openxr_disabled.cc
src/vr/xr_actions_disabled.cc src/vr/xr_foveation_maps_disabled.cc)
endif()
if(MOCKTAIL_ENABLE_VR)
add_executable(mocktail_vr_probe src/vr/probe_main.cc)
set_target_properties(mocktail_vr_probe PROPERTIES
OUTPUT_NAME mocktail-vr-probe)
target_link_libraries(mocktail_vr_probe PRIVATE Mocktail::VR)
mocktail_apply_compile_options(mocktail_vr_probe)
install(TARGETS mocktail_vr_probe
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
endif()
+26 -1
View File
@@ -28,7 +28,7 @@ device: pc-windows-11
runtime:
# Boolean (default: false): start without a visible SDL window.
headless: false
# String (optional): use a specific x86_64 libroblox.so instead of the
# String (optional): use a specific native-architecture libroblox.so instead of the
# active verified payload.
# roblox_library: /absolute/path/to/libroblox.so
@@ -52,6 +52,31 @@ graphics:
# unless frame_rate_limit is unlimited.
# vsync: off
# vr:
# String (default: off): experimental VR through OpenXR on supported Roblox
# builds (ARM64: 2998 and 3222). off starts on the desktop; on starts in
# VR like --vr. auto starts in VR when SteamVR is already running with a connected
# headset (ALVR included), and on the desktop otherwise. auto never starts
# SteamVR. --vr and --no-vr override this for one launch. The older
# enabled: true/false still works as on/off; set one or the other.
# Standalone OpenXR test scene: mocktail-vr-probe --scene.
# mode: off
# Boolean (default: true): also show the left-eye VR view in the desktop
# window. Restart Nightcap after changing this setting. Steam Frame
# uses its Video settings Desktop Mirror control, off by default.
# desktop_mirror: true
# String (default: fxaa): smooth jagged edges in the headset. Roblox draws
# the VR eyes without anti-aliasing; fxaa filters each eye on its way to the
# headset. The Steam Frame profile uses its separate gaze AA control.
# off sends the eyes as rendered.
# anti_aliasing: fxaa
# Optional string or integer: frame-rate limit used instead of
# graphics.frame_rate_limit while VR is active. Same values: -1 (Roblox's
# own cap, usually 60), display, unlimited, or any positive integer. The
# default, unlimited, lets the OpenXR runtime pace frames at the headset's
# refresh rate.
# frame_rate_limit: unlimited
performance:
# Boolean (default: false): size Roblox scheduler/render queues from every
# physical CPU core. A place's Lua/main thread can still remain serial.
+88 -2
View File
@@ -77,7 +77,20 @@
"allow_legacy_binary_patches": false,
"allow_host_abi_bridges": true,
"allow_host_constructor_replay": true,
"reason": "AArch64 arm64-v8a payload of the same 2.736.1408 release as the verified x86-64 profile; allocator, constructor replay, and pre-JNI bootstrap RVAs were derived by cross-architecture semantic matching."
"reason": "AArch64 arm64-v8a payload of the same 2.736.1408 release as the verified x86-64 profile; allocator, constructor replay, and pre-JNI bootstrap RVAs were derived by cross-architecture semantic matching.",
"fmod_output_device_bridge": {
"vtable_rva": "0x632aeb0",
"string_constructor_rva": "0x1d5a6b0",
"count_method_rva": "0x2f96540",
"info_method_rva": "0x2f96600",
"current_method_rva": "0x2f965a0",
"select_method_rva": "0x2f962d4",
"input_count_method_rva": "0x2f968b4",
"input_info_method_rva": "0x2f968c4",
"input_current_method_rva": "0x2f9697c",
"input_select_method_rva": "0x2f96088",
"vtable_layout_version": 1
}
},
{
"version_name": "2.736.1408",
@@ -102,7 +115,80 @@
"input_current_method_rva": "0x32d13a6",
"input_select_method_rva": "0x32d0a56"
},
"reason": "Verified 2026-09-06: exact Build-ID profile passed two isolated no-recovery Tier C Vulkan canaries and real game sessions, including fullscreen state synchronization and host FMOD output-device interposition; legacy executable patches and signal recovery remain disabled."
"vr_debug_device_bridge": {
"vtable_rva": "0x6c87b38",
"constructor_rva": "0x3810614",
"state_getter_rva": "0x38109f6",
"eye_getter_rva": "0x38109e6",
"eye_initializer_rva": "0x3810a18",
"emulator_flag_storage_rva": "0x7369920",
"device_create_framebuffer_vtable_offset": "0x180"
},
"reason": "Verified 2026-09-06: exact Build-ID profile passed two isolated no-recovery Tier C Vulkan canaries and real game sessions, including fullscreen state synchronization and host FMOD output-device interposition; legacy executable patches and signal recovery remain disabled. Experimental vr_debug_device_bridge metadata (DebugDeviceVR constructor/state/eye/initializer RVAs) is machine-validated at activation and gated behind --vr; native stereo output is not yet verified end-to-end."
},
{
"allow_host_abi_bridges": true,
"allow_host_constructor_replay": true,
"allow_legacy_binary_patches": false,
"default_allowed": true,
"elf_build_id": "5f0704edd9064f566ee3d6df2bd2fabbcc709f03",
"fmod_output_device_bridge": {
"count_method_rva": "0x320c676",
"current_method_rva": "0x320c6c6",
"info_method_rva": "0x320c716",
"select_method_rva": "0x320bf78",
"string_constructor_rva": "0x1d7a038",
"vtable_layout_version": 2,
"vtable_rva": "0x6cd3ce0"
},
"reason": "Exact-Build-ID host ABI promoted from the validated probation profile; native stereo, VR state/pointer/haptic contracts and FMOD output-device layout v2 were re-derived for 3092. Experimental: runs when selected explicitly (--roblox-lib) but is never an update target, so non-VR users stay on the default payload.",
"status": "experimental",
"user_game_settings_fullscreen_setter_rva": "0x45c5f42",
"version_code": 3092,
"version_name": "2.738.1397",
"vr_debug_device_bridge": {
"vtable_rva": "0x6d08108",
"constructor_rva": "0x37f9fe4",
"state_getter_rva": "0x37fa3c6",
"eye_getter_rva": "0x37fa3b6",
"eye_initializer_rva": "0x37fa3e8",
"emulator_flag_storage_rva": "0x73f4690",
"device_create_framebuffer_vtable_offset": "0x188"
}
},
{
"version_name": "2.742.1059",
"version_code": 3222,
"abi": "arm64-v8a",
"elf_build_id": "25aa7fd31008a744c3c99f717e7d16d81d371d12",
"status": "supported",
"default_allowed": true,
"allow_legacy_binary_patches": false,
"allow_host_abi_bridges": true,
"allow_host_constructor_replay": true,
"reason": "Verified on Steam Frame 2026-10-15: signed ARM64 3222 payload, exact allocator/bootstrap and reordered constructor roles, VR state/pointer/reflection/framebuffer contracts and layout-2 FMOD bridge; native startup, two distinct eye bindings at 2592x2592, real OpenXR projection and controlled experience transitions. Worn-headset quality and remote voice audibility remain unconfirmed.",
"fmod_output_device_bridge": {
"vtable_rva": "0x6569770",
"string_constructor_rva": "0x1e47180",
"count_method_rva": "0x2c35714",
"info_method_rva": "0x2c357d4",
"current_method_rva": "0x2c35774",
"select_method_rva": "0x2c34f18",
"input_count_method_rva": "0x2c35d58",
"input_info_method_rva": "0x2c35d68",
"input_current_method_rva": "0x2c361a0",
"input_select_method_rva": "0x2c34c80",
"vtable_layout_version": 2
},
"vr_debug_device_bridge": {
"vtable_rva": "0x67b6688",
"constructor_rva": "0x4e5558c",
"state_getter_rva": "0x4e55964",
"eye_getter_rva": "0x4e55958",
"eye_initializer_rva": "0x4e55974",
"emulator_flag_storage_rva": "0x6c0d1b0",
"device_create_framebuffer_vtable_offset": "0x188"
}
}
]
}
+20
View File
@@ -0,0 +1,20 @@
version: 1
device: pc-windows-11
graphics:
backend: direct-vulkan
vsync: off
vr:
enabled: true
desktop_mirror: false
frame_rate_limit: unlimited
audio:
output_device: default
input_device: default
updates:
automatic: false
launch_after_update: false
source: auto
+1 -1
View File
@@ -32,7 +32,7 @@
"mode": "vendored-patched-snapshot",
"url": "https://github.com/minecraft-linux/mcpelauncher-linker.git",
"upstream_commit": "1ac3ea6c1cf4f73a84d73f0bff510fba94a7d0f2",
"vendor_tree": "fca44d85e3773c135ccfc603b14abdf6aeb8efd1",
"vendor_tree": "0637221e48f382ec8d0bc701385f4b10bcd07a65",
"patch": "third_party/patches/mcpelauncher-linker.patch",
"nested_sources": {
"android_bionic": {
-123
View File
@@ -1,123 +0,0 @@
# Benchmarking
A pull request that claims a speedup shows before and after numbers taken
the way this guide describes. Numbers from different machines are not
compared with each other. Each run is compared with a run on the same
machine.
## Two layers, two tools
Roblox measures its own work. Nightcap measures the layer between Roblox and
your driver.
| Layer | What it covers | Tool |
| --- | --- | --- |
| Roblox | Scripts, physics, rendering jobs, network | Roblox's stats overlays, Shift+F4 and Shift+F5 in game |
| Nightcap | Vulkan adapter: present, swapchain and GPU waits, submits, ETC2 texture decode, pipeline and shader creation | `--profile` |
A Nightcap change should move the `--profile` numbers. If it only moves the
Roblox overlay numbers, say so in the pull request, since the cause is then
less direct.
## Recording a trace
```sh
mocktail --profile ~/nightcap-before.json
```
The Vulkan adapter writes a Chrome-format trace to that file, a few times a
second. The file is valid JSON after every write, so a session that crashes
or is killed still leaves a readable trace. Exit from the Roblox menu when you are done. Open the file
in [ui.perfetto.dev](https://ui.perfetto.dev) or `chrome://tracing`.
Expect about 130 bytes per event, around 15 MB per minute at 240 FPS.
Profiling is off unless `--profile` is given, and `MOCKTAIL_PROFILE_TRACE`
does the same thing as the flag.
### What the trace contains
Each slice is named after the call it times, on the thread that made it.
| Category | Slices | Arguments |
| --- | --- | --- |
| `present` | `vkQueuePresentKHR`: the whole adapter present, including the text overlay | `result` |
| `present` | `host present`: the host driver's present, nested inside the slice above | |
| `wait` | `vkAcquireNextImageKHR`, `vkAcquireNextImage2KHR`, `vkWaitForFences`, `vkWaitSemaphores`, `vkWaitSemaphoresKHR`, `vkQueueWaitIdle`, `vkDeviceWaitIdle` | |
| `submit` | `vkQueueSubmit`, `vkQueueSubmit2`, `vkQueueSubmit2KHR` | `submits` |
| `texture` | `etc2 decode`: CPU decode of ETC2 textures. On a device with a timeline semaphore this runs on the decode dispatcher, not the submitting thread | `uploads`, `compressed_bytes`, `decoded_bytes` |
| `texture` | `etc2 gather`: the part of an asynchronous upload that stays on the submitting thread. Absent when the decode ran inline | `uploads`, `compressed_bytes`, `decoded_bytes`, `ticket` |
| `texture` | `etc2 staging create`: creating a staging block for ETC2 uploads, when no block has room left | `bytes` |
| `texture` | `etc2 staging destroy`: destroying empty staging blocks beyond the four kept idle | `buffers` |
| `texture` | `etc2 release wait`: a command buffer reset waiting for its uploads' decode. Only waits of 0.1 ms or more are recorded | `ticket` |
| `memory` | `vkAllocateMemory` | `bytes`, `type` (memory type index), `result` |
| `memory` | `vkFreeMemory`, `vkUnmapMemory`: both include waiting for ETC2 decodes that still read that memory | |
| `memory` | `vkMapMemory`, `vkCreateImage`, `vkDestroyImage` | |
| `pipeline` | `vkCreateGraphicsPipelines`, `vkCreateComputePipelines` | `count`, `cache` (1 when a pipeline cache was passed), `result` |
| `pipeline` | `vkCreateShaderModule` | `bytes`, `result` |
| `pipeline` | `vkCreatePipelineCache` | `initial_bytes`, `result` |
| `pump` | `nativeCallMessagesFromMainThread`: the engine's main-thread step, on the host main thread. Only calls of 20 µs or more are recorded; the empty polls between them are not. | `cpu_us`: CPU time the main thread used during the call. Far below the slice's duration means the step spent it waiting |
The `frame interval (ms)` counter is the time between successive adapter
presents. `vkQueuePresentKHR` time minus `host present` time is the adapter's
own cost per frame.
Two more counters cover the same interval. `present thread cpu (ms)` is the
CPU time the thread that presents used in it, and is absent for a frame
presented from a different thread than the one before. `process cpu (ms)` is
the CPU time of every thread together, so dividing it by the frame interval
gives the number of cores busy. A long frame with little present-thread CPU
was spent waiting.
## The benchmark runs
Run every scenario before and after the change, on the same build type
(`make build`), with the same `config.yaml`. Close other GPU-heavy apps.
Record `graphics.frame_rate_limit` and `graphics.vsync` in the pull request,
because a frame cap hides frame time gains.
Record `~/.config/gamemode.ini` too, and do not change it between the before
and after runs. `desiredgov` there decides the CPU governor for the whole
session and therefore which engine pump mode is chosen, which moves process
CPU by more than most changes under test. See
[PERFORMANCE.md](PERFORMANCE.md).
Frame interval p99 varies by 2 ms or more between identical runs, so a
difference that size is not a result. Three runs per scenario is the minimum
for any frame-time claim; slice totals for a specific subsystem are far less
noisy and can be read from fewer.
| Scenario | How to start | What to do | What it shows |
| --- | --- | --- | --- |
| Home screen, cold | `mocktail --profile home-cold.json` with an empty shader cache (below) | Wait 30 s on the home screen, exit | First-load stutter: `pipeline` and `texture` slices |
| Tower of Hell | `mocktail --profile toh.json --launch-uri "roblox://experiences/start?placeId=1962086868"` | Stand still at spawn for 60 s, exit | Steady-state frame time on a light scene |
| Murder Mystery 2 | `mocktail --profile mm2.json --launch-uri "roblox://experiences/start?placeId=142823291"` | Stay in the lobby for 60 s, exit | Frame time with many players and a busier scene |
For the cold run, point the driver's shader cache at an empty directory, so
your normal cache is left alone:
```sh
cache=$(mktemp -d)
MESA_SHADER_CACHE_DIR="$cache" __GL_SHADER_DISK_CACHE_PATH="$cache" \
mocktail --profile home-cold.json
```
`MESA_SHADER_CACHE_DIR` applies to Mesa drivers (AMD, Intel) and
`__GL_SHADER_DISK_CACHE_PATH` to the NVIDIA driver.
Run each scenario three times and keep the median run, since one run can
catch a background stall.
## Comparing runs
```sh
scripts/summarize_profile_trace.py toh-before.json toh-after.json
```
This prints a Markdown table with one column per trace: frame count, frame
interval mean, p50, p95, p99 and max, then count, total, mean, p99 and max
for every slice name, largest total first. Paste the table into the pull
request and attach both traces.
For frame time, compare p95 and p99 as well as the mean. Stutter shows up in
the tail first. For first-load work, compare the `total (ms)` rows of the
`pipeline` and `texture` slices from the cold run.
+203
View File
@@ -0,0 +1,203 @@
# Building and source layout
The [installation guide](INSTALL.md) covers a complete source build on Steam
Frame. The container recipe uses Fedora 44 ARM64 with CMake, Ninja, SDL3,
OpenXR, Vulkan, WebKitGTK and Nightcap's other native dependencies.
The Frame build enables OpenXR and the ARM64 bridge, disables runtime
diagnostics, and uses native rendering. Fedora's `glslang` and `spirv-tools`
packages are included for shader generation and validation. The ARM64 workflow
builds the same container recipe and checks the package before export.
## Upstream source
This branch includes Nightcap's `vr` additions through
[`adccf4e4841275bce85d0330013367e2c124bd10`](https://github.com/CoderDayton/nightcap/commit/adccf4e4841275bce85d0330013367e2c124bd10),
including all changes from its `main` branch at that revision. The update adds
emoji fallback fonts for native text fields, decoded/compressed emulated-texture
byte counters, menu-only native Luau compilation, and queued game switching.
Menu compilation is enabled only after validating the native flag on ARM64;
explicit client settings remain in control.
Frame already uses the same reference SMAA revision as this update. Its existing
gaze AA path is retained without adding a second full-eye filter. Frame's native
2160 × 2160 rendering, 72 Hz profile, simple Video controls, controllers, audio
and foveation integration remain the platform defaults.
## Build scripts
`build-frame-nightcap.sh` configures a Release build at `/work/build-frame-arm64`
and installs to `/opt/nightcap-vr-arm64`. VR is enabled and runtime diagnostics
are disabled. It also builds the Steam application identity helper.
For incremental development in an existing Frame image, with Nightcap closed:
```bash
podman run --arch arm64 --name nightcap-frame-development \
--cpus 3 --memory 8g --security-opt label=disable \
-v "$PWD:/work" --entrypoint /bin/bash \
localhost/nightcap-vr-arm64:frame-foveated -lc \
'bash /work/build-frame-nightcap.sh && bash /work/test-arm64-bridge.sh'
```
The test script runs focused ARM64 bridge, pose, controller, lifecycle, JNI,
audio and host ABI tests, including the native assembly return-value fixture.
It also builds the GPU test tools. Build and test commands share one CMake tree;
run them sequentially.
## Main components
| Path | Purpose |
| --- | --- |
| `src/vr/` | OpenXR lifecycle, gaze, stereo eye transport, controllers, AA and foveation maps |
| `src/vr/roblox_vr_arm64_build_contracts.h` | Selects exact ARM64 client contracts |
| `src/vr/roblox_vr_arm64_contract*.h` | Client-specific ARM instruction and object layout contracts |
| `src/audio/` | Audio playback and microphone recording bridges |
| `src/compat/host_abi_profile.cc` | Client startup, allocator and native host ABI profiles |
| `src/graphics/vulkan_foveation_adapter.inc` | Scene rendering integration for density maps |
| `tools/steam_frame/` | Frame launcher, Steam shortcut and Video settings integration |
| `tools/frame_video_settings/` | OpenVR settings, refresh-rate and timing helpers |
| `config/roblox_compatibility.json` | Supported client identities and compatibility metadata |
| `config/steam-frame.example.yaml` | Initial Frame runtime settings |
## Client compatibility
The ARM64 bridge supports these client identities:
| Version | Build | ELF build ID |
| --- | --- | --- |
| 2.742.1059 | 3222 | `25aa7fd31008a744c3c99f717e7d16d81d371d12` |
| 2.736.1408 | 2998 | `ed2b035768b1513561d0e6ea7f9bbec35b0e60e5` |
New clients can change native methods, virtual tables, object fields and startup
ordering. Add matching ARM64 contracts and host/audio profiles before enabling a
new client. Keep the existing signature and build identity checks in place.
The timing helper in `tools/frame_video_settings/frame_timings.cc` reports the
scene process, dashboard visibility, headset activity and compositor throttling
alongside frame times. Compare the same view in the same experience while the
headset is displaying projection frames. Standby or desktop-only frames do not
measure active VR throughput.
Shader sources and their generated SPIR-V header are included. Regenerating the
AA shaders with `tools/compile_gaze_aa.py` additionally needs `glslangValidator`.
The SMAA sources retain their upstream license in `src/vr/smaa/`.
## Native rendering
The shipping Frame profile uses native rendering with gaze anti-aliasing.
MSAA and upscaling controls are absent from the Frame Video settings. The build
sets `MOCKTAIL_ENABLE_FSR3=OFF`, so the FidelityFX SDK is not linked into the
Frame runtime. Reference upscaler sources and their licenses remain in the tree.
To regenerate the gaze AA shaders after changing them:
```sh
python3 tools/compile_gaze_aa.py .
```
This requires `glslangValidator`. The SMAA sources retain their upstream license
in `src/vr/smaa/`.
## Foveation tile calibration
Density-map texels and GMEM render tiles have different sizes. The gaze guard
must protect every render tile touching the full-detail disk. The narrow entry
in `include/mocktail/vr/foveation_tile_bounds.h` applies only to this identity:
- Turnip driver ID 18, vendor `0x5143`, device `0x43051401`, version `109060195`.
- Driver name `turnip Mesa driver`, info `Mesa 26.3.0-devel (git-abc426bb62)`.
- Driver UUID `586b9fa4514cb88b3c11a968ef4d62e4`; measured ELF build ID
`b7e5995d0b202f06e81cd5a0f809ec1b744a0cb8`.
- A 2160 × 2160 framebuffer, one layer/subpass, single-sample
`R8G8B8A8_UNORM` color and `D32_SFLOAT` depth, plus the density attachment.
Offsets, resolves, extra attachments, multiview and feedback/input attachments
retain the conservative guard.
On that binary, `vkCmdBeginRenderPass2` at RVA `0xb12180` calls the layout
selector at `0xad67c0`. The selector initializes its layout from the FDM flag
at render-pass byte 145; subsequent checks can only select `AVOID_CCU` again.
The divisor routine at `0xa9e300` returns 1 for FDM. CPU-only creation of 72
render-pass/imageless-framebuffer combinations, covering FDM on/off and every
standard color/depth load/store combination, produced identical budgets:
356352 pixels for `FULL`, 350208 for `AVOID_CCU`. Their base tiles are
480 × 736 and 768 × 448 respectively. FDM therefore selects 768 × 448
independently of shaders and load/store operations for this tuple.
The GPU qualification compared a high-frequency full-density reference against
the production map helper with its 68 × 68 map and 768 × 448 guard. Sweep both
gaze axes through `{-1, -.75, -.4, 0, .4, .75, 1}`, radii
`{.08, .15, .22, .35}`, and all three active profiles. All 588 cases preserved
every pixel inside the gaze disk exactly, with 588 valid fragment-invocation
queries and no validation errors. Mean fragment invocations were 51.46% of the
reference in this fixture; this measures shading work, not game FPS. Requalify
both the driver invariant and this image/counter sweep before adding identities
or pass tuples. Unknown identities retain the conservative policy.
The CPU identity and coordinate contracts can be rerun with:
```sh
cmake --build build-frame-arm64 --target foveation_tile_bounds_test framebuffer_density_map_test
ctest --test-dir build-frame-arm64 -R 'FoveationTileBounds|FramebufferDensityMap' --output-on-failure
```
## Frame-time stability
The Android `mallinfo` bridge shares a real host allocator snapshot for up to
500 ms. glibc scans allocator free lists under arena locks; several consecutive
queries therefore reuse a recent coherent sample. A scan runs outside the cache
mutex, and concurrent readers can keep using the previous completed sample.
Allocation, deallocation and the process-memory limit checks retain their normal
behavior.
Gaze density generation reuses per-eye pixel and half-float buffers across
frames. The density values and gaze protection are unchanged. At a 1:1 render and output size, the native path avoids unnecessary
reconstruction, temporal resource tracking and upscaler shader dispatches.
Gaze anti-aliasing runs on the composed eye image.
The Vulkan eye copy is submitted on the OpenXR binding queue before releasing
its swapchain images, so SteamVR can enqueue composition immediately. When the
guest device requested exactly one unprotected queue, completion is deferred
until the next use of its eye-copy and anti-aliasing resources. GPU queue ordering keeps subsequent guest
commands behind the copy. The upstream submission ring tracks command buffers, fences and source/destination
images. Presentation dependencies are consumed on the GPU and replaced with a
per-swapchain-image semaphore, so the CPU does not wait for the current render.
AA resources wait only for previous eye-copy users;
current-frame present dependencies are excluded from that resource wait.
Captured source-image handles are drained before
image destruction; queue exposure, swapchain replacement and teardown also
drain pending work before releasing resources. `xrWaitFrame` remains on the
original render thread. Additional queues, readbacks and the virtual keyboard
retain completed-copy synchronization. `MOCKTAIL_VR_EARLY_SUBMIT=0` restores
the original submission order, while `MOCKTAIL_VR_DEFER_COPY_WAIT=0` keeps the
early submission but completes its fence before waiting for the next frame.
Density-map generation skips the distance/ramp calculation inside the protected
full-detail disk and beyond the peripheral plateau. Transition cells retain the
same distance calculation and spatial pattern. This reduces CPU work without
changing gaze protection or density values.
The Frame launcher enables a render-thread CPU preference after projection
submission starts. It reads Linux CPU capacity values only for the thread's
existing allowed CPUs and selects capacity peers within 80% of their maximum.
Incomplete capacity information or fewer than two preferred CPUs retains the
original allocation. This keeps render work on the application's performance
cores while respecting SteamVR's CPU reservation. Other engine threads retain
their normal allocation.
## Upstream integration
The imported Nightcap VR revision is recorded in [the credits](../THIRD_PARTY.md).
The Frame launcher disables the generic full-eye FXAA pass so Steam Video's
Anti Aliasing setting remains the single AA control. The upstream JNI haptic
protocol runs natively on ARM64. Its optional x86 SetMotor instruction scanner
is gated to x86; ARM64 build IDs, instruction checks and native return-value
bridges retain their own contracts.
Steam Video settings are loaded once at startup and then refreshed on a worker.
The rendering callbacks copy a completed snapshot; they never read the settings
file or parse JSON. Unchanged content reuses its parsed values. A failed refresh
keeps the last completed snapshot, and shutdown wakes the polling worker.
The launcher gives a configured per-app headset refresh rate precedence over
the desktop rate observed before the app gains focus, and derives Roblox's
startup FPS cap from that selected profile.
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# Install on Steam Frame
## Requirements
- Steam Frame running its ARM64 Linux desktop, with Steam and SteamVR installed.
- Native SteamVR at `/opt/steamvr`, including `steamxr_linuxarm64.json`.
- The Frame's Turnip/Freedreno Vulkan driver under `/usr/lib` and its Vulkan ICD
under `/usr/share/vulkan/icd.d`.
- Rootless Podman, Git, Python 3 and a C++17 compiler on the Frame.
- `zstd` for importing the compressed ARM64 release archive.
- A Linux filesystem for the checkout, internet access and space for the source,
Fedora build image and a separate Roblox client download.
The runtime uses Fedora 44 ARM64 in a rootless container. Keep the Frame's
own graphics drivers: the launcher mounts them into the container. Building
from source also needs a case-sensitive Linux checkout because some Android
headers differ only by letter case. The source and ARM64 build are public.
## 1. Get the source
```bash
git clone --branch steam-frame --recurse-submodules \
https://github.com/InstanceBrick/nightcap.git \
"$HOME/.local/share/nightcap-steam-frame-src"
cd "$HOME/.local/share/nightcap-steam-frame-src"
```
## 2. Install the ARM64 image
Download `nightcap-steam-frame-arm64.oci.tar.zst` and its `.sha256` file from
[Releases](https://github.com/InstanceBrick/nightcap/releases). From the
directory containing both files:
```bash
set -euo pipefail
sha256sum -c nightcap-steam-frame-arm64.oci.tar.zst.sha256
zstd -dc nightcap-steam-frame-arm64.oci.tar.zst | podman load
```
The archive imports as `localhost/nightcap-vr-arm64:frame-foveated`. It contains
the ARM64 Nightcap runtime and its Fedora dependencies, with no Roblox client,
personal data, SteamVR installation or proprietary graphics drivers.
To build the same image from source instead:
```bash
podman build --arch arm64 --jobs 1 \
-f packaging/steam-frame/Containerfile \
-t localhost/nightcap-vr-arm64:frame-foveated .
```
This builds Nightcap and its helpers from source. It does not download or bundle
Roblox. The image tag is also the one used by the Frame launcher.
## 3. Install the launcher and refresh-rate helper
```bash
python3 tools/steam_frame/install_launcher.py
mkdir -p "$HOME/.local/share/nightcap-vr-arm64/data/tools"
c++ -std=c++17 -O2 tools/frame_video_settings/refresh_rate.cc -ldl \
-o "$HOME/.local/share/nightcap-vr-arm64/data/tools/refresh_rate"
```
The application menu entry is **Nightcap Roblox VR**.
## 4. Download the compatible Roblox client
Close Nightcap first. Prepare its data directory and copy the initial settings
only if no configuration exists yet:
```bash
frame_data="$HOME/.local/share/nightcap-vr-arm64/data"
mkdir -p "$frame_data/.config/mocktail"
if [ ! -f "$frame_data/.config/mocktail/config.yaml" ]; then
cp config/steam-frame.example.yaml "$frame_data/.config/mocktail/config.yaml"
fi
podman run --rm --arch arm64 --userns=keep-id \
--security-opt label=disable \
-v "$frame_data:/data:rw" \
-e HOME=/data -e XDG_CONFIG_HOME=/data/.config \
-e XDG_DATA_HOME=/data/.local/share -e XDG_CACHE_HOME=/data/.cache \
--entrypoint /opt/nightcap-vr-arm64/lib64/mocktail/mocktail_updater \
localhost/nightcap-vr-arm64:frame-foveated \
update --no-latest-check --skip-canary
```
The updater downloads the newest ARM64 client supported by the included catalog.
The command retains APK signature, architecture, build identity and payload
integrity checks. `--skip-canary` skips the separate desktop graphics test; VR
starts through the Frame launcher in the next step. Client files stay in your
local data directory.
## 5. Launch in VR and add to Steam
Start SteamVR and connect the headset, then open **Nightcap Roblox VR** from the
application menu. Sign in through Roblox's normal interface.
To add the Steam shortcut automatically, enable Steam's local browser debugging
endpoint at `127.0.0.1:8080`, keep Steam running and use:
```bash
python3 tools/steam_frame/register_steam_shortcut.py
```
The script creates or reuses the launcher shortcut, sets its Nightcap icon and
marks it as a VR application. It saves the generated identity locally. If the
endpoint is unavailable, use Steam's **Add a Non-Steam Game** dialog and select
`~/.local/bin/nightcap-vr-arm64`, then mark the shortcut as a VR application.
## 6. Add the SteamVR Video controls
The settings integration supports a specific SteamVR dashboard revision. It
checks the installed dashboard before applying changes and leaves other
revisions untouched. Valve dashboard files are read from your local installation.
With SteamVR closed and the original dashboard files visible:
```bash
mkdir -p frame-ui-local/originals frame-ui-local/generated
cp /opt/steamvr/resources/webinterface/dashboard/chunk~8012d0c89.js \
frame-ui-local/originals/steamvr-dashboard.original.js
cp /opt/steamvr/resources/webinterface/dashboard/systemui.html \
frame-ui-local/originals/steamvr-systemui.original.html
cp /opt/steamvr/resources/webinterface/dashboard/settings_desktop.html \
frame-ui-local/originals/steamvr-settings_desktop.original.html
python3 tools/steam_frame/prepare_video_ui.py \
frame-ui-local/originals frame-ui-local/generated
sudo python3 tools/steam_frame/install_video_ui.py frame-ui-local/generated
```
Start SteamVR again. The settings are described in [Video settings](SETTINGS.md).
The service mounts three generated files read-only; the original SteamVR files
are preserved. If upgrading an existing installation, reuse your saved original
files instead of copying the already patched dashboard.
## Update Nightcap
Close Nightcap before replacing its image or launcher. Pull the `steam-frame`
branch, then load the new ARM64 release archive as in step 2 and rerun the
launcher installer. Existing Roblox downloads, sign-in state and settings stay
in the separate data directory.
For source builds, pull this branch and rebuild under a temporary image tag:
```bash
git pull --ff-only
git submodule update --init --recursive
podman build --arch arm64 --jobs 1 \
-f packaging/steam-frame/Containerfile \
-t localhost/nightcap-vr-arm64:next .
podman tag localhost/nightcap-vr-arm64:frame-foveated \
localhost/nightcap-vr-arm64:previous
podman tag localhost/nightcap-vr-arm64:next \
localhost/nightcap-vr-arm64:frame-foveated
python3 tools/steam_frame/install_launcher.py
```
Existing Roblox downloads, sign-in state and settings remain in the data
directory. To install a newly supported Roblox client, repeat step 4 after
updating Nightcap. Automatic client updates are off in the supplied Frame
configuration, since the ARM64 VR bridge needs matching client interfaces.
To restore the previous Nightcap image with the app closed:
```bash
podman tag localhost/nightcap-vr-arm64:previous \
localhost/nightcap-vr-arm64:frame-foveated
```
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# Performance and CPU load
What Nightcap does to your CPU and GPU, which knobs change it, and how to
measure rather than guess.
## GameMode core pinning
Nightcap asks Feral GameMode for a performance session at startup
(`performance.gamemode`, default `auto`). GameMode raises the CPU governor and
the process priority, which helps.
On a CPU with a wide spread of per-core maximum frequencies — Intel P-core and
E-core parts, AMD parts with preferred cores — GameMode also pins the process
to the fastest cores. On a 32-thread host that can mean 4 usable threads out of
32. Roblox spreads its work across a worker pool, so the pin concentrates that
pool onto a couple of physical cores instead of spreading it. Those cores sit
near their boost ceiling and run hot while the rest of the chip idles.
GameMode re-applies the pin roughly every 5 seconds, so widening the mask from
inside the process does not hold. Releasing the request does release the pin.
Under `auto`, Nightcap therefore checks its CPU affinity immediately after the
request. If GameMode narrowed it, Nightcap ends the request and prints:
```
[gamemode] released: it pinned this process to a subset of the CPUs, ...
```
The trade is that GameMode's governor and priority boost go with it. To keep
those and lose only the pinning, turn pinning off for every game on the host.
These are the settings to run with:
```ini
# ~/.config/gamemode.ini
[general]
desiredgov=performance
[cpu]
pin_cores=no
park_cores=no
```
`desiredgov` is the one to check first. The packaged default in
`/usr/share/gamemode/gamemode.ini` is already `performance`, but a value in
your own file replaces it, and `desiredgov=powersave` there means GameMode
clocks the CPU **down** for the whole session while still reporting
`[gamemode] performance request active`. The symptoms are a low CPU clock
under load, a GPU that never leaves its lower SM clocks, and the engine pump
falling back to `tpause` — which costs about 70% of a core instead of 3%,
because `sleep` is only chosen when the governor reads `performance`. On one
13900K host, correcting `powersave` to `performance` took the process from
177% CPU to 42% and the package from 70°C to 53-63°C, at the same frame rate.
GameMode reads `$XDG_CONFIG_HOME`, `/usr/share/gamemode` and `/etc`, in that
order. It does not read anything under Nightcap's own config directory, so this
file has to live in one of those three places. The daemon reads it when it
starts, so restart it after editing: `systemctl --user restart gamemoded`.
Restarting the daemon drops the session of any game already running; relaunch
the game for new settings to apply to it.
`gamemoded` is D-Bus activated through
`com.feralinteractive.GameMode.service`, so `systemctl --user stop gamemoded`
does not hold — the next client request starts it again within seconds. To
measure with GameMode genuinely off, mask it:
```bash
systemctl --user mask gamemoded # and --unmask afterwards
```
The governor switch runs through polkit. Debian and Ubuntu only allow it for
members of the `gamemode` group; without that, the daemon's journal shows
`cpugovctl set performance: Not authorized` and the governor stays put while
the session is otherwise active. Add yourself and log in again:
```bash
sudo usermod -aG gamemode "$USER"
```
Fedora and Arch allow any logged-in local user.
Setting `performance.gamemode: on` accepts the pinning instead: `on` is an
explicit request for GameMode, and Nightcap keeps the session whatever it does
to the affinity. `off` never contacts the daemon.
To see which CPUs the process may use:
```bash
pid=$(pgrep -x Main)
for t in /proc/$pid/task/*; do taskset -pc "${t##*/}"; done
```
Two traps here. The engine process reports its name as `Main`, not
`mocktail`; `pgrep -x mocktail` finds only the launcher, which sits near 0%
CPU and tells you nothing. And `taskset -p` reads one thread, not the whole
process, so a single call reports the main thread's mask and says nothing
about the workers — which is where the game's load actually is.
For the same reason, `ps -L -o psr=` shows which core each thread is running
on right now, not which cores it is allowed on. On a hybrid CPU the scheduler
preferring P-cores for runnable work is normal and is not a mask.
## The main-thread pump
Roblox posts its per-frame main-thread step at a time of its own choosing,
and nothing signals the host when it does. The host main thread therefore
polls `nativeCallMessagesFromMainThread`, and a post that waits more than a
fraction of a millisecond costs a whole frame. Between polls the thread rests
for 100 µs, and how it rests decides the CPU clock:
| Mode | When | What it costs |
| --- | --- | --- |
| `sleep` | The governor is `performance`, which GameMode sets | The thread idles at about 3% of a core. The governor holds the clock. |
| `tpause` | Otherwise, on a CPU with WAITPKG (Intel 12th gen and newer) | The core stays awake in a light C0 state. Frame rate holds; the OS books the time as busy, so the thread shows around 70% of a core, at lower power than a spin. |
| `spin` | Otherwise | The core stays awake at full power. |
Under a power-saving governor the CPU clocks a bursty core down unless some
core stays awake, and Roblox's render thread then runs slower and drops
frames. That is why `sleep` is not the default there. Startup prints the
chosen mode:
```
[main] engine pump rest: tpause (MOCKTAIL_ENGINE_PUMP_REST=sleep|tpause|spin)
```
`MOCKTAIL_ENGINE_PUMP_REST` forces a mode. `sleep` without the governor's help
runs cooler for a few frames per second less; measure before keeping it.
## Small texture upscaling
`MOCKTAIL_SMALL_TEXTURE_UPSCALE` (default `4`) redraws ETC2 textures of 64px or
smaller at N times their width and height. At the default that is 16 times the
pixels per affected texture.
The cost lands in two places. Decoding and resampling is CPU work on up to 8
threads while textures load, which shows up as a burst rather than a steady
load. The enlarged textures then stay in GPU memory for the session and cost
extra sampling bandwidth on every frame that uses them.
That decode does not run on the thread that submits the frame. On a device
with a timeline semaphore, uploads decode on a background dispatcher and the
submit carries a semaphore wait, so the GPU waits for the texture instead of
the render thread. In the trace this is the `etc2 decode` slice on its own
thread, with only a negligible `etc2 gather` left on the submitting one. A
device without that feature decodes inline as before.
Set it to `1` to turn upscaling off:
```bash
MOCKTAIL_SMALL_TEXTURE_UPSCALE=1 mocktail
```
## Frame rate and present mode
`graphics.frame_rate_limit` (default `-1`) leaves Roblox's own in-game
framerate cap in charge; Nightcap sets no `DFIntTaskSchedulerTargetFps`
override. A fixed value forwards that number to the scheduler.
`graphics.vsync` (default `auto`) selects the presentation mode. `auto` and
`on` both pick the lowest-latency synchronized mode the driver offers, in
order: `FIFO_LATEST_READY`, `MAILBOX`, `FIFO_RELAXED`, `FIFO`. The first two do
not block the render thread on the display refresh, so the frame rate is
governed by the in-game cap rather than by presentation. `off` selects
`IMMEDIATE` and does not synchronize at all.
If the frame rate is higher than your refresh rate, the extra frames are work
you cannot see. Lower the in-game cap to your refresh rate first.
## Measuring
Shift+F4 in game shows Roblox's own scheduler jobs, with a millisecond cost and
a percentage for each. It does not show Nightcap's threads — the Vulkan
adapter, the ETC2 decode workers, the libc shim — so it is a reading on the
game, not on the process.
For the whole process:
```bash
top -H -p $(pgrep -x mocktail) # per-thread CPU, sorted
ps -L -o psr=,pcpu=,comm= -p $(pgrep -x mocktail) # which core each thread is on
nvidia-smi --query-gpu=utilization.gpu,temperature.gpu,power.draw --format=csv
```
A thread pinned near 100% while the frame rate is steady is a busy-wait. The
one exception is the host main thread in `tpause` mode, which the OS reports
as busy while the core is parked (see above). Load spread across many
`RBX Worker` threads is the game's own scheduler, and its cost tracks the
place you are in — part count, moving parts and joints all show in the
Shift+F4 World section.
`--profile <file>` writes a Chrome trace of the Vulkan adapter's work for
ui.perfetto.dev. See [BENCHMARKING.md](BENCHMARKING.md).
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# Nightcap roadmap
What Nightcap is working toward, in priority order. Items move to
[Shipped](#shipped) when they land on `main`. Open an issue to propose a
change to this list.
## 1. Settings UI
Nightcap is configured by editing `~/.config/mocktail/config.yaml`. Most
people never open it, so they never find the FPS unlock or the vsync switch.
Goal: a small GTK4 settings window, reachable from the app menu and from a
`--settings` flag, that reads and writes the same `config.yaml`.
- Graphics tab: backend, frame rate limit, vsync, small texture upscale.
- Input tab: the `input.raw_mouse` toggle and controller options.
- Advanced tab: FFlag overrides with a plain text editor for `fflags.json`.
- Discord tab: every field in the `discord_rpc` block, so a friend can see
what you are playing and you can switch it all off in one click.
- Changes apply on next launch. A restart button restarts Nightcap.
Done when every option in `config/mocktail.example.yaml` that a player would
touch can be set without a text editor.
## 2. Controller button glyphs
Upstream added Xbox and PlayStation gamepad support through SDL. Controllers
already hot-plug and release their held inputs when unplugged. One rough edge
is left.
- Correct button glyphs for the connected pad. `SDL_GetGamepadType` is only
read for Xbox and PlayStation pads, so a Switch Pro, a GameCube pad, or any
generic pad SDL reports as `SDL_GAMEPAD_TYPE_STANDARD` reaches Roblox as
type 0 and draws generic glyphs. `SDL_GetRealGamepadType`, and the vendor
and product IDs, are available and unused.
Done when a plugged-in pad shows its own buttons.
## Shipped
- Lower input latency: frames are presented as soon as they are ready.
- Controllers hot-plug without a restart, and a pad that is unplugged mid-game
releases its held buttons and sticks instead of leaving them stuck.
- Mouse look keeps responding after a long turn, instead of going dead until
the pointer travels back from past the screen edge.
- Optional raw mouse input: `input.raw_mouse` in `config.yaml` sends look
deltas in host units, so fractional display scaling no longer changes
first-person sensitivity.
- Small textures upscaled 4x by default, with PNG overrides in
`~/.config/mocktail/textures`.
- ETC2 textures decoded on desktop GPUs without stutter.
- No more error 319 kicks after joining a server.
- Roblox sees the real host RAM and screen size.
- Desktop launcher that works on Wayland and finds the installed binary.
- Discord Rich Presence on by default, with the experience name, creator,
elapsed time, the experience icon with a Roblox badge, and a join button
when the server is public. See the [FAQ](../FAQ.md) to switch it off.
- Custom Discord presence: title, details, state, and large and small icons
from `config.yaml`, with `{place_name}`, `{place_icon}`, and
`{creator_name}` placeholders.
- `--profile` writes a Chrome-format trace of the Vulkan adapter's work,
including shader and pipeline creation, readable in `ui.perfetto.dev`.
[BENCHMARKING.md](BENCHMARKING.md) fixes the experiences to measure and
`scripts/summarize_profile_trace.py` builds the before and after table.
- Texture uploads no longer stall the frame they land on: ETC2 decode and
resampling run on a persistent worker pool.
- Less stutter while joining an experience and while textures load in. See
the [changelog](../CHANGELOG.md) for the numbers.
- The host main thread rests between engine polls instead of spinning, and
GameMode's core pinning is released, so Roblox's workers spread across
every core. See [PERFORMANCE.md](PERFORMANCE.md).
- Own app ID `io.github.CoderDayton.nightcap`, so Nightcap installs next to
upstream.
- AppImage and signed Flatpak releases on every `v*` tag, with the Flatpak
repo on GitHub Pages.
## Not planned
- Replacing the `mocktail` binary and config names. Keeping them makes
upstream merges clean.
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# Settings
## Video
Open the game's SteamVR **Video** settings after installing the settings
integration.
The standard profile is **native 2160 × 2160 per eye**, **72 Hz**, **SMAA High**
and **Performance** foveated rendering. The application targets 72 FPS at 72 Hz;
actual frame rate depends on the experience and Roblox's graphics settings.
The gaze radius remains adjustable, and existing saved choices are preserved.
| Setting | Effect |
| --- | --- |
| Foveated Rendering | Off uses full-density shading throughout. Quality, Balanced and Performance progressively reduce peripheral shading work. Each mode keeps the same full-detail gaze region. |
| Gaze sharp radius | Sets the minimum full-detail region around your gaze, from 8% to 35%. Larger values preserve more of the view at full density and cost more GPU time. Hardware tile boundaries can enlarge this region. |
| Anti Aliasing | Off, FXAA, SMAA Low or SMAA High. Filtering runs around your gaze on the composed eye image, including interface edges. SMAA High is the default. |
| Desktop Mirror | Off by default on Frame. On displays the VR image in the desktop window as well as the headset. Relaunch Nightcap after changing it. |
| Performance Overlay | Shows actual game FPS, headset Hz, average frame time, SteamVR GPU time and per-eye resolution at the bottom center of the headset view. It hides while the Steam menu is open and does not capture controller input. |
| Resolution Per Eye | Sets the headset eye-buffer size. Nightcap's recommended default is 2160 × 2160 per eye; Auto and Reset to Defaults use this baseline. Explicit custom values stay selected. Changes apply after the slider settles, with a brief pause while eye buffers are rebuilt at a safe frame boundary. |
| Display Refresh Rate | The standard profile uses 72 Hz. The launcher follows the selected per-game headset rate and any explicit Steam frame limit. Restart Nightcap after changing the rate or frame limit so Roblox's internal cap matches it. |
Enable **Performance Overlay**, then close the Steam menu. **APP FPS** counts
new Roblox projections over a rolling second. **HMD Hz** is the headset refresh
rate. **FRAME** is average time per submitted game frame, **TARGET** is the
configured application frame rate, and **BUDGET** is the time available per
application frame: 13.89 ms for 72 FPS at 72 Hz. Repeated or reprojected
compositor frames do not count as new game frames.
**GPU** averages SteamVR timings for new application frames, excluding
compositor-only reprojections. It can include scheduling gaps. The overlay
reports standby or missing frames instead of retaining a stale FPS. Its setting
persists between launches and can be turned off at any time.
Foveated rendering reduces fragment-shader work in the 3D scene before the
image is composed. The final composition stays at native resolution, keeping
screen-space text and interface elements from being coarsened a second time.
Your gaze region retains the detail available at the selected eye resolution;
the periphery uses progressively lower shading density.
Foveation, gaze radius and anti-aliasing controls update while the application
is running. Higher eye resolutions improve fine detail and increase GPU and
memory cost. For more headroom, keep Performance foveation, reduce the gaze
radius if needed, or lower Roblox's own graphics quality.
The launcher uses the selected Steam Video resolution without an extra
multiplier. To add supersampling, set `NIGHTCAP_VR_RENDER_SCALE` when launching
Nightcap; for example, `NIGHTCAP_VR_RENDER_SCALE=1.25`. The default is `1.0`.
Larger values increase GPU work.
The launcher reads the selected headset refresh rate and SteamVR's frame limit
on every launch. At 72 Hz with no frame limit, Roblox's internal scheduler is
capped at 72 FPS. Half-rate rendering is not forced automatically.
On Frame, the render thread prefers higher-capacity cores within the CPU
allocation supplied by SteamVR. To use the default thread placement, launch with
`NIGHTCAP_VR_PREFER_PERFORMANCE_CORES=0`.
## Controllers and typing
The native VR bridge supplies controller tracking, buttons, axes and haptics.
Roblox experiences choose how to use those inputs. The in-headset keyboard opens
when a text field receives focus; point at a key and pull the trigger to type.
Steam Controller desktop navigation can also be configured through the Steam
shortcut's controller layout.
## Microphone
Set the Frame's headset microphone as the default input in the desktop audio
settings and check that it is not muted. Roblox voice chat uses its normal
account eligibility, microphone permission and in-experience controls.
Nightcap's native recording bridge captures the selected input when Roblox
requests recording. To choose a different input, close Nightcap and edit
`~/.local/share/nightcap-vr-arm64/data/.config/mocktail/config.yaml`:
```yaml
audio:
input_device: default
```
An exact SDL device name can replace `default`. Input device names appear in the
launch log.
## Desktop mirror
Open SteamVR's per-game **Video** settings and set **Desktop Mirror** to **On**
to show the VR view in a desktop window. Set it to **Off** to keep the Frame's
single headset application without the extra desktop view. Relaunch Nightcap
after changing this setting. The Frame default is **Off**.
The Frame launcher reads the saved SteamVR mirror choice and coordinates both
the mirror renderer and desktop-window visibility. This setting takes precedence
over the YAML value when using the Frame launcher. Generic Nightcap launches
can configure the mirror beside the VR option:
```yaml
vr:
enabled: true
desktop_mirror: true
```
`MOCKTAIL_VR_DESKTOP_MIRROR=1` or `0` overrides the YAML setting for generic
launches. VR and desktop mirroring are separate options; enabling VR does not
require the desktop mirror.
Roblox's desktop viewport stays at 1920 × 1080 during VR for stable in-game
menu size, independently of headset eye resolution. On Frame, desktop window geometry
is not restored or saved in VR, including when the mirror is enabled.
## Files and troubleshooting
| Item | Location |
| --- | --- |
| Launcher | `~/.local/bin/nightcap-vr-arm64` |
| Launch log | `~/.local/share/nightcap-vr-arm64/last-launch.log` |
| Configuration | `~/.local/share/nightcap-vr-arm64/data/.config/mocktail/config.yaml` |
| Local client store | `~/.local/share/nightcap-vr-arm64/data/.local/share/mocktail` |
| Steam shortcut identity | `~/.local/share/nightcap-vr-arm64/steam-shortcut.json` |
If launching fails, check the launch log, make sure SteamVR is running and confirm
that the `localhost/nightcap-vr-arm64:frame-foveated` image exists. If the game
reports an unsupported client, update Nightcap before replacing the client.
Keep account data and client downloads outside source control.
+11
View File
@@ -49,6 +49,17 @@
gdb
];
desktopItems = [
(pkgs.makeDesktopItem {
name = "Mocktail";
exec = "mocktail";
icon = "mocktail";
desktopName = "Mocktail";
comment = "Experimental Roblox compatibility runtime for Linux and FreeBSD";
categories = [ "Game" ];
})
];
shellHook = ''
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:${pkgs.lib.makeLibraryPath package.buildInputs}"
+34
View File
@@ -0,0 +1,34 @@
#pragma once
#include "compat/bionic_host_libc_runtime.h"
#include <cstdint>
#include <mutex>
namespace mocktail::compat {
// Heap accounting is a sampled statistic. A glibc scan walks free lists while
// holding arena locks, so back-to-back Android queries share a recent sample.
// The scan runs outside this mutex; concurrent callers can use the last complete
// sample without waiting for another allocator walk.
class AllocatorSnapshotCache {
public:
static constexpr std::uint64_t kRefreshNs=500'000'000ULL;
template<class Reader>
BionicMallinfoSnapshot Read(std::uint64_t now,Reader reader) noexcept {
std::unique_lock<std::mutex> lock(mutex_);
if(refreshing_ || (initialized_ && now<refresh_after_))return snapshot_;
refreshing_=true;
lock.unlock();
const auto fresh=reader();
lock.lock();
snapshot_=fresh;
initialized_=true;
refresh_after_=now+kRefreshNs;
refreshing_=false;
return snapshot_;
}
private:
std::mutex mutex_;
BionicMallinfoSnapshot snapshot_{};
bool initialized_=false,refreshing_=false;
std::uint64_t refresh_after_=0;
};
}
+19 -10
View File
@@ -11,19 +11,27 @@
namespace mocktail::compat {
// glibc's atoi is (int)strtol(), exactly like Bionic's, so the host symbol is
// used as-is there. Other libcs (musl) differ on overflow and need the shim.
#ifdef __GLIBC__
inline constexpr bool kHostAtoiMatchesBionic = true;
#else
inline constexpr bool kHostAtoiMatchesBionic = false;
#endif
// Android uses size_t fields here; glibc uses int and musl has no equivalent.
// An all-zero fallback means unknown, not zero usage.
struct BionicMallinfoSnapshot {
size_t arena = 0;
size_t ordblks = 0;
size_t smblks = 0;
size_t hblks = 0;
size_t hblkhd = 0;
size_t usmblks = 0;
size_t fsmblks = 0;
size_t uordblks = 0;
size_t fordblks = 0;
size_t keepcost = 0;
size_t arena;
size_t ordblks;
size_t smblks;
size_t hblks;
size_t hblkhd;
size_t usmblks;
size_t fsmblks;
size_t uordblks;
size_t fordblks;
size_t keepcost;
};
struct BionicLocaleState;
@@ -90,6 +98,7 @@ int mocktail_bionic_cxa_thread_atexit_impl(
mocktail::compat::BionicThreadDestructor destructor, void* argument,
void* dso_handle);
void mocktail_bionic_arc4random_buf(void* buffer, size_t size);
int mocktail_bionic_atoi(const char* text);
mocktail::compat::BionicMallinfoSnapshot mocktail_bionic_mallinfo();
int mocktail_bionic_sysinfo(struct sysinfo* info);
int mocktail_bionic_uname(struct utsname* name);
+20
View File
@@ -36,6 +36,11 @@ struct FmodOutputDeviceBridgeProfile {
? std::array<std::size_t, 4>{9, 10, 12, 18}
: std::array<std::size_t, 4>{8, 9, 10, 16};
}
std::array<std::size_t, 6> capture_vtable_indexes() const {
return vtable_layout_version == 2
? std::array<std::size_t, 6>{4, 13, 14, 15, 16, 17}
: std::array<std::size_t, 6>{4, 11, 12, 13, 14, 15};
}
bool valid_vtable_layout() const {
return vtable_layout_version == 1 || vtable_layout_version == 2;
@@ -48,6 +53,19 @@ struct FmodOutputDeviceBridgeProfile {
}
};
// Exact-build metadata for the experimental native VR bridge. The bridge
// interposes DebugDeviceVR slots and a checked world-pointer trampoline.
// All RVAs are validated against machine-code contracts before first use.
struct VrDebugDeviceBridgeProfile {
std::uintptr_t vtable_rva = 0;
std::uintptr_t constructor_rva = 0;
std::uintptr_t state_getter_rva = 0;
std::uintptr_t eye_getter_rva = 0;
std::uintptr_t eye_initializer_rva = 0;
std::uintptr_t emulator_flag_storage_rva = 0;
std::uintptr_t device_create_framebuffer_vtable_offset = 0;
};
struct BuildProfile {
std::string version_name;
int version_code = 0;
@@ -65,6 +83,8 @@ struct BuildProfile {
// output-device virtual slots and restores them during controlled teardown;
// executable guest code is never modified.
std::optional<FmodOutputDeviceBridgeProfile> fmod_output_device_bridge;
// Optional exact-build experimental VR capability; see the struct above.
std::optional<VrDebugDeviceBridgeProfile> vr_debug_device_bridge;
std::string reason;
};
+9
View File
@@ -109,6 +109,15 @@ struct HostAbiProfile {
size_t NativeMimallocConstructorRangeEndExclusive() const noexcept;
bool ShouldInitializeNativeMimallocThreadAfterConstructor(
size_t index) const noexcept;
// True when both replays have the one verified shape. The native replay is
// one range that runs to the end of .init_array. Its first four
// constructors are the process-load constructor at the thread-initializer
// checkpoint, the JNI singleton initializer, and two wiring entries. The
// host-bridge replay runs the same constructors without the two wiring
// entries. `jni_singleton_constructor` is the .init_array index of the JNI
// singleton initializer.
bool HasVerifiedConstructorPolicy(
size_t jni_singleton_constructor) const noexcept;
bool HasValidNativePreJniBootstrap() const noexcept;
HostAllocatorStrategy ResolveAllocatorStrategy(
bool host_bridges_override_present,
@@ -44,7 +44,10 @@ class RobloxOutputDeviceBridge final {
std::string_view logical_name,
std::uintptr_t image_base);
static int GetOutputDeviceCount(void* self);
static void* GetOutputDeviceInfo(void* result, void* self, int index);
// A trivial aggregate lets the compiler implement the guest's platform
// sret convention (x8 on AArch64, hidden first argument on x86-64).
struct alignas(8) DeviceInfoResult { std::uint8_t bytes[56]{}; };
static DeviceInfoResult GetOutputDeviceInfo(void* self, int index);
static int GetCurrentOutputDevice(void* self);
static void SetCurrentOutputDevice(void* self, int index);
@@ -52,7 +55,7 @@ class RobloxOutputDeviceBridge final {
Status PatchVtableLocked();
bool RestoreVtableLocked();
static int GetInputDeviceCount(void *self);
static void *GetInputDeviceInfo(void *result, void *self, int index);
static DeviceInfoResult GetInputDeviceInfo(void* self, int index);
static int GetCurrentInputDevice(void *self);
static void SetCurrentInputDevice(void *self, int index);
int DeviceCount(bool input = false);
@@ -61,8 +64,7 @@ class RobloxOutputDeviceBridge final {
void SelectDevice(int index, bool input = false);
void ConstructGuestString(void* destination, std::string_view value) const;
std::unique_ptr<NativeInputCapture> capture_;
bool capture_profile_supported_ = false;
std::shared_ptr<NativeInputCapture> capture_;
std::array<std::uintptr_t, 6> original_capture_methods_{};
mutable std::mutex mutex_;
compat::FmodOutputDeviceBridgeProfile profile_;
+3
View File
@@ -16,6 +16,9 @@ struct AngleProbeOptions {
bool allow_software_device = false;
};
// Checks ANGLE entry points and client extensions without initializing a display.
BackendCapability InspectAngleLibraries(const AngleProbeOptions& options);
// Loads a pinned ANGLE pair, verifies the required EGL/GLES symbols, and
// initializes an EGL_PLATFORM_ANGLE Vulkan display. No context is fabricated.
BackendCapability ProbeAngleVulkan(const AngleProbeOptions& options);
@@ -2,6 +2,7 @@
#define MOCKTAIL_GRAPHICS_PRESENT_MODE_POLICY_H_
#include <cstdint>
#include <cstdio>
#include <string_view>
#include <vector>
@@ -29,6 +30,36 @@ FilterPresentModes(PresentModePolicy policy,
const char *PresentModePolicyName(PresentModePolicy policy);
const char *PresentModeKhrName(VkPresentModeKHR mode);
// Creates the swapchain with the mode in `info`. A driver can reject a mode
// that the device did not enable, so a failed create is retried once with the
// mode the game asked for. `create` takes the info and returns a VkResult.
template <typename Create>
VkResult CreateSwapchainWithPresentModeFallback(VkSwapchainCreateInfoKHR &info,
VkPresentModeKHR requested,
Create create) {
const VkResult result = create(info);
if (result == VK_SUCCESS || info.presentMode == requested) {
return result;
}
switch (result) {
case VK_ERROR_OUT_OF_HOST_MEMORY:
case VK_ERROR_OUT_OF_DEVICE_MEMORY:
case VK_ERROR_DEVICE_LOST:
case VK_ERROR_SURFACE_LOST_KHR:
case VK_ERROR_NATIVE_WINDOW_IN_USE_KHR:
return result; // Another present mode cannot fix these.
default:
break;
}
std::fprintf(stderr,
" [vulkan] swapchain presentMode %s failed (%d); retrying "
"with %s\n",
PresentModeKhrName(info.presentMode), static_cast<int>(result),
PresentModeKhrName(requested));
info.presentMode = requested;
return create(info);
}
// Extra images so acquire does not wait on the compositor-held buffer.
std::uint32_t PreferSwapchainMinImageCount(PresentModePolicy policy,
std::uint32_t requested,
@@ -35,6 +35,10 @@ void ResampleRgba(const RgbaImage& source, std::uint32_t width,
void ResampleRgba(const std::uint8_t* source, std::uint32_t source_width,
std::uint32_t source_height, std::uint32_t width,
std::uint32_t height, std::uint8_t* destination);
void ResampleRgba(const std::uint8_t* source, std::uint32_t source_width,
std::uint32_t source_height, std::size_t source_stride_bytes,
std::uint32_t width, std::uint32_t height,
std::uint8_t* destination);
// Replacement textures keyed by the hash of a texture's level-0 compressed
// bytes. An override lives at <override_dir>/<hash>.png. With a dump
@@ -0,0 +1,55 @@
#pragma once
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstdint>
#include <vector>
#include <vulkan/vulkan.h>
namespace mocktail::graphics::internal {
// Only transfers between two concrete queue families can be converted for a
// desktop swapchain. External/foreign ownership must reach the driver intact.
inline bool NeedsDesktopQueueNormalization(std::uint32_t source,
std::uint32_t destination) {
return source != destination && source < VK_QUEUE_FAMILY_FOREIGN_EXT &&
destination < VK_QUEUE_FAMILY_FOREIGN_EXT;
}
template <class Barrier>
inline bool HasDesktopQueueTransfers(std::uint32_t count,
const Barrier* barriers) {
if (!barriers) return false;
for (std::uint32_t i = 0; i < count; ++i)
if (NeedsDesktopQueueNormalization(barriers[i].srcQueueFamilyIndex,
barriers[i].dstQueueFamilyIndex))
return true;
return false;
}
// Keep the caller's array for the common no-ownership-transfer path. A batch
// callback can inspect a mixed array under one backend lock; the original
// array and every structure chained through pNext remain untouched.
template <class Barrier, class Normalize, class Forward>
inline void WithDesktopQueueBarriers(std::uint32_t count,
const Barrier* barriers,
Normalize&& normalize, Forward&& forward) {
if (!HasDesktopQueueTransfers(count, barriers)) {
forward(barriers);
return;
}
constexpr std::size_t kStackCount = 8;
if (count <= kStackCount) {
std::array<Barrier, kStackCount> adjusted;
std::copy_n(barriers, count, adjusted.data());
normalize(count, adjusted.data());
forward(adjusted.data());
} else {
std::vector<Barrier> adjusted(barriers, barriers + count);
normalize(count, adjusted.data());
forward(adjusted.data());
}
}
} // namespace mocktail::graphics::internal
@@ -30,6 +30,18 @@ bool Etc2UploadByteCounts(EtcFormat format, const VkExtent3D& extent,
std::uint32_t layer_count, VkDeviceSize* compressed,
VkDeviceSize* decoded);
// Sums every mip level and layer; `scale` multiplies the host image's
// level-0 width and height only.
bool Etc2ImageByteCounts(EtcFormat format, const VkExtent3D& extent,
std::uint32_t mip_levels, std::uint32_t layers,
std::uint32_t scale, VkDeviceSize* compressed,
VkDeviceSize* decoded);
struct EmulatedTextureBytes {
VkDeviceSize compressed = 0;
VkDeviceSize decoded = 0;
};
// Whether emulated ETC2 is reported to the application as a supported
// feature, from the MOCKTAIL_ADVERTISE_ETC2 value: "0" hides it, anything
// else (or unset) reports it. Hidden ETC2 still decodes ETC2 images the
@@ -152,6 +164,10 @@ class VulkanEtc2Emulation final {
// pending, after waiting for any decode still writing into them.
void ReleaseCommandBuffer(VkCommandBuffer command_buffer);
// Traced as the "emulated texture (MB)" and "compressed texture (MB)"
// counters.
EmulatedTextureBytes TextureBytes() const;
struct State;
private:
@@ -0,0 +1,44 @@
#pragma once
#include <array>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <vulkan/vulkan.h>
namespace mocktail::graphics::internal {
struct FoveationDevicePolicy {
bool density_offsets_enabled = true;
};
// Capture before invoking a runtime/loader device callback: its temporary
// feature-chain records must never be inspected after the call returns.
inline FoveationDevicePolicy SnapshotFoveationDevicePolicy(
const VkDeviceCreateInfo* info) {
if (!info || info->sType != VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO ||
info->enabledExtensionCount > 4096 ||
(info->enabledExtensionCount && !info->ppEnabledExtensionNames)) return {};
bool offsets = false;
for (std::uint32_t i = 0; i < info->enabledExtensionCount; ++i) {
const char* name = info->ppEnabledExtensionNames[i];
if (!name) return {};
if (!std::strcmp(name, "VK_QCOM_fragment_density_map_offset") ||
!std::strcmp(name, "VK_EXT_fragment_density_map_offset"))
offsets = true;
}
std::array<const VkBaseInStructure*, 64> seen{};
std::size_t count = 0;
for (auto* node = static_cast<const VkBaseInStructure*>(info->pNext);
node; node = node->pNext) {
if (count == seen.size()) return {};
for (std::size_t i = 0; i < count; ++i) if (seen[i] == node) return {};
seen[count++] = node;
if (node->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_OFFSET_FEATURES_EXT)
offsets |= reinterpret_cast<const VkPhysicalDeviceFragmentDensityMapOffsetFeaturesEXT*>(node)
->fragmentDensityMapOffset != VK_FALSE;
}
return {offsets};
}
} // namespace mocktail::graphics::internal
@@ -0,0 +1,10 @@
#pragma once
#include <cstdint>
namespace mocktail::vr::internal {
// Retired multisample choices use the native profile's SMAA High default.
constexpr int NativeAntiAliasingMode(std::int64_t value) {
return value >= 0 && value <= 3 ? static_cast<int>(value) : 3;
}
} // namespace mocktail::vr::internal
+70
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@@ -0,0 +1,70 @@
#pragma once
#include <chrono>
#include <condition_variable>
#include <functional>
#include <mutex>
#include <thread>
#include <type_traits>
namespace mocktail::vr::internal {
// Load once during startup, then keep file I/O and parsing on a worker. The
// render thread only copies a completed snapshot under a short-held lock.
template <typename T>
class AsyncSettings {
public:
using Reader = std::function<T(const T&)>;
AsyncSettings(T initial, Reader reader, std::chrono::milliseconds interval)
: value_(initial), reader_(std::move(reader)), interval_(interval) {
static_assert(std::is_trivially_copyable_v<T>);
Refresh();
worker_ = std::thread([this] {
std::unique_lock<std::mutex> stop_lock(stop_mutex_);
while (!stopped_) {
if (wake_.wait_for(stop_lock, interval_, [this] { return stopped_; }))
break;
stop_lock.unlock();
Refresh();
stop_lock.lock();
}
});
}
~AsyncSettings() {
{
std::lock_guard<std::mutex> lock(stop_mutex_);
stopped_ = true;
}
wake_.notify_one();
if (worker_.joinable()) worker_.join();
}
AsyncSettings(const AsyncSettings&) = delete;
AsyncSettings& operator=(const AsyncSettings&) = delete;
T Get() const {
std::lock_guard<std::mutex> lock(value_mutex_);
return value_;
}
private:
void Refresh() {
try {
const T next = reader_(Get());
std::lock_guard<std::mutex> lock(value_mutex_);
value_ = next;
} catch (...) {
// A failed read retains the last completed settings. In particular,
// parsing must never throw through a guest rendering callback.
}
}
mutable std::mutex value_mutex_;
T value_;
Reader reader_;
std::chrono::milliseconds interval_;
std::mutex stop_mutex_;
std::condition_variable wake_;
bool stopped_ = false;
std::thread worker_;
};
} // namespace mocktail::vr::internal
+78
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@@ -0,0 +1,78 @@
#ifndef MOCKTAIL_VR_DESKTOP_MIRROR_H_
#define MOCKTAIL_VR_DESKTOP_MIRROR_H_
#include <algorithm>
#include <vulkan/vulkan.h>
namespace mocktail::vr::internal {
struct DesktopMirrorDispatch {
PFN_vkCmdPipelineBarrier barrier;
PFN_vkCmdClearColorImage clear;
PFN_vkCmdBlitImage blit;
};
// Record the whole copy, including layout restoration, into the submission's
// command buffer. The caller owns synchronization, begin/end and submission.
inline void RecordDesktopMirrorCommands(
VkCommandBuffer command, VkImage source, VkImageLayout source_layout,
VkExtent2D source_extent, VkImage destination, VkExtent2D destination_extent,
const DesktopMirrorDispatch& vk) {
VkImageMemoryBarrier barriers[2]{};
for (auto& barrier : barriers) {
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcQueueFamilyIndex = barrier.dstQueueFamilyIndex =
VK_QUEUE_FAMILY_IGNORED;
barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
barrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT | VK_ACCESS_MEMORY_READ_BIT;
}
barriers[0].image = source;
barriers[0].oldLayout = source_layout;
barriers[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
barriers[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
barriers[1].image = destination;
barriers[1].oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barriers[1].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barriers[1].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
vk.barrier(command, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 2,
barriers);
const VkClearColorValue black{{0.f, 0.f, 0.f, 1.f}};
vk.clear(command, destination, barriers[1].newLayout, &black, 1,
&barriers[1].subresourceRange);
VkMemoryBarrier clear_barrier{};
clear_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
clear_barrier.srcAccessMask = clear_barrier.dstAccessMask =
VK_ACCESS_TRANSFER_WRITE_BIT;
vk.barrier(command, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &clear_barrier, 0, nullptr, 0,
nullptr);
const double scale =
std::min(double(destination_extent.width) / source_extent.width,
double(destination_extent.height) / source_extent.height);
const int width = std::max(1, int(source_extent.width * scale));
const int height = std::max(1, int(source_extent.height * scale));
const int x = (int(destination_extent.width) - width) / 2;
const int y = (int(destination_extent.height) - height) / 2;
VkImageBlit region{};
region.srcSubresource =
region.dstSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
region.srcOffsets[1] = {static_cast<int>(source_extent.width),
static_cast<int>(source_extent.height), 1};
region.dstOffsets[0] = {x, y, 0};
region.dstOffsets[1] = {x + width, y + height, 1};
vk.blit(command, source, barriers[0].newLayout, destination,
barriers[1].newLayout, 1, &region, VK_FILTER_NEAREST);
for (auto& barrier : barriers) {
std::swap(barrier.oldLayout, barrier.newLayout);
barrier.srcAccessMask = barrier.dstAccessMask;
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
}
vk.barrier(command, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 0, nullptr, 0, nullptr, 2,
barriers);
}
} // namespace mocktail::vr::internal
#endif // MOCKTAIL_VR_DESKTOP_MIRROR_H_
+18
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@@ -0,0 +1,18 @@
#ifndef MOCKTAIL_VR_EYE_RESIZE_BOUNDARY_H_
#define MOCKTAIL_VR_EYE_RESIZE_BOUNDARY_H_
namespace mocktail::vr::internal {
// Eye getters return borrowed render targets. Replacing those targets after
// either eye has been requested can invalidate work recorded earlier in the
// same frame, even if all previously submitted GPU work has finished.
class EyeResizeBoundary {
public:
void OnPresent() { presented_ = true; eyes_used_ = false; }
void OnEyeGetter() { eyes_used_ = true; }
bool CanResize() const { return presented_ && !eyes_used_; }
private:
bool presented_ = false;
bool eyes_used_ = false;
};
} // namespace mocktail::vr::internal
#endif
+226
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@@ -0,0 +1,226 @@
#pragma once
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <vector>
namespace mocktail::vr::internal {
struct QuantizedGazeCenter {unsigned x=0,y=0;};
inline QuantizedGazeCenter QuantizeGazeCenter(unsigned width,unsigned height,float x,float y) {
if(!width || !height || !std::isfinite(x) || !std::isfinite(y))return {};
return {unsigned(std::round((std::clamp(x,-1.f,1.f)+1.f)*.5f*width*4.f)),
unsigned(std::round((1.f-std::clamp(y,-1.f,1.f))*.5f*height*4.f))};
}
inline float ClampGazeRadius(float radius) {
return std::isfinite(radius)?std::clamp(radius,.08f,.35f):.22f;
}
inline bool ProjectGazeNdc(const float* gaze,const float* eye,const float* fov,float* x,float* y) {
if(!gaze || !eye || !fov || !x || !y)return false;
auto rotate=[](const float* q,const float* v,float* out) {
float length=0;for(int i=0;i<4;++i){if(!std::isfinite(q[i]))return false;length+=q[i]*q[i];}
if(length<1e-8f)return false;
const float inverse=1.f/std::sqrt(length);
const float a=q[0]*inverse,b=q[1]*inverse,c=q[2]*inverse,d=q[3]*inverse;
const float tx=2.f*(b*v[2]-c*v[1]),ty=2.f*(c*v[0]-a*v[2]),tz=2.f*(a*v[1]-b*v[0]);
out[0]=v[0]+d*tx+b*tz-c*ty;out[1]=v[1]+d*ty+c*tx-a*tz;out[2]=v[2]+d*tz+a*ty-b*tx;
return true;
};
const float forward[3]={0,0,-1};float local[3],world[3];
const float inverse_eye[4]={-eye[0],-eye[1],-eye[2],eye[3]};
if(!rotate(gaze,forward,world) || !rotate(inverse_eye,world,local) || local[2]>=-1e-5f)return false;
const float left=std::tan(fov[0]),right=std::tan(fov[1]),up=std::tan(fov[2]),down=std::tan(fov[3]);
if(!std::isfinite(left+right+up+down) || right<=left || up<=down)return false;
*x=2.f*(local[0]/-local[2]-left)/(right-left)-1.f;
*y=2.f*(local[1]/-local[2]-down)/(up-down)-1.f;
return std::isfinite(*x)&&std::isfinite(*y);
}
// OpenXR eye-foveation centers use NDC (+Y up). Vulkan framebuffer/image rows
// run downwards. Preserve a generous full-density disk around the actual gaze;
// reduce shading only outside it. Density maps store reciprocal fragment size.
inline void FillGazeDensityMap(std::vector<std::uint8_t>& pixels,unsigned width,unsigned height,
float ndc_x,float ndc_y,int level=2,float radius=.22f,
float region_half_width=0.f,float region_half_height=0.f) {
pixels.assign(std::size_t(width)*height*2,255);
if(!width || !height || !std::isfinite(ndc_x) || !std::isfinite(ndc_y) || level<=0)return;
// Quarter-cell quantization avoids uploading new maps for tiny gaze jitter.
// Its maximum position error is well inside the cell-diagonal guard below.
const auto center=QuantizeGazeCenter(width,height,ndc_x,ndc_y);
const float cx=center.x/(width*4.f),cy=center.y/(height*4.f);
const float inner=ClampGazeRadius(radius);
// Performance reduces detail sooner outside the same protected focus disk.
const float outer=inner+(level==1?.36f:level==2?.26f:.10f);
const float peripheral_work=level==1?.25f:.0625f;
// A scalar ramp is quantized by the GPU into a few hard rings. Mix adjacent
// supported fragment areas over a stable spatial pattern instead. This gives
// intermediate average shading densities without temporal random noise or a
// second full-resolution render. Alternate the elongated fragment direction
// so intermediate stages do not consistently favour horizontal edges.
constexpr float work[]={1.f,.5f,.25f,.125f,.0625f};
constexpr unsigned sizes[][2]={{1,1},{1,2},{2,2},{2,4},{4,4}};
constexpr unsigned threshold[4][4]={{0,8,2,10},{12,4,14,6},{3,11,1,9},{15,7,13,5}};
// Each map cell covers an area, not a point. Extend the full-detail region
// by a cell diagonal so a gaze near a cell boundary cannot land in a coarse
// fragment just outside the mathematical disk.
const float margin=std::hypot(1.f/width,1.f/height);
const float inner_squared=(inner+margin)*(inner+margin);
const float outer_squared=(outer+margin)*(outer+margin);
const auto peripheral_density=static_cast<std::uint8_t>(level==1?127:63);
for(unsigned y=0;y<height;++y)for(unsigned x=0;x<width;++x) {
// A tiled GPU samples density at its region centre and applies it to the
// entire region. Protect every region that could intersect the focus, not
// just the tiny map cell containing the gaze. The bound comes from the
// device's maxFragmentDensityTexelSize in framebuffer pixels.
const float dx=std::max(0.f,std::abs((x+.5f)/width-cx)-region_half_width);
const float dy=std::max(0.f,std::abs((y+.5f)/height-cy)-region_half_height);
// Flat regions need no square root or density-stage search. The output
// was initialized to full detail above; the peripheral reciprocal is exact.
// Keep the existing hypot/ramp calculation throughout the transition.
const float squared=dx*dx+dy*dy;
if(squared<=inner_squared)continue;
if(squared>=outer_squared) {
const auto index=(std::size_t(y)*width+x)*2;
pixels[index]=pixels[index+1]=peripheral_density;
continue;
}
const float distance=std::hypot(dx,dy);
float t=std::clamp((distance-inner-margin)/(outer-inner),0.f,1.f);
t=t*t*(3.f-2.f*t);
const float target=1.f-t*(1.f-peripheral_work);
unsigned stage=0;
while(stage<4 && target<work[stage+1])++stage;
if(stage<4) {
const float blend=(work[stage]-target)/(work[stage]-work[stage+1]);
if(blend>(threshold[y%4][x%4]+.5f)/16.f)++stage;
}
const unsigned flip=(x+y)&1u;
const auto index=(std::size_t(y)*width+x)*2;
// Round density down: 128/255 requests an area smaller than 2 pixels,
// which a conforming driver may clamp to 1; 127/255 actually permits 2.
pixels[index]=static_cast<std::uint8_t>(255u/sizes[stage][flip]);
pixels[index+1]=static_cast<std::uint8_t>(255u/sizes[stage][1u-flip]);
}
}
inline std::vector<std::uint8_t> GazeDensityMap(unsigned width,unsigned height,
float ndc_x,float ndc_y,int level=2,float radius=.22f,
float region_half_width=0.f,float region_half_height=0.f) {
std::vector<std::uint8_t> pixels;
FillGazeDensityMap(pixels,width,height,ndc_x,ndc_y,level,radius,region_half_width,region_half_height);
return pixels;
}
struct FramebufferDensityLayout {
unsigned map_width=0,map_height=0,width=0,height=0;
unsigned texel_width=0,texel_height=0,active_width=0,active_height=0;
bool valid=false;
};
// Turnip samples at pixel>>ceil(log2(framebuffer/map)), clamped to the
// advertised power-of-two texel limits. Allocation padding is not scene UV.
inline FramebufferDensityLayout TurnipDensityLayout(unsigned map_width,unsigned map_height,
unsigned width,unsigned height,unsigned min_width,unsigned min_height,
unsigned max_width,unsigned max_height) {
FramebufferDensityLayout result{map_width,map_height,width,height};
const auto power=[](unsigned value){return value && !(value&(value-1));};
if(!map_width || !map_height || !width || !height || !power(min_width) ||
!power(min_height) || !power(max_width) || !power(max_height) ||
min_width>max_width || min_height>max_height)return result;
const auto step=[](unsigned pixels,unsigned cells,unsigned minimum,unsigned maximum) {
unsigned value=minimum;
while(value<maximum && value<pixels/cells)value*=2;
return value;
};
result.texel_width=step(width,map_width,min_width,max_width);
result.texel_height=step(height,map_height,min_height,max_height);
result.active_width=1+(width-1)/result.texel_width;
result.active_height=1+(height-1)/result.texel_height;
result.valid=result.active_width<=map_width && result.active_height<=map_height;
return result;
}
inline QuantizedGazeCenter QuantizeFramebufferGaze(const FramebufferDensityLayout& layout,
float x,float y) {
if(!layout.valid || !std::isfinite(x) || !std::isfinite(y))return {};
return {unsigned(std::round((std::clamp(x,-1.f,1.f)+1.f)*.5f*layout.width*4.f/layout.texel_width)),
unsigned(std::round((1.f-std::clamp(y,-1.f,1.f))*.5f*layout.height*4.f/layout.texel_height))};
}
struct GazeDensityMapKey {
unsigned x=0,y=0,width=0,height=0,map_width=0,map_height=0,texel_width=0,texel_height=0;
int level=0;float radius=0;
unsigned guard_width=0,guard_height=0,color_format=0,depth_format=0,samples=0,attachments=0;
bool operator==(const GazeDensityMapKey& other) const {
return x==other.x && y==other.y && width==other.width && height==other.height &&
map_width==other.map_width && map_height==other.map_height &&
texel_width==other.texel_width && texel_height==other.texel_height &&
level==other.level && radius==other.radius &&
guard_width==other.guard_width && guard_height==other.guard_height &&
color_format==other.color_format && depth_format==other.depth_format &&
samples==other.samples && attachments==other.attachments;
}
};
enum class GazeDensityCacheAction { kUpload,kReuse,kNeutral };
inline GazeDensityCacheAction DensityCacheAction(bool initialized,bool cached,
std::uint64_t uploaded_frame,std::uint64_t frame,const GazeDensityMapKey& previous,
const GazeDensityMapKey& requested) {
if(initialized && cached && previous==requested)return GazeDensityCacheAction::kReuse;
// A map already referenced in this frame cannot safely be overwritten for
// another extent. Its pass uses the neutral map until the next frame.
if(initialized && uploaded_frame==frame)return GazeDensityCacheAction::kNeutral;
return GazeDensityCacheAction::kUpload;
}
inline bool FillFramebufferGazeDensityMap(std::vector<std::uint8_t>& pixels,
const FramebufferDensityLayout& layout,float ndc_x,float ndc_y,int level,float radius,
float region_half_width_pixels,float region_half_height_pixels) {
pixels.assign(std::size_t(layout.map_width)*layout.map_height*2,255);
if(!layout.valid || !std::isfinite(ndc_x) || !std::isfinite(ndc_y) ||
!std::isfinite(region_half_width_pixels) || !std::isfinite(region_half_height_pixels) ||
region_half_width_pixels<0 || region_half_height_pixels<0)return false;
if(level<=0)return true;
const auto center=QuantizeFramebufferGaze(layout,ndc_x,ndc_y);
const float cx=float(center.x)*layout.texel_width/(4.f*layout.width);
const float cy=float(center.y)*layout.texel_height/(4.f*layout.height);
const float guard_x=region_half_width_pixels/layout.width;
const float guard_y=region_half_height_pixels/layout.height;
const float inner=ClampGazeRadius(radius);
const float outer=inner+(level==1?.36f:level==2?.26f:.10f);
const float margin=std::hypot(float(layout.texel_width)/layout.width,
float(layout.texel_height)/layout.height);
const float inner_squared=(inner+margin)*(inner+margin);
const float outer_squared=(outer+margin)*(outer+margin);
const float peripheral_work=level==1?.25f:.0625f;
const auto peripheral_density=static_cast<std::uint8_t>(level==1?127:63);
constexpr float work[]={1.f,.5f,.25f,.125f,.0625f};
constexpr unsigned sizes[][2]={{1,1},{1,2},{2,2},{2,4},{4,4}};
constexpr unsigned threshold[4][4]={{0,8,2,10},{12,4,14,6},{3,11,1,9},{15,7,13,5}};
for(unsigned y=0;y<layout.active_height;++y)for(unsigned x=0;x<layout.active_width;++x) {
const float px=(x+.5f)*layout.texel_width/layout.width;
const float py=(y+.5f)*layout.texel_height/layout.height;
const float dx=std::max(0.f,std::abs(px-cx)-guard_x);
const float dy=std::max(0.f,std::abs(py-cy)-guard_y);
const float squared=dx*dx+dy*dy;
if(squared<=inner_squared)continue;
const auto index=(std::size_t(y)*layout.map_width+x)*2;
if(squared>=outer_squared) {pixels[index]=pixels[index+1]=peripheral_density;continue;}
float t=std::clamp((std::hypot(dx,dy)-inner-margin)/(outer-inner),0.f,1.f);
t=t*t*(3.f-2.f*t);
const float target=1.f-t*(1.f-peripheral_work);
unsigned stage=0;
while(stage<4 && target<work[stage+1])++stage;
if(stage<4 && (work[stage]-target)/(work[stage]-work[stage+1])>
(threshold[y%4][x%4]+.5f)/16.f)++stage;
const unsigned flip=(x+y)&1u;
pixels[index]=static_cast<std::uint8_t>(255u/sizes[stage][flip]);
pixels[index+1]=static_cast<std::uint8_t>(255u/sizes[stage][1u-flip]);
}
return true;
}
// The driver advertises R16G16_SFLOAT density attachments. These exact binary
// reciprocals avoid UNORM rounding and cover every area generated above.
inline void FillHalfDensityMap(std::vector<std::uint16_t>& result,const std::vector<std::uint8_t>& pixels) {
result.resize(pixels.size());
for(std::size_t i=0;i<pixels.size();++i)
result[i]=pixels[i]==127?0x3800u:pixels[i]==63?0x3400u:0x3c00u;
}
inline std::vector<std::uint16_t> HalfDensityMap(const std::vector<std::uint8_t>& pixels) {
std::vector<std::uint16_t> result;
FillHalfDensityMap(result,pixels);
return result;
}
}
@@ -0,0 +1,56 @@
#pragma once
#include <vulkan/vulkan.h>
namespace mocktail::vr {
inline bool IsFoveationSceneSampleCount(VkSampleCountFlagBits samples) {
return samples == VK_SAMPLE_COUNT_1_BIT || samples == VK_SAMPLE_COUNT_2_BIT ||
samples == VK_SAMPLE_COUNT_4_BIT || samples == VK_SAMPLE_COUNT_8_BIT;
}
// Preserve the native MSAA attachments and resolve. Only the extra density map
// is single-sampled; changing the scene images or pipeline sample count here
// would invalidate native framebuffers and memory allocations.
inline bool IsFoveationScenePassCompatible(const VkRenderPassCreateInfo& info) {
if (info.pNext || info.flags || info.subpassCount != 1 || !info.pSubpasses ||
!info.pAttachments) {
return false;
}
const auto& subpass = info.pSubpasses[0];
if (subpass.flags || subpass.pipelineBindPoint != VK_PIPELINE_BIND_POINT_GRAPHICS ||
subpass.colorAttachmentCount != 1 || !subpass.pColorAttachments ||
!subpass.pDepthStencilAttachment || subpass.inputAttachmentCount ||
subpass.preserveAttachmentCount) {
return false;
}
const auto color = subpass.pColorAttachments[0].attachment;
const auto depth = subpass.pDepthStencilAttachment->attachment;
if (color >= info.attachmentCount || depth >= info.attachmentCount || color == depth) {
return false;
}
const auto samples = info.pAttachments[color].samples;
if (!IsFoveationSceneSampleCount(samples) || info.pAttachments[depth].samples != samples) {
return false;
}
const auto resolve = subpass.pResolveAttachments ?
subpass.pResolveAttachments[0].attachment : VK_ATTACHMENT_UNUSED;
if (resolve != VK_ATTACHMENT_UNUSED) {
if (samples == VK_SAMPLE_COUNT_1_BIT || info.attachmentCount != 3 ||
resolve >= info.attachmentCount || resolve == color || resolve == depth ||
info.pAttachments[resolve].samples != VK_SAMPLE_COUNT_1_BIT ||
info.pAttachments[resolve].format != info.pAttachments[color].format) {
return false;
}
} else if (info.attachmentCount != 2) {
return false;
}
for (unsigned i = 0; i < info.attachmentCount; ++i) {
if (info.pAttachments[i].flags) {
return false;
}
}
return true;
}
} // namespace mocktail::vr
@@ -0,0 +1,85 @@
#pragma once
#include <array>
#include <cstdint>
#include <optional>
#include <string_view>
namespace mocktail::vr {
struct FoveationTileDriverIdentity {
std::uint32_t vendor_id = 0;
std::uint32_t device_id = 0;
std::uint32_t driver_id = 0;
std::uint32_t driver_version = 0;
std::string_view driver_name;
std::string_view driver_info;
std::array<std::uint8_t, 16> driver_uuid{};
};
// Values describe the complete render pass, including its density attachment.
// Attachment formats use VkFormat's numeric values without requiring Vulkan.
struct FoveationTilePassIdentity {
std::uint32_t width = 0;
std::uint32_t height = 0;
std::uint32_t color_format = 0;
std::uint32_t depth_format = 0;
std::uint32_t color_samples = 0;
std::uint32_t depth_samples = 0;
std::uint32_t framebuffer_layers = 0;
std::uint32_t subpass_count = 0;
std::uint32_t total_attachment_count = 0;
std::uint32_t color_attachment_count = 0;
std::uint32_t gmem_attachment_count = 0;
std::uint32_t resolve_attachment_mask = 0;
std::uint32_t input_attachment_mask = 0;
std::uint32_t feedback_attachment_mask = 0;
std::uint32_t view_mask = 0;
bool has_depth_attachment = false;
bool has_density_attachment = false;
bool density_offsets_enabled = false;
bool multisampled_render_to_single_sampled = false;
bool custom_resolve = false;
bool has_shading_rate_attachment = false;
};
struct FoveationTileBound {
std::uint32_t width;
std::uint32_t height;
};
// A calibrated entry for one driver and pass tuple, not a hardware maximum.
// Unknown identities retain the caller's conservative policy. This exact entry
// passed 588 GPU focus cases; the matching driver ELF forces FDM's AVOID_CCU
// layout for all calibrated load/store combinations and the autotune path.
inline std::optional<FoveationTileBound> KnownFoveationTileBound(
const FoveationTileDriverIdentity& driver,
const FoveationTilePassIdentity& pass) {
constexpr std::array<std::uint8_t, 16> kDriverUuid{
0x58, 0x6b, 0x9f, 0xa4, 0x51, 0x4c, 0xb8, 0x8b,
0x3c, 0x11, 0xa9, 0x68, 0xef, 0x4d, 0x62, 0xe4};
if (driver.vendor_id != 0x5143 || driver.device_id != 0x43051401 ||
driver.driver_id != 18 || driver.driver_version != 109060195 ||
driver.driver_name != "turnip Mesa driver" ||
driver.driver_info != "Mesa 26.3.0-devel (git-abc426bb62)" ||
driver.driver_uuid != kDriverUuid) {
return std::nullopt;
}
if (pass.width != 2160 || pass.height != 2160 ||
pass.color_format != 37 || pass.depth_format != 126 ||
pass.color_samples != 1 || pass.depth_samples != 1 ||
pass.framebuffer_layers != 1 || pass.subpass_count != 1 ||
pass.total_attachment_count != 3 || pass.color_attachment_count != 1 ||
pass.gmem_attachment_count != 2 ||
pass.resolve_attachment_mask || pass.input_attachment_mask ||
pass.feedback_attachment_mask || pass.view_mask ||
!pass.has_depth_attachment || !pass.has_density_attachment ||
pass.density_offsets_enabled ||
pass.multisampled_render_to_single_sampled || pass.custom_resolve ||
pass.has_shading_rate_attachment) {
return std::nullopt;
}
return FoveationTileBound{768, 448};
}
} // namespace mocktail::vr
+298
View File
@@ -0,0 +1,298 @@
#pragma once
#include <algorithm>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include <vulkan/vulkan.h>
namespace mocktail::vr {
struct Fsr3DeviceFeatureSupport {
bool shader_float16 = false;
bool shader_int16 = false;
bool float16_extension_available = false;
bool shader_storage_image_extended_formats = false;
bool shader_storage_image_write_without_format = false;
// The effective instance/device API version, not merely a header version.
std::uint32_t api_version = VK_API_VERSION_1_0;
};
// A call-scoped, owned device-create feature chain. This object must remain
// alive until xrCreateVulkanDeviceKHR/vkCreateDevice returns. Queue descriptions
// and layer names stay borrowed and unmodified, as in the original call.
// Unsupported or unfamiliar chains return the original create info verbatim.
class Fsr3DeviceFeatures final {
// The runtime normalizer reuses the same typed ownership/whitelist without
// relaxing the guest feature-chain validation performed by this class.
friend class Fsr3RuntimeTimelineFeatures;
public:
Fsr3DeviceFeatures(const VkDeviceCreateInfo& original,
const Fsr3DeviceFeatureSupport& support)
: original_(original), info_(original) {
Build(support);
}
Fsr3DeviceFeatures(const Fsr3DeviceFeatures&) = delete;
Fsr3DeviceFeatures& operator=(const Fsr3DeviceFeatures&) = delete;
Fsr3DeviceFeatures(Fsr3DeviceFeatures&&) = delete;
Fsr3DeviceFeatures& operator=(Fsr3DeviceFeatures&&) = delete;
const VkDeviceCreateInfo& create_info() const {
return enabled_ ? info_ : original_;
}
bool fp16_enabled() const { return enabled_; }
bool changed() const { return enabled_ && changed_; }
const char* reason() const { return reason_; }
private:
struct Record {
virtual ~Record() = default;
virtual void* address() = 0;
virtual void next(void*) = 0;
};
template<class T> struct TypedRecord final : Record {
explicit TypedRecord(const T& source) : value(source) {}
void* address() override { return &value; }
void next(void* value_next) override { value.pNext = value_next; }
T value;
};
template<class T> T* Clone(const T& value) {
auto record = std::make_unique<TypedRecord<T>>(value);
auto* result = &record->value;
chain_.push_back(std::move(record));
return result;
}
static constexpr std::uint64_t Bit(unsigned value) { return 1ull << value; }
static constexpr std::uint64_t Range(unsigned first, unsigned last) {
return ((1ull << (last + 1)) - 1) & ~((1ull << first) - 1);
}
bool CloneKnown(const VkBaseInStructure* source, std::uint64_t* families) {
std::uint64_t used = 0;
#define FEATURE(type, tag, mask) \
case tag: { \
used = (mask); \
if (*families & used) return false; \
Clone(*reinterpret_cast<const type*>(source)); \
break; \
}
switch (source->sType) {
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2: {
used = Bit(0);
if (*families & used) return false;
auto* value = Clone(*reinterpret_cast<const VkPhysicalDeviceFeatures2*>(source));
base_features_ = &value->features;
features2_ = true;
break;
}
FEATURE(VkPhysicalDeviceVulkan11Features,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES, Range(1, 6))
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES: {
used = Range(7, 19);
if (*families & used) return false;
auto* value = Clone(*reinterpret_cast<const VkPhysicalDeviceVulkan12Features*>(source));
float16_ = &value->shaderFloat16;
break;
}
FEATURE(VkPhysicalDeviceVulkan13Features,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES, Range(20, 32))
FEATURE(VkPhysicalDevice16BitStorageFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES, Bit(1))
FEATURE(VkPhysicalDeviceMultiviewFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES, Bit(2))
FEATURE(VkPhysicalDeviceVariablePointersFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES, Bit(3))
FEATURE(VkPhysicalDeviceProtectedMemoryFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_FEATURES, Bit(4))
FEATURE(VkPhysicalDeviceSamplerYcbcrConversionFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES, Bit(5))
FEATURE(VkPhysicalDeviceShaderDrawParametersFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES, Bit(6))
FEATURE(VkPhysicalDevice8BitStorageFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES, Bit(7))
FEATURE(VkPhysicalDeviceShaderAtomicInt64Features,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES, Bit(8))
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES: {
used = Bit(9);
if (*families & used) return false;
auto* value = Clone(*reinterpret_cast<const VkPhysicalDeviceShaderFloat16Int8Features*>(source));
float16_ = &value->shaderFloat16;
break;
}
FEATURE(VkPhysicalDeviceDescriptorIndexingFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES, Bit(10))
FEATURE(VkPhysicalDeviceScalarBlockLayoutFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES, Bit(11))
FEATURE(VkPhysicalDeviceImagelessFramebufferFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES, Bit(12))
FEATURE(VkPhysicalDeviceUniformBufferStandardLayoutFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES, Bit(13))
FEATURE(VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES, Bit(14))
FEATURE(VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES, Bit(15))
FEATURE(VkPhysicalDeviceHostQueryResetFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES, Bit(16))
FEATURE(VkPhysicalDeviceTimelineSemaphoreFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES, Bit(17))
FEATURE(VkPhysicalDeviceBufferDeviceAddressFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES, Bit(18))
FEATURE(VkPhysicalDeviceVulkanMemoryModelFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES, Bit(19))
FEATURE(VkPhysicalDeviceImageRobustnessFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_ROBUSTNESS_FEATURES, Bit(20))
FEATURE(VkPhysicalDeviceInlineUniformBlockFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_INLINE_UNIFORM_BLOCK_FEATURES, Bit(21))
FEATURE(VkPhysicalDevicePipelineCreationCacheControlFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PIPELINE_CREATION_CACHE_CONTROL_FEATURES, Bit(22))
FEATURE(VkPhysicalDevicePrivateDataFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRIVATE_DATA_FEATURES, Bit(23))
FEATURE(VkPhysicalDeviceShaderDemoteToHelperInvocationFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DEMOTE_TO_HELPER_INVOCATION_FEATURES, Bit(24))
FEATURE(VkPhysicalDeviceShaderTerminateInvocationFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_TERMINATE_INVOCATION_FEATURES, Bit(25))
FEATURE(VkPhysicalDeviceSubgroupSizeControlFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_SIZE_CONTROL_FEATURES, Bit(26))
FEATURE(VkPhysicalDeviceSynchronization2Features,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SYNCHRONIZATION_2_FEATURES, Bit(27))
FEATURE(VkPhysicalDeviceTextureCompressionASTCHDRFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TEXTURE_COMPRESSION_ASTC_HDR_FEATURES, Bit(28))
FEATURE(VkPhysicalDeviceZeroInitializeWorkgroupMemoryFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ZERO_INITIALIZE_WORKGROUP_MEMORY_FEATURES, Bit(29))
FEATURE(VkPhysicalDeviceDynamicRenderingFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES, Bit(30))
FEATURE(VkPhysicalDeviceShaderIntegerDotProductFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_INTEGER_DOT_PRODUCT_FEATURES, Bit(31))
FEATURE(VkPhysicalDeviceMaintenance4Features,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_4_FEATURES, Bit(32))
FEATURE(VkPhysicalDeviceFragmentDensityMapFeaturesEXT,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_FEATURES_EXT, Bit(33))
FEATURE(VkPhysicalDeviceFragmentDensityMap2FeaturesEXT,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_2_FEATURES_EXT, Bit(34))
FEATURE(VkPhysicalDeviceHostImageCopyFeaturesEXT,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_IMAGE_COPY_FEATURES_EXT, Bit(35))
FEATURE(VkPhysicalDeviceFragmentShadingRateFeaturesKHR,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR, Bit(36))
default: return false;
}
#undef FEATURE
*families |= used;
return true;
}
bool CopyExtensionNames() {
if (original_.enabledExtensionCount && !original_.ppEnabledExtensionNames)
return false;
for (std::uint32_t i = 0; i < original_.enabledExtensionCount; ++i) {
const char* name = original_.ppEnabledExtensionNames[i];
if (!name) return false;
std::size_t length = 0;
while (length < VK_MAX_EXTENSION_NAME_SIZE && name[length]) ++length;
if (!length || length == VK_MAX_EXTENSION_NAME_SIZE) return false;
const std::string value(name, length);
if (std::find(extension_names_.begin(), extension_names_.end(), value) == extension_names_.end())
extension_names_.push_back(value);
else changed_ = true;
}
return true;
}
void Build(const Fsr3DeviceFeatureSupport& support) {
if (!support.shader_float16 || !support.shader_int16) {
reason_ = "shaderFloat16 or shaderInt16 unsupported";
return;
}
if (original_.sType != VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO) {
reason_ = "invalid device create info";
return;
}
std::uint64_t families = 0;
std::vector<const void*> seen;
for (auto* next = static_cast<const VkBaseInStructure*>(original_.pNext);
next; next = next->pNext) {
if (seen.size() == 64 || std::find(seen.begin(), seen.end(), next) != seen.end() ||
!CloneKnown(next, &families)) {
reason_ = "unknown, cyclic, or duplicate feature chain";
return;
}
if (next->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES)
// The Vulkan11 aggregate structure itself was introduced in1.2.
minimum_api_ = std::max(minimum_api_, VK_API_VERSION_1_2);
if (next->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES)
minimum_api_ = std::max(minimum_api_, VK_API_VERSION_1_2);
if (next->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES)
minimum_api_ = std::max(minimum_api_, VK_API_VERSION_1_3);
seen.push_back(next);
}
if (features2_ && original_.pEnabledFeatures) {
reason_ = "duplicate base feature records";
return;
}
if (support.api_version < minimum_api_) {
reason_ = "core feature record exceeds effective Vulkan API";
return;
}
if (support.api_version < VK_API_VERSION_1_2 && !support.float16_extension_available) {
reason_ = "shaderFloat16 extension unavailable";
return;
}
if (!CopyExtensionNames()) {
reason_ = "invalid device extension list";
return;
}
if (support.api_version < VK_API_VERSION_1_2) {
const std::string extension = VK_KHR_SHADER_FLOAT16_INT8_EXTENSION_NAME;
if (std::find(extension_names_.begin(), extension_names_.end(), extension) == extension_names_.end()) {
extension_names_.push_back(extension);
changed_ = true;
}
}
if (!float16_) {
VkPhysicalDeviceShaderFloat16Int8Features value{};
value.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES;
float16_ = &Clone(value)->shaderFloat16;
changed_ = true;
}
if (!base_features_) {
if (original_.pEnabledFeatures) features_ = *original_.pEnabledFeatures;
base_features_ = &features_;
info_.pEnabledFeatures = base_features_;
}
changed_ |= *float16_ != VK_TRUE || base_features_->shaderInt16 != VK_TRUE;
*float16_ = VK_TRUE;
base_features_->shaderInt16 = VK_TRUE;
if (support.shader_storage_image_extended_formats) {
changed_ |= base_features_->shaderStorageImageExtendedFormats != VK_TRUE;
base_features_->shaderStorageImageExtendedFormats = VK_TRUE;
}
if (support.shader_storage_image_write_without_format) {
changed_ |= base_features_->shaderStorageImageWriteWithoutFormat != VK_TRUE;
base_features_->shaderStorageImageWriteWithoutFormat = VK_TRUE;
}
for (std::size_t i = 0; i < chain_.size(); ++i)
chain_[i]->next(i + 1 < chain_.size() ? chain_[i + 1]->address() : nullptr);
info_.pNext = chain_.empty() ? nullptr : chain_[0]->address();
for (const auto& name : extension_names_) extension_pointers_.push_back(name.c_str());
info_.enabledExtensionCount = static_cast<std::uint32_t>(extension_pointers_.size());
info_.ppEnabledExtensionNames = extension_pointers_.empty() ? nullptr : extension_pointers_.data();
enabled_ = true;
reason_ = "enabled";
}
const VkDeviceCreateInfo& original_;
VkDeviceCreateInfo info_;
std::vector<std::unique_ptr<Record>> chain_;
std::vector<std::string> extension_names_;
std::vector<const char*> extension_pointers_;
VkPhysicalDeviceFeatures features_{};
VkPhysicalDeviceFeatures* base_features_ = nullptr;
VkBool32* float16_ = nullptr;
bool features2_ = false;
std::uint32_t minimum_api_ = VK_API_VERSION_1_0;
bool enabled_ = false;
bool changed_ = false;
const char* reason_ = "disabled";
};
} // namespace mocktail::vr
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#pragma once
#include "mocktail/vr/fsr3_upscaler.h"
#include <memory>
namespace mocktail::vr {
// A fixed-size temporal focus region with a cheap full-image periphery.
// The owner retires pending GPU users before reusing descriptors or resetting.
class Fsr3GazeTransport {
public:
struct BeginInfo {
VkImage encoded_source{}; // TRANSFER_SRC_OPTIMAL; encoded UNORM or sRGB.
Fsr3Upscaler::Image depth; // Full-input size, SHADER_READ_ONLY_OPTIMAL.
Fsr3Upscaler::Image motion; // Optional native clip-NDC delta, same layout/size.
float gaze_x=.5f, gaze_y=.5f; // Normalized image UV, +Y down.
bool reset=false;
};
struct Dimensions {
std::uint32_t input_width{},input_height{},output_width{},output_height{};
};
Fsr3GazeTransport();
~Fsr3GazeTransport();
Fsr3GazeTransport(const Fsr3GazeTransport&)=delete;
Fsr3GazeTransport& operator=(const Fsr3GazeTransport&)=delete;
bool Prepare(VkDevice,PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&,VkFormat encoded_format,
std::uint32_t full_input_width,std::uint32_t full_input_height,
std::uint32_t full_output_width,std::uint32_t full_output_height,
float sharp_radius);
bool Begin(VkCommandBuffer,int eye,const BeginInfo&);
void Finish(VkCommandBuffer,int eye);
Dimensions dimensions()const;
float vertical_fov_scale()const;
bool reset_history(int eye)const;
Fsr3Upscaler::Image color(int eye)const;
Fsr3Upscaler::Image depth(int eye)const;
Fsr3Upscaler::Image motion(int eye)const;
Fsr3Upscaler::Image output(int eye)const;
VkImage encoded(int eye)const;
VkFormat encoded_format()const;
void Reset();
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
}
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#pragma once
#include <atomic>
#include <cstring>
#include "mocktail/vr/fsr3_device_features.h"
namespace mocktail::vr {
// SteamVR can append a TimelineSemaphore feature record even when a guest
// already supplied Vulkan12Features. Fold that single promoted feature into
// its aggregate immediately before the host vkCreateDevice call. Every known
// record is cloned so no borrowed pNext pointer is rewritten. Unknown records,
// conflicting records, and malformed chains pass through verbatim.
class Fsr3RuntimeTimelineFeatures final {
public:
explicit Fsr3RuntimeTimelineFeatures(const VkDeviceCreateInfo& original)
: owned_(original, Fsr3DeviceFeatureSupport{}) {
if (original.sType != VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO) return;
const VkPhysicalDeviceVulkan12Features* aggregate = nullptr;
const VkPhysicalDeviceTimelineSemaphoreFeatures* timeline = nullptr;
std::vector<const VkBaseInStructure*> records;
for (auto* record = static_cast<const VkBaseInStructure*>(original.pNext);
record; record = record->pNext) {
if (records.size() == 64 ||
std::find(records.begin(), records.end(), record) != records.end()) return;
if (record->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES) {
if (aggregate) return;
aggregate = reinterpret_cast<const VkPhysicalDeviceVulkan12Features*>(record);
}
if (record->sType == VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES) {
if (timeline) return;
timeline = reinterpret_cast<const VkPhysicalDeviceTimelineSemaphoreFeatures*>(record);
}
records.push_back(record);
}
if (!aggregate || !timeline) return;
std::uint64_t families = 0;
VkPhysicalDeviceVulkan12Features* cloned_aggregate = nullptr;
for (auto* record : records) {
if (record == reinterpret_cast<const VkBaseInStructure*>(timeline)) continue;
if (!owned_.CloneKnown(record, &families)) return;
if (record == reinterpret_cast<const VkBaseInStructure*>(aggregate))
cloned_aggregate = static_cast<VkPhysicalDeviceVulkan12Features*>(
owned_.chain_.back()->address());
}
if (!cloned_aggregate || (owned_.features2_ && original.pEnabledFeatures)) return;
cloned_aggregate->timelineSemaphore =
aggregate->timelineSemaphore || timeline->timelineSemaphore ? VK_TRUE : VK_FALSE;
for (std::size_t i = 0; i < owned_.chain_.size(); ++i)
owned_.chain_[i]->next(i + 1 < owned_.chain_.size()
? owned_.chain_[i + 1]->address() : nullptr);
owned_.info_.pNext = owned_.chain_.front()->address();
changed_ = true;
}
Fsr3RuntimeTimelineFeatures(const Fsr3RuntimeTimelineFeatures&) = delete;
Fsr3RuntimeTimelineFeatures& operator=(const Fsr3RuntimeTimelineFeatures&) = delete;
const VkDeviceCreateInfo& create_info() const {
return changed_ ? owned_.info_ : owned_.original_;
}
bool changed() const { return changed_; }
private:
Fsr3DeviceFeatures owned_;
bool changed_ = false;
};
// Only calls made in this thread's scope normalize vkCreateDevice. Retained
// callbacks and calls on other threads use an atomic snapshot of the raw host
// dispatch, without normalization. The backend must clear that fallback before
// unloading its private host Vulkan library.
class ScopedFsr3VulkanDeviceCreate final {
public:
ScopedFsr3VulkanDeviceCreate(PFN_vkGetInstanceProcAddr raw, VkInstance instance)
: raw_(raw), previous_(current_) {
if (raw_)
create_ = reinterpret_cast<PFN_vkCreateDevice>(raw_(instance, "vkCreateDevice"));
if (create_ && create_ != &CreateDevice) {
current_ = this;
std::shared_ptr<const RawDispatch> dispatch =
std::make_shared<RawDispatch>(RawDispatch{raw_, create_});
std::atomic_store_explicit(&fallback_, std::move(dispatch), std::memory_order_release);
} else create_ = nullptr;
}
~ScopedFsr3VulkanDeviceCreate() {
if (current_ == this) current_ = previous_;
}
ScopedFsr3VulkanDeviceCreate(const ScopedFsr3VulkanDeviceCreate&) = delete;
ScopedFsr3VulkanDeviceCreate& operator=(const ScopedFsr3VulkanDeviceCreate&) = delete;
PFN_vkGetInstanceProcAddr get_instance_proc_addr() const {
return create_ ? &GetInstanceProcAddr : raw_;
}
bool active() const { return create_ != nullptr; }
static void ClearFallback() {
std::atomic_store_explicit(&fallback_, std::shared_ptr<const RawDispatch>{},
std::memory_order_release);
}
private:
struct RawDispatch {
PFN_vkGetInstanceProcAddr gipa = nullptr;
PFN_vkCreateDevice create = nullptr;
};
static VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL GetInstanceProcAddr(
VkInstance instance, const char* name) {
auto* scope = current_;
if (!scope || !scope->raw_) {
const auto dispatch = std::atomic_load_explicit(&fallback_, std::memory_order_acquire);
return dispatch && dispatch->gipa ? dispatch->gipa(instance, name) : nullptr;
}
if (name && std::strcmp(name, "vkCreateDevice") == 0)
return reinterpret_cast<PFN_vkVoidFunction>(&CreateDevice);
return scope->raw_(instance, name);
}
static VKAPI_ATTR VkResult VKAPI_CALL CreateDevice(
VkPhysicalDevice physical, const VkDeviceCreateInfo* info,
const VkAllocationCallbacks* allocator, VkDevice* device) {
auto* scope = current_;
if (!scope || !scope->create_) {
const auto dispatch = std::atomic_load_explicit(&fallback_, std::memory_order_acquire);
return dispatch && dispatch->create
? dispatch->create(physical, info, allocator, device)
: VK_ERROR_INITIALIZATION_FAILED;
}
if (!info) return scope->create_(physical, info, allocator, device);
Fsr3RuntimeTimelineFeatures normalized(*info);
return scope->create_(physical, &normalized.create_info(), allocator, device);
}
inline static thread_local ScopedFsr3VulkanDeviceCreate* current_ = nullptr;
inline static std::shared_ptr<const RawDispatch> fallback_;
PFN_vkGetInstanceProcAddr raw_ = nullptr;
PFN_vkCreateDevice create_ = nullptr;
ScopedFsr3VulkanDeviceCreate* previous_ = nullptr;
};
} // namespace mocktail::vr
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#pragma once
#include <array>
#include <cstdint>
#include <unordered_map>
#include <vulkan/vulkan.h>
#include "mocktail/vr/fsr3_scene_inputs.h"
namespace mocktail::vr {
// Owns depth snapshots, recorded before the guest reuses its scene depth.
// All methods are serialized by the backend and use its single graphics queue.
class Fsr3SceneCapture {
public:
struct Eye {
VkImage depth{};
VkDeviceMemory memory{};
VkFormat format{};
std::uint32_t width{},height{};
std::uint64_t submitted_frame{};
bool initialized{};
};
struct Motion {
VkImage image{};VkDeviceMemory memory{};VkFormat format{};
std::uint32_t width{},height{};std::uint64_t submitted_frame{};
float previous_uv_scale_x=-.5f,previous_uv_scale_y=.5f;
};
~Fsr3SceneCapture() { Reset(); }
bool NeedsResize(const TemporalSceneInputs&) const;
bool Record(VkDevice, PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&, VkCommandBuffer,
const TemporalSceneInputs&, std::uint64_t frame);
bool RecordMotion(VkDevice, PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&, VkCommandBuffer,
const TemporalMotionInputs&, std::uint64_t frame);
void Submitted(std::uint32_t,const VkCommandBuffer*);
void Discard(VkCommandBuffer);
bool HasUnsubmitted() const;
const Eye* Get(int eye,std::uint64_t frame,std::uint32_t width,
std::uint32_t height) const;
const Motion* GetMotion(int eye,std::uint64_t frame,std::uint32_t width,
std::uint32_t height) const;
void Reset();
private:
template<class T> T Proc(const char* name) const {
return reinterpret_cast<T>(proc_(device_,name));
}
bool Create(Eye&,const TemporalSceneInputs&,
const VkPhysicalDeviceMemoryProperties&);
bool Allocate(VkImage&,VkDeviceMemory&,VkFormat,std::uint32_t,std::uint32_t,
const VkPhysicalDeviceMemoryProperties&);
void Destroy(Eye&);
VkDevice device_{};
PFN_vkGetDeviceProcAddr proc_{};
std::array<Eye,2> eyes_{};
std::array<Motion,2> motion_{};
struct Pending {std::array<std::uint64_t,2> depth{},motion{};bool submitted=false;};
std::unordered_map<VkCommandBuffer,Pending> pending_;
};
}
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#pragma once
#include <cstdint>
#include <vulkan/vulkan.h>
namespace mocktail::vr {
// A scene-pass candidate, not an asynchronous borrow. This is delivered while
// the guest command buffer is recording, immediately after its render pass.
// The backend must verify owner/eye/generation, then record any required copies
// on that command buffer before returning. Image handles may be reused by the
// very next guest pass. A later queue submission/fence establishes completion.
struct TemporalSceneInputs {
std::uint32_t version = 1;
std::uint32_t size = sizeof(TemporalSceneInputs);
VkFramebuffer framebuffer = VK_NULL_HANDLE;
VkImage color = VK_NULL_HANDLE;
VkImage depth = VK_NULL_HANDLE;
VkFormat color_format = VK_FORMAT_UNDEFINED;
VkFormat depth_format = VK_FORMAT_UNDEFINED;
VkImageLayout color_layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageLayout depth_layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageSubresourceRange color_range{};
VkImageSubresourceRange depth_range{};
std::uint32_t width = 0;
std::uint32_t height = 0;
// Set only when this pass actually clears its depth attachment. This is
// evidence for normal (clear=1) versus reversed (clear=0) device depth.
float depth_clear = 0.f;
bool depth_clear_valid = false;
void* owner = nullptr;
void* guest_framebuffer = nullptr;
int eye = -1;
// Zero means the adapter has no frame number. The backend must stamp the
// current published frame after matching the exact live eye provenance.
std::uint64_t frame = 0;
};
// Native 3222 motion shader output before conversion: current clip.xyz/w minus
// previous clip.xyz/w. Its vertex shader negates Y only for gl_Position, so
// previous-UV minus current-UV is nativeDelta.xy * (-0.5, +0.5). XYZ are signed
// floats; W is zero, not a validity mask. The shader can discard large deltas.
struct TemporalMotionInputs {
std::uint32_t version = 1;
std::uint32_t size = sizeof(TemporalMotionInputs);
VkFramebuffer framebuffer = VK_NULL_HANDLE;
VkImage image = VK_NULL_HANDLE;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageSubresourceRange range{};
std::uint32_t width = 0, height = 0;
void* owner = nullptr;
void* guest_framebuffer = nullptr;
int eye = -1;
std::uint64_t frame = 0;
float previous_uv_scale_x = -.5f;
float previous_uv_scale_y = .5f;
};
inline bool IsTemporalMotionFormat(VkFormat format) {
return format == VK_FORMAT_R16G16_SFLOAT ||
format == VK_FORMAT_R16G16B16A16_SFLOAT ||
format == VK_FORMAT_R32G32_SFLOAT ||
format == VK_FORMAT_R32G32B32A32_SFLOAT;
}
inline bool IsTemporalClipMotionShaders(std::uint64_t vertex,
std::uint64_t fragment) {
// FNV-1a of exact native shader module bytes, verified against both the
// fragment subtraction and vertex current/previous clip outputs. The three
// adjacent world-space variants deliberately have a different contract.
return fragment == 0x821fff499ec5bdbbull &&
(vertex == 0x9b0d6a7041cad338ull ||
vertex == 0x4a99a561ef9805b6ull ||
vertex == 0x6dcaa6712cd5a2cdull);
}
inline bool IsTemporalDepthFormat(VkFormat format) {
return format == VK_FORMAT_D16_UNORM ||
format == VK_FORMAT_X8_D24_UNORM_PACK32 ||
format == VK_FORMAT_D32_SFLOAT ||
format == VK_FORMAT_D16_UNORM_S8_UINT ||
format == VK_FORMAT_D24_UNORM_S8_UINT ||
format == VK_FORMAT_D32_SFLOAT_S8_UINT;
}
inline bool IsTemporalColorFormat(VkFormat format) {
return format == VK_FORMAT_R8G8B8A8_UNORM ||
format == VK_FORMAT_R8G8B8A8_SRGB ||
format == VK_FORMAT_B8G8R8A8_UNORM ||
format == VK_FORMAT_B8G8R8A8_SRGB ||
format == VK_FORMAT_R16G16B16A16_SFLOAT ||
format == VK_FORMAT_B10G11R11_UFLOAT_PACK32 ||
format == VK_FORMAT_A2B10G10R10_UNORM_PACK32;
}
inline bool IsTemporalImageCandidate(const VkImageCreateInfo& info) {
const bool depth = IsTemporalDepthFormat(info.format) &&
(info.usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
const bool color = IsTemporalColorFormat(info.format) &&
(info.usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
const bool motion = IsTemporalMotionFormat(info.format) &&
(info.usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
// Native transient targets may request lazy memory; changing their usage would
// disagree with the engine allocator's original memory-type request.
return (depth || color || motion) &&
!(info.usage & VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT) &&
info.imageType == VK_IMAGE_TYPE_2D &&
info.tiling == VK_IMAGE_TILING_OPTIMAL &&
info.samples == VK_SAMPLE_COUNT_1_BIT && info.extent.depth == 1 &&
info.extent.width >= 256 && info.extent.height >= 256 &&
info.arrayLayers == 1 && info.mipLevels == 1 && info.flags == 0;
}
// Depth/stencil formats use depth only. FSR samples device depth; stencil must
// never be reinterpreted as scene depth or included in a depth-only copy.
inline VkImageAspectFlags TemporalDepthAspect(VkFormat format) {
return IsTemporalDepthFormat(format) ? VK_IMAGE_ASPECT_DEPTH_BIT : 0;
}
} // namespace mocktail::vr
extern "C" {
// Availability tracks compatible resources from Vulkan startup. Enabled only
// selects preserving passes and per-frame capture while temporal FSR is active.
bool mocktail_vr_xr_fsr3_inputs_available();
bool mocktail_vr_xr_fsr3_inputs_enabled();
void mocktail_vr_xr_fsr3_scene_end(
VkDevice device, VkCommandBuffer command,
const mocktail::vr::TemporalSceneInputs* inputs);
void mocktail_vr_xr_fsr3_motion_end(
VkDevice device, VkCommandBuffer command,
const mocktail::vr::TemporalMotionInputs* inputs);
}
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#pragma once
#include <array>
#include <vulkan/vulkan.h>
#include "mocktail/vr/fsr3_upscaler.h"
namespace mocktail::vr {
// Explicit encoded-native -> linear-FSR -> encoded-native transport.
// The caller drains uses before resizing/resetting these reusable eye images.
class Fsr3Transport {
public:
~Fsr3Transport() { Reset(); }
bool Prepare(VkDevice,PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&,VkFormat source,
std::uint32_t width,std::uint32_t height,
std::uint32_t output_width,std::uint32_t output_height);
void Begin(VkCommandBuffer,int eye,VkImage encoded_source);
void Finish(VkCommandBuffer,int eye);
Fsr3Upscaler::Image color(int eye) const;
Fsr3Upscaler::Image output(int eye) const;
VkImage encoded(int eye) const {return eyes_[eye].encoded.image;}
VkFormat encoded_format() const {return srgb_format_;}
void Reset();
private:
struct Resource {VkImage image{};VkDeviceMemory memory{};};
struct Eye {Resource color,output,encoded;};
template<class T>T Proc(const char* name)const{return reinterpret_cast<T>(proc_(device_,name));}
bool Create(Resource&,VkFormat,std::uint32_t,std::uint32_t,VkImageUsageFlags,
const VkPhysicalDeviceMemoryProperties&);
void Destroy(Resource&);
void Barrier(VkCommandBuffer,VkImage,VkImageLayout,VkImageLayout,VkAccessFlags,VkAccessFlags);
VkDevice device_{};
PFN_vkGetDeviceProcAddr proc_{};
VkFormat source_format_{},srgb_format_{};
std::uint32_t width_{},height_{},output_width_{},output_height_{};
std::array<Eye,2> eyes_{};
};
}
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#pragma once
#include <vulkan/vulkan.h>
#include <cstdint>
#include <memory>
namespace mocktail::vr {
// AMD FSR 3.1.4 temporal upscaling. Each eye owns independent temporal history.
// GPU completion is the owner's responsibility before Reset or destruction.
class Fsr3Upscaler {
public:
struct Configuration {
std::uint32_t render_width{}, render_height{};
std::uint32_t output_width{}, output_height{};
bool inverted_depth=false, infinite_depth=false, hdr=false;
// Estimate image motion with AMD Optical Flow when engine vectors are
// unavailable. This is a fallback with its own compute cost and limits.
bool estimate_motion=false;
bool motion_vectors_jittered=false;
// Enable only when shaderFloat16 was enabled on the logical VkDevice.
bool allow_fp16=false;
};
struct Image {
VkImage image{};
VkFormat format{};
std::uint32_t width{}, height{};
};
struct JitterOffset { float x{}, y{}; };
struct Frame {
// Inputs must be sampled images in SHADER_READ_ONLY_OPTIMAL, output a
// storage image in GENERAL. The SDK restores those layouts after dispatch.
// Color is LINEAR: an sRGB image format decodes encoded source bytes.
// The output should be RGBA16F linear; encode it before copying to an
// encoded UNORM eye image. Depth and color must describe the same view.
Image color, depth, motion_vectors, output;
Image reactive, transparency;
// Unjittered motion is previous pixel position minus current position.
// Pixel-unit vectors use {1,1}; normalized UV vectors use render size.
float motion_vector_scale[2]{1.f,1.f};
JitterOffset jitter;
float delta_ms=16.667f, near_plane=.1f, far_plane=1000.f;
float vertical_fov=1.5707963f, meters_per_world_unit=1.f;
float pre_exposure=1.f, sharpness=.2f;
bool sharpening=true, reset=false;
};
Fsr3Upscaler();
~Fsr3Upscaler();
Fsr3Upscaler(const Fsr3Upscaler&)=delete;
Fsr3Upscaler& operator=(const Fsr3Upscaler&)=delete;
bool Configure(VkPhysicalDevice, VkDevice, PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&, const Configuration&);
bool Record(VkCommandBuffer, int eye, const Frame&);
Image estimated_motion(int eye) const;
void Reset();
int last_error() const;
static JitterOffset Jitter(std::uint64_t frame, std::uint32_t render_width,
std::uint32_t output_width);
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
}
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#pragma once
#include <algorithm>
#include <cstdint>
namespace mocktail::vr {
struct FsrSettings {
int quality=0; // Custom scale, Ultra Quality, Quality, Balanced, Performance, Custom resolution.
int scale_percent=80;
std::uint32_t input_resolution=1728;
bool operator==(const FsrSettings& other) const {
return quality==other.quality && scale_percent==other.scale_percent &&
input_resolution==other.input_resolution;
}
bool operator!=(const FsrSettings& other) const { return !(*this==other); }
};
inline std::uint32_t FsrRenderSize(std::uint32_t output, int mode,
const FsrSettings& settings={}) {
if((mode!=1 && mode!=2 && mode!=3) || output<2)return output;
if(settings.quality==5)
return std::clamp(settings.input_resolution,2u,output)&~1u;
std::uint64_t numerator=std::clamp(settings.scale_percent,25,100),denominator=100;
switch(settings.quality) {
case 1:numerator=10;denominator=13;break;
case 2:numerator=2;denominator=3;break;
case 3:numerator=10;denominator=17;break;
case 4:numerator=1;denominator=2;break;
default:break;
}
const auto scaled=static_cast<std::uint32_t>(
2*((std::uint64_t(output)*numerator+denominator)/(2*denominator)));
return std::clamp(scaled,2u,output&~1u);
}
inline std::uint32_t FsrRenderHeight(std::uint32_t output_width,
std::uint32_t output_height,int mode,
const FsrSettings& settings={}) {
if(settings.quality!=5 || mode==0 || !output_width || output_height<2)
return FsrRenderSize(output_height,mode,settings);
const auto width=FsrRenderSize(output_width,mode,settings);
const auto height=static_cast<std::uint32_t>(
2*((std::uint64_t(output_height)*width+output_width)/(2*std::uint64_t(output_width))));
return std::clamp(height,2u,output_height&~1u);
}
}
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#pragma once
#include <vulkan/vulkan.h>
#include "mocktail/vr/fsr_settings.h"
#include "mocktail/vr/temporal_reprojection.h"
#include <cstdint>
#include <cstddef>
#include <unordered_map>
namespace mocktail::vr {
// FP32 FSR 1 EASU, followed by gaze-only RCAS after the normal gaze AA.
// Uses raw host dispatch and the backend's existing copy command/fence.
class FsrUpscaler {
public:
~FsrUpscaler() { Reset(); }
bool Prepare(VkDevice, PFN_vkGetDeviceProcAddr,
const VkPhysicalDeviceMemoryProperties&, int eye,
VkImage source, VkFormat source_format, VkImage destination,
VkFormat output_format, std::uint32_t input_width,
std::uint32_t input_height, std::uint32_t output_width,
std::uint32_t output_height, bool temporal=false);
void RecordUpscale(VkCommandBuffer, int eye, float gaze_x=0, float gaze_y=0,
float radius=.15f);
void RecordTemporal(VkCommandBuffer,int eye,const TemporalEyePose&,
float gaze_x,float gaze_y,float radius,std::uint64_t now);
void RecordSharpen(VkCommandBuffer, int eye, float gaze_x, float gaze_y,
float radius);
VkImage image(int eye) const { return eyes_[eye].image; }
VkFormat intermediate_format() const;
void ForgetImage(VkImage);
void Reset();
private:
template<class T> T Proc(const char* name) const {
return reinterpret_cast<T>(proc_(device_, name));
}
bool Initialize(VkDevice, PFN_vkGetDeviceProcAddr, VkFormat);
VkPipeline Pipeline(VkRenderPass, const std::uint32_t*, std::size_t);
struct Eye {
VkImage image{}, source{}, destination{}, gamma_image{};
VkDeviceMemory memory{}, gamma_memory{};
VkImageView view{}, source_view{};
VkFramebuffer framebuffer{};
VkDescriptorSet sets[3]{};
VkImage history_image{};VkDeviceMemory history_memory{};VkImageView history_view{};
bool history_initialized=false,history_failed=false;
TemporalEyePose previous_pose;
float previous_center[2]{},previous_radius=0;
std::uint64_t previous_time=0;
VkFormat source_format{};
std::uint32_t in_width=0, in_height=0, width=0, height=0;
};
struct Target { VkImageView view{}; VkFramebuffer framebuffer{}; };
void FreeEye(Eye&);
bool PrepareHistory(const VkPhysicalDeviceMemoryProperties&,int eye);
struct alignas(16) Constants {
std::uint32_t con[4][4]{};
float texel[2]{}, center[2]{};
float radius=0;
std::uint32_t input_srgb=0, output_srgb=0, reserved=0;
};
static_assert(sizeof(Constants)==96);
struct alignas(16) TemporalConstants {
float rows[3][4]{},texel[2]{},center[2]{},previous_center[2]{};
float radius=0,previous_radius=0,blend=0;
std::uint32_t output_srgb=0,reserved[2]{};
};
static_assert(sizeof(TemporalConstants)==96);
void Draw(VkCommandBuffer, VkRenderPass, VkFramebuffer, VkPipeline,
VkDescriptorSet, const void*, const Eye&, VkRect2D);
void Barrier(VkCommandBuffer, VkImage, VkImageLayout, VkImageLayout,
VkAccessFlags, VkAccessFlags, VkPipelineStageFlags,
VkPipelineStageFlags);
VkDevice device_{};
PFN_vkGetDeviceProcAddr proc_{};
VkFormat format_{};
VkRenderPass passes_[2]{};
VkPipeline pipelines_[3]{};
VkDescriptorSetLayout descriptor_layout_{};
VkDescriptorPool descriptor_pool_{};
VkPipelineLayout layout_{};
VkSampler sampler_{};
Eye eyes_[2];
std::unordered_map<VkImage,Target> targets_;
};
}
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#pragma once
#include <vulkan/vulkan.h>
#include <cstdint>
#include <cstddef>
#include <unordered_map>
namespace mocktail::vr {
// Gaze-limited edge filtering after the normal eye copy.
// Every call uses raw host dispatch. The owner waits its copy fence before
// changing descriptors, dropping views, or destroying resources.
class GazeAa {
public:
~GazeAa() { Reset(); }
bool Prepare(VkDevice, PFN_vkGetDeviceProcAddr, int eye, VkImage source,
VkFormat source_format, VkImage destination,
VkFormat destination_format, std::uint32_t width,
std::uint32_t height, int mode=1,
const VkPhysicalDeviceMemoryProperties* memory=nullptr);
bool Record(VkCommandBuffer, int eye, float gaze_x, float gaze_y, int mode=1,
float radius=.22f);
void ForgetImage(VkImage);
void Reset();
private:
template<class T> T Proc(const char* name) const {
return reinterpret_cast<T>(get_proc_(device_,name));
}
bool Initialize(VkDevice,PFN_vkGetDeviceProcAddr,VkFormat);
VkPipeline MakePipeline(VkRenderPass,const std::uint32_t*,std::size_t);
bool PrepareSmaa(int,const VkPhysicalDeviceMemoryProperties&,int mode);
void RecordSmaa(VkCommandBuffer,int,int,const void*,const VkRect2D&);
void RecordPass(VkCommandBuffer,int,VkPipeline,VkRenderPass,VkFramebuffer,
VkDescriptorSet,const void*,const VkRect2D&,bool);
void DestroySmaa();
struct Texture { VkImage image{}; VkDeviceMemory memory{}; VkImageView view{}; };
bool MakeTexture(Texture&,VkFormat,unsigned,unsigned,VkImageUsageFlags);
void FreeTexture(Texture&);
struct SmaaEye {
Texture textures[2];
VkFramebuffer framebuffers[2]{};
VkDescriptorSet descriptors[2]{};
std::uint32_t width=0,height=0;
VkImageView descriptor_source{};
};
struct Source { VkImage image{}; VkImageView view{}; VkFormat format{}; bool descriptor_ready=false; };
struct Target { VkImageView view{}; VkFramebuffer framebuffer{}; };
VkDevice device_{};
PFN_vkGetDeviceProcAddr get_proc_{};
VkFormat format_=VK_FORMAT_UNDEFINED;
VkDescriptorSetLayout descriptor_layout_{};
VkDescriptorPool descriptor_pool_{};
VkDescriptorSet descriptor_sets_[2]{};
VkPipelineLayout pipeline_layout_{};
VkPipeline pipeline_{};
VkRenderPass render_pass_{};
VkSampler sampler_{};
VkRenderPass smaa_pass_{};
VkPipeline smaa_pipelines_[2][3]{};
SmaaEye smaa_eyes_[2];
Texture smaa_luts_[2];
VkBuffer smaa_staging_{};
VkDeviceMemory smaa_staging_memory_{};
bool smaa_uploaded_=false;
Source sources_[2];
std::unordered_map<VkImage,Target> targets_;
VkImage destinations_[2]{};
std::uint32_t widths_[2]{},heights_[2]{};
};
}
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#ifndef MOCKTAIL_VR_HEADSET_DETECTION_H_
#define MOCKTAIL_VR_HEADSET_DETECTION_H_
#include <chrono>
#include <string>
namespace mocktail::vr {
// Set on the child process that answers DetectSteamVrHeadset. main() checks
// it first and returns RunHeadsetProbeChild() without starting Roblox.
inline constexpr const char* kHeadsetProbeEnvironment =
"MOCKTAIL_VR_HEADSET_PROBE";
struct HeadsetDetection {
bool headset = false;
std::string reason;
};
// vr.mode: auto. True only when this user's SteamVR is running and its OpenXR
// runtime reports a head-mounted display. SteamVR is never started. The
// runtime is asked from a child process (`self_executable` with
// kHeadsetProbeEnvironment set) so its libraries never load into this one
// before the VR backend arms.
HeadsetDetection DetectSteamVrHeadset(
const std::string& self_executable,
std::chrono::milliseconds timeout = std::chrono::seconds(5),
const std::string& proc_root = "/proc");
// The child side: probes the OpenXR runtime in XR_RUNTIME_JSON and returns
// the probe's exit code (0 when a headset is available).
int RunHeadsetProbeChild();
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_HEADSET_DETECTION_H_
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#pragma once
#include <cstdint>
namespace mocktail::vr {
struct NativeProjectionSample {
// The actual engine camera projection before temporal jitter, row-major.
// This is read from the native camera rather than rebuilt from tracking FOV.
float projection[16] = {};
// The full world-view-projection used by the engine, including player
// locomotion. Supplied by the separately verified native combined getter.
float view_projection[16] = {};
float jitter_pixels[2] = {};
std::uint32_t render_width = 0;
std::uint32_t render_height = 0;
float camera_near = 0.f;
float camera_far = 0.f;
std::uintptr_t camera_identity = 0;
std::uint64_t frame = 0;
bool depth_inverted = false;
bool depth_infinite = false;
bool jitter_applied = false;
bool view_projection_valid = false;
bool valid = false;
};
// True only when the exact native per-eye projection function was verified and
// hooked. Unsupported clients retain their original projections.
bool NativeProjectionBridgeReady();
// Copies only a projection from the requested frame. A stale or unsupported
// camera never supplies temporal reconstruction parameters.
bool ReadNativeProjectionSample(int eye, std::uint64_t expected_frame,
NativeProjectionSample* sample);
} // namespace mocktail::vr
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#ifndef MOCKTAIL_VR_OPENXR_BACKEND_H_
#define MOCKTAIL_VR_OPENXR_BACKEND_H_
#include <vulkan/vulkan.h>
#include <array>
#include <atomic>
#include <cstdint>
#include <mutex>
#include <string>
#include <string_view>
#include <unordered_map>
#include <vector>
#include <memory>
#include "mocktail/status.h"
#include "mocktail/vr/xr_foveation_maps.h"
#include "mocktail/vr/gaze_aa.h"
#include "mocktail/vr/fsr_upscaler.h"
#include "mocktail/vr/fsr3_scene_capture.h"
#ifdef MOCKTAIL_ENABLE_FSR3
#include "mocktail/vr/fsr3_upscaler.h"
#include "mocktail/vr/fsr3_gaze_transport.h"
#endif
#include "mocktail/vr/virtual_keyboard.h"
#include "mocktail/vr/vr_mirror.h"
#include "mocktail/vr/xr_actions.h"
#include "mocktail/vr/xr_controller.h"
namespace mocktail::vr {
namespace internal {
// Deferral is safe only when the guest requested exactly one unprotected queue.
bool SingleUnprotectedVulkanQueue(const VkDeviceCreateInfo* info);
// Frame's native Video slider stores a per-eye pixel dimension per app.
std::uint32_t SteamFrameEyeResolution(std::string_view settings,
std::string_view steam_app_id);
// Swapchain format for guest eyes of `eye` given the runtime's formats:
// `eye` itself, else its UNORM/SRGB sibling (a raw byte copy, since the guest
// writes sRGB-encoded bytes either way), else the other channel order with
// the same sRGB-ness (a blit that only swizzles). VK_FORMAT_UNDEFINED when
// only a gamma-converting blit remains.
VkFormat PreferredEyeSwapchainFormat(VkFormat eye,
const std::vector<std::int64_t>& available);
// Consume binary present dependencies exactly once. On success a later present
// must omit them. VK_NOT_READY means nothing was consumed and the guest's
// present proceeds unchanged; any other failure consumed them (or lost the
// device) and must be propagated, not retried.
VkResult WaitForPresentDependencies(VkDevice device, VkQueue queue,
const VkPresentInfoKHR& present,
VkFence fence, PFN_vkResetFences reset,
PFN_vkQueueSubmit submit,
PFN_vkWaitForFences wait);
// Hands binary present dependencies to the GPU instead: one empty batch on
// `queue` waits on them and signals `signal`, which the present waits on
// instead. Work submitted to `queue` afterwards is ordered after the waits.
// The CPU never blocks. VK_NOT_READY means nothing was consumed.
VkResult ChainPresentDependencies(VkDevice device, VkQueue queue,
const VkPresentInfoKHR& present,
VkSemaphore signal, PFN_vkQueueSubmit submit);
// Makes the Vulkan adapter serialize queue calls for the rest of the process.
// Called when a backend arms; the adapter library may load before or after.
void RequestVulkanQueueSharing();
} // namespace internal
// Resolved --vr output mode. kXrOutput drives the real Roblox stereo images
// into an OpenXR projection layer; kNativeOnly keeps the diagnostic native
// stereo prototype without any runtime requirement. Selected through
// MOCKTAIL_VR_BACKEND ("xr" default, "native" diagnostic).
enum class VrBackendMode {
kDisabled,
kNativeOnly,
kXrOutput,
};
// Explicit XR_RUNTIME_JSON wins. Runtime preference can select SteamVR (ALVR),
// WiVRn, or the registered OpenXR runtime without changing system registration.
std::string SelectVrRuntimeManifest(const std::string& explicit_manifest,
const std::vector<std::string>& candidates);
std::vector<std::string> VrRuntimeManifestCandidates(
const std::string &preference, const std::string &home,
const std::string &config_home, const std::string &config_dirs);
struct VrRuntimeDiscovery {
std::vector<std::string> candidates;
std::string reason;
};
VrRuntimeDiscovery DiscoverVrRuntime(
const std::string& preference, const std::string& home,
const std::string& config_home, const std::string& config_dirs,
const std::string& runtime_dir, const std::string& proc_root = "/proc");
std::string VrRuntimeUnavailableHint(bool user_selected, const std::string& manifest);
// SteamVR's OpenXR manifest when this user's vrserver is running, else empty.
std::string RunningSteamVrManifest(const std::string& proc_root = "/proc");
VrBackendMode ResolveVrBackendMode(bool vr_enabled);
const char* VrBackendModeName(VrBackendMode mode);
// One deterministic head pose sample. Position is metres, orientation is a
// quaternion (x, y, z, w) in the OpenXR LOCAL reference space.
// VrHandPose (tracked controller hands) is defined in xr_controller.h.
struct ScriptedPoseSample {
float position[3] = {0.f, 0.f, 0.f};
float orientation[4] = {0.f, 0.f, 0.f, 1.f};
float eye_offset[2][3] = {}; // metres in head space
float eye_fov[2][4] = {}; // left, right, up, down angles
float projection_jitter_pixels[2] = {}; // raster displacement: right/down
std::uint32_t projection_render_width = 0, projection_render_height = 0;
bool projection_jitter_valid = false;
// Index 0 = left, 1 = right (Roblox UserCFrame LeftHand/RightHand).
VrHandPose hands[2];
float floor_position[3] = {};
float floor_orientation[4] = {0.f, 0.f, 0.f, 1.f};
bool floor_valid = false;
// Verified DebugDeviceVR input channels, published with the same pose.
float controller_channels[28] = {};
bool controllers_connected = false;
std::uint64_t frame = 0;
bool valid = false;
};
// Production OpenXR backend for the native stereo prototype.
//
// Lifecycle: main arms the backend before Roblox startup (xrCreateInstance
// and xrGetSystem fail fast with a clear message when no runtime exists).
// The Vulkan adapter delegates the guest's vkCreateInstance/vkCreateDevice
// through xrCreateVulkanInstanceKHR/xrCreateVulkanDeviceKHR so the runtime's
// extension and GPU requirements are satisfied by the very device Roblox
// renders with. The session is created on that device; per-frame XR work runs
// on the render thread from the adapter's host-present notification:
// xrEndFrame(N) with the two eye images of frame N copied into the
// projection swapchains, then xrWaitFrame/xrBeginFrame/xrLocateViews for
// frame N+1 and publishing the scripted/runtime head pose that the device
// bridge injects into Roblox before its eye passes run.
//
// EGL/OpenGL ES uses XR_MNDX_egl_enable on the guest SDL context and GPU
// framebuffer blits into GLES swapchain textures. It shares the same frame
// scheduling, tracking, pose application and session recovery below.
//
// Eye image provenance is recorded in the adapter during the guest eye
// initializer (owner = DebugDeviceVR object) and bound to an eye index only
// through the real per-frame eye-getter request plus the actual render-pass
// attachment, mirroring the validated evidence-layer semantics. Creation
// order or size alone never selects an eye.
//
// All public entry points are exception-free at their boundary; the
// implementation is compiled with exceptions like openxr_preview.cc and
// translates failures into Status/log outcomes.
class GlesTransport;
enum class VrGraphicsApi { kVulkan, kOpenGles };
class OpenXrBackend final {
public:
OpenXrBackend() = default;
~OpenXrBackend();
OpenXrBackend(const OpenXrBackend&) = delete;
OpenXrBackend& operator=(const OpenXrBackend&) = delete;
// Claims the process-wide backend slot and creates XrInstance/system.
Status Arm(VrGraphicsApi graphics_api = VrGraphicsApi::kVulkan);
// EGL context must be current on the calling thread. Resolver bypasses guest
// hooks.
Status AttachGlesContext(void *display, void *config, void *context,
void *egl_get_proc, void *(*resolve)(const char *));
void DetachGlesContext(void *context);
void NoteGlesPresent();
void *WrapGlesProcAddress(const char *name, void *raw);
// Idempotent full teardown (XR resources first, then the instance).
void Disarm();
bool armed() const { return armed_.load(std::memory_order_acquire); }
// Adapter delegation. Return false when the backend does not own creation
// (caller falls back to the plain host loader path).
bool CreateVulkanInstance(const VkInstanceCreateInfo* create_info,
const VkAllocationCallbacks* allocator,
VkInstance* instance, VkResult* result);
bool CreateVulkanDevice(VkPhysicalDevice physical_device,
const VkDeviceCreateInfo* create_info,
const VkAllocationCallbacks* allocator,
VkDevice* device, VkResult* result);
// True transfers native device destruction to this backend.
bool NoteDeviceDestroyed(VkDevice device);
bool FoveationEnabled(VkDevice device) const;
VkImageView FoveationViewForFramebuffer(VkDevice device, VkFramebuffer framebuffer);
bool FoveationFocus(VkDevice device,VkFramebuffer framebuffer,float* x,float* y,std::uint64_t* frame,int* eye,int* level);
bool FoveationSnapshot(VkDevice device,float* centers,float* radius,std::uint64_t* frame,int* level);
// A scene intermediate may be shared between eyes. Resolve it from the live
// eye getter, never from its framebuffer handle or dimensions alone.
bool FoveationRenderFocus(VkDevice device, VkFramebuffer framebuffer,
std::uint32_t scene_width, std::uint32_t scene_height, float* x, float* y,
float* radius, std::uint64_t* frame, int* eye, int* level);
bool FoveationHostCopyEnabled(VkDevice device) const;
bool Fsr3InputsAvailable() const;
bool Fsr3InputsEnabled() const;
void CaptureFsr3Scene(VkDevice, VkCommandBuffer, const TemporalSceneInputs&);
void CaptureFsr3Motion(VkDevice, VkCommandBuffer, const TemporalMotionInputs&);
VkExtent2D FoveationMapExtent(VkDevice device) const;
// True transfers native instance destruction to this backend.
bool NoteInstanceDestroyed(VkInstance instance);
void NoteQueue(VkDevice device, VkQueue queue, std::uint32_t family,
std::uint32_t index);
std::vector<std::uint32_t> DesktopQueueFamilies(VkDevice device) const;
void RecordCommandPool(VkDevice device, VkCommandPool pool,
std::uint32_t family);
void RecordCommandBuffers(VkDevice device, VkCommandPool pool,
std::uint32_t count,
const VkCommandBuffer* buffers);
void ForgetCommandBuffers(std::uint32_t count,
const VkCommandBuffer* buffers);
void ForgetCommandPool(VkCommandPool pool);
void ResetCommandPool(VkCommandPool pool);
void ResetCommandBuffer(VkCommandBuffer buffer);
void NoteCommandBuffersSubmitted(VkQueue queue, std::uint32_t count,
const VkCommandBuffer* buffers);
VkImageLayout NormalizeDesktopBarrier(VkCommandBuffer command, VkImage image,
std::uint32_t* source,
std::uint32_t* destination,
VkImageLayout* old_layout,
VkImageLayout new_layout);
void NormalizeDesktopBarriers(VkCommandBuffer command, std::uint32_t count,
VkImageMemoryBarrier* barriers);
void NormalizeDesktopBarriers(VkCommandBuffer command, std::uint32_t count,
VkImageMemoryBarrier2* barriers);
// Resource provenance recording (adapter wrappers).
bool WantsResourceRecords() const {
return recording_.load(std::memory_order_acquire);
}
void RecordImage(VkDevice device, VkImage image,
const VkImageCreateInfo* info);
void RecordImageView(VkImageView view, VkImage image);
void RecordFramebuffer(VkFramebuffer framebuffer,
const VkFramebufferCreateInfo* info);
void RecordRenderPass(VkRenderPass render_pass,
const VkRenderPassCreateInfo* info);
void NoteDestroyImage(VkImage image);
void NoteDestroyImageView(VkImageView view);
void NoteDestroyFramebuffer(VkFramebuffer framebuffer);
void NoteRenderPassBegin(VkCommandBuffer command_buffer,
const VkRenderPassBeginInfo* info);
bool EyeBindingComplete() const {
return eyes_bound_.load(std::memory_order_acquire);
}
// Render-thread frame cycle at host present begin.
void NoteHostPresent(VkQueue queue, VkDevice device);
// VK_NOT_READY leaves the present untouched until eye submission provenance
// is known. VK_SUCCESS means its waits were consumed on the graphics queue,
// so the eye copies that follow there are ordered after them. The present
// must then wait on *ready instead (none when it is VK_NULL_HANDLE).
VkResult PrepareHostPresent(VkQueue queue, VkDevice device,
const VkPresentInfoKHR* info, VkSemaphore* ready);
void RecordDesktopSwapchain(VkDevice device, VkSwapchainKHR swapchain,
const VkSwapchainCreateInfoKHR* info,
const VkImage* images, unsigned count,
bool converted_to_concurrent = false);
// On success the original present semaphores have been consumed by the
// mirror blit on the GPU. The caller must present waiting only on *ready,
// which the blit signals. The CPU never waits for the guest's frame here.
VkResult MirrorDesktop(VkQueue queue, const VkPresentInfoKHR* info,
VkSemaphore* ready);
// Pose published for the frame that is about to render. The device bridge
// reads it once per frame on the render thread and injects it into the
// guest. valid=false until the XR session located a usable head pose.
// hands[0]=left, hands[1]=right carry this frame's tracked controller grip
// poses (metres, LOCAL space) when a controller layer is active.
ScriptedPoseSample PublishedHeadPose() const;
bool RecommendedEyeExtent(std::uint32_t* width, std::uint32_t* height) const;
// Render-thread boundary only: rebuild XR targets when Steam's settled
// resolution changes. The guest then reruns its verified eye initializer.
bool UpdateEyeResolution();
void NotePoseApplied(void* owner, std::uint64_t frame);
// Controller input delivery, consumed by the window-thread input runtime
// through the C ABI in xr_controller_abi.h. TakeControllerDelivery pops one
// batch produced by the once-per-frame action sync; it returns false when
// no controller layer is active or nothing is queued. The snapshot exposes
// the current levels for overflow resync. Haptics requests are thread-safe.
bool TakeControllerDelivery(ControllerDelivery* out);
ControllerSnapshot ControllerSnapshotForFrame() const;
void RequestControllerHaptics(int hand, float amplitude,
std::uint64_t duration_ns, float frequency_hz);
void StopControllerHaptics(int hand);
// Diagnostics.
std::uint64_t submitted_frames() const {
return submitted_frames_.load(std::memory_order_relaxed);
}
std::uint64_t skipped_frames() const {
return skipped_frames_.load(std::memory_order_relaxed);
}
bool session_running() const {
return session_running_.load(std::memory_order_relaxed);
}
std::string runtime_name() const;
private:
VkImageLayout NormalizeDesktopBarrierLocked(std::uint32_t family,
VkImage image, std::uint32_t* source, std::uint32_t* destination,
VkImageLayout* old_layout, VkImageLayout new_layout);
bool FoveationSnapshotLocked(VkDevice,float*,float*,std::uint64_t*,int*);
int FoveationSceneEyeLocked(VkDevice, std::uint32_t, std::uint32_t) const;
friend struct OpenXrBackendTestAccess;
struct ImageRecord {
VkImage image = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
std::uint32_t width = 0;
std::uint32_t height = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageUsageFlags usage = 0;
VkSampleCountFlagBits samples = VK_SAMPLE_COUNT_1_BIT;
void* owner = nullptr;
std::uint64_t order = 0;
};
struct EyeBinding {
bool valid = false;
std::uint64_t frame = 0;
VkImage image = VK_NULL_HANDLE;
VkFramebuffer framebuffer = VK_NULL_HANDLE;
void* guest_framebuffer = nullptr;
VkImageLayout final_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
void* owner = nullptr;
std::uint32_t width = 0;
std::uint32_t height = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
};
struct EyeSwapchain {
void* swapchain = nullptr; // XrSwapchain (opaque to keep the header XR-free)
std::vector<VkImage> images;
std::vector<std::uint32_t> gl_images;
std::uint32_t acquired_index = 0;
bool image_acquired = false;
std::uint32_t width = 0;
std::uint32_t height = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
};
bool InitializeSessionLocked(VkPhysicalDevice physical_device,
VkDevice device,
const VkDeviceCreateInfo* create_info,
std::string* error);
// Session-owned controller action layer (poses, buttons, axes, haptics).
// Created at instance level, attached per session, detached on teardown so
// a replacement session never reuses stale spaces.
XrActions actions_;
bool actions_created_ = false;
// Shared by action sync, snapshots, haptics and lifecycle operations.
// Acquired after mutex_ on the render thread, but never held across
// xrWaitFrame; the input thread takes only this controller lock.
mutable std::mutex controller_mutex_;
// Syncs actions once per frame at the predicted display time and folds the
// resulting hand poses into published_pose_ before the guest renders.
void SyncControllersLocked(std::uint64_t predicted_display_time);
bool InitializeGlesSessionLocked(std::string *error);
bool InitializeSessionResourcesLocked(std::string *error);
bool CopyGlesEyesIntoSwapchains();
bool EnsureXrInstanceLocked(std::string* error = nullptr);
void DestroyXrInstanceLocked();
void DisarmLocked();
void* ResolveFunction(const char* name) const;
void SetupDeviceAfterCreationLocked(VkPhysicalDevice physical_device,
VkDevice device,
const VkDeviceCreateInfo* create_info);
void TeardownSessionLocked(const char* reason, bool preserve_device = false);
void HandleSessionState(int state);
void HandleReferenceSpaceChange(std::int64_t change_time);
bool RecoverSessionLocked(std::uint64_t now_ns);
// False only when the runtime names a GPU other than the guest device's.
bool RuntimeUsesGuestGpuLocked();
void PollSessionEvents();
bool SupportsPresentQueueLocked(VkQueue queue) const;
VkQueue FrameQueueForPresentLocked(VkQueue queue) const;
VkQueue GraphicsQueueForPresentLocked(VkQueue present) const;
bool unsupported_present_queue_logged_ = false;
// Drops the pose/images of the frame currently in flight without touching
// guest ownership, so the next xrEndFrame submits no layer instead of an
// image paired with a pose that no longer describes the same origin.
void InvalidateInFlightPose(const char* reason);
void RunFrameCycle(VkQueue queue, VkDevice device);
// Returns true when the backend owns this present but ran no XR frame, so
// the caller paces the guest itself.
bool NoteHostPresentLocked(VkQueue queue, VkDevice device);
bool NeedsIdlePacingLocked() const;
bool CreateSwapchains(std::string* error);
// Recreates the eye swapchains once in the format that copies the guest's
// eye bytes without a gamma change (see PreferredEyeSwapchainFormat).
void MatchSwapchainFormatToEyesLocked();
void DestroySwapchains();
void ResetFsr3Locked();
bool EnsureCopyResources(VkDevice device, std::uint32_t queue_family,
std::string* error);
void DestroyCopyResources();
// Records both eye copies (and, when the mirror is enabled, both staging
// readbacks) into one command buffer and submits it once. Only the shared
// memory mirror waits for it; the headset path leaves it to the GPU.
bool CopyEyesIntoSwapchains(VkQueue queue);
void RecordEyeCopiesLocked(VkCommandBuffer command, const VkImage source[2],
const VkImage destination[2]);
void RecordFxaaEyesLocked(VkCommandBuffer command);
// Per-frame GPU work (desktop mirror, eye copies) is submitted without a CPU
// wait. A slot is reused only after its fence signalled; its images let a
// guest destroy wait for the submissions that still read them.
struct AsyncSubmission {
VkCommandBuffer command = VK_NULL_HANDLE;
VkFence fence = VK_NULL_HANDLE;
bool pending = false;
bool eye_resources = false;
std::uint64_t serial = 0; // bumped per submission
std::vector<VkImage> images;
};
// The shared-memory mirror's readback from the previous frame copy. It is
// published at the next copy, when the GPU has long finished it, so neither
// the headset nor the mirror makes the CPU wait for the frame.
struct MirrorReadback {
AsyncSubmission* slot = nullptr;
std::uint64_t serial = 0;
std::uint64_t frame = 0;
VkFormat format = VK_FORMAT_UNDEFINED;
std::uint32_t width = 0;
std::uint32_t height = 0;
};
void PublishMirrorReadbackLocked();
// vr.anti_aliasing: fxaa. The eye copy becomes one FXAA draw per eye into
// the runtime's swapchain image. Anything it cannot set up falls back to
// the plain copy, which never loses headset output.
struct FxaaState {
VkFormat target_format = VK_FORMAT_UNDEFINED;
VkShaderModule vertex = VK_NULL_HANDLE;
VkShaderModule fragment = VK_NULL_HANDLE;
VkSampler sampler = VK_NULL_HANDLE;
VkDescriptorSetLayout set_layout = VK_NULL_HANDLE;
VkDescriptorPool pool = VK_NULL_HANDLE;
VkDescriptorSet sets[2] = {};
VkPipelineLayout layout = VK_NULL_HANDLE;
VkRenderPass render_pass = VK_NULL_HANDLE;
VkPipeline pipeline = VK_NULL_HANDLE;
// The eye image each set samples, and its view.
VkImage sources[2] = {};
VkImageView source_views[2] = {};
// Per eye, one view and framebuffer per runtime swapchain image.
std::vector<VkImageView> target_views[2];
std::vector<VkFramebuffer> framebuffers[2];
bool failed = false;
};
bool FxaaEnabled() const;
// Pipeline, targets and eye bindings for this frame; false means copy.
bool PrepareFxaaLocked();
bool CreateFxaaPipelineLocked(VkFormat target_format);
void DestroyFxaaTargetsLocked();
void ForgetFxaaSourceLocked(VkImage image);
void DestroyFxaaLocked();
// The next slot, recorded-ready, or nullptr when its previous submission
// did not finish in time (the device is hung or lost).
AsyncSubmission* NextAsyncSubmissionLocked();
VkResult SubmitAsyncLocked(VkQueue queue, AsyncSubmission* slot,
const VkSubmitInfo& submit);
// Waits for pending submissions reading `image`, or all of them for
// VK_NULL_HANDLE.
void WaitAsyncSubmissionsLocked(VkImage image);
// AA/FSR descriptors and history are shared between eye copies. Wait only
// for their previous users, never the current guest-present dependency.
void WaitEyeResourcesLocked();
// Semaphore the present of `image_index` waits on, created on first use.
enum class PresentStep { kMirror, kPrepare };
VkSemaphore PresentReadySemaphoreLocked(VkSwapchainKHR swapchain,
std::uint32_t image_index,
PresentStep step);
void DestroyRetiredSemaphoresLocked();
// In-headset keyboard: show/hide from the host's TextBox request, pointer
// input, and trigger masking. Runs inside the controller sync.
void UpdateVirtualKeyboardLocked();
// Rasterizes and uploads the panel when it changed. Returns true when the
// keyboard swapchain holds a released image ready for a quad layer.
bool PrepareVirtualKeyboardLayerLocked(VkQueue queue);
bool UploadVirtualKeyboardVulkan(VkQueue queue, VkImage image);
void DestroyVirtualKeyboardStaging();
void DestroyVirtualKeyboardResources();
bool CaptureEyeEvidence(VkQueue queue, int eye);
ScriptedPoseSample ComputeScriptedPose(std::uint64_t frame) const;
void EnsureMirrorForExtent(std::uint32_t width, std::uint32_t height);
MirrorVkProcs MirrorProcs() const;
VrGraphicsApi graphics_api_ = VrGraphicsApi::kVulkan;
GlesTransport *gles_ = nullptr;
std::uint64_t gl_min_version_ = 0;
std::uint64_t gl_max_version_ = 0;
// Held for a whole XR frame cycle and by every path that can destroy the
// session; always taken before mutex_.
std::mutex frame_mutex_;
mutable std::mutex mutex_;
// The frame cycle's hold on mutex_, so it can release it around
// xrWaitFrame. Only set while NoteHostPresent runs the cycle.
std::unique_lock<std::mutex>* state_lock_ = nullptr;
std::atomic<bool> armed_{false};
std::atomic<bool> recording_{false};
std::atomic<bool> eyes_bound_{false};
std::atomic<bool> session_running_{false};
std::atomic<std::uint64_t> submitted_frames_{0};
std::atomic<std::uint64_t> skipped_frames_{0};
// XR handles are stored as opaque pointers in the header; the implementation
// casts them back. This keeps vulkan-only consumers free of OpenXR headers.
void* xr_instance_ = nullptr;
std::uint64_t xr_system_ = 0;
void* xr_session_ = nullptr;
void* xr_local_space_ = nullptr;
void* xr_view_space_ = nullptr;
void* xr_stage_space_ = nullptr;
std::uint32_t xr_eye_width_[2] = {};
std::uint32_t xr_eye_height_[2] = {};
std::uint32_t xr_max_eye_width_[2] = {};
std::uint32_t xr_max_eye_height_[2] = {};
std::uint32_t resize_candidate_ = 0;
std::uint64_t resize_candidate_since_ = 0;
EyeSwapchain eye_swapchains_[2];
VirtualKeyboard keyboard_;
std::unique_ptr<VirtualKeyboardRasterizer> keyboard_raster_;
EyeSwapchain keyboard_swapchain_;
bool keyboard_swapchain_failed_ = false;
bool keyboard_image_ready_ = false;
std::uint64_t keyboard_uploaded_revision_ = 0;
// A new showKeyboard request may open the panel; Close disarms it until
// Roblox drops that request.
bool keyboard_armed_ = true;
pose::Pose keyboard_head_{};
bool keyboard_head_valid_ = false;
std::vector<std::uint8_t> keyboard_pixels_;
VkBuffer keyboard_staging_ = VK_NULL_HANDLE;
VkDeviceMemory keyboard_staging_memory_ = VK_NULL_HANDLE;
void* keyboard_staging_mapped_ = nullptr;
int xr_blend_mode_ = 0;
// Runtime name captured at xrCreateInstance so the bind-time diagnostics line
// can report it without re-entering runtime_name() under the held mutex.
std::string runtime_name_;
bool xr_instance_used_ = false;
// Libraries the runtime's first instance loaded; later instances load them
// with RTLD_DEEPBIND (see EnsureXrInstanceLocked).
std::vector<std::string> runtime_libraries_;
std::string user_manifest_;
std::string runtime_manifest_;
VkInstance vk_instance_ = VK_NULL_HANDLE;
std::uint32_t vk_instance_api_version_ = VK_API_VERSION_1_0;
bool fsr3_device_supported_ = false;
// One retained instance avoids invalid SteamVR ARM graphics-device caches
// during menu/game transitions. Only an identical creation request reuses it.
bool vk_instance_retained_ = false;
bool vk_device_retained_ = false;
bool foveation_runtime_available_ = false;
bool eye_gaze_available_ = false;
bool foveation_device_enabled_ = false;
bool foveation_host_copy_enabled_ = false;
bool foveation_used_in_frame_ = false;
XrFoveationMaps foveation_;
GazeAa gaze_aa_;
FsrUpscaler fsr_;
Fsr3SceneCapture fsr3_capture_;
#ifdef MOCKTAIL_ENABLE_FSR3
Fsr3Upscaler fsr3_;
Fsr3GazeTransport fsr3_transport_;
#endif
std::atomic<bool> fsr3_inputs_enabled_{false};
bool fsr3_failure_logged_ = false;
std::uint64_t fsr3_last_frame_ns_ = 0;
std::uint64_t fsr3_last_frame_ = 0;
bool fsr3_has_resources_ = false;
bool fsr3_capture_seen_[2]{};
float fsr3_gaze_radius_ = -1.f;
bool fsr3_contexts_configured_ = false;
bool fsr3_estimate_motion_ = true;
bool fsr3_depth_inverted_ = false, fsr3_depth_infinite_ = false;
std::uint64_t fsr3_camera_identity_[2]{};
float fsr3_camera_near_[2]{}, fsr3_camera_far_[2]{};
static constexpr int upscale_mode_ = 0;
FsrSettings fsr_settings_{};
bool fsr_failure_logged_ = false;
std::string guest_device_key_;
static std::string VulkanDeviceKey(const VkDeviceCreateInfo* info);
void ReleaseGuestRendererLocked();
unsigned guest_device_generation_ = 0;
bool defer_initial_session_ = false;
std::string guest_instance_key_;
VkDevice vk_device_ = VK_NULL_HANDLE;
VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
std::uint32_t vk_queue_family_ = 0;
VkQueue vk_graphics_queue_ = VK_NULL_HANDLE;
std::vector<std::uint32_t> device_queue_families_;
bool single_guest_queue_ = false;
void* vk_loader_ = nullptr;
struct VkProcs;
VkProcs* vk_ = nullptr;
VkCommandPool copy_pool_ = VK_NULL_HANDLE;
// Synchronous one-off work: keyboard uploads, evidence, present fallback.
VkCommandBuffer copy_command_ = VK_NULL_HANDLE;
VkFence copy_fence_ = VK_NULL_HANDLE;
// Two submissions per frame, so three frames may be in flight.
static constexpr std::size_t kAsyncSubmissions = 6;
std::array<AsyncSubmission, kAsyncSubmissions> async_{};
std::size_t next_async_ = 0;
MirrorReadback mirror_readback_{};
FxaaState fxaa_{};
// The mirror's signal for this present, which PrepareHostPresent passes on.
VkSemaphore mirror_ready_ = VK_NULL_HANDLE;
// Semaphores of destroyed desktop swapchains. A present may still wait on
// one, so they are destroyed only once the device is idle.
std::vector<VkSemaphore> retired_semaphores_;
std::unordered_map<VkFormat, VkFormatFeatureFlags> blit_features_;
// Optional desktop two-eye mirror (MOCKTAIL_VR_MIRROR_SHM). Publishes the
// latest complete pair through shared memory; inert when unset.
VrMirror mirror_;
std::unordered_map<VkImage, ImageRecord> images_;
struct DesktopSwapchain {
VkExtent2D extent;
VkFormat format;
std::vector<VkImage> images;
VkSharingMode sharing_mode = VK_SHARING_MODE_EXCLUSIVE;
std::vector<std::uint32_t> families;
bool converted_to_concurrent = false;
// Two per image, see PresentReadySemaphoreLocked.
std::vector<VkSemaphore> ready;
};
std::unordered_map<VkSwapchainKHR, DesktopSwapchain> desktop_swapchains_;
std::unordered_map<VkImageView, VkImage> image_views_;
std::unordered_map<VkFramebuffer, std::vector<VkImageView>> framebuffer_views_;
std::unordered_map<VkFramebuffer, VkRenderPass> framebuffer_render_pass_;
std::unordered_map<VkRenderPass, std::vector<VkImageLayout>> render_pass_final_layouts_;
std::unordered_map<VkQueue, std::uint32_t> queue_families_;
struct CommandRecord {
VkCommandPool pool = VK_NULL_HANDLE;
std::uint32_t family = UINT32_MAX;
std::vector<std::pair<VkImage, std::uint64_t>> eye_images;
};
std::unordered_map<VkCommandPool, std::uint32_t> command_pool_families_;
std::unordered_map<VkCommandBuffer, CommandRecord> command_records_;
std::unordered_map<VkImage, VkQueue> eye_render_queues_;
std::unordered_map<VkImage, std::uint64_t> eye_render_frames_;
std::uint64_t image_order_ = 0;
EyeBinding eyes_[2];
// Frame cycle state (render thread only).
bool frame_open_ = false;
bool frame_should_render_ = false;
// A running session is hidden in SYNCHRONIZED; shouldRender still governs rendering.
bool visibility_lost_ = false;
bool session_recovery_pending_ = false;
std::uint64_t next_session_retry_ns_ = 0;
// Consecutive failed session recoveries, for backoff and for deciding when
// the XrInstance itself must be recreated (e.g. after a runtime restart).
std::uint32_t session_recovery_failures_ = 0;
bool xr_instance_stale_ = false;
bool present_sync_failure_logged_ = false;
bool gles_attach_failed_ = false;
// Runtime swapchain formats, and the format chosen once the guest eye
// format is known (VK_FORMAT_UNDEFINED until then).
std::vector<std::int64_t> xr_swapchain_formats_;
VkFormat eye_swapchain_format_ = VK_FORMAT_UNDEFINED;
VkFormat eye_format_checked_ = VK_FORMAT_UNDEFINED;
std::uint64_t frame_display_time_ = 0;
// MOCKTAIL_VR_UNPACED benchmark mode: guest presents before this monotonic
// time leave the open XR frame alone instead of blocking in xrWaitFrame.
std::uint64_t frame_due_ns_ = 0;
struct ViewState {
float position[3];
float orientation[4];
float fov[4]; // angleLeft, angleRight, angleUp, angleDown (radians)
bool valid;
};
ViewState frame_views_[2] = {};
struct PoseStorage {
float position[3] = {0.f, 0.f, 0.f};
float orientation[4] = {0.f, 0.f, 0.f, 1.f};
};
PoseStorage frame_view_poses_[2];
bool frame_views_valid_ = false;
// One-shot guard so a canted-view runtime reports the rejection reason once
// instead of once per frame per eye.
bool projection_rejection_logged_ = false;
mutable ScriptedPoseSample published_pose_;
std::uint64_t xr_frame_counter_ = 0;
// All begun XR frames, including an unworn/invisible headset.
std::uint64_t xr_begun_frames_ = 0;
std::unordered_map<void*, std::uint64_t> applied_poses_;
};
// Process-wide single backend owned by main. Adapter hooks resolve these
// exported C symbols; they are inert while no backend is armed.
OpenXrBackend* ActiveVrBackend();
// Paths of the shared objects mapped into the process.
std::vector<std::string> LoadedSharedObjects();
// Paths mapped now that were not in `before`.
std::vector<std::string> SharedObjectsLoadedSince(
const std::vector<std::string>& before);
// Holds the runtime's libraries open with RTLD_DEEPBIND while the OpenXR
// loader loads the runtime, so its Vulkan calls bind to its own libvulkan
// dependency instead of the Vulkan adapter's exported hooks. Released after
// the loader holds its own reference, so the runtime still unloads with its
// instance.
class DeepBoundLibraries {
public:
explicit DeepBoundLibraries(const std::vector<std::string>& paths);
~DeepBoundLibraries();
DeepBoundLibraries(const DeepBoundLibraries&) = delete;
DeepBoundLibraries& operator=(const DeepBoundLibraries&) = delete;
private:
std::vector<void*> handles_;
};
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_OPENXR_BACKEND_H_
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#ifndef MOCKTAIL_VR_OPENXR_PREVIEW_H_
#define MOCKTAIL_VR_OPENXR_PREVIEW_H_
#include <array>
#include <cstdint>
#include <string>
namespace mocktail::vr {
struct PreviewOptions {
// Zero keeps the scene open until the runtime or user requests exit.
std::uint32_t frame_limit = 0;
};
struct PreviewResult {
bool success = false;
std::string message;
std::uint64_t frames = 0;
std::uint64_t rendered_frames = 0;
std::uint64_t tracked_frames = 0;
std::array<float, 3> head_position{};
std::array<float, 4> head_orientation{0, 0, 0, 1};
};
// Runs a native Vulkan/OpenXR scene with a panel fixed in LOCAL space. The
// compositor projects it into both eyes. Roblox images/input are not connected.
// Call on the main thread: SIGINT/SIGTERM request a graceful session exit, and
// their previous handlers are restored before returning.
PreviewResult RunOpenXrPreview(const PreviewOptions& options = {});
std::string FormatPreviewResult(const PreviewResult& result);
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_OPENXR_PREVIEW_H_
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#ifndef MOCKTAIL_VR_OPENXR_PROBE_H_
#define MOCKTAIL_VR_OPENXR_PROBE_H_
#include <cstdint>
#include <string>
#include <vector>
namespace mocktail::vr {
enum class ProbeStatus {
kReady,
kBuildDisabled,
kRuntimeUnavailable,
kHeadsetUnavailable,
kIncompatibleRuntime,
kError,
};
struct ViewConfiguration {
std::uint32_t width = 0;
std::uint32_t height = 0;
std::uint32_t samples = 0;
};
struct ProbeReport {
ProbeStatus status = ProbeStatus::kError;
std::string message;
std::string sdk_version;
std::string runtime_name;
std::string runtime_version;
std::string system_name;
std::vector<std::string> extensions;
std::vector<ViewConfiguration> views;
bool orientation_tracking = false;
bool position_tracking = false;
std::string minimum_vulkan_version;
std::string maximum_vulkan_version;
};
// Native host discovery only. Does not load Roblox, change the active runtime,
// create a graphics device/session, or claim that VR rendering is implemented.
ProbeReport ProbeOpenXr();
std::string FormatProbeReport(const ProbeReport& report);
int ProbeExitCode(ProbeStatus status);
// False in builds configured without MOCKTAIL_ENABLE_VR; --vr fails closed
// early in that case instead of starting Roblox without VR support.
bool IsOpenXrSupportCompiled();
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_OPENXR_PROBE_H_
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#ifndef MOCKTAIL_VR_PERFORMANCE_STATS_H_
#define MOCKTAIL_VR_PERFORMANCE_STATS_H_
#include <cstdint>
#include <deque>
namespace mocktail::vr {
struct PerformanceSnapshot {
std::uint64_t timestamp_ns = 0;
std::uint64_t frames = 0;
std::uint64_t last_frame_ns = 0;
std::uint64_t process = 0;
std::uint64_t width = 0, height = 0;
bool visible = false;
std::uint64_t render_width = 0, render_height = 0;
};
// Count successful application projections over a rolling second. Neither
// the scheduler's cap nor compositor repeats count as new game frames.
class PerformanceRate {
public:
void Reset() { samples_.clear(); }
double Sample(std::uint64_t now, const PerformanceSnapshot& snapshot) {
if (!snapshot.visible || snapshot.timestamp_ns > now ||
now - snapshot.timestamp_ns > kSecond ||
(!samples_.empty() && (now <= samples_.back().time ||
snapshot.frames < samples_.back().frames))) {
Reset();
return -1.;
}
samples_.push_back({now, snapshot.frames});
const auto cutoff = now > kSecond ? now - kSecond : 0;
while (samples_.size() > 2 && samples_[1].time <= cutoff)
samples_.pop_front();
if (!snapshot.last_frame_ns || snapshot.last_frame_ns > now ||
now - snapshot.last_frame_ns >= kSecond) return 0.;
const auto elapsed = now - samples_.front().time;
if (elapsed < kSecond / 2) return -1.;
return double(snapshot.frames - samples_.front().frames) * 1.e9 /
double(elapsed);
}
private:
static constexpr std::uint64_t kSecond = 1'000'000'000;
struct SamplePoint { std::uint64_t time, frames; };
std::deque<SamplePoint> samples_;
};
} // namespace mocktail::vr
#endif
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#ifndef MOCKTAIL_VR_PERFORMANCE_TELEMETRY_H_
#define MOCKTAIL_VR_PERFORMANCE_TELEMETRY_H_
#include "mocktail/vr/performance_stats.h"
#include <atomic>
#include <cstdlib>
#include <new>
#include <fcntl.h>
#include <sys/mman.h>
#include <sys/stat.h>
#include <unistd.h>
namespace mocktail::vr {
// The launcher owns a private tmpfs file for the lifetime of one application.
// Only lock-free stores run in the frame path: no file writes, GPU waits or
// frame history allocations. A separate noninteractive overlay reads it.
struct alignas(64) SharedPerformanceStats {
static constexpr std::uint64_t kMagic = 0x4e43504600000002ULL;
std::atomic<std::uint64_t> magic{0}, sequence{0};
std::atomic<std::uint64_t> timestamp_ns{0}, frames{0}, last_frame_ns{0};
std::atomic<std::uint64_t> process{0}, width{0}, height{0}, visible{0};
std::atomic<std::uint64_t> render_width{0}, render_height{0};
};
static_assert(std::atomic<std::uint64_t>::is_always_lock_free);
class PerformanceMapping {
public:
PerformanceMapping() = default;
PerformanceMapping(const PerformanceMapping&) = delete;
PerformanceMapping& operator=(const PerformanceMapping&) = delete;
~PerformanceMapping() {
if (record_) munmap(record_, sizeof(SharedPerformanceStats));
}
bool Open(const char* path, bool writer) {
if (record_) return true;
if (!path || path[0] != '/') return false;
const int fd = open(path, (writer ? O_RDWR : O_RDONLY) | O_CLOEXEC | O_NOFOLLOW);
if (fd < 0) return false;
struct stat info{};
if (fstat(fd, &info) || !S_ISREG(info.st_mode) || info.st_uid != geteuid() ||
(info.st_mode & 0077) || info.st_size < static_cast<off_t>(sizeof(SharedPerformanceStats))) {
close(fd);
return false;
}
void* mapped = mmap(nullptr, sizeof(SharedPerformanceStats),
writer ? PROT_READ | PROT_WRITE : PROT_READ, MAP_SHARED, fd, 0);
close(fd);
if (mapped == MAP_FAILED) return false;
record_ = static_cast<SharedPerformanceStats*>(mapped);
if (writer) {
new (record_) SharedPerformanceStats;
record_->magic.store(SharedPerformanceStats::kMagic, std::memory_order_release);
}
return true;
}
void Publish(const PerformanceSnapshot& value) {
if (!record_) return;
record_->sequence.fetch_add(1, std::memory_order_acq_rel);
record_->timestamp_ns.store(value.timestamp_ns, std::memory_order_relaxed);
record_->frames.store(value.frames, std::memory_order_relaxed);
record_->last_frame_ns.store(value.last_frame_ns, std::memory_order_relaxed);
record_->process.store(value.process, std::memory_order_relaxed);
record_->width.store(value.width, std::memory_order_relaxed);
record_->height.store(value.height, std::memory_order_relaxed);
record_->visible.store(value.visible, std::memory_order_relaxed);
record_->render_width.store(value.render_width, std::memory_order_relaxed);
record_->render_height.store(value.render_height, std::memory_order_relaxed);
record_->sequence.fetch_add(1, std::memory_order_release);
}
bool Read(PerformanceSnapshot* value) const {
if (!record_ || record_->magic.load(std::memory_order_acquire) != SharedPerformanceStats::kMagic)
return false;
for (int attempt = 0; attempt < 8; ++attempt) {
const auto sequence = record_->sequence.load(std::memory_order_acquire);
if (sequence & 1) continue;
PerformanceSnapshot snapshot;
snapshot.timestamp_ns = record_->timestamp_ns.load(std::memory_order_relaxed);
snapshot.frames = record_->frames.load(std::memory_order_relaxed);
snapshot.last_frame_ns = record_->last_frame_ns.load(std::memory_order_relaxed);
snapshot.process = record_->process.load(std::memory_order_relaxed);
snapshot.width = record_->width.load(std::memory_order_relaxed);
snapshot.height = record_->height.load(std::memory_order_relaxed);
snapshot.visible = record_->visible.load(std::memory_order_relaxed) != 0;
snapshot.render_width = record_->render_width.load(std::memory_order_relaxed);
snapshot.render_height = record_->render_height.load(std::memory_order_relaxed);
std::atomic_thread_fence(std::memory_order_acquire);
if (sequence == record_->sequence.load(std::memory_order_relaxed)) {
*value = snapshot;
return true;
}
}
return false;
}
private:
SharedPerformanceStats* record_ = nullptr;
};
class PerformancePublisher {
public:
void Update(std::uint64_t now, std::uint64_t frames, bool visible,
std::uint32_t width, std::uint32_t height,
std::uint32_t render_width, std::uint32_t render_height) {
if (!attempted_) {
attempted_ = true;
process_ = static_cast<std::uint64_t>(getpid());
enabled_ = mapping_.Open(std::getenv("NIGHTCAP_PERFORMANCE_TELEMETRY"), true);
}
if (!enabled_) return;
if (frames != previous_frames_) last_frame_ns_ = now;
previous_frames_ = frames;
mapping_.Publish({now, frames, last_frame_ns_, process_,
width, height, visible, render_width, render_height});
}
private:
PerformanceMapping mapping_;
bool attempted_ = false, enabled_ = false;
std::uint64_t previous_frames_ = 0, last_frame_ns_ = 0, process_ = 0;
};
} // namespace mocktail::vr
#endif
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#pragma once
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdint>
#include <limits>
namespace mocktail::vr {
inline bool ValidRasterJitter(bool enabled, const float (&jitter_pixels)[2],
std::uint32_t width, std::uint32_t height) {
return enabled && width && height &&
std::isfinite(jitter_pixels[0]) && std::isfinite(jitter_pixels[1]) &&
std::abs(jitter_pixels[0]) <= 1.f &&
std::abs(jitter_pixels[1]) <= 1.f;
}
// Adjusts the native projection's positive {up, down, left, right} tangent
// extents. Jitter is image displacement in render pixels: +X right, +Y down.
// With the existing right-handed camera looking down -Z, a ray projects to
// u=(x/-z+left)/(left+right), v=(up-y/-z)/(up+down). Translating both frustum
// bounds preserves its angular span and displaces every ray by the same pixels.
// Only the caller-owned projection changes; runtime FOV and tracking do not.
inline bool ApplyRasterProjectionJitter(float (&tangents)[4], bool enabled,
const float (&jitter_pixels)[2],
std::uint32_t render_width,
std::uint32_t render_height) {
if (!ValidRasterJitter(enabled, jitter_pixels, render_width, render_height))
return false;
for (float value : tangents)
if (!std::isfinite(value) || value <= 0.f)
return false;
const double dx = static_cast<double>(jitter_pixels[0]) *
(static_cast<double>(tangents[2]) + tangents[3]) /
render_width;
const double dy = static_cast<double>(jitter_pixels[1]) *
(static_cast<double>(tangents[0]) + tangents[1]) /
render_height;
const std::array<float, 4> shifted = {
static_cast<float>(tangents[0] + dy),
static_cast<float>(tangents[1] - dy),
static_cast<float>(tangents[2] + dx),
static_cast<float>(tangents[3] - dx)};
for (float value : shifted)
if (!std::isfinite(value) || value <= 0.f)
return false;
for (int i = 0; i < 4; ++i)
tangents[i] = shifted[i];
return true;
}
// The verified native Camera getter mirrors M02 for the right eye. Apply jitter
// after that operation to give both eyes the same displacement. Vulkan image Y
// increases downward; the verified native scene shader negates clip Y before
// its Vulkan viewport, while camera-space Y and this projection increase up.
inline bool ApplyRasterMatrixProjectionJitter(float (&matrix)[16], bool enabled,
const float (&jitter_pixels)[2],
std::uint32_t render_width,
std::uint32_t render_height) {
if (!ValidRasterJitter(enabled, jitter_pixels, render_width, render_height))
return false;
for (float value : matrix)
if (!std::isfinite(value))
return false;
if (matrix[0] <= 0.f || matrix[5] <= 0.f || matrix[14] != -1.f ||
matrix[15] != 0.f)
return false;
const float x = matrix[2] - 2.f * jitter_pixels[0] / render_width;
const float y = matrix[6] + 2.f * jitter_pixels[1] / render_height;
if (!std::isfinite(x) || !std::isfinite(y))
return false;
matrix[2] = x;
matrix[6] = y;
return true;
}
inline bool ApplyRasterViewProjectionJitter(float (&matrix)[16], bool enabled,
const float (&jitter_pixels)[2],
std::uint32_t render_width,
std::uint32_t render_height) {
if (!ValidRasterJitter(enabled, jitter_pixels, render_width, render_height))
return false;
for (float value : matrix)
if (!std::isfinite(value))
return false;
double denominator_norm = 0.;
for (int i = 12; i < 16; ++i)
denominator_norm += static_cast<double>(matrix[i]) * matrix[i];
if (denominator_norm <= 0.)
return false;
const float dx = 2.f * jitter_pixels[0] / render_width;
const float dy = -2.f * jitter_pixels[1] / render_height;
float shifted[8];
for (int column = 0; column < 4; ++column) {
shifted[column] = matrix[column] + dx * matrix[12 + column];
shifted[4 + column] = matrix[4 + column] + dy * matrix[12 + column];
}
for (float value : shifted)
if (!std::isfinite(value))
return false;
std::copy_n(shifted, 8, matrix);
return true;
}
// The observed native reverse-Z perspective builder writes M22=n/(f-n),
// M23=n*f/(f-n), M32=-1. Derive its actual clip planes without assuming a
// fixed near plane, which the client changes with its camera mode.
inline bool DecodeReverseProjectionDepth(const float (&matrix)[16],
float* camera_near,
float* camera_far,
bool* infinite) {
if (!camera_near || !camera_far || !infinite || matrix[14] != -1.f ||
matrix[15] != 0.f)
return false;
for (float value : matrix)
if (!std::isfinite(value))
return false;
const double a = matrix[10], b = matrix[11];
if (a < 0. || b <= 0.)
return false;
const float near = static_cast<float>(b / (a + 1.));
const bool is_infinite = a == 0.;
const float far = is_infinite ? std::numeric_limits<float>::infinity()
: static_cast<float>(b / a);
if (!std::isfinite(near) || near <= 0.f ||
(!is_infinite && (!std::isfinite(far) || far <= near)))
return false;
*camera_near = near;
*camera_far = far;
*infinite = is_infinite;
return true;
}
} // namespace mocktail::vr
@@ -0,0 +1,29 @@
#pragma once
#include <algorithm>
#include <cstdint>
#include <vector>
namespace mocktail::vr::internal {
struct CpuCapacity { unsigned id; unsigned capacity; };
// Input contains only CPUs already allowed for this thread. Keep near-peer
// performance cores together, and retain the original mask if information is
// incomplete or a preference would leave fewer than two available cores.
inline std::vector<unsigned> PerformanceCpuSubset(
const std::vector<CpuCapacity>& allowed) {
std::vector<unsigned> original;
unsigned maximum = 0;
bool complete = true;
for (const auto& cpu : allowed) {
original.push_back(cpu.id);
maximum = std::max(maximum, cpu.capacity);
complete = complete && cpu.capacity > 0;
}
if (!complete || !maximum || allowed.size() < 2) return original;
std::vector<unsigned> selected;
for (const auto& cpu : allowed)
if (std::uint64_t(cpu.capacity) * 5 >= std::uint64_t(maximum) * 4)
selected.push_back(cpu.id);
return selected.size() >= 2 ? selected : original;
}
} // namespace mocktail::vr::internal
@@ -0,0 +1,131 @@
#ifndef MOCKTAIL_VR_ROBLOX_VR_DEVICE_BRIDGE_H_
#define MOCKTAIL_VR_ROBLOX_VR_DEVICE_BRIDGE_H_
#include <atomic>
#include <cstdint>
#include <mutex>
#include <string>
#include <string_view>
#include "compat/build_profile.h"
#include "mocktail/status.h"
#include "mocktail/vr/roblox_vr_guest_abi.h"
namespace mocktail::vr {
namespace internal {
struct VrBridgeTestAccess;
struct VrBuildContract;
}
const compat::VrDebugDeviceBridgeProfile* FindRobloxVrDeviceProfile(
std::string_view build_id);
// Human-readable list of the Roblox builds VR supports, e.g.
// "2998 (2.736.1408) and 3092 (2.738.1397)", for error messages.
std::string DescribeSupportedVrBuilds();
// Experimental native stereo bring-up for the exact Build-ID-scoped
// RBX::Graphics::DebugDeviceVR object of the guest client.
//
// The bridge interposes the state and eye getters of the exact guest build.
// Resource readiness is checked on the live object during each state call;
// initialization never dereferences cached guest object/device pointers. The
// guest owns resource destruction. Recreated objects and reused addresses
// therefore need no cache invalidation. Initialization happens only on a thread
// observed presenting.
class RobloxVrDeviceBridge final {
public:
using StateGetterFn = guest_abi::StateGetterFn;
using EyeGetterFn = void *(*)(void *device_object, int eye_index);
using EyeInitializerFn = void (*)(void *device_object, void *graphics_device);
RobloxVrDeviceBridge() = default;
~RobloxVrDeviceBridge();
RobloxVrDeviceBridge(const RobloxVrDeviceBridge &) = delete;
RobloxVrDeviceBridge &operator=(const RobloxVrDeviceBridge &) = delete;
// Arms the bridge for an exact-build profile that carries
// vr_debug_device_bridge metadata. Claims the process-wide bridge slot.
Status Install(const compat::BuildProfile &profile);
// Validates machine contracts at the loaded image base and interposes the
// two DebugDeviceVR vtable slots. Called once, after libroblox relocations
// and before any guest startup code runs.
Status Activate(std::uintptr_t image_base);
// Restores the interposed vtable slots and disarms. Safe to call twice.
void Shutdown();
bool installed() const { return installed_; }
bool active() const { return active_.load(std::memory_order_acquire); }
// Render-thread notification from the Vulkan adapter's host present path.
void NoteHostPresent();
// Guest-side hooks invoked by the interposed vtable stubs.
void OnHapticsCall(void* device_object, int hand, float amplitude);
// HapticService:SetMotor on Gamepad1 LeftHand (0) / RightHand (1); the
// level holds until the game sets it again.
void OnSetMotorCall(int hand, float amplitude);
void OnPointerFrameCall(void* result, void* service);
void OnStateGetterCall(void *result_buffer, void *device_object);
void OnEyeGetterCall(void *device_object, int eye_index, void *framebuffer);
StateGetterFn original_state_getter() const {
return original_state_getter_.load(std::memory_order_acquire);
}
EyeGetterFn original_eye_getter() const {
return original_eye_getter_.load(std::memory_order_acquire);
}
// Cumulative initialization diagnostics (not a count of live devices).
std::uintptr_t image_base() const {
return image_base_.load(std::memory_order_acquire);
}
int captured_device_count() const;
int initialized_device_count() const;
std::uint64_t present_count() const {
return present_count_.load(std::memory_order_relaxed);
}
std::uint64_t eye_getter_call_count(int eye_index) const;
private:
friend struct internal::VrBridgeTestAccess;
static constexpr std::uint64_t kEyeGetterSummaryInterval = 600;
bool ValidateObjectHeader(void *self) const;
void *ValidatedGraphicsDevice(void *self) const;
void TryInitializeEyes(void *self);
bool RestoreVtableLocked();
mutable std::mutex mutex_;
compat::VrDebugDeviceBridgeProfile profile_{};
const internal::VrBuildContract* contract_ = nullptr;
bool installed_ = false;
std::atomic<bool> active_{false};
std::atomic<std::uintptr_t> image_base_{0};
std::atomic<std::uintptr_t> image_size_{0};
std::uintptr_t *vtable_ = nullptr;
std::uintptr_t original_haptic_slot_ = 0;
std::uintptr_t original_state_slot_ = 0;
std::uintptr_t original_eye_slot_ = 0;
std::atomic<StateGetterFn> original_state_getter_{nullptr};
std::atomic<EyeGetterFn> original_eye_getter_{nullptr};
std::atomic<std::uint64_t> present_thread_{0};
std::atomic<std::uint64_t> present_count_{0};
std::atomic<bool> flag_warning_logged_{false};
std::atomic<int> captured_count_{0};
std::atomic<int> initialized_count_{0};
mutable std::atomic<std::uint64_t> eye_call_totals_[2] = {};
};
// Process-wide single active bridge, mirroring the audio output-device
// bridge ownership model. Install claims the slot; the destructor releases
// it. legacy_runtime forwards the loaded libroblox image base through
// NotifyRobloxVrImageLoaded; it is a successful no-op while no bridge is
// armed, and fail-closed once one is.
Status NotifyRobloxVrImageLoaded(std::uintptr_t image_base);
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_ROBLOX_VR_DEVICE_BRIDGE_H_
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#ifndef MOCKTAIL_VR_ROBLOX_VR_GUEST_ABI_H_
#define MOCKTAIL_VR_ROBLOX_VR_GUEST_ABI_H_
#include <cstdint>
#include <cstring>
namespace mocktail::vr::guest_abi {
// AAPCS64 uses x0 for self and x8 for an indirect aggregate result. Declaring
// the actual aggregate return lets the compiler preserve the guest ABI.
struct StateResult { std::uint8_t bytes[0x138]; };
struct FrameResult { float elements[12]; };
static_assert(sizeof(StateResult) == 0x138);
static_assert(sizeof(FrameResult) == 0x30);
#if defined(__aarch64__)
using StateGetterFn = StateResult (*)(void* self);
using PointerFrameFn = FrameResult (*)(void* self);
inline void CallState(StateGetterFn fn, void* result, void* self) {
const auto value = fn(self);
std::memcpy(result, &value, sizeof(value));
}
inline void CallPointer(PointerFrameFn fn, void* result, void* self) {
const auto value = fn(self);
std::memcpy(result, &value, sizeof(value));
}
#else
using StateGetterFn = void* (*)(void* result, void* self);
using PointerFrameFn = void* (*)(void* result, void* self);
inline void CallState(StateGetterFn fn, void* result, void* self) {
fn(result, self);
}
inline void CallPointer(PointerFrameFn fn, void* result, void* self) {
fn(result, self);
}
#endif
} // namespace mocktail::vr::guest_abi
#endif
@@ -0,0 +1,39 @@
#pragma once
#include "mocktail/vr/vr_pose_math.h"
#include <cmath>
#include <cstdint>
namespace mocktail::vr {
struct TemporalEyePose {
float orientation[4]={0,0,0,1};
float fov[4]={-1,1,1,-1};
float position[3]={};
};
// Depthless rotational reprojection. Translation has no reliable depth-based
// correspondence, so reject history during appreciable eye translation.
inline bool TemporalReprojection(const TemporalEyePose& current,
const TemporalEyePose& previous,
float rows[3][4]) {
pose::Quat c,p;
if(!pose::QuatNormalize({current.orientation[0],current.orientation[1],current.orientation[2],current.orientation[3]},&c) ||
!pose::QuatNormalize({previous.orientation[0],previous.orientation[1],previous.orientation[2],previous.orientation[3]},&p))return false;
float distance=0;
for(int i=0;i<3;++i){const float d=current.position[i]-previous.position[i];if(!std::isfinite(d))return false;distance+=d*d;}
if(distance>.0025f*.0025f)return false;
const auto rotation=pose::QuatMultiply(pose::QuatConjugate(p),c);
if(std::abs(rotation.w)<.99905f)return false; // Reject large jumps (>5 degrees/frame).
float f[4],old[4];
for(int i=0;i<4;++i){f[i]=std::tan(current.fov[i]);old[i]=std::tan(previous.fov[i]);if(!std::isfinite(f[i]+old[i]))return false;}
if(f[1]<=f[0] || f[2]<=f[3] || old[1]<=old[0] || old[2]<=old[3])return false;
const pose::Vec3 basis[3]={{f[1]-f[0],0,0},{0,f[3]-f[2],0},{f[0],f[2],-1}};
for(int column=0;column<3;++column){
const auto ray=pose::QuatRotate(rotation,basis[column]);
rows[0][column]=(ray.x+old[0]*ray.z)/(old[1]-old[0]);
rows[1][column]=(-old[2]*ray.z-ray.y)/(old[2]-old[3]);
rows[2][column]=-ray.z;
}
for(int i=0;i<3;++i)rows[i][3]=0;
return true;
}
}
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#ifndef MOCKTAIL_VR_VIRTUAL_KEYBOARD_H_
#define MOCKTAIL_VR_VIRTUAL_KEYBOARD_H_
#include <cstdint>
#include <string>
#include <vector>
#include "mocktail/vr/vr_pose_math.h"
namespace mocktail::vr {
// Host side of the in-headset keyboard. The window module owns Roblox's
// TextBox focus and the SDL event path; main wires these callbacks so the VR
// library never links the window library. Every callback may be called from
// the render thread and must be thread-safe.
struct VirtualKeyboardHost {
void* context = nullptr;
// True while Roblox has asked for an on-screen keyboard (showKeyboard).
bool (*input_requested)(void* context) = nullptr;
// Commits UTF-8 text exactly like an SDL_EVENT_TEXT_INPUT.
void (*commit_text)(void* context, const char* utf8) = nullptr;
// Presses and releases one SDL scancode exactly like a physical key.
void (*press_key)(void* context, std::uint32_t scancode) = nullptr;
};
// Installs the process-wide host. Passing nullptr clears it.
void SetVirtualKeyboardHost(const VirtualKeyboardHost* host);
VirtualKeyboardHost CurrentVirtualKeyboardHost();
// The focused TextBox's current contents, shown in the panel's text field.
// The desktop draws TextBox text as a window overlay that never reaches the
// eye images, so the headset would otherwise show an empty box. Safe from any
// thread; the text is sensitive and is never logged.
struct VirtualKeyboardText {
std::string utf8;
int cursor_utf16 = 0;
bool password = false;
std::uint64_t revision = 0;
};
void SetVirtualKeyboardText(const char* utf8, std::size_t size,
int cursor_utf16, bool password);
void ClearVirtualKeyboardText();
VirtualKeyboardText CurrentVirtualKeyboardText();
enum class VirtualKeyAction {
kText, // commits text, or shift_text under Shift/Caps Lock
kBackspace,
kEnter,
kTab,
kShift, // one-shot
kCapsLock,
kSpace,
kClose, // Escape: leaves the TextBox and hides the panel
};
struct VirtualKey {
std::string label;
std::string text; // committed text for kText
std::string shift_text; // committed under Shift (Caps Lock for letters)
VirtualKeyAction action = VirtualKeyAction::kText;
// Panel UV rectangle, origin top-left, both axes 0..1.
float u0 = 0.f, v0 = 0.f, u1 = 0.f, v1 = 0.f;
};
// One controller's pointing state for a frame. Positions are metres in the
// OpenXR LOCAL space; the ray points along the aim pose's -Z axis.
struct VirtualKeyboardPointer {
bool valid = false;
pose::Pose aim{};
float trigger = 0.f; // 0..1
};
// What the keyboard asks the host to do after an Update.
struct VirtualKeyboardOutput {
std::vector<std::string> text; // committed in order
std::vector<std::uint32_t> scancodes; // pressed in order, after text
};
// Ray/quad intersection. The quad is centred on `quad` with its face along
// +Z, `width` x `height` metres. Returns false when the ray misses or points
// away. u/v are panel UVs (origin top-left).
bool IntersectVirtualKeyboardPanel(const pose::Pose& quad, float width,
float height, const pose::Pose& aim,
float* u, float* v, float* distance);
// Pure keyboard state machine: layout, paging, shift, hover, trigger edges and
// backspace auto-repeat. No OpenXR, Vulkan or SDL types, so it is unit-tested
// directly.
class VirtualKeyboard {
public:
// A text field over 15 x 5 normal-key units, 4 cm per unit.
static constexpr float kPanelWidthMetres = 0.60f;
static constexpr float kPanelHeightMetres = 0.248f;
// Texture aspect matches the panel so keys are not stretched.
static constexpr int kTextureWidth = 1500;
static constexpr int kTextureHeight = 620;
// Top share of the panel holding the text field; keys fill the rest.
static constexpr float kFieldFraction = 120.f / 620.f;
VirtualKeyboard();
// Opens the panel in front of `head` (LOCAL space), below eye level and
// tilted up toward the viewer. Resets Shift and hover; keeps Caps Lock.
void Show(const pose::Pose& head);
void Hide();
bool visible() const { return visible_; }
const pose::Pose& panel_pose() const { return panel_; }
// Text shown in the field. Bumps the revision only when it changed.
void SetText(const VirtualKeyboardText& text);
const std::string& text() const { return text_.utf8; }
int text_cursor_utf16() const { return text_.cursor_utf16; }
bool text_password() const { return text_.password; }
// Processes one frame of both pointers. now_ns is monotonic.
VirtualKeyboardOutput Update(std::uint64_t now_ns,
const VirtualKeyboardPointer (&pointers)[2]);
// True when this hand's trigger belongs to the keyboard this frame (aimed
// at the panel, or a press that began on it is still held, including after
// the panel hid mid-press). The backend withholds that trigger from Roblox
// so a key press is not also a click.
bool CapturesTrigger(int hand) const;
// Current layout, with Shift/Caps Lock applied to the labels.
const std::vector<VirtualKey>& keys() const;
// -1 when the hand is not over a key.
int hovered_key(int hand) const { return hands_[hand & 1].hovered; }
int pressed_key(int hand) const { return hands_[hand & 1].pressed; }
// Pointer position on the panel, when the hand is over it.
bool cursor(int hand, float* u, float* v) const;
bool shifted() const { return shift_; }
bool caps_lock() const { return caps_lock_; }
// Advances whenever anything visible changes; the backend re-rasterizes
// and re-uploads only when this moves.
std::uint64_t revision() const { return revision_; }
private:
struct Hand {
int hovered = -1;
int pressed = -1; // key under an active press, -1 otherwise
bool trigger_down = false;
bool captured = false;
bool over_panel = false;
float u = 0.f, v = 0.f;
std::uint64_t repeat_at_ns = 0;
};
void RebuildLayout();
int KeyAt(float u, float v) const;
std::string Output(const VirtualKey& key) const;
void Activate(const VirtualKey& key, VirtualKeyboardOutput* output);
void Touch() { ++revision_; }
bool visible_ = false;
bool shift_ = false;
bool caps_lock_ = false;
pose::Pose panel_{};
VirtualKeyboardText text_;
Hand hands_[2];
// A press the keyboard owned when it hid; held until that trigger releases.
bool release_pending_[2] = {false, false};
std::uint64_t cursor_drawn_ns_ = 0;
std::vector<VirtualKey> keys_;
std::uint64_t revision_ = 1;
};
// Draws the keyboard into a tightly packed RGBA8 buffer
// (VirtualKeyboard::kTextureWidth x kTextureHeight, sRGB-encoded, opaque).
// Glyphs come from SDL3_ttf with fontconfig's sans fallback chain and are
// cached per label, so redraws after the first are plain fills and blits.
class VirtualKeyboardRasterizer {
public:
VirtualKeyboardRasterizer();
~VirtualKeyboardRasterizer();
VirtualKeyboardRasterizer(const VirtualKeyboardRasterizer&) = delete;
VirtualKeyboardRasterizer& operator=(const VirtualKeyboardRasterizer&) =
delete;
// Returns false when no font could be opened; keys still draw, unlabelled.
bool Draw(const VirtualKeyboard& keyboard, std::vector<std::uint8_t>* rgba);
private:
struct Impl;
Impl* impl_ = nullptr;
};
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_VIRTUAL_KEYBOARD_H_
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#ifndef MOCKTAIL_VR_MIRROR_H_
#define MOCKTAIL_VR_MIRROR_H_
#include <vulkan/vulkan.h>
#include <cstdint>
#include <string>
#include "mocktail/vr/vr_mirror_shm.h"
namespace mocktail::vr {
// The subset of device/instance procs the mirror needs, supplied by the XR
// backend from its already-resolved guest-device table. Keeping this explicit
// avoids a second proc table and keeps the mirror independently testable.
struct MirrorVkProcs {
PFN_vkCreateBuffer CreateBuffer = nullptr;
PFN_vkDestroyBuffer DestroyBuffer = nullptr;
PFN_vkGetBufferMemoryRequirements GetBufferMemoryRequirements = nullptr;
PFN_vkAllocateMemory AllocateMemory = nullptr;
PFN_vkFreeMemory FreeMemory = nullptr;
PFN_vkBindBufferMemory BindBufferMemory = nullptr;
PFN_vkMapMemory MapMemory = nullptr;
PFN_vkUnmapMemory UnmapMemory = nullptr;
PFN_vkCmdCopyImageToBuffer CmdCopyImageToBuffer = nullptr;
PFN_vkCmdPipelineBarrier CmdPipelineBarrier = nullptr;
PFN_vkGetPhysicalDeviceMemoryProperties GetPhysicalDeviceMemoryProperties =
nullptr;
};
// Producer side of the desktop two-eye mirror. Maps a POSIX shared-memory
// segment (created with the name from MOCKTAIL_VR_MIRROR_SHM) and publishes
// the latest complete eye pair under a seqlock. It owns two persistent,
// bounded host-visible staging buffers reused across frames; the GPU->staging
// copies are recorded into the caller's single batched command buffer so the
// mirror adds no extra queue submission or fence wait.
//
// The mirror never touches the filesystem on the frame path and keeps only the
// newest pair (one latest slot), so a slow consumer drops rather than queues
// old frames.
class VrMirror {
public:
VrMirror() = default;
~VrMirror();
VrMirror(const VrMirror&) = delete;
VrMirror& operator=(const VrMirror&) = delete;
bool enabled() const { return mapping_ != nullptr; }
// Opens the shared segment. Returns false (and stays disabled) when the name
// is empty or mapping fails; the XR path then runs without a mirror.
bool Open(const std::string& shm_name, std::uint32_t width,
std::uint32_t height, std::string* error);
void Close();
// Ensures the two staging buffers match width*height*4 bytes on this device.
// Allocates once; a size/device change recreates them. Existing contents are
// discarded on resize.
bool EnsureStaging(const MirrorVkProcs& vk, VkDevice device,
VkPhysicalDevice physical, std::uint32_t width,
std::uint32_t height, std::string* error);
void DestroyStaging(const MirrorVkProcs& vk);
// Records a source-eye -> staging-buffer copy for one eye into cmd, adding
// the layout barriers around it. The source is returned to final_layout so
// the next guest render pass sees it unchanged.
void RecordEyeCopy(const MirrorVkProcs& vk, VkCommandBuffer cmd, int eye,
VkImage source, VkImageLayout final_layout,
std::uint32_t width, std::uint32_t height);
// After the batched fence wait completed, copies both staging buffers into
// the shared segment and bumps the seqlock with the frame id and a monotonic
// timestamp. No-op when staging does not cover width*height.
void Publish(std::uint64_t frame, VkFormat format, std::uint32_t width,
std::uint32_t height, std::uint64_t now_ns);
std::uint64_t published_pairs() const { return published_pairs_; }
std::uint32_t staging_width() const { return staging_width_; }
std::uint32_t staging_height() const { return staging_height_; }
const void* mapping() const { return mapping_; }
// Test seam: publish a pair from caller-supplied staging bytes without any
// Vulkan resources, exercising the same seqlock/segment write as the GPU
// path. Both buffers must hold width*height*4 bytes.
void PublishFromBytesForTest(std::uint64_t frame, VkFormat format,
std::uint32_t width, std::uint32_t height,
std::uint64_t now_ns, const void* eye0,
const void* eye1);
private:
void* mapping_ = nullptr;
std::uint64_t mapping_bytes_ = 0;
std::string shm_name_;
VkBuffer staging_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
VkDeviceMemory staging_memory_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
void* staging_map_[2] = {nullptr, nullptr};
std::uint32_t staging_width_ = 0;
std::uint32_t staging_height_ = 0;
VkDevice staging_device_ = VK_NULL_HANDLE;
std::uint64_t published_pairs_ = 0;
};
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_MIRROR_H_
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#ifndef MOCKTAIL_VR_MIRROR_SHM_H_
#define MOCKTAIL_VR_MIRROR_SHM_H_
#include <cstdint>
namespace mocktail::vr {
// Shared-memory transport for the desktop two-eye mirror. The producer (XR
// backend, inside the client process) publishes the latest complete eye pair
// under a seqlock; the consumer (desktop viewer) reads the newest pair without
// any per-frame filesystem transport, image encode/decode, or allocation.
//
// Layout is fixed and little-endian.
// sizeof(VrMirrorHeader) == kVrMirrorHeaderBytes.
struct VrMirrorHeader {
std::uint32_t magic; // kVrMirrorMagic
std::uint32_t header_bytes; // kVrMirrorHeaderBytes (pixel area offset)
std::uint64_t seq; // seqlock: odd while writing, even when stable
std::uint64_t frame; // XR frame id the pair belongs to
std::uint32_t width; // eye width in pixels
std::uint32_t height; // eye height in pixels
std::uint32_t format; // VkFormat of the source eye images
std::uint32_t flags; // bit0: a complete, valid pair is present
std::uint64_t producer_ns; // CLOCK_MONOTONIC publish timestamp
std::uint64_t published_pairs;
std::uint64_t reserved;
};
inline constexpr std::uint32_t kVrMirrorMagic = 0x3152564D; // 'MVR1'
inline constexpr std::uint32_t kVrMirrorHeaderBytes = 64;
inline constexpr std::uint32_t kVrMirrorFlagValid = 1u << 0;
// Total mapped bytes for a given eye extent (header + two RGBA/BGRA images).
inline std::uint64_t VrMirrorBytes(std::uint32_t width, std::uint32_t height) {
return static_cast<std::uint64_t>(kVrMirrorHeaderBytes) +
2ull * static_cast<std::uint64_t>(width) *
static_cast<std::uint64_t>(height) * 4ull;
}
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_MIRROR_SHM_H_
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#ifndef MOCKTAIL_VR_PERF_H_
#define MOCKTAIL_VR_PERF_H_
#include <cstdint>
#include <string>
#include <vector>
namespace mocktail::vr::perf {
// Opt-in, low-overhead stage timing and counter instrumentation. Collection is
// compiled out at runtime unless MOCKTAIL_VR_PERF is set, so the steady-state
// path only pays a single cached boolean test per record.
bool Enabled();
enum class Stage {
kFrameCycle,
kXrWaitFrame,
kXrBeginFrame,
kXrLocateViews,
kSwapchainAcquire,
kSwapchainWait,
kCopyRecord,
kCopySubmit,
kCopyFenceWait,
kMirrorPublish,
kEvidence,
kControllerSync,
kPresentDependencies,
kDesktopMirror,
kPresentPrepare,
kPresentInterval,
kStageCount,
};
enum class Counter {
kPresents,
kFramesBegun,
kFramesSubmitted,
kFramesSkipped,
kSkipShouldRender,
kSkipPoseInvalid,
kSkipEyesUnbound,
kSkipEyeFrameMismatch,
kSubmits,
kFenceWaits,
kMirrorPairs,
kMirrorDrops,
kSkipVisibilityLost,
kReferenceSpaceChanges,
kVisibilityLost,
kVisibilityGained,
kFramesInvalidated,
kControllerSyncs,
kCounterCount,
};
const char* StageName(Stage stage);
const char* CounterName(Counter counter);
// Bounded reservoir per stage: the most recent N samples are kept and ranked
// only when a report is emitted (once per interval), never on the frame path.
class Collector {
public:
static constexpr std::size_t kReservoir = 4096;
static constexpr std::uint64_t kIntervalNs = 1'000'000'000ULL;
void Record(Stage stage, std::uint64_t nanos);
void Count(Counter counter, std::uint64_t delta = 1);
// Emits one distribution line per active stage plus a counter line when at
// least kIntervalNs elapsed since the previous emission. Cheap no-op
// otherwise. now_ns is a CLOCK_MONOTONIC timestamp supplied by the caller so
// the collector stays clock-agnostic and testable.
void EmitIfDue(std::uint64_t now_ns, const char* context);
// Test/inspection accessors.
std::uint64_t counter(Counter counter_id) const;
std::vector<std::uint64_t> Percentiles(Stage stage) const; // p50,p95,p99,max
std::size_t Samples(Stage stage) const;
void Reset();
private:
struct StageStat {
std::vector<std::uint64_t> samples; // ring, bounded by kReservoir
std::size_t head = 0;
std::size_t count = 0;
std::uint64_t total_ns = 0;
};
StageStat stages_[static_cast<std::size_t>(Stage::kStageCount)]{};
std::uint64_t counters_[static_cast<std::size_t>(Counter::kCounterCount)]{};
std::uint64_t last_emit_ns_ = 0;
std::uint64_t window_start_ns_ = 0;
};
// Process-wide collector used by the XR backend frame cycle.
Collector& ProcessCollector();
// Monotonic nanoseconds (CLOCK_MONOTONIC), 0 on failure.
std::uint64_t NowNs();
} // namespace mocktail::vr::perf
#endif // MOCKTAIL_VR_PERF_H_
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#ifndef MOCKTAIL_VR_POSE_MATH_H_
#define MOCKTAIL_VR_POSE_MATH_H_
#include <algorithm>
#include <cmath>
#include <cstdint>
namespace mocktail::vr::pose {
// Coordinate spaces and units used across the whole camera path, documented so
// every stage is auditable:
//
// OpenXR head/views metres, right-handed, +Y up, -Z forward, LOCAL space
// -> published pose metres, quaternion (x, y, z, w), unchanged units
// -> guest state metres; the exact-build native helper converts metres
// to studs itself (factor 10/3). This layer must never
// pre-apply that scale.
// -> camera engine composes
// out.rotation = base.rotation * head.rotation
// out.position = base.position
// + base.rotation * head.position * HeadScale
// where HeadScale is an engine value distinct from the
// metres-to-studs conversion factor.
// -> render one pass per eye using the per-eye offset/FOV
// -> XR submission metres again, the very pose used to render the pair.
struct Vec3 {
float x = 0.f, y = 0.f, z = 0.f;
};
struct Quat {
float x = 0.f, y = 0.f, z = 0.f, w = 1.f;
};
struct Pose {
Vec3 position{};
Quat orientation{};
};
inline constexpr float kPi = 3.14159265358979323846f;
inline Quat QuatMultiply(const Quat& a, const Quat& b) {
return Quat{
a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
};
}
inline Quat QuatConjugate(const Quat& q) { return Quat{-q.x, -q.y, -q.z, q.w}; }
inline float QuatNorm(const Quat& q) {
return std::sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
}
// Returns false for a non-finite or near-zero quaternion; the output is left
// untouched in that case so callers never publish a fabricated rotation.
inline bool QuatNormalize(const Quat& in, Quat* out) {
if (out == nullptr) {
return false;
}
if (!std::isfinite(in.x) || !std::isfinite(in.y) || !std::isfinite(in.z) ||
!std::isfinite(in.w)) {
return false;
}
const float norm = QuatNorm(in);
if (!(norm > 1e-6f) || !std::isfinite(norm)) {
return false;
}
const float inverse = 1.f / norm;
*out = Quat{in.x * inverse, in.y * inverse, in.z * inverse, in.w * inverse};
return true;
}
// q and -q denote the same rotation. Used to prove the path is sign-invariant.
inline bool QuatSameRotation(const Quat& a, const Quat& b, float tolerance) {
const float dot = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
return std::abs(std::abs(dot) - 1.f) <= tolerance;
}
inline Vec3 QuatRotate(const Quat& q, const Vec3& v) {
// t = 2 * cross(q.xyz, v); v' = v + q.w * t + cross(q.xyz, t)
const Vec3 u{q.x, q.y, q.z};
const Vec3 cross1{u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z,
u.x * v.y - u.y * v.x};
const Vec3 t{2.f * cross1.x, 2.f * cross1.y, 2.f * cross1.z};
const Vec3 cross2{u.y * t.z - u.z * t.y, u.z * t.x - u.x * t.z,
u.x * t.y - u.y * t.x};
return Vec3{v.x + q.w * t.x + cross2.x, v.y + q.w * t.y + cross2.y,
v.z + q.w * t.z + cross2.z};
}
// result = a * b in SE(3): apply b first, then a.
inline Pose PoseMultiply(const Pose& a, const Pose& b) {
Pose result;
result.orientation = QuatMultiply(a.orientation, b.orientation);
const Vec3 rotated = QuatRotate(a.orientation, b.position);
result.position = Vec3{a.position.x + rotated.x, a.position.y + rotated.y,
a.position.z + rotated.z};
return result;
}
inline Pose PoseInverse(const Pose& p) {
Pose result;
result.orientation = QuatConjugate(p.orientation);
const Vec3 neg{-p.position.x, -p.position.y, -p.position.z};
result.position = QuatRotate(result.orientation, neg);
return result;
}
// Rotation for a head turned by yaw about +Y then pitched about +X, matching
// the scripted diagnostic motion. Quaternion order is (x, y, z, w).
inline Quat QuatFromYawPitch(float yaw, float pitch) {
const float cy = std::cos(yaw * 0.5f), sy = std::sin(yaw * 0.5f);
const float cp = std::cos(pitch * 0.5f), sp = std::sin(pitch * 0.5f);
return Quat{cy * sp, sy * cp, -sy * sp, cy * cp};
}
inline Quat QuatFromAxisAngle(const Vec3& axis, float angle) {
const float half = angle * 0.5f;
const float s = std::sin(half);
return Quat{axis.x * s, axis.y * s, axis.z * s, std::cos(half)};
}
// Per-eye FOV as the runtime reports it: angleLeft, angleRight, angleUp,
// angleDown in radians, each signed relative to the eye's forward axis.
struct EyeFov {
float angle_left = 0.f;
float angle_right = 0.f;
float angle_up = 0.f;
float angle_down = 0.f;
};
// The guest state stores projection tangents, not angles. The 2998 layout is
// up, down, left, right in that order; down/left are negated because the
// guest's tangent space measures them in the opposite direction. Getting this
// order or a sign wrong flips or shears the image, so it is pinned by test.
struct ProjectionTangents {
float up = 0.f;
float down = 0.f;
float left = 0.f;
float right = 0.f;
};
inline ProjectionTangents FovToTangents(const EyeFov& fov) {
return ProjectionTangents{std::tan(fov.angle_up), std::tan(-fov.angle_down),
std::tan(-fov.angle_left), std::tan(fov.angle_right)};
}
inline constexpr float kMaxEyeFovAngle = 1.56f;
// Enclose the display frustum in a head-parallel camera for the guest renderer.
// The compositor receives this rendered FOV and pose, not the canted display's.
inline bool ParallelEyeFov(const Quat& eye_orientation, const EyeFov& display,
EyeFov* rendered) {
Quat orientation;
if (!rendered || !QuatNormalize(eye_orientation, &orientation) ||
!(display.angle_left < display.angle_right) ||
!(display.angle_down < display.angle_up)) {
return false;
}
const float angles[] = {display.angle_left, display.angle_right,
display.angle_up, display.angle_down};
for (float angle : angles) {
if (!std::isfinite(angle) || std::abs(angle) >= kMaxEyeFovAngle)
return false;
}
if (orientation.x == 0.f && orientation.y == 0.f && orientation.z == 0.f) {
*rendered = display;
return true;
}
const float xs[] = {std::tan(display.angle_left),
std::tan(display.angle_right)};
const float ys[] = {std::tan(display.angle_down), std::tan(display.angle_up)};
float left = 0.f, right = 0.f, down = 0.f, up = 0.f;
bool first = true;
for (float x : xs) {
for (float y : ys) {
const Vec3 ray = QuatRotate(orientation, {x, y, -1.f});
if (!std::isfinite(ray.z) || ray.z >= -1e-6f) return false;
const float horizontal = ray.x / -ray.z;
const float vertical = ray.y / -ray.z;
if (!std::isfinite(horizontal) || !std::isfinite(vertical)) return false;
if (first) {
left = right = horizontal;
down = up = vertical;
first = false;
} else {
left = std::min(left, horizontal);
right = std::max(right, horizontal);
down = std::min(down, vertical);
up = std::max(up, vertical);
}
}
}
const EyeFov result{std::atan(left), std::atan(right), std::atan(up),
std::atan(down)};
const float bounds[] = {result.angle_left, result.angle_right,
result.angle_up, result.angle_down};
for (float angle : bounds) {
if (std::abs(angle) >= kMaxEyeFovAngle) return false;
}
*rendered = result;
return true;
}
// Metres-to-studs factor the exact-build native helper applies itself. Exposed
// only so tests can prove this layer does NOT pre-apply it.
inline constexpr float kMetresToStuds = 10.f / 3.f;
// Expected stud value for a metre offset, for numerical unit checks.
inline float MetresToStuds(float metres) { return metres * kMetresToStuds; }
} // namespace mocktail::vr::pose
#endif // MOCKTAIL_VR_POSE_MATH_H_
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#ifndef MOCKTAIL_VR_XR_ACTIONS_H_
#define MOCKTAIL_VR_XR_ACTIONS_H_
#include <cstdint>
#include <string>
#include "mocktail/status.h"
#include "mocktail/vr/vr_pose_math.h"
#include "mocktail/vr/xr_controller.h"
namespace mocktail::vr {
// Session-owned OpenXR action layer: one action set, left/right subactions,
// grip+aim pose spaces, and interaction-profile bindings for Touch (primary),
// Quest 2, Index, Vive wands and the simple controller. All XR handles stay
// opaque here so non-OpenXR consumers (bridge, tests) need no XR headers.
//
// Frame contract: Sync() runs exactly once per frame from the backend frame
// cycle, immediately after xrWaitFrame returned the predicted display time and
// before the guest renders, so located hand poses share the head/eye frame.
// There is no second frame wait and no polling from guest getters.
class XrActions final {
public:
XrActions() = default;
~XrActions();
XrActions(const XrActions &) = delete;
XrActions &operator=(const XrActions &) = delete;
// Creates the action set/actions and suggests bindings. Instance-level:
// valid before any session exists. Failure is non-fatal for XR output; the
// backend logs and continues without controller input.
Status Create(void *xr_instance, bool enable_eye_gaze=false);
struct EyeGazePose {float orientation[4]={0,0,0,1};bool valid=false;std::uint64_t frame=0;};
const EyeGazePose& eye_gaze() const {return eye_gaze_;}
// Attaches to a session and creates the per-hand pose spaces. Must be
// called after xrCreateSession and before the first Sync; recreated on every
// session replacement (no stale handles survive).
Status Attach(void *xr_instance, void *xr_session, void *xr_local_space);
// Destroys spaces and detaches; the action set survives for reattach.
void Detach();
void Destroy();
bool attached() const { return attached_; }
// One per-frame sync at predicted_display_time. Locates grip and aim poses
// in the session's LOCAL space, reads analog/boolean states, refreshes
// connection state from the runtime's current interaction profile, and
// builds the coherent snapshot + delivery batch. Returns false when actions
// are unavailable (runtime refused sync); input is reset and a disconnect
// remains drainable even while the session is detached.
bool Sync(void *xr_session, std::uint64_t predicted_display_time,
std::uint64_t frame, std::uint64_t session_generation);
// Latest coherent snapshot (frame/session generation tagged).
const ControllerSnapshot &snapshot() const { return snapshot_; }
// Hand poses in metres/LOCAL space for the state-copy records.
const VrHandPose &hand(int index) const { return hands_[index & 1]; }
// Drains the next pending delivery batch built by Sync. Returns false when
// nothing is queued. Thread-safe: Sync runs on the render thread, the drain
// runs on the window thread. Backed by a bounded queue, so a slow consumer
// drops oldest frames and converges via resync rather than growing.
bool TakeDelivery(ControllerDelivery *out);
// Queues a vibration request for one hand. Safe from any thread; applied on
// the next Sync's XR call window. amplitude [0,1], duration in nanoseconds
// (0 = runtime default). A newer request for the same hand replaces the
// pending one. StopHaptics cancels.
void RequestHaptics(int hand, float amplitude, std::uint64_t duration_ns,
float frequency_hz);
void StopHaptics(int hand);
// Interaction-profile diagnostics (refreshed on profile-change events and
// every Sync that observes a change).
std::string ActiveProfile(int hand) const;
// Test seam: publish an externally sourced profile name (event dispatch in
// the backend) without XR calls.
void NoteProfileChanged();
// Called by the backend on focus/session loss, under controller ownership.
void ResetInput();
private:
struct Impl;
Impl *impl_ = nullptr;
bool created_ = false;
bool attached_ = false;
ControllerStateBuilder builder_;
ControllerSnapshot snapshot_;
VrHandPose hands_[2];
EyeGazePose eye_gaze_;
ControllerDeliveryQueue delivery_queue_;
std::uint64_t session_generation_ = 0;
// Last connection level handed to the consumer, to mark connection changes.
bool last_delivered_connected_[2] = {false, false};
};
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_XR_ACTIONS_H_
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#ifndef MOCKTAIL_VR_XR_CONTROLLER_H_
#define MOCKTAIL_VR_XR_CONTROLLER_H_
#include "mocktail/vr/xr_controller_abi.h"
#include <array>
#include <cstdint>
#include <deque>
#include <mutex>
#include <string>
#include <vector>
namespace mocktail::vr {
// One tracked controller hand, located at the same predicted display time as
// the head. Grip is the held-object pose; aim is the pointing pose. They are
// not interchangeable: the guest consumes grip for hands/tools and aim for UI
// rays. Position is metres, orientation a quaternion (x, y, z, w) in the
// OpenXR LOCAL reference space. The guest applies its own metres-to-studs
// conversion and hand pitch offset, so neither is pre-applied here.
struct VrHandPose {
float grip_position[3] = {0.f, 0.f, 0.f};
float grip_orientation[4] = {0.f, 0.f, 0.f, 1.f};
float aim_position[3] = {0.f, 0.f, 0.f};
float aim_orientation[4] = {0.f, 0.f, 0.f, 1.f};
// Pose validity, reported separately from button activity and connection so
// a controller can be connected with an untracked pose.
bool grip_valid = false;
bool aim_valid = false;
};
// Engine-facing controller capability, independent of which OpenXR
// interaction profile supplied it. The guest receives buttons and analog axes
// through its verified Android gamepad route, so this layer normalizes every
// supported profile onto that one stable contract.
enum class ControllerButton {
kTrigger, // analog click semantics; value reported separately
kSqueeze, // grip/squeeze
kThumbstick, // stick click
kFaceNorth, // right B / left Y
kFaceSouth, // right A / left X
kFaceEast, // right B equivalent on layouts that have it
kFaceWest, // left X equivalent
kMenu, // application-accessible menu only; never a system button
kCount,
};
// Capacitive contacts are distinct from presses. Some runtimes/profiles do
// not expose them; active=false means unavailable, not an inferred contact.
enum class ControllerTouch {
kTrigger,
kThumbstick,
kThumbrest,
kA,
kB,
kX,
kY,
kCount
};
enum class ControllerAxis {
kTrigger, // 0..1
kSqueeze, // 0..1
kThumbstickX, // -1..1
kThumbstickY, // -1..1
kCount,
};
// Analog trigger/squeeze thresholds used only where the runtime exposes a
// boolean click for an analog control. Hysteresis prevents edge chattering at
// the boundary; native analog values are always preserved alongside it.
struct AnalogClickThresholds {
float press = 0.75f;
float release = 0.6f;
};
// One coherent per-frame controller snapshot. Built once per frame by the
// backend after a single xrSyncActions, then read by native getters without
// re-polling. Button booleans are level state; edge detection happens once, at
// publish time, so repeated native getters never emit duplicate edges.
struct ControllerHandState {
bool connected = false;
bool pose_valid = false;
std::array<bool, static_cast<std::size_t>(ControllerTouch::kCount)> touches{};
std::array<bool, static_cast<std::size_t>(ControllerTouch::kCount)>
touch_active{};
std::array<bool, static_cast<std::size_t>(ControllerButton::kCount)>
buttons{};
std::array<float, static_cast<std::size_t>(ControllerAxis::kCount)> axes{};
// Interaction profile actually reported by the runtime for this hand, for
// diagnostics only (never used to gate input).
std::string profile;
};
struct ControllerSnapshot {
ControllerHandState hands[2]; // 0 = left, 1 = right
std::uint64_t frame = 0;
std::uint64_t session_generation = 0;
};
// Pure state machine: maps raw OpenXR action values onto the normalized
// contract and derives edges exactly once per published frame. No OpenXR or
// JNI types, so it is unit-testable with injected values.
class ControllerStateBuilder {
public:
explicit ControllerStateBuilder(AnalogClickThresholds thresholds = {});
// Records one raw action value for the given hand. Values not set by the
// runtime are neutral when explicitly marked inactive.
void SetTouch(int hand, ControllerTouch touch, bool value, bool active);
void SetButton(int hand, ControllerButton button, bool value, bool active);
void SetAxis(int hand, ControllerAxis axis, float value, bool active);
void SetConnected(int hand, bool connected);
void SetProfile(int hand, std::string profile);
void SetPoseValid(int hand, bool valid);
// Produces the snapshot for this frame and records which buttons changed so
// the caller can emit exactly one native edge per transition. frame must
// advance monotonically; publishing the same frame twice yields no edges.
struct Edge {
int hand = 0;
ControllerButton button = ControllerButton::kTrigger;
bool pressed = false;
};
ControllerSnapshot Publish(std::uint64_t frame, std::uint64_t generation,
std::vector<Edge> *edges);
// Neutralizes all axes and releases held buttons once (focus loss,
// disconnect, session stop). Produces release edges for anything held so no
// button can stay stuck down.
void ReleaseAll(std::uint64_t frame, std::uint64_t generation,
std::vector<Edge> *edges);
// Derives the click state for an analog control with hysteresis: latches on
// at `press`, off at `release`. Call after SetAxis for the same hand. Used
// for profiles that expose a trigger value without a click action; native
// analog values are always preserved regardless.
bool AnalogClick(int hand, ControllerAxis axis);
const ControllerSnapshot &snapshot() const { return snapshot_; }
private:
AnalogClickThresholds thresholds_;
ControllerSnapshot snapshot_;
// Last published level per hand/button, used for edge detection.
std::array<
std::array<bool, static_cast<std::size_t>(ControllerButton::kCount)>, 2>
published_buttons_{};
// Hysteresis latch per (hand, analog control): [hand*2 + axis].
std::array<bool, 4> analog_latch_{};
bool have_published_ = false;
};
// Maps the normalized contract onto the guest's verified Android gamepad
// identifiers, so XR controllers reuse the single authoritative input route
// and cannot double-fire alongside a physical SDL gamepad. hand selects the
// per-hand squeeze/thumbstick/trigger identifiers (0 = left, 1 = right).
// Returns -1 when the control has no keycode (analog click).
int32_t ControllerButtonToAndroidKey(int hand, ControllerButton button);
// Returns the Android MotionEvent axis id for one axis of the given hand
// (left/right trigger differ), or -1 when the control has no analog axis.
int32_t ControllerAxisToAndroidAxis(int hand, ControllerAxis axis);
// How many float components the guest expects for this axis (sticks 2, triggers
// 1).
int32_t ControllerAxisComponentCount(ControllerAxis axis);
// SDL3 gamepad ordinals. XR controller delivery reuses the existing router
// (RobloxInputRouter::HandleEvent) as the single authoritative event route:
// the router performs the verified SDL->Android key/axis conversion, level
// deduplication, focus gating and release-on-disconnect itself. Synthesized
// platform events must therefore carry SDL ordinals, not Android codes.
// hand selects the per-hand squeeze/thumbstick/trigger ordinals.
int32_t ControllerButtonToSdlOrdinal(int hand, ControllerButton button);
// SDL axis ordinal per hand for stick/trigger delivery; -1 when not an axis.
// Left hand: LEFTX/LEFTY/TRIGGERLEFT; right: RIGHTX/RIGHTY/TRIGGERRIGHT.
int32_t ControllerAxisToSdlOrdinal(int hand, ControllerAxis axis);
// One drained delivery batch from the XR backend to the input route. Built
// once per frame after xrSyncActions; edges appear exactly once. `resync`
// requests full level re-delivery (recovery after queue overflow or an
// unfocused drop) — the router deduplicates, so re-delivery is idempotent and
// guarantees no button sticks down.
struct ControllerDelivery {
std::uint64_t session_generation = 0;
bool button_levels[2][static_cast<std::size_t>(ControllerButton::kCount)] =
{};
bool connected[2] = {false, false};
bool connection_changed[2] = {false, false};
struct ButtonEdge {
int hand = 0;
ControllerButton button = ControllerButton::kTrigger;
bool pressed = false;
};
std::vector<ButtonEdge> edges;
// SDL ordinal order: LEFTX, LEFTY, RIGHTX, RIGHTY, TRIGGERLEFT, TRIGGERRIGHT.
float axes[6] = {0.f, 0.f, 0.f, 0.f, 0.f, 0.f};
bool axes_valid[2] = {false, false};
bool resync = false;
std::uint64_t frame = 0;
// Bounded growth guard: the backend caps the edge queue and sets resync
// instead of growing without limit.
static constexpr std::size_t kMaxEdges = 64;
};
bool EncodeNativeControllerChannels(const ControllerSnapshot &snapshot,
float (&channels)[28]);
void EncodeControllerDelivery(const ControllerDelivery &delivery,
MocktailVrControllerDelivery *out);
// Thread-safe bounded queue between the XR render-thread producer (one push
// per frame after xrSyncActions) and the window-thread consumer that drains
// into the verified input route. Overflow drops the oldest frames and arms a
// resync on the next delivered frame, so the consumer always converges to the
// current levels and a full queue can never leave a button stuck down.
class ControllerDeliveryQueue {
public:
static constexpr std::size_t kCapacity = 8;
void Push(ControllerDelivery delivery);
bool Pop(ControllerDelivery *out);
std::size_t size() const;
bool overflowed() const { return overflowed_; }
std::uint64_t dropped_frames() const { return dropped_frames_; }
void Clear();
private:
mutable std::mutex mutex_;
std::deque<ControllerDelivery> queue_;
bool overflowed_ = false;
std::uint64_t dropped_frames_ = 0;
};
} // namespace mocktail::vr
#endif // MOCKTAIL_VR_XR_CONTROLLER_H_
+76
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@@ -0,0 +1,76 @@
#ifndef MOCKTAIL_VR_XR_CONTROLLER_ABI_H_
#define MOCKTAIL_VR_XR_CONTROLLER_ABI_H_
#include <stddef.h>
#include <stdint.h>
/* Plain-C mirror of mocktail::vr::ControllerDelivery for crossing the
* dlsym module boundary (XR backend -> input runtime) without exporting C++
* types or requiring the consumer to link OpenXR. Field order and types are
* the ABI; both sides include this header. Keep it POD: no constructors, no
* std, fixed arrays only. */
#ifdef __cplusplus
extern "C" {
#endif
#define MOCKTAIL_VR_CONTROLLER_MAX_EDGES 64
#define MOCKTAIL_VR_CONTROLLER_BUTTON_COUNT 8
#define MOCKTAIL_VR_CONTROLLER_AXIS_COUNT 6
/* Button indices: mirror mocktail::vr::ControllerButton enum order. */
enum {
MOCKTAIL_VR_BUTTON_TRIGGER = 0,
MOCKTAIL_VR_BUTTON_SQUEEZE = 1,
MOCKTAIL_VR_BUTTON_THUMBSTICK = 2,
MOCKTAIL_VR_BUTTON_FACE_NORTH = 3,
MOCKTAIL_VR_BUTTON_FACE_SOUTH = 4,
MOCKTAIL_VR_BUTTON_FACE_EAST = 5,
MOCKTAIL_VR_BUTTON_FACE_WEST = 6,
MOCKTAIL_VR_BUTTON_MENU = 7
};
typedef struct MocktailVrControllerEdge {
int32_t hand; /* 0 = left, 1 = right */
int32_t button; /* MOCKTAIL_VR_BUTTON_* */
int32_t pressed; /* 0/1 */
} MocktailVrControllerEdge;
typedef struct MocktailVrControllerDelivery {
uint64_t frame;
uint64_t session_generation;
int32_t connected[2];
int32_t connection_changed[2];
/* Current button levels per hand (MOCKTAIL_VR_BUTTON_* order). Used for
* resync after queue overflow: the consumer re-delivers every level and the
* router's deduplication makes it idempotent. */
int32_t button_levels[2][MOCKTAIL_VR_CONTROLLER_BUTTON_COUNT];
/* Analog levels in SDL gamepad axis order:
* 0=LEFTX 1=LEFTY 2=RIGHTX 3=RIGHTY 4=TRIGGERLEFT 5=TRIGGERRIGHT. */
float axes[MOCKTAIL_VR_CONTROLLER_AXIS_COUNT];
int32_t axes_valid[2];
int32_t resync;
int32_t edge_count;
MocktailVrControllerEdge edges[MOCKTAIL_VR_CONTROLLER_MAX_EDGES];
} MocktailVrControllerDelivery;
/* Pops the next delivery batch produced by the XR backend's once-per-frame
* action sync. Returns 1 and fills *out when a batch was queued, 0 when the
* queue is empty or no XR controller layer is active. Inert (returns 0) in
* non-VR builds and while no backend is armed. */
typedef int32_t (*MocktailVrControllerPopFn)(MocktailVrControllerDelivery *out);
/* Queues a vibration request for one hand (0=left, 1=right). amplitude is
* clamped to [0,1]; duration_ns 0 means the runtime default. Safe from any
* thread; applied on the next XR sync. No-op when no controller layer is
* active. */
typedef void (*MocktailVrControllerHapticsFn)(int32_t hand, float amplitude,
uint64_t duration_ns,
float frequency_hz);
typedef void (*MocktailVrControllerStopHapticsFn)(int32_t hand);
#ifdef __cplusplus
}
#endif
#endif /* MOCKTAIL_VR_XR_CONTROLLER_ABI_H_ */
+37
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@@ -0,0 +1,37 @@
#pragma once
#include <cstdint>
#include <memory>
#include <vulkan/vulkan.h>
#include "mocktail/status.h"
namespace mocktail::vr {
// Runtime-owned eye-tracked density maps. The unused control color images are
// never submitted; ordinary output swapchains retain their transfer-copy path.
// Caller serializes access and completes GPU use before EndFrame/Destroy.
class XrFoveationMaps {
public:
XrFoveationMaps();
~XrFoveationMaps();
XrFoveationMaps(const XrFoveationMaps&) = delete;
XrFoveationMaps& operator=(const XrFoveationMaps&) = delete;
Status Initialize(void* instance, std::uint64_t system, void* session,
VkDevice device, PFN_vkGetDeviceProcAddr get_device_proc,
std::uint32_t width, std::uint32_t height, VkFormat format);
bool BeginFrame();
void EndFrame();
void Destroy();
bool ready() const;
bool acquired() const;
bool tracking() const;
VkImageView view(int eye) const;
std::uint32_t width() const;
std::uint32_t height() const;
bool center(int eye, float* x, float* y) const;
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
} // namespace mocktail::vr
+27
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@@ -0,0 +1,27 @@
#ifndef MOCKTAIL_RUNTIME_ASSET_OVERLAY_NAMES_H_
#define MOCKTAIL_RUNTIME_ASSET_OVERLAY_NAMES_H_
#include <cstddef>
#include <cstdint>
#include <filesystem>
#include <string>
#include <vector>
namespace mocktail {
namespace runtime {
// The rbxasset:// name of every regular file under <overlay_dir>/content, such
// as rbxasset://textures/MouseLockedCursor.png. Sorted.
std::vector<std::string> OverlayRbxAssetNames(
const std::filesystem::path& overlay_dir);
// Roblox opens no local file for an rbxasset:// name it maps to a download.
// Writes '!' over the first byte of each whole NUL-terminated copy of a name
// in `data`, which unmaps it. Returns the number of copies changed.
std::size_t DisableAssetNameMappings(std::uint8_t* data, std::size_t size,
const std::vector<std::string>& names);
}
}
#endif
+2
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@@ -1,6 +1,7 @@
#ifndef MOCKTAIL_RUNTIME_COMMAND_LINE_H_
#define MOCKTAIL_RUNTIME_COMMAND_LINE_H_
#include <optional>
#include <string>
#include <vector>
@@ -21,6 +22,7 @@ enum class WindowMode {
struct CommandLineOptions {
CommandMode mode = CommandMode::kRun;
WindowMode window_mode = WindowMode::kUnspecified;
std::optional<bool> vr_enabled;
std::string program_name = "mocktail";
std::string roblox_library_path;
std::string graphics_backend;
+20
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@@ -18,6 +18,26 @@ std::string SelectVulkanIcdManifest(
const std::vector<std::filesystem::path>& directories,
std::string_view vendor);
// One GPU as the kernel reports it.
struct HostGpu {
unsigned int vendor = 0; // PCI vendor ID.
std::string kernel_driver; // Bound kernel driver; empty when unknown.
};
struct VulkanIcdSelection {
std::string manifest; // Empty when no GPU has a usable driver.
std::vector<std::string> skipped; // Why each passed-over GPU was skipped.
};
// ICD manifest for the first GPU whose bound kernel driver has an installed
// Vulkan driver. NVIDIA and AMD cards are tried before Intel when
// `prefer_discrete` is set, and after it otherwise. A GPU with an unknown
// kernel driver is matched by vendor alone.
VulkanIcdSelection SelectHostVulkanIcd(
const std::vector<HostGpu>& gpus,
const std::vector<std::filesystem::path>& directories,
bool prefer_discrete);
// Publishes the resolved graphics backend before the managed payload updater
// starts. OpenGL is a strict system EGL/GLES path; it never silently retries
// through ANGLE/Vulkan or accepts a window without a real graphics context.
+72
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@@ -0,0 +1,72 @@
#ifndef MOCKTAIL_RUNTIME_LUAU_CODEGEN_SWITCH_H_
#define MOCKTAIL_RUNTIME_LUAU_CODEGEN_SWITCH_H_
#include <cstddef>
#include <cstdint>
#include <functional>
#include <mutex>
#include <string_view>
#include <vector>
#include "runtime/roblox_experience_presence.h"
namespace mocktail {
namespace runtime {
// A user value in fflags.json or the overrides environment disables switching.
// ARM64 prepares the writable flag before enabling menu code generation.
inline constexpr std::string_view kLuauCodegenAllClientSetting =
"FFlagDebugLuauCodegenAll";
inline constexpr std::string_view kLuauCodegenAllFastFlagName =
"DebugLuauCodegenAll";
struct LoadedImageSegment {
std::uintptr_t address = 0;
std::size_t size = 0;
bool writable = false;
};
std::vector<LoadedImageSegment> LoadedImageSegments(std::uintptr_t image_base);
// Record layout: {u8 value; pad; const char* name; size_t length}, in a
// writable segment filled by libroblox's static constructors. Returns null
// unless exactly one record names a NUL-terminated copy of `name`.
std::uint8_t* FindFastFlagValue(
const std::vector<LoadedImageSegment>& segments, std::string_view name);
bool ClientSettingsSetLuauCodegenAll(std::string_view overrides_json);
bool LuauCodegenAllForPhase(RobloxExperiencePresencePhase phase);
// Locates the flag once; a missing/ambiguous record or non-boolean byte is left
// alone. Automatic ARM64 startup must not force the flag on before preparation.
class LuauCodegenMenuSwitch {
public:
using LocateFlagFn = std::function<std::uint8_t*()>;
LuauCodegenMenuSwitch(LocateFlagFn locate_flag,
RobloxExperiencePresenceObserver next);
// Call after constructors/settings initialization, before starting LuaApp.
// Does not notify the downstream presence observer. False leaves it unchanged.
bool PrepareForMenus();
RobloxExperiencePresenceObserver observer();
void OnPhase(RobloxExperiencePresencePhase phase,
const RobloxExperienceLaunchRequest* request);
private:
static void Notify(void* context, RobloxExperiencePresencePhase phase,
const RobloxExperienceLaunchRequest* request);
bool SetEnabledLocked(bool enabled);
std::mutex mutex_;
LocateFlagFn locate_flag_;
bool located_ = false;
std::uint8_t* flag_ = nullptr;
const RobloxExperiencePresenceObserver next_;
};
} // namespace runtime
} // namespace mocktail
#endif // MOCKTAIL_RUNTIME_LUAU_CODEGEN_SWITCH_H_
+7
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@@ -64,6 +64,13 @@ bool MergeRuntimeClientSettingsOverrides(
std::string_view base_json, std::string* merged_json, std::string* error,
std::vector<std::string>* kept_overrides = nullptr);
// The resolved VR mode owns these flags in both client-settings channels.
// Temporal depth preservation also requires non-memoryless native targets.
bool MergeVrClientSettingsOverrides(bool enabled, std::string_view base_json,
std::string* merged_json,
std::string* error,
bool preserve_temporal_depth = false);
// Keeps the legacy test bypass disabled. The host PermissionsProtocol now
// answers microphone authorization from capture configuration. No permission
// query opens a recording device.
+2 -2
View File
@@ -47,8 +47,8 @@ struct RobloxThemeCacheResult {
};
// Reads the current account's Roblox theme without changing appStorage. A
// missing value leaves dark_theme empty so the caller can use Roblox's own
// startup default.
// missing or unrecognized value falls back to AuthenticatedTheme, then the
// caller's startup default.
RobloxThemeCacheResult ReadRobloxThemeCache(
const std::filesystem::path& app_storage_file,
std::int64_t authenticated_user_id);
@@ -0,0 +1,26 @@
#ifndef MOCKTAIL_RUNTIME_ROBLOX_CALL_PROTOCOL_BRIDGE_H_
#define MOCKTAIL_RUNTIME_ROBLOX_CALL_PROTOCOL_BRIDGE_H_
#include "runtime/roblox_message_bus_request_bridge.h"
namespace mocktail {
namespace runtime {
// In-experience CoreScripts query the app's cross-experience call state before
// initializing voice. Mocktail does not start or accept cross-experience calls,
// so that state is Idle. This query neither joins voice nor opens a microphone.
class RobloxCallProtocolBridge final {
public:
RobloxCallProtocolBridge(JniEnvironmentProvider environment,
RobloxMessageBusSymbols symbols,
RobloxMessageBusObjects objects);
Status Initialize();
Status Shutdown();
private:
RobloxMessageBusRequestBridge bridge_;
};
} // namespace runtime
} // namespace mocktail
#endif
+12 -1
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@@ -36,7 +36,18 @@ DesktopAppPolicyResult ApplyDesktopAppPolicy(
bool MergeDesktopAppPolicyClientSettingsOverride(std::string_view policy_json,
std::string_view base_json,
std::string* merged_json,
std::string* error);
std::string* error,
bool default_codegen_at_startup = true);
// Apply after desktop policy composition. Roblox 2998's Android payload is not
// a VRAppBuild, so its LuaApp enables RunService's idle render throttle
// even with DebugDeviceVR active. Preserve the effective app-policy (the later
// fast-flags channel takes precedence) in both channels, changing only
// ThrottleFramerate. This does not write the setting to appStorage.
bool MergeVrAppPolicyClientSettingsOverrides(
bool enabled, std::string_view client_settings_json,
std::string_view fast_flags_json, std::string* merged_client_settings,
std::string* merged_fast_flags, std::string* error);
} // namespace runtime
} // namespace mocktail
@@ -15,9 +15,11 @@
#include "mocktail/status.h"
#include "runtime/owned_pthread.h"
#include "runtime/roblox_browser_service_bridge.h"
#include "runtime/roblox_call_protocol_bridge.h"
#include "runtime/roblox_experience_launch_bridge.h"
#include "runtime/roblox_experience_presence.h"
#include "runtime/roblox_fresh_game_launch_controller.h"
#include "runtime/roblox_haptic_protocol_bridge.h"
#include "runtime/roblox_account_bridge.h"
#include "runtime/roblox_permissions_bridge.h"
#include "runtime/roblox_web_view_bridge.h"
@@ -97,7 +99,9 @@ struct RobloxExperienceSurfaceProvider {
void* context = nullptr;
GameSurface (*snapshot)(void* context) = nullptr;
bool valid() const { return snapshot != nullptr; }
bool valid() const {
return snapshot != nullptr;
}
};
// Production composition for the APK platform protocols and ExperienceProtocol
@@ -256,6 +260,8 @@ class RobloxExperienceComposition final {
std::unique_ptr<RobloxWebViewBridge> web_view_bridge_;
std::unique_ptr<RobloxBrowserServiceBridge> browser_service_bridge_;
std::unique_ptr<RobloxPermissionsBridge> permissions_bridge_;
std::unique_ptr<RobloxCallProtocolBridge> call_protocol_bridge_;
std::unique_ptr<RobloxHapticProtocolBridge> haptic_protocol_bridge_;
// Optional: a payload without the AccountProtocol entrypoints still starts.
std::unique_ptr<RobloxAccountBridge> account_bridge_;
std::shared_ptr<WebViewHelperProcess> web_surface_process_;
@@ -0,0 +1,47 @@
#ifndef MOCKTAIL_RUNTIME_ROBLOX_HAPTIC_PROTOCOL_BRIDGE_H_
#define MOCKTAIL_RUNTIME_ROBLOX_HAPTIC_PROTOCOL_BRIDGE_H_
#include <cstdint>
#include <functional>
#include <memory>
#include <string>
#include "runtime/roblox_message_bus_request_bridge.h"
namespace mocktail {
namespace runtime {
using HapticSinkFn = std::function<void(int hand, float amplitude,
uint64_t duration_ns, float frequency_hz)>;
using HapticStopFn = std::function<void(int hand)>;
using HapticStateSyncFn = std::function<void(JNIEnv* env)>;
class HapticWaveformPlayer;
class RobloxHapticProtocolBridge final {
public:
RobloxHapticProtocolBridge(
JniEnvironmentProvider environment,
RobloxMessageBusSymbols symbols,
RobloxMessageBusObjects objects,
HapticSinkFn haptic_sink = nullptr,
HapticStopFn haptic_stop = nullptr,
HapticStateSyncFn haptic_state_sync = nullptr);
~RobloxHapticProtocolBridge();
Status Initialize();
Status Shutdown();
static std::string GetMotorsJson();
// True during a VR session; main() sets MOCKTAIL_VR_ENABLED to 0 when VR
// cannot start, so the bridge stays off for desktop play.
static bool EnabledForThisSession();
private:
std::shared_ptr<HapticWaveformPlayer> player_;
std::unique_ptr<RobloxMessageBusRequestBridge> bridge_;
};
} // namespace runtime
} // namespace mocktail
#endif
@@ -0,0 +1,87 @@
#ifndef MOCKTAIL_RUNTIME_ROBLOX_MESSAGE_BUS_REQUEST_BRIDGE_H_
#define MOCKTAIL_RUNTIME_ROBLOX_MESSAGE_BUS_REQUEST_BRIDGE_H_
#include <jni.h>
#include <functional>
#include <memory>
#include <mutex>
#include <string>
#include <vector>
#include "mocktail/status.h"
#include "runtime/roblox_game_session_native_adapter.h"
namespace mocktail {
namespace runtime {
struct RobloxMessageBusSymbols {
jobject (*subscribe_request)(JNIEnv*, jobject, jstring, jstring, jobject,
jboolean) = nullptr;
void (*delete_connection)(JNIEnv*, jobject, jlong) = nullptr;
void (*publish_response)(JNIEnv*, jobject, jstring, jstring, jstring, jint,
jstring) = nullptr;
void (*set_async_handler)(JNIEnv*, jobject, jstring, jstring,
jobject) = nullptr;
void (*clear_handler)(JNIEnv*, jobject, jstring, jstring) = nullptr;
void (*call_response_handler)(JNIEnv*, jobject, jstring, jstring) = nullptr;
bool complete() const {
return subscribe_request && delete_connection && publish_response &&
set_async_handler && clear_handler && call_response_handler;
}
};
struct RobloxMessageBusObjects {
jobject message_bus = nullptr;
void* context = nullptr;
jobject (*create_raw_callback)(void*, std::shared_ptr<void>,
void (*)(void*, JNIEnv*, jstring)) = nullptr;
void (*clear_raw_callback)(void*, jobject) = nullptr;
jobject (*create_async_handler)(void*, std::shared_ptr<void>,
void (*)(void*, JNIEnv*, jstring,
jstring)) = nullptr;
void (*clear_async_handler)(void*, jobject) = nullptr;
bool complete() const {
return message_bus && context && create_raw_callback &&
clear_raw_callback && create_async_handler && clear_async_handler;
}
};
struct RobloxMessageBusReply {
std::string json;
jint code = 0;
const char* outcome = "ok";
};
// Owns both legacy subscriptions and correlated async request handlers.
// A policy receives only a request's method index and JNI-local payload.
class RobloxMessageBusRequestBridge final {
public:
using Handler =
std::function<RobloxMessageBusReply(JNIEnv*, jstring, std::size_t)>;
RobloxMessageBusRequestBridge(JniEnvironmentProvider environment,
RobloxMessageBusSymbols symbols,
RobloxMessageBusObjects objects,
std::string protocol,
std::vector<std::string> methods,
Handler handler);
~RobloxMessageBusRequestBridge();
Status Initialize();
Status Shutdown();
private:
struct State;
Status ShutdownLocked();
const JniEnvironmentProvider environment_;
const RobloxMessageBusSymbols symbols_;
const RobloxMessageBusObjects objects_;
const std::string protocol_name_;
const std::vector<std::string> methods_;
const Handler handler_;
std::mutex lifecycle_mutex_;
std::shared_ptr<State> state_;
};
} // namespace runtime
} // namespace mocktail
#endif
+5 -65
View File
@@ -1,58 +1,12 @@
#ifndef MOCKTAIL_RUNTIME_ROBLOX_PERMISSIONS_BRIDGE_H_
#define MOCKTAIL_RUNTIME_ROBLOX_PERMISSIONS_BRIDGE_H_
#include <jni.h>
#include <memory>
#include <mutex>
#include "mocktail/status.h"
#include "runtime/roblox_game_session_native_adapter.h"
#include "runtime/roblox_message_bus_request_bridge.h"
namespace mocktail {
namespace runtime {
using RobloxPermissionsMessageBusSymbols = RobloxMessageBusSymbols;
using RobloxPermissionsMessageBusObjects = RobloxMessageBusObjects;
// Exact MessageBus JNI entrypoints used by the APK PermissionsProtocol.
struct RobloxPermissionsMessageBusSymbols {
jobject (*subscribe_request)(JNIEnv*, jobject, jstring, jstring, jobject,
jboolean) = nullptr;
void (*delete_connection)(JNIEnv*, jobject, jlong) = nullptr;
void (*publish_response)(JNIEnv*, jobject, jstring, jstring, jstring, jint,
jstring) = nullptr;
void (*set_async_handler)(JNIEnv*, jobject, jstring, jstring,
jobject) = nullptr;
void (*clear_handler)(JNIEnv*, jobject, jstring, jstring) = nullptr;
void (*call_response_handler)(JNIEnv*, jobject, jstring, jstring) = nullptr;
bool complete() const {
return subscribe_request && delete_connection && publish_response &&
set_async_handler && clear_handler && call_response_handler;
}
};
struct RobloxPermissionsMessageBusObjects {
jobject message_bus = nullptr;
void* context = nullptr;
jobject (*create_raw_callback)(void*, std::shared_ptr<void>,
void (*)(void*, JNIEnv*, jstring)) = nullptr;
void (*clear_raw_callback)(void*, jobject) = nullptr;
jobject (*create_async_handler)(void*, std::shared_ptr<void>,
void (*)(void*, JNIEnv*, jstring,
jstring)) = nullptr;
void (*clear_async_handler)(void*, jobject) = nullptr;
bool complete() const {
return message_bus && context && create_raw_callback &&
clear_raw_callback && create_async_handler && clear_async_handler;
}
};
// Installs both legacy protocol subscriptions and correlated async handlers
// before native bootstrap. MICROPHONE_ACCESS follows host capture
// configuration; LOCAL_NETWORK needs no extra runtime permission, matching the
// Android APK. No query/request opens an audio device, enables a disabled
// microphone, or changes Roblox account eligibility. Other capabilities remain
// unsupported.
class RobloxPermissionsBridge final {
public:
RobloxPermissionsBridge(JniEnvironmentProvider environment,
@@ -60,26 +14,12 @@ class RobloxPermissionsBridge final {
RobloxPermissionsMessageBusObjects objects,
bool microphone_enabled);
~RobloxPermissionsBridge();
RobloxPermissionsBridge(const RobloxPermissionsBridge&) = delete;
RobloxPermissionsBridge& operator=(const RobloxPermissionsBridge&) = delete;
Status Initialize();
Status Shutdown();
private:
struct State;
Status ShutdownLocked();
const JniEnvironmentProvider environment_;
const RobloxPermissionsMessageBusSymbols symbols_;
const RobloxPermissionsMessageBusObjects objects_;
const bool microphone_enabled_;
// Serializes lifecycle only. Native dispatch never holds this mutex.
std::mutex lifecycle_mutex_;
std::shared_ptr<State> state_;
std::unique_ptr<RobloxMessageBusRequestBridge> bridge_;
};
} // namespace runtime
} // namespace mocktail
#endif // MOCKTAIL_RUNTIME_ROBLOX_PERMISSIONS_BRIDGE_H_
#endif
@@ -0,0 +1,35 @@
#ifndef MOCKTAIL_RUNTIME_ROBLOX_PRESENCE_RESOLVER_H_
#define MOCKTAIL_RUNTIME_ROBLOX_PRESENCE_RESOLVER_H_
#include <cstdint>
#include <string>
#include "mocktail/status.h"
namespace mocktail {
namespace runtime {
struct ResolvedFollowUserPlace {
int64_t place_id = 0;
std::string game_instance_id; // Roblox's "gameId" for the running session.
};
// Reads the session cookie mocktail already persists at
// ~/.local/share/mocktail/auth/roblox.cookie (or $XDG_DATA_HOME
// equivalent). Returns an empty string if no session is stored.
std::string ReadStoredRoblosecurityCookie();
// Calls Roblox's presence API to find what place/instance a user is
// currently in. `auth_cookie` is the runtime's already-authenticated
// .ROBLOSECURITY (or equivalent bearer token) — this function performs no
// authentication of its own and requires the runtime's validated session.
//
// Returns an error if the user is offline, has presence hidden, or is not
// in a joinable experience (e.g. in Studio, or privacy settings block it).
Status ResolveFollowUserPlace(int64_t user_id, const std::string& auth_cookie,
ResolvedFollowUserPlace* out);
} // namespace runtime
} // namespace mocktail
#endif // MOCKTAIL_RUNTIME_ROBLOX_PRESENCE_RESOLVER_H_
+6
View File
@@ -89,6 +89,12 @@ struct RobloxTextDisplaySink {
UpdateFn update = nullptr;
};
// Process-wide second observer of the focused TextBox display, called
// synchronously after the surface overlay with the same sensitivity contract.
// The VR keyboard uses it to show the text being typed in the headset, where
// the desktop overlay is not visible. Passing an empty sink clears it.
void SetRobloxTextDisplayMirror(RobloxTextDisplaySink sink);
struct RobloxTextSink {
using SyncFn = Status (*)(void* context, const char* utf8, std::size_t size,
int32_t cursor_utf16);
@@ -3,6 +3,7 @@
#include <cstdint>
#include <string>
#include <vector>
namespace mocktail {
namespace runtime {
@@ -10,8 +11,10 @@ namespace runtime {
// Android's RbxKeyboard resolves the Roblox Font enum through
// assets/android/fonts/font-mappings.json. The selected file lives below
// assets/content/fonts while legacy SourceSansPro faces live in assets/fonts.
// Emoji come from the color fonts Roblox ships next to the mapped faces.
struct RobloxTextFontSelection {
std::string primary_file;
std::vector<std::string> emoji_files;
float size_scale = 0.795F;
bool exact_mapping = false;
};
+19
View File
@@ -32,6 +32,9 @@ inline constexpr char kRobloxOpenCaptchaViewNotification[] =
"OPEN_CAPTCHA_VIEW";
inline constexpr char kRobloxViewProfileNotification[] = "VIEW_PROFILE";
inline constexpr char kRobloxPurchaseRobuxNotification[] = "PURCHASE_ROBUX";
// Sent with a decimal user id when the app asks for a chat with that user.
inline constexpr char kRobloxLaunchConversationNotification[] =
"LAUNCH_CONVERSATION";
// Owned subset of WebViewProtocol's openWindow payload. The URL is copied
// before the MessageBus RawCallback returns, so no JNI local reference escapes.
@@ -115,6 +118,14 @@ using PublishWebViewRawFn = void (*)(JNIEnv *, jobject, jstring, jstring);
using BroadcastWebViewDataModelFocusFn = void (*)(JNIEnv *, jclass, jstring,
jstring, jstring);
using SignalWebViewJavascriptCallbackFn = void (*)(JNIEnv*, jclass, jstring);
// NativeGLInterface.nativeAppBridgeV2SendAppEventOnGameLoaded(namespace,
// detail, detailType).
using SendRobloxAppEventOnGameLoadedFn = void (*)(JNIEnv*, jclass, jstring,
jstring, jstring);
// NativeGLInterface.nativeAppBridgeV2SendAppEventOnAppReady(namespace, detail,
// detailType, appName). The engine holds the event until appName is ready.
using SendRobloxAppEventOnAppReadyFn = void (*)(JNIEnv*, jclass, jstring,
jstring, jstring, jstring);
using UpdateRobloxCookieSetHandlerFn =
void (*)(JNIEnv*, jobject, jobject);
// Roblox's counted handle to its Subsystem<IWebViewProtocol>. The protocol,
@@ -167,6 +178,9 @@ struct RobloxWebViewMessageBusSymbols {
UpdateRobloxCookieSetHandlerFn update_cookie_set_handler = nullptr;
// Optional: found by code contract, not by symbol name.
AcquireWebViewProtocolFn acquire_web_view_protocol = nullptr;
// Optional: without them LAUNCH_CONVERSATION is reported as unavailable.
SendRobloxAppEventOnGameLoadedFn send_app_event_on_game_loaded = nullptr;
SendRobloxAppEventOnAppReadyFn send_app_event_on_app_ready = nullptr;
bool complete() const {
return get_open_window_id != nullptr &&
@@ -270,11 +284,14 @@ private:
kDataModelUnfocused,
kDataModelFocused,
kMessageBusWindowClose,
kStartConversationWithUser,
};
struct PendingHostWindowEvent {
HostWindowEventType type = HostWindowEventType::kDataModelUnfocused;
uint64_t generation = 0;
// Decimal user id of a kStartConversationWithUser event.
std::string user_id;
};
Status CheckJniException(JNIEnv *env, const char *operation) const;
@@ -283,6 +300,8 @@ private:
Status DispatchOpenRequest(RobloxWebViewOpenRequest request,
OpenSource source);
void QueueHostWindowEvent(HostWindowEventType type, uint64_t generation);
void QueueStartConversation(std::string user_id);
Status SendStartConversationEvents(JNIEnv* env, const std::string& user_id);
Status BeginDispatch();
void EndDispatch();
static void RawMessageCallback(void *context, JNIEnv *env, jstring message);
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