Author SHA1 Message Date
DieMitchell 53e20f4feb Fix installation recovery and publish frame-beta-4 notes 2026-10-08 15:45:59 +02:00
mitch030504 d97f789dce Merge pull request #14 from mitch030504/claude/docs-and-credits-41qj9z
README: list the disc formats the installer accepts
2026-10-05 18:57:24 +02:00
Claude 4b5fe132bf README: list the disc formats --disc accepts
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Axv1Y43Lu5a5rSSLUyU5BB
2026-10-05 16:55:44 +00:00
mitch030504 568166c163 Merge pull request #13 from mitch030504/claude/docs-and-credits-41qj9z
Rewrite the README for frame-beta-3 and the update modes
2026-10-05 18:54:20 +02:00
Claude 5e055dde13 README: rewrite for frame-beta-3 and the update modes
Restructure the README around what a player does: choose where to build
(PC or the Frame), install, update, play, then settings, controls,
known issues and troubleshooting. Building on a server and by hand move
under "Other ways to build", and the upstream and credits notes are
merged into "What comes from where" and a short Credits section that
points at CREDITS.md.

Updating now shows the curl form of --update, which works without a
local copy of the script; the in-game Updates tab; and the one full
install needed when coming from frame-beta-2. Manual steps use the
frame-beta-3 tag, the install options are a table, and the Troubleshooting
section covers in-game update failures. Links to the old "The Android
flavour" section now point at "How it works".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Axv1Y43Lu5a5rSSLUyU5BB
2026-10-05 16:47:23 +00:00
mitch030504 b35243244f Merge pull request #12 from mitch030504/claude/install-update-mode-wm4qyu
Update the Frame install with --update, or from an Updates tab in the game
2026-10-05 18:37:58 +02:00
Claude 55d921a118 Add --update and --check to the install script, and an Updates tab in the game
--update reuses the options an install was made with (saved to install.conf in the work dir) and
builds nothing when the Frame already has the newest release and Retro Rewind pack; --check only
reports. The installed release is stamped as .release-tag beside the game on the Frame.

An install built on the Frame itself (--frame local) also gets a systemd user service the game's
new Updates tab starts: the update runs in the background at low priority, writes each step and
the build percentage to a status file the tab shows, and reopens the game at the end if it was
closed. Progress does not go through Steam notifications: on the Frame, Steam receives them from
steam_notif_daemon but does not display them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UyuWx5hNrMpf9R78FZFcbA
2026-10-05 16:27:15 +00:00
mitch030504 9be271d49a Merge pull request #11 from mitch030504/claude/docs-and-credits-41qj9z
Credit ported work and document today's merged changes
2026-10-05 18:24:31 +02:00
Claude 6a3441b616 Docs: credit ported work and cover today's merged changes
Add CREDITS.md, listing the projects the fork is built on and every
change ported from upstream WiiCompiled and other forks, with author and
source commit, taken from the commit messages. Link it from the README,
THIRD-PARTY-NOTICES.md and a new porting note in CONTRIBUTING.md.

Document adaptive_resolution in OPENXR.md, the 4 KiB page constant and
NEON mixing in the README, the Mozilla CA bundle in the notices, and draft
the frame-beta-3 release notes for what PRs #5 to #10 merged.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Axv1Y43Lu5a5rSSLUyU5BB
2026-10-05 16:22:20 +00:00
mitch030504 58b6d81ed1 Merge pull request #10 from mitch030504/claude/project-thread-4jegmq
Port three small fixes from the DarthMDev and KartPad forks
2026-10-05 18:15:11 +02:00
Claude f7ca5ecbd6 Keep debug labels out of the ImGui passes in normal builds
Aurora's own debug groups only exist when AURORA_GFX_DEBUG_GROUPS is
defined, but the three ImGui passes (desktop overlay, host-frame overlay
and the headset settings panel) pushed and popped theirs in every build.
An Adreno 740 Android driver (512.676) faults in
vkCmdEndDebugUtilsLabelEXT on the first overlay pass (KartPad #321); the
Quest 3 uses the same GPU. Gate all three like the rest of Aurora.

Ported from chrissotraidis/wiicompiled (KartPad) 420b828, extended to the
two extra passes this fork has.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rLZ24cFcqTNBmb4w2dpSq
2026-10-05 15:55:43 +00:00
Chris SotraidisandClaude Opus 5.5 c5f9ca3e2d Cache bounded DVD host file handles per thread
Ported from chrissotraidis/wiicompiled (KartPad) affabbd17756f2e38fb8679042895f287d666e18.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rLZ24cFcqTNBmb4w2dpSq
2026-10-05 15:54:42 +00:00
Chris SotraidisandClaude Opus 5.5 8e9e905b85 Decode Yaz0 through guarded host buffers
Ported from chrissotraidis/wiicompiled (KartPad) 97cdc9a3609b6d3ad43009f76be17361b1a9e93a.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rLZ24cFcqTNBmb4w2dpSq
2026-10-05 15:54:42 +00:00
Chris SotraidisandClaude Opus 5.5 03db602a05 Bulk-copy DVD DMA into non-executable guest RAM
Ported from chrissotraidis/wiicompiled (KartPad) ec14a0dddacbd1267de159215ba39d5f19633164.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rLZ24cFcqTNBmb4w2dpSq
2026-10-05 15:54:41 +00:00
DarthMandClaude Opus 5.5 77333709ae Keep a TLS session that failed a write instead of deleting its socket
When an mbed TLS write timed out, SslWrite called DeleteWiiSocket, which
closed the game's socket and cleared its SSL slot while the game still
held both ids. A later SSL_NEW could then hand the same slot out under
the old id. Now a failed write marks the session failed and shuts the
host socket down; later reads, writes and handshakes on it fail until the
game tears the session down itself.

Ported from DarthMDev/Wiicompiled a2ecc0f (network_ssl.cpp part) and
fcf8646, both on upstream PR #258.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rLZ24cFcqTNBmb4w2dpSq
2026-10-05 15:54:41 +00:00
mitch030504 cfd434fac8 Merge pull request #9 from mitch030504/claude/project-thread-lokepv
Port five small fixes from other WiiCompiled forks
2026-10-05 17:52:18 +02:00
Claude 93df677470 Fix the guest page size at compile time for the Steam Frame build
Every translated guest load and store tests RequiresCheckedAccess(). On
x86-64 and Windows that is a compile-time false, but on AArch64 it read
a global flag, which under PIE is a GOT load plus a byte load and a
branch on every access, re-read after every guest store. The flag is
only true on kernels with pages larger than 4 KiB.

The Steam Frame's SteamOS kernel uses 4 KiB pages (getconf PAGESIZE on
the headset reports 4096), so the native --headset steam_frame build now
folds the test away like x86-64 does. GuestFlat::Initialize checks the
page size at startup in that build and refuses to start with a clear
message if it is ever anything else. Android and other AArch64 builds
still probe at runtime.

Checked with clang --target=aarch64-linux-gnu -O2 -fPIE: a FlatRead32
loop loses both flag loads and the checked Memory::Read32 fallback.

Follows the finding from nx-mod/wiicompiled-nx 18ef16f6, which made the
flag hidden instead; a compile-time constant removes it entirely.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018NKSMYZU43wUfYtm1sxGsC
2026-10-05 15:22:17 +00:00
Claude 8f725001de Refill WC24 bootstrap files that were left empty
Bootstrap seeding only created missing files, so a WC24 file that had
been emptied (nwc24dl.bin, nwc24fl.bin, misc.bin) stayed at zero bytes
on every boot. WC24 rejects a zero-length download or friend list and
MKW reports that as a save error, which matters now that #7 lets KD
open while offline. A file is re-copied only when it is empty and the
payload's copy is not, so player data is never replaced.

Adapted from nx-mod/wiicompiled-nx d0149e66. That version falls through
to copy_file with copy_options::none, which fails on the existing empty
file; this one overwrites in that case only.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018NKSMYZU43wUfYtm1sxGsC
2026-10-05 15:20:02 +00:00
Claude e49ec771c3 Add NEON forms of the AX mix kernels
On arm64 the AXWii mix (ramped mix-add, volume envelope, aux returns
and the big-endian bus marshalling) ran the scalar loops, since only an
AVX2 form existed. The Neon forms do eight 16-bit samples per step as
two int32x4 halves and keep the scalar loops for the tail.

The header part of rooklz's 43463622; its other changes are left out.
A new test checks every vector form against the scalar loops at every
tail length and at the ramp and clamp extremes; it passes under
qemu-aarch64 (NEON), with -mavx2 and with neither.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018NKSMYZU43wUfYtm1sxGsC
2026-10-05 15:18:43 +00:00
Claude db8afbb3a9 Don't write depth while the Z compare is off
On the hardware (and in Dolphin) GXSetZMode with the compare disabled
leaves the Z buffer alone even when the update bit is set. Aurora still
wrote depth, so a full-screen quad drawn that way (the darkening during
Stormship's lightning, for one) marked the whole screen nearest and
every depth-tested draw after it failed until it faded.

Ported from BlackAndBlue95/Strikers-WiiCompiled 369ec992. The pipeline
cache key already includes depthUpdate, so no cache version bump.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018NKSMYZU43wUfYtm1sxGsC
2026-10-05 15:16:25 +00:00
Claude 755fb0e332 Save Config.toml through a temporary file and rename
The in-game settings bar rewrote Config.toml in place with a truncating
open, so a crash or a full SD card mid-save could leave it empty or cut
short. Settings are now written beside the file and renamed over it, and
a file that exists but can't be read is no longer rewritten from nothing.

Ported from BlackAndBlue95/Strikers-WiiCompiled 435daf3e (the
runtime_config.h part only).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018NKSMYZU43wUfYtm1sxGsC
2026-10-05 15:16:02 +00:00
mitch030504 f2f4f081c8 Merge pull request #8 from mitch030504/claude/project-thread-by97b7
Port upstream renderer fixes and stop spinning on staging buffer maps
2026-10-05 15:48:16 +02:00
Claude 897899a5f9 Sleep instead of spinning while waiting for a staging buffer
When the GPU is two frames behind, begin_frame waits for the next
staging buffer's MapAsync. It used to spin on ProcessEvents, holding a
whole core busy for as long as the GPU took. It now calls ProcessEvents,
checks for device loss, then sleeps on a condition variable until the
map callback lands or 1 ms passes.

The map state also carries a generation, so a callback from a request
that shutdown or a rotation already retired can no longer mark the
current buffer mapped or unmapped.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:35:51 +00:00
Claude c8220c0c11 Report graphics startup failures instead of aborting
When no backend could create a window and a WebGPU device, aurora hit
an ASSERT and the process aborted with only SDL's last error in the log.
Keep the first adapter, device or window error, return it from
aurora_initialize with a new initializationStatus, and have the runtime
throw it so the existing fatal popup and fatal log record the reason.

ImGui shutdown now skips backends that never initialized, so the
shutdown that follows a failed start does not crash.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:33:43 +00:00
Claude c91c1b289c Allow copying out of the EFB copy source snapshot
When a copy with clear snapshots its source, the plain-copy path reads
the snapshot with CopyTextureToTexture, but the snapshot texture was
created without CopySrc usage.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:31:09 +00:00
Claude a23fd087ee Fix native EFB readback blits on BGRA surfaces and their Y clamp
The shared blit shader clamps the sampled Y to flags.z..w, but the
native readback uniform set flags.w to 0, so every row sampled row 0.
The blit pipeline was also built only for the surface format, while the
readback draws into an RGBA8 texture; on a BGRA surface (the usual
Linux/Vulkan choice) the pipeline and attachment formats disagree, which
release builds no longer catch because Dawn validation is skipped.

Build blit pipelines for RGBA8, BGRA8 and the surface format, and pick
one by destination format. The Quest 1 simple blit path is unchanged.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:31:08 +00:00
Claude 4407013d61 Check TEV register packing by content instead of uniform size
The test expected one extra TEV register to grow the uniform by exactly
16 bytes, but the allocation is alignment-rounded, so it failed on the
fork's baseline. Build the uniform and check that the register and the
K color after it are packed next to each other instead.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:29:26 +00:00
Claude 20ef08b3b8 Decode the first GEN_MODE write even when it is all zeros
The BP register cache skips writes equal to the cached value, and the
cache starts at zero. A cold GEN_MODE write of zero (one TEV stage, no
culling, no channels or texgens) was therefore dropped, leaving the
decoded state at zero TEV stages until some other GEN_MODE value arrived.
Seed the cache's register ID byte so the first write always decodes.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:29:26 +00:00
Claude b361ecd54c Stop draws from merging or reading past their own vertices
Incomplete primitives no longer emit indices: quads drop a one- or
two-vertex tail and draw a three-vertex tail as a triangle, triangle
lists ignore leftover vertices, and fans or strips under three vertices
emit nothing. Draws with no complete primitive are skipped. Previously an
incomplete quad indexed vertices that belonged to the next merged draw,
or past the end of the buffer.

Merging now stops before the 16-bit index offset would wrap, never folds
triangles into a single-instance line or point draw, and breaks after
GXInvalidateVtxCache or a vertex-format switch, so the next draw uploads
fresh arrays and uses its own format's shader.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:29:17 +00:00
Claude c12b6b7d99 Treat pipeline cache rows with inconsistent sizes as misses
Dawn asks for a blob's size before allocating and copying it. A row whose
stored length, declared size or zstd frame size disagree, or whose
compression flag is unknown, made it allocate the declared size and copy
or decompress past the stored blob. Such rows are now logged and skipped.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad 70951022).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:48 +00:00
Claude 5bf1904ca8 Lock the video render mode against concurrent readers
VIConfigure writes the mode on the game side while the GX thread, the
frame worker and the window code read its size. The resize request is
made after the lock is released.

From upstream patchzyy/Wiicompiled 6f14bde (#244).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:48 +00:00
Claude a0f97d307d Read packed three-byte vertex attributes without touching the next word
load_u24 and raw_fetch_u8_3 read a whole 32-bit word pair even when the
three bytes sit in the first word, so an attribute at the end of its
binding read past it. Release builds disable Dawn's robustness, so that
read isn't clamped.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad 0f6b274).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:47 +00:00
Claude 491d39503e Wake every pipeline waiter when shader work is queued or promoted
Compiler workers and renderer waiters share g_pipelineCv. notify_one could
wake a renderer thread instead of a compiler, leaving a queued pipeline
until some later wake-up; with skip_unready_pipelines its draws stay
missing that much longer. Promoting a background build to priority now
wakes the workers too.

From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad 956d811e).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B
2026-10-05 13:17:47 +00:00
mitch030504 a132a82952 Merge pull request #7 from mitch030504/claude/project-thread-ix2nko
Port upstream game fixes: Linux TLS, saves across drives, controllers, alarms
2026-10-05 15:15:42 +02:00
Claude cfb9623e83 Bundle the TLS root certificates in the Android app
The mbed TLS path looks for cacert.pem in the runtime resources folder on
Android, the same place as dsp_coef.bin.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:58:11 +00:00
Claude 35e045f9f7 Port the runtime and translator fixes from upstream's KartPad batch
From patchzyy/Wiicompiled 6f14bde (#244), runtime and translator parts only:
- Keep KD and NCD devices available while networking is off; only IP and
  SSL need the network.
- Run RFLiIsWorking's alarm pump in a private interrupt context so callback
  register writes don't clobber the caller, and release the alarm recursion
  guard before rescheduling.
- Share one LR continuation dispatch per translated function when it has
  several continuation calls.

The renderer half of that commit is left out: it conflicts with the stereo
renderer, and upstream reverted part of it (e409d9f) for stutters.

(cherry picked from part of commit 6f14bde26a4ed6390d4f18e1b3a9c1be6819d589)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:58:10 +00:00
dorPXP 504ea792da Add TLS support for non-Windows devices (#144)
* Implement real TLS for non-Windows via vendored mbed TLS

Windows gets TLS for the guest network HLE's SSL ioctlvs for free from
Schannel; every other platform fell into a stub that always returned
failure, meaning any HTTPS-based network feature (WFC login, fetching
the Retro-WFC payload) silently could not work at all on those
platforms regardless of server availability.

Vendors mbed TLS 3.6.7 LTS under runtime/third_party/mbedtls (same
convention as Crypto++/pugixml - a real source checkout, not a
submodule/FetchContent download) and a standard Mozilla CA bundle
(runtime/assets/certs/cacert.pem, via curl.se's redistribution) copied
next to the built product the same way dsp_coef.bin already is.

Verified against real HTTPS servers: a valid certificate completes the
handshake and an HTTP round-trip; a known-expired certificate is
correctly rejected with a real X509 verification failure, not silently
accepted.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Qmdewk7VfVVJTfCVd2WStu

* Fix TLS handshake hang and partial-write truncation on non-Windows

Add a POSIX socket timeout to match Windows' existing 15s one, plus a
deadline on the handshake retry loop itself, so a peer that accepts the
TCP connection but never sends TLS data can no longer hang the thread
forever. Also fix SslWrite to loop on partial mbedTLS writes instead of
returning the first partial count, and add mbedTLS to
THIRD-PARTY-NOTICES.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

* Fetch mbedTLS from a pinned, checksum-verified release instead of vendoring it

Replace the committed mbedTLS source tree with a CMake FetchContent download
of the official mbedtls-3.6.7 release tarball, verified against its signed
SHA-256, matching how aurora-main's own dependencies (SDL, zlib, etc.) are
pulled in. Ships the compiled dependency instead of ~280 tracked upstream
files. CA bundle packaging and THIRD-PARTY-NOTICES.md coverage are unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>

* Limit the mbedTLS dependency to the platforms that use it

The FetchContent block ran on every platform, including Windows, whose builds
configure with FETCHCONTENT_FULLY_DISCONNECTED=ON against the offline
dependency set from Launcher/Prepare-Dependencies.ps1 - which has no
mkw_mbedtls_upstream entry, so a clean Windows configure failed. Windows
compiles the Schannel path (network_ssl.cpp is `#ifndef _WIN32` for mbed TLS)
and never links mbed TLS, so nothing needs preparing there: the fetch, the
linkage and the cacert.pem copy are now guarded to non-Windows, while the
mkw::mbedtls alias stays defined everywhere so the link lines in
PublicProducts.cmake remain platform-independent.

Also copy cacert.pem alongside the installed executable in the Linux and macOS
publication paths (Launcher/local-build.sh and Launcher/macos/publish-app.command),
which already copied the other runtime assets but left the TLS root bundle in
the build directory, so published builds could not verify any certificate.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Harden mbed TLS socket I/O handling

* delete wii socket

---------

Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
(cherry picked from commit b59e035b872752df8bfc637bba79689c12abf292)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:56:13 +00:00
patchzyy f87732d0ad add bltl (#254)
(cherry picked from commit 583e702547d0347d4634d48a314fc8dd3de75db2)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:56:13 +00:00
Michael G 152c4f5f38 Fix controller mapping platform, player index sync, and socket errors (#251)
* Fix macOS controller platform, sync player indices, and preserve socket send error

- Preserve captured socket send error across diagnostic logging in network_socket.cpp
- Use SDL_GetPlatform() instead of hardcoded Windows in controller mapping wizard
- Synchronize Aurora and SDL player indices on port assignment and clear in pad.cpp
- Auto-assign Player 1 on macOS when unconfigured in input.cpp

* fix(input): refine macOS port 0 assignment and persistence logic

- Persist port 0 preference for newly connected controller even if already assigned player index 0
- Verify controller has no preference on other ports before assigning to port 0

(cherry picked from commit 85f250155f8f397c1c463dc51dd4dc2707371d06)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:56:12 +00:00
Daan Vervacke 794b715d31 [Linux] Handle NAND moves across mount points (#212)
* Fix NAND moves across mount points

* Harden cross-mount NAND move fallback

* Preserve directory copy on NAND move cleanup failure

* Clarify NAND move cleanup behavior

* Use exclusive scratch paths for NAND moves

* Copy NAND move directories into reserved destination

* Publish NAND move directories without replacement

(cherry picked from commit 83463764b8acda394e058b0c689a10b8561fc380)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011tcyLz63pXjoYEwsFjfg8F
2026-10-05 12:56:12 +00:00
mitch030504 a532ffa6f3 Merge pull request #6 from mitch030504/claude/project-thread-asqg38
Port Retro Rewind install, adaptive resolution and a scene-load crash fix from VR-PLUS
2026-10-05 14:45:27 +02:00
mitch030504 ced586d159 Merge branch 'openxr-work' into claude/project-thread-asqg38 2026-10-05 14:45:11 +02:00
mitch030504 f038958c6f Merge pull request #5 from mitch030504/claude/frame-diagnostics
Add a Steam Frame diagnostics script
2026-10-05 14:38:32 +02:00
Claude 94bfc555c8 Add adaptive resolution for the immersive eyes
[vr] adaptive_resolution (off by default, in the VR tab) lowers the
race's eye resolution by 10% steps, down to 70%, while new eye frames
fall below 85% of the game's 60 FPS, and raises it again after three
seconds on time. Adapted from heurazy/Wiicompiled_VR-PLUS.

The eyes render into the top-left corner of the full swapchain image
and the projection layer shows only that corner, so the compositor
upscales them and no swapchain is recreated, unlike render_scale. The
Linux same-device bridge now copies an eye smaller than its target;
the Quest's bridge and layer already did. The PC's D3D12 path copies
whole eyes, so the setting is not offered on Windows.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Sabhzu6VgoWcHtpSk4C9KZ
2026-10-05 12:35:26 +00:00
Claude 00034b17fc Install script: build and install Retro Rewind with --retro-rewind
The Steam Frame install script built only the base game. With
--retro-rewind it now fetches the Retro Rewind pack from Retro Rewind's
update server, as the Quest app and Wheel Wizard do: the full download
once, then each published update and its deletions. It also fetches the
Retro-WFC payload online play needs, builds both products from one
translation, copies the pack beside the disc on the Frame, sets
[paths] retro_rewind_root and adds RetroRewind to the Steam library.
--retro-rewind-pack uses a RetroRewind6 folder the player already has.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Sabhzu6VgoWcHtpSk4C9KZ
2026-10-05 12:35:26 +00:00
Claude 6b0251e6d6 Keep the position descriptor that GXClearVtxDesc leaves set
Nintendo's GXClearVtxDesc, and Aurora's, keep GX_VA_POS at GX_DIRECT. The
HLE mirror cleared it to GX_NONE, so the next draw could publish no
position attribute and abort shader generation while a scene loads.
Keep the mirror in step, and give the shader a zero position if a
stream still arrives without one.

Ported from heurazy/Wiicompiled_VR-PLUS (c2b2500).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Sabhzu6VgoWcHtpSk4C9KZ
2026-10-05 12:27:23 +00:00
Claude 89e1dee867 frame-diagnostics: say more in the summary
Whether the game is running, the executable's date when the log has no
version, and why the pacing section is empty.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012Si2P8og5nXduJ4xdh9GzG
2026-10-05 12:22:20 +00:00
Claude 92fb438c24 Add a Steam Frame diagnostics script
Launcher/frame-diagnostics.sh collects the newest run logs and crash files,
Config.toml, the install, SteamVR logs and OpenXR runtime, GPU/Vulkan info
and system state from the Frame over SSH into one .tar.gz, with a
summary.txt that checks the README's startup steps.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012Si2P8og5nXduJ4xdh9GzG
2026-10-05 12:20:36 +00:00
mitch030504 56b853d5ef Merge pull request #4 from mitch030504/claude/peaceful-keller-2ek99b
Add the frame-beta-2 release notes
2026-10-05 09:34:24 +02:00
Claude 9bad7123de Add the frame-beta-2 release notes
The second beta brings the one-command installer and the README quick
start; the game and Dawn are unchanged since frame-beta-1. The release
workflow's manual run now defaults to this tag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 07:31:01 +00:00
mitch030504 16c4e703dd Merge pull request #3 from mitch030504/claude/peaceful-keller-2ek99b
README quick start with a one-command Steam Frame installer; drop docs/steam-frame.md
2026-10-05 09:30:10 +02:00
Claude 1a42dfc382 Install script: take a .zip or .7z holding the disc image
An archive is recognised by its first bytes, unpacked into the work dir
with whichever unpacker the machine has (7-Zip, bsdtar, unzip, Python's
zipfile, or bsdtar in a container of the machine's own architecture), and
every file in it is offered to nodtool, largest first. The RMCP01 image
wins; another region's disc is passed on so the ID check names it. The
unpacked files are removed once the disc is extracted, or when no disc is
found.

Tested each unpacker with zip and 7z archives holding an RVZ in a
subfolder, an archive holding NTSC and PAL images, an NTSC-only one, one
with no disc, a password-protected zip and truncated archives.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 07:13:56 +00:00
Claude e223ad511d Install script: check the disc's ID and accept more disc layouts
Tested with a synthetic RMCP01 Wii disc built with nod and converted to
encrypted ISO, WBFS and RVZ: all three extract, and main.dol and
StaticR.rel come out byte-identical. nodtool reads the format from the
file, so a misnamed image works too.

- Stop before building unless boot.bin says RMCP01, naming the release
  (RMCE01 and the like) when it is another region; a wrong extraction in
  the work dir is removed so the next run starts clean.
- Accept extracted folders whose partition sits in a subfolder (DATA/).
- Explain unreadable files (a .zip, say) instead of nodtool's bare error.
- Extract quietly: the real disc has thousands of files.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 07:05:26 +00:00
Claude 06861dbb9a Add a Steam Frame install script and base the quick start on it
Launcher/steam-frame-install.sh does the whole quick start in one command:
it downloads the newest release (or builds the tree it is in), extracts the
disc with nodtool, builds in a long-lived Debian ARM64 container (podman or
docker, under qemu on x86_64), copies the game and disc to the Frame over
SSH (or locally with --frame local), points Config.toml at the disc, and
registers the game with Steam through Valve's devkit tools when present.
Running it again updates: only changed source files are replaced, so the
build recompiles just those and Dawn is reused.

The README's quick start now runs the script; the manual steps move to a
"Building by hand" section.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 06:42:45 +00:00
Claude 3a027d71dc Base the quick start on releases instead of a git clone
The quick start, the on-Frame build and updates now download a release's
source tarball. Updates copy only the files whose content changed (rsync -c),
which stamps them with the current time: unpacking over the source would
restore commit dates that can be older than the last build, and the build
would skip the changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 06:30:59 +00:00
Claude 0a3bcc99bd Fold the Steam Frame guide into the README, with a quick start
docs/steam-frame.md is gone. The README now opens with a quick start that
goes from the disc to playing (emulation setup, disc extraction, the
container build, installing with Frame Control, updating), and carries what
the guide held that a player or contributor needs: recommended settings, the
Frame controller map, known issues, troubleshooting (log lines, the pacing
line, crash backtraces), building on the Frame or with Docker (including
Unraid's qemu registration), how the native build works and why the Android
flavour cannot show a picture. Links to the old guide point at the README.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
2026-10-05 06:22:35 +00:00
90 changed files with 8062 additions and 955 deletions

No files matched your search

+18 -1
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@@ -2,7 +2,7 @@ name: Build
on:
push:
branches: [main]
branches: [main, openxr-work]
pull_request:
workflow_dispatch:
@@ -46,3 +46,20 @@ jobs:
- name: Test
run: dotnet test translator/Translator.sln -c Release --no-build --verbosity normal
linux-setup:
name: Linux setup and Frame installer
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
with:
persist-credentials: false
- uses: actions/setup-dotnet@v6
with:
dotnet-version: '8.0.x'
- name: Test disc staging, validation and cancellation
run: dotnet test translator/Translator.sln -c Release --filter FullyQualifiedName~LinuxDiscExtractionTests
- name: Test Frame installation and update file operations
run: python3 -m unittest discover -s Launcher/tests -v
- name: Check installer shell syntax
run: bash -n Launcher/steam-frame-install.sh Launcher/local-build.sh
+1 -1
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@@ -12,7 +12,7 @@ on:
tag:
description: Release tag, frame-<something>; docs/releases/<tag>.md holds its notes
required: true
default: frame-beta-1
default: frame-beta-4
permissions:
contents: write
jobs:
+3
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@@ -84,3 +84,6 @@ output.txt
/android/app/.cxx/
/android/app/libs/*.aar
/android/.runs/
# Python regression checks
__pycache__/
+11 -1
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@@ -39,9 +39,19 @@ That's ok, but rules apply:
game (hardware comparison, logs, whatever fits).
- Review feedback. It's about the code, not about you ;).
## Porting from other projects
This fork takes fixes from upstream WiiCompiled and other forks. When you port one:
- name the source repository and commit in the commit message ("Ported from owner/repo abc1234");
- keep the original author on the commit when the change is taken as is, and say what you changed
when it is adapted;
- add a line to [`CREDITS.md`](CREDITS.md), and check the source's license is compatible with
GPL v3.0.
## Bug reports
See the FAQ in the [README](README.md)
See [Reporting problems](README.md#reporting-problems) in the README.
## A note on related projects
+79
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@@ -0,0 +1,79 @@
# Credits
WiiCompiled VR for the Steam Frame is the work of many people. This fork adds the SteamOS build,
the install and diagnostics scripts and the Frame-specific rendering, but most of what you play
was written elsewhere, and a good part of this fork's own fixes were ported from other people's
projects. This page lists where everything came from.
Every project below is GPL-3.0 licensed like this one unless it says otherwise. Ported commits name
their source repository and commit in their messages, and keep the original author where the
change was taken as is, so `git log` is the full record. Bundled libraries and their licenses are
in [`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md).
## The projects this fork is built on
- **[WiiCompiled](https://github.com/patchzyy/Wiicompiled)** by patchzyy and its contributors: the
static recompilation of Mario Kart Wii itself, the translator, the runtime and the Aurora-based
renderer.
- **[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR)** by iChris4: the OpenXR VR
renderer, the Quest app, the headset settings panel, foveation and the first-person cockpit. This
fork contains all of its `openxr-work` branch up to 2026-10-01.
- **[mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port)** by heurazy: the
cockpit's turning steering wheel, hand steering and USB wheel support, which came in through
WiiCompiled OpenXR VR.
- **[DolphinXR](https://github.com/iChris4/dolphinXR)**: the OpenXR Wii Remote input design and its
default button profile, which the controller code (`runtime/src/vr/openxr_input.cpp`) and the
Steam Frame controller profile's input paths are adapted from.
## Ported into this fork
### From WiiCompiled (upstream)
Cherry-picked or adapted from [patchzyy/Wiicompiled](https://github.com/patchzyy/Wiicompiled) after
this fork's line split from it:
| Change | Author | Upstream |
| --- | --- | --- |
| TLS through mbed TLS on Linux and Android, which online play (Retro Rewind WFC) needs there | dorPXP, with patchzyy | #144 |
| NAND moves across mount points on Linux (saves on a different drive or the SD card) | Daan Vervacke | #212 |
| Controller mapping platform, player index sync, and socket send errors | Michael G ([DarthMDev](https://github.com/DarthMDev)) | #251 |
| `bltl` translation | patchzyy | #254 |
| The KartPad batch: KD and NCD kept while offline, RFL alarm interrupt context, shared LR continuation dispatch, pipeline cache size checks, pipeline waiter wake-ups, packed three-byte vertex reads, draw merging bounds, GEN_MODE decode, EFB copy and readback fixes, graphics startup errors, and the staging buffer wait | patchzyy, adapting Chris Sotraidis's [KartPad](https://github.com/chrissotraidis/wiicompiled) fixes | #244 |
### From other WiiCompiled forks
| Change | Author | Source |
| --- | --- | --- |
| Scene-load crash fix (`GXClearVtxDesc` keeps the position descriptor) | heurazy | [Wiicompiled_VR-PLUS](https://github.com/heurazy/Wiicompiled_VR-PLUS) c2b2500 |
| `[vr] adaptive_resolution` | heurazy | Wiicompiled_VR-PLUS, adapted |
| Building and installing Retro Rewind from its own update server (`steam-frame-install.sh --retro-rewind`) | heurazy | Wiicompiled_VR-PLUS, adapted |
| Faster disc reads: bulk DVD DMA copies, Yaz0 (SZS) decoding through host buffers, per-thread disc file handles | Chris Sotraidis | [KartPad](https://github.com/chrissotraidis/wiicompiled) ec14a0d, 97cdc9a, affabbd |
| No debug labels in the ImGui passes in normal builds (an Adreno driver crash) | Chris Sotraidis | KartPad 420b828, extended to this fork's extra passes |
| A TLS session that failed a write is kept instead of its socket being deleted | Michael G ([DarthMDev](https://github.com/DarthMDev)) | [DarthMDev/Wiicompiled](https://github.com/DarthMDev/Wiicompiled) a2ecc0f, fcf8646 (upstream PR #258) |
| `Config.toml` saved through a temporary file and a rename | BlackAndBlue95 | [Strikers-WiiCompiled](https://github.com/BlackAndBlue95/Strikers-WiiCompiled) 435daf3 |
| No depth writes while the Z compare is off (the Stormship lightning) | BlackAndBlue95 | Strikers-WiiCompiled 369ec99 |
| NEON forms of the AX audio mix kernels | rooklz | [rooklz/Wiicompiled](https://github.com/rooklz/Wiicompiled) 4346362 |
| Emptied WC24 bootstrap files are refilled | nx-mod | [wiicompiled-nx](https://github.com/nx-mod/wiicompiled-nx) d0149e6, adapted |
| Guest memory access checks folded away on 4 KiB-page builds | nx-mod's finding | wiicompiled-nx 18ef16f, done here as a compile-time constant |
## Tools and references
- **[aurora](https://github.com/encounter/aurora)** by Luke Street: the GX rendering and windowing
backend the whole graphics layer sits on (MIT).
- **[Dawn](https://dawn.googlesource.com/dawn)**: Google's WebGPU implementation, under Aurora.
- **[OpenXR](https://www.khronos.org/openxr/)** by Khronos: the VR API.
- **[Mbed TLS](https://github.com/Mbed-TLS/mbedtls)**: TLS for online play on Linux and Android.
- **[Dolphin Emulator](https://github.com/dolphin-emu/dolphin)**: a reference for Wii hardware
behaviour, and the source of the DSP coefficient ROM, the WiiConnect24 bootstrap tree and the
Riivolution parser bundled with the runtime.
- **[nod](https://github.com/encounter/nod)** by Luke Street: `nodtool`, the disc image extractor.
- **[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind)** by ZPL and team: the mod
distribution this project supports.
- **[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard)**: the mod manager the PC build
integrates with, and the model for how the install script fetches Retro Rewind.
- **[Frame Control](https://github.com/saphid/frame-control)** by saphid: installing the game into
the Frame's Steam library, and its notes on how the Frame's software fits together.
- **Inkwreck**: the logo.
- Everyone in the static recompilation community.
If something of yours is in this fork and missing here, or credited wrongly, please open an issue.
+4
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@@ -1,5 +1,9 @@
# Windows VR distribution
This page covers upstream's Windows releases, kept for the PC build. The Steam Frame releases
(`frame-*` tags) are source only and are published by `.github/workflows/frame-release.yml` with
the notes in `docs/releases/<tag>.md`; see the [README](README.md#quick-start).
Distribute only `WiiCompiled-Setup.exe` and its checksum from
[iChris4/Wiicompiled_VR](https://github.com/iChris4/Wiicompiled_VR/releases), and
`WheelWizardVRWindows.exe` from [iChris4/WheelWizard_VR](https://github.com/iChris4/WheelWizard_VR/releases).
+78 -35
View File
@@ -30,37 +30,58 @@ internal static class DiscTool
"Only your own legally-owned copy of that exact game/region can be used.");
}
// Extracted straight into Assets/DATA (kept, not a scratch dir) - the runtime reads course/
// texture/audio data from this directory live via [paths] dvd_root, not just at translation
// time, so it has to survive past this install (see Program.cs, which points dvd_root here).
reporter.Progress(InstallStages.ExtractDisc, "Extracting the disc image", 4);
var dataDir = Path.Combine(assetsDirectory, "DATA");
if (Directory.Exists(dataDir)) Directory.Delete(dataDir, recursive: true);
await RunExtractAsync(nodTool, isoPath, dataDir, cancellationToken);
var dolPath = Path.Combine(dataDir, "sys", "main.dol");
var relPath = Path.Combine(dataDir, "files", "rel", "StaticR.rel");
if (!File.Exists(dolPath)) throw new FileNotFoundException("nodtool did not produce main.dol", dolPath);
if (!File.Exists(relPath)) throw new FileNotFoundException("nodtool did not produce StaticR.rel", relPath);
var dolSha = Sha256Of(dolPath);
var relSha = Sha256Of(relPath);
if (!string.Equals(dolSha, manifest.DolSha256, StringComparison.Ordinal))
{
throw new InvalidOperationException(
$"main.dol sha256 mismatch: expected {manifest.DolSha256}, got {dolSha}. " +
"This disc revision does not match what this project's manifest is pinned to.");
}
if (!string.Equals(relSha, manifest.RelSha256, StringComparison.Ordinal))
{
throw new InvalidOperationException(
$"StaticR.rel sha256 mismatch: expected {manifest.RelSha256}, got {relSha}. " +
"This disc revision does not match what this project's manifest is pinned to.");
}
Directory.CreateDirectory(assetsDirectory);
File.Copy(dolPath, Path.Combine(assetsDirectory, "main.dol"), overwrite: true);
File.Copy(relPath, Path.Combine(assetsDirectory, "StaticR.rel"), overwrite: true);
var dataDir = Path.Combine(assetsDirectory, "DATA");
var backup = dataDir + ".replaced";
if (!Directory.Exists(dataDir) && Directory.Exists(backup)) Directory.Move(backup, dataDir);
if (Directory.Exists(backup)) Directory.Delete(backup, recursive: true);
var staging = dataDir + ".extracting";
if (Directory.Exists(staging)) Directory.Delete(staging, recursive: true);
try
{
await RunExtractAsync(nodTool, isoPath, staging, cancellationToken);
var dolPath = Path.Combine(staging, "sys", "main.dol");
var relPath = Path.Combine(staging, "files", "rel", "StaticR.rel");
if (!File.Exists(dolPath)) throw new FileNotFoundException("nodtool did not produce main.dol", dolPath);
if (!File.Exists(relPath)) throw new FileNotFoundException("nodtool did not produce StaticR.rel", relPath);
var dolSha = Sha256Of(dolPath);
var relSha = Sha256Of(relPath);
if (!string.Equals(dolSha, manifest.DolSha256, StringComparison.Ordinal))
{
throw new InvalidOperationException(
$"main.dol sha256 mismatch: expected {manifest.DolSha256}, got {dolSha}. " +
"This disc revision does not match what this project's manifest is pinned to.");
}
if (!string.Equals(relSha, manifest.RelSha256, StringComparison.Ordinal))
{
throw new InvalidOperationException(
$"StaticR.rel sha256 mismatch: expected {manifest.RelSha256}, got {relSha}. " +
"This disc revision does not match what this project's manifest is pinned to.");
}
cancellationToken.ThrowIfCancellationRequested();
if (Directory.Exists(dataDir)) Directory.Move(dataDir, backup);
try
{
Directory.Move(staging, dataDir);
}
catch
{
if (Directory.Exists(backup)) Directory.Move(backup, dataDir);
throw;
}
FileSystemUtilities.WriteAtomic(Path.Combine(assetsDirectory, "main.dol"),
File.ReadAllBytes(Path.Combine(dataDir, "sys", "main.dol")));
FileSystemUtilities.WriteAtomic(Path.Combine(assetsDirectory, "StaticR.rel"),
File.ReadAllBytes(Path.Combine(dataDir, "files", "rel", "StaticR.rel")));
}
finally
{
if (Directory.Exists(staging)) Directory.Delete(staging, recursive: true);
}
if (Directory.Exists(backup)) Directory.Delete(backup, recursive: true);
reporter.Progress(InstallStages.ExtractDisc, "Disc validated and extracted", 6);
}
@@ -75,9 +96,20 @@ internal static class DiscTool
};
using var process = System.Diagnostics.Process.Start(startInfo)
?? throw new InvalidOperationException($"Failed to start {nodTool}.");
var stdout = await process.StandardOutput.ReadToEndAsync(cancellationToken);
var stderr = await process.StandardError.ReadToEndAsync(cancellationToken);
await process.WaitForExitAsync(cancellationToken);
var stdoutTask = process.StandardOutput.ReadToEndAsync();
var stderrTask = process.StandardError.ReadToEndAsync();
try
{
await process.WaitForExitAsync(cancellationToken);
}
catch (OperationCanceledException)
{
if (!process.HasExited) process.Kill(entireProcessTree: true);
await process.WaitForExitAsync(CancellationToken.None);
throw;
}
var stdout = await stdoutTask;
var stderr = await stderrTask;
if (process.ExitCode != 0)
{
throw new InvalidOperationException(
@@ -104,9 +136,20 @@ internal static class DiscTool
using var process = System.Diagnostics.Process.Start(startInfo)
?? throw new InvalidOperationException($"Failed to start {nodTool}.");
var stdout = await process.StandardOutput.ReadToEndAsync(cancellationToken);
var stderr = await process.StandardError.ReadToEndAsync(cancellationToken);
await process.WaitForExitAsync(cancellationToken);
var stdoutTask = process.StandardOutput.ReadToEndAsync();
var stderrTask = process.StandardError.ReadToEndAsync();
try
{
await process.WaitForExitAsync(cancellationToken);
}
catch (OperationCanceledException)
{
if (!process.HasExited) process.Kill(entireProcessTree: true);
await process.WaitForExitAsync(CancellationToken.None);
throw;
}
var stdout = await stdoutTask;
var stderr = await stderrTask;
if (process.ExitCode != 0)
{
throw new InvalidOperationException(
@@ -15,6 +15,7 @@
<InvariantGlobalization>true</InvariantGlobalization>
</PropertyGroup>
<ItemGroup>
<InternalsVisibleTo Include="Translator.Tests" />
<ProjectReference Include="..\WiiCompiled.Setup.Common\WiiCompiled.Setup.Common.csproj" />
</ItemGroup>
</Project>
+1 -1
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@@ -3,7 +3,7 @@
# Vulkan hooks through which the OpenXR runtime creates Dawn's own instance and device (the
# same-device OpenXR backend, runtime/src/vr/openxr_vulkan_win32.cpp) and fragment density maps for
# foveated rendering. The stock prebuilt package has neither. This is the Linux counterpart of
# android/Build-QuestDawn.ps1, for the Steam Frame's native SteamOS build (docs/steam-frame.md).
# android/Build-QuestDawn.ps1, for the Steam Frame's native SteamOS build (README.md, Quick start).
#
# Launcher/build-dawn-linux.sh [--work-dir DIR] [--cc PATH --cxx PATH] [--cmake PATH]
# [--ninja PATH] [--python PATH] [--jobs N] [--force]
+372
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@@ -0,0 +1,372 @@
#!/usr/bin/env bash
# Collects what a Steam Frame problem report needs into one .tar.gz on this machine: the game's run
# logs and crash files, Config.toml, the install, SteamVR's logs and OpenXR runtime, the GPU and
# Vulkan driver, and the system's state (SteamOS version, memory, thermals, kernel log, core dumps).
# It only reads on the Frame, apart from a temporary folder it removes again.
#
# Launcher/frame-diagnostics.sh --frame HOST [options]
#
# Or without downloading anything first:
#
# curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/frame-diagnostics.sh \
# | bash -s -- --frame steamos@<frame-ip>
#
# Options:
# --frame HOST the Frame: an SSH destination (steamos@<frame-ip>, or an ~/.ssh/config host such
# as Frame Control's "frame"), or "local" when running on the Frame (default frame)
# --runs N how many of the newest run folders to take (default 3; 0 takes them all)
# --game-dir DIR where the game is installed, relative to the Frame's home or absolute
# (default devkit-game/WiiCompiled)
# --output DIR where the bundle goes (default: the current folder)
# --with-memory also take the guest memory snapshot (mem1.bin) a crash writes
# --with-core also take the newest WiiCompiled core dump, when systemd-coredump kept one (large)
# -h, --help
#
# The bundle holds summary.txt first: the version, which startup steps the newest run reached, its
# crash files, the end of its log and its last frame-pacing lines. The disc is never copied.
set -euo pipefail
# Everything is in main, so bash has read the whole script before running any of it: when it comes
# through curl | bash, a step that reads stdin cannot eat the rest. (Not indented, for the heredocs.)
main() {
say() { printf '\n\033[1m==> %s\033[0m\n' "$*"; }
note() { printf ' %s\n' "$*"; }
fail() {
printf '\nframe-diagnostics.sh: error: %s\n' "$*" >&2
exit 1
}
usage() { awk 'NR == 1 { next } /^#/ { sub(/^# ?/, ""); print; next } { exit }' "$script_path"; }
script_path=${BASH_SOURCE[0]:-}
frame=frame
runs=3
game_dir=devkit-game/WiiCompiled
output_dir=.
with_memory=no
with_core=no
while [[ $# -gt 0 ]]; do
case "$1" in
--frame) frame=$2; shift 2 ;;
--runs) runs=$2; shift 2 ;;
--game-dir) game_dir=$2; shift 2 ;;
--output) output_dir=$2; shift 2 ;;
--with-memory) with_memory=yes; shift ;;
--with-core) with_core=yes; shift ;;
-h|--help)
if [[ -n "$script_path" && -f "$script_path" ]]; then usage; else echo "See the comment at the top of the script."; fi
exit 0 ;;
*) fail "unknown argument: $1 (see --help)" ;;
esac
done
[[ "$runs" =~ ^[0-9]+$ ]] || fail "--runs must be a number"
# The game folder reaches the Frame as one word of an SSH command line.
[[ "$game_dir" =~ ^[A-Za-z0-9._/~-]+$ ]] || fail "--game-dir may only hold letters, digits and . _ / ~ -"
mkdir -p "$output_dir"
output_dir=$(cd "$output_dir" && pwd)
stamp=$(date +%Y%m%d-%H%M%S)
bundle="$output_dir/frame-diagnostics-$stamp.tar.gz"
partial="$bundle.partial"
trap 'rm -f "$partial"' EXIT
if [[ "$frame" == local ]]; then
say "Collecting on this machine"
on_frame() { bash -s -- "$@"; }
else
say "Collecting from $frame over SSH"
on_frame() { ssh "$frame" bash -s -- "$@"; }
fi
# The collector runs on the Frame and writes the bundle to stdout; its progress goes to stderr.
if ! on_frame "$runs" "$game_dir" "$with_memory" "$with_core" "$stamp" <<<"$collector" >"$partial"; then
fail "collecting stopped; the output above says why. If SSH could not connect, turn on Developer
Mode and set a user password on the Frame (Steam Settings > System), then check the address."
fi
gzip -t "$partial" 2>/dev/null || fail "the Frame sent back something that is not a bundle; the output above says why"
mv "$partial" "$bundle"
say "Done"
note "$bundle ($(du -h "$bundle" | cut -f1))"
summary=$(tar -xzOf "$bundle" "frame-diagnostics-$stamp/summary.txt" 2>/dev/null || true)
if [[ -n "$summary" ]]; then
# The crash files' heads stay in the bundle; the rest is printed.
printf '\n%s\n' "$summary" | awk '/^--- crash_/ { exit } { print " " $0 }'
fi
note ""
note "Logs can hold your user name and paths; look through the bundle before posting it publicly."
}
# ---------------------------------------------------------------------------------------------
# Runs on the Frame: bash -s -- RUNS GAME_DIR WITH_MEMORY WITH_CORE STAMP
read -r -d '' collector <<'COLLECTOR' || true
set -uo pipefail
runs=$1 game_dir=$2 with_memory=$3 with_core=$4 stamp=$5
log() { printf ' %s\n' "$*" >&2; }
[[ "$game_dir" == /* ]] || game_dir="$HOME/${game_dir#\~/}"
tmp=$(mktemp -d "${TMPDIR:-/tmp}/frame-diagnostics.XXXXXX") || exit 1
trap 'rm -rf "$tmp"' EXIT
root="$tmp/frame-diagnostics-$stamp"
mkdir -p "$root"/{system,gpu,game,steamvr}
# run FILE COMMAND...: the command's output in FILE under a header naming it; a missing tool or a
# hung one is noted rather than stopping the collection.
run() {
local file=$root/$1; shift
{
printf '$ %s\n' "$*"
if ! command -v "$1" >/dev/null 2>&1; then
echo "(not installed)"
else
timeout 30 "$@" 2>&1
local status=$?
(( status == 0 )) || echo "(exit status $status)"
fi
echo
} >>"$file"
}
# grab SOURCE DEST: a copy of a file or folder, if it exists.
grab() {
[[ -e "$1" ]] || return 0
mkdir -p "$(dirname "$2")"
cp -R "$1" "$2" 2>/dev/null || log "could not copy $1"
}
# grab_tail SOURCE DEST: the last 4 MB of a log that can grow without bound.
grab_tail() {
[[ -f "$1" ]] || return 0
mkdir -p "$(dirname "$2")"
tail -c 4194304 "$1" >"$2" 2>/dev/null || log "could not copy $1"
}
# --- System -------------------------------------------------------------------------------------
log "system"
run system/os.txt cat /etc/os-release
run system/os.txt uname -a
run system/os.txt uptime
run system/os.txt date --iso-8601=seconds
run system/hardware.txt lscpu
run system/hardware.txt free -m
run system/hardware.txt cat /proc/meminfo
run system/hardware.txt cat /proc/pressure/memory
run system/storage.txt df -h "$HOME" /tmp /run/media
run system/storage.txt lsblk -o NAME,SIZE,FSTYPE,MOUNTPOINTS,LABEL
run system/storage.txt findmnt -t ext4,btrfs,exfat,vfat,f2fs
{
echo "zone type temp(milli-C)"
for zone in /sys/class/thermal/thermal_zone*; do
[[ -r "$zone/temp" ]] && echo "${zone##*/} $(cat "$zone/type" 2>/dev/null) $(cat "$zone/temp" 2>/dev/null)"
done
echo
echo "cpu cur/min/max(kHz) governor"
for cpu in /sys/devices/system/cpu/cpu[0-9]*/cpufreq; do
[[ -r "$cpu/scaling_cur_freq" ]] || continue
echo "$(basename "$(dirname "$cpu")") $(cat "$cpu/scaling_cur_freq")/$(cat "$cpu/scaling_min_freq")/$(cat "$cpu/scaling_max_freq") $(cat "$cpu/scaling_governor" 2>/dev/null)"
done
echo
for supply in /sys/class/power_supply/*; do
[[ -r "$supply/uevent" ]] && { echo "${supply##*/}:"; sed 's/^/ /' "$supply/uevent"; }
done
} >"$root/system/thermal-power.txt" 2>&1
run system/sensors.txt sensors
run system/processes.txt ps -eo pid,ppid,etime,pcpu,pmem,rss,args --sort=-pcpu
# The kernel log holds GPU hangs and out-of-memory kills; the previous boot's covers a crash that
# took the headset down with it.
run system/kernel-this-boot.txt journalctl -k -b 0 --no-pager -n 5000
run system/kernel-previous-boot.txt journalctl -k -b -1 --no-pager -n 5000
run system/kernel-dmesg.txt dmesg
run system/user-journal.txt journalctl --user -b 0 --no-pager -n 3000
run system/coredumps.txt coredumpctl list --no-pager --since=-7d
run system/coredumps.txt coredumpctl info --no-pager WiiCompiled
# --- GPU and Vulkan -----------------------------------------------------------------------------
log "GPU and Vulkan"
run gpu/vulkaninfo-summary.txt vulkaninfo --summary
run gpu/vulkaninfo.txt vulkaninfo
run gpu/eglinfo.txt eglinfo -B
{
for card in /sys/class/drm/card*; do
[[ -e "$card/device/uevent" && "$card" != *-* ]] || continue
echo "${card##*/}:"; sed 's/^/ /' "$card/device/uevent"
for f in "$card"/device/devfreq/*/{cur_freq,max_freq,governor}; do
[[ -r "$f" ]] && echo " ${f#"$card"/device/}: $(cat "$f")"
done
done
for f in /sys/kernel/debug/dri/*/name; do [[ -r "$f" ]] && cat "$f"; done
} >"$root/gpu/drm.txt" 2>&1
for dir in /usr/share/vulkan/{icd.d,implicit_layer.d,explicit_layer.d} /etc/vulkan/{icd.d,implicit_layer.d} \
"$HOME/.local/share/vulkan/implicit_layer.d"; do
[[ -d "$dir" ]] && { echo "== $dir"; ls -l "$dir"; }
done >"$root/gpu/vulkan-manifests.txt" 2>&1
# --- The game -----------------------------------------------------------------------------------
log "the game in $game_dir"
# Where the game keeps Config.toml and Logs: UserData beside a portable.txt at or above the
# executable (four levels up at most), otherwise $XDG_DATA_HOME/WiiCompiled.
data_dir=${XDG_DATA_HOME:-$HOME/.local/share}/WiiCompiled
search=$game_dir
for _ in 0 1 2 3 4; do
if [[ -f "$search/portable.txt" ]]; then data_dir=$search/UserData; break; fi
[[ "$search" == / ]] && break
search=$(dirname "$search")
done
{
echo "game dir: $game_dir"
echo "data dir: $data_dir"
echo
ls -la "$game_dir" 2>&1
echo
if [[ -f "$game_dir/WiiCompiled" ]]; then
file "$game_dir/WiiCompiled" 2>&1
sha256sum "$game_dir/WiiCompiled" 2>&1
stat -c 'modified %y' "$game_dir/WiiCompiled" 2>&1
echo
echo "libraries it loads:"
ldd "$game_dir/WiiCompiled" 2>&1
else
echo "(no WiiCompiled executable here)"
fi
echo
ls -la "$data_dir" 2>&1
} >"$root/game/install.txt"
grab "$game_dir/build-fingerprint.json" "$root/game/build-fingerprint.json"
grab "$data_dir/Config.toml" "$root/game/Config.toml"
grab "$data_dir/gamecontrollerdb.txt" "$root/game/gamecontrollerdb.txt"
grab_tail "$data_dir/wii_accel_trace.csv" "$root/game/wii_accel_trace.csv"
grab_tail "$HOME/wiicompiled-frame/build.log" "$root/game/build.log"
# The disc the config points at: is it there, whole, and the right release? Never copied.
dvd_root=$(sed -n 's/^[[:space:]]*dvd_root[[:space:]]*=[[:space:]]*"\(.*\)".*/\1/p' "$data_dir/Config.toml" 2>/dev/null | head -n 1)
{
echo "dvd_root: ${dvd_root:-(not set in Config.toml)}"
if [[ -n "$dvd_root" ]]; then
if [[ -d "$dvd_root" ]]; then
for f in sys/boot.bin sys/main.dol files/rel/StaticR.rel; do
[[ -f "$dvd_root/$f" ]] && echo "$f: present" || echo "$f: MISSING"
done
[[ -f "$dvd_root/sys/boot.bin" ]] && echo "game ID: $(head -c 6 "$dvd_root/sys/boot.bin" | tr -dc 'A-Z0-9') (RMCP01 expected)"
echo "size: $(du -sh "$dvd_root" 2>/dev/null | cut -f1)"
findmnt -T "$dvd_root" 2>&1
else
echo "MISSING: the folder does not exist (an SD card that is not mounted?)"
fi
fi
} >"$root/game/disc.txt"
# The newest run folders (Logs/<product>_<epochSeconds>_pid<pid>/), console.log and crash files.
logs_dir=$data_dir/Logs
mapfile -t run_dirs < <(ls -1dt "$logs_dir"/*/ 2>/dev/null | sed 's:/$::')
(( runs > 0 && ${#run_dirs[@]} > runs )) && run_dirs=("${run_dirs[@]:0:runs}")
log "${#run_dirs[@]} run folder(s) from $logs_dir"
ls -lt "$logs_dir" >"$root/game/all-runs.txt" 2>&1
for dir in "${run_dirs[@]}"; do
dest=$root/game/Logs/${dir##*/}
mkdir -p "$dest"
for f in "$dir"/*; do
[[ -f "$f" ]] || continue
[[ "${f##*/}" == mem1.bin && "$with_memory" != yes ]] && continue
cp "$f" "$dest/" 2>/dev/null || log "could not copy $f"
done
done
if [[ "$with_core" == yes ]] && command -v coredumpctl >/dev/null 2>&1; then
log "the newest core dump"
timeout 120 coredumpctl dump --no-pager -o "$root/system/WiiCompiled.core" WiiCompiled >/dev/null 2>&1 ||
log "no core dump was available"
fi
# --- SteamVR and OpenXR -------------------------------------------------------------------------
log "SteamVR and OpenXR"
steam_dir=""
for candidate in "$HOME/.local/share/Steam" "$HOME/.steam/steam" "$HOME/.steam/root"; do
[[ -d "$candidate/logs" ]] && { steam_dir=$(readlink -f "$candidate"); break; }
done
if [[ -n "$steam_dir" ]]; then
for f in "$steam_dir"/logs/vr*.txt "$steam_dir"/logs/compat_log.txt "$steam_dir"/logs/console_log.txt \
"$steam_dir"/logs/content_log.txt; do
[[ -f "$f" ]] && grab_tail "$f" "$root/steamvr/logs/${f##*/}"
done
grab "$steam_dir/config/steamvr.vrsettings" "$root/steamvr/steamvr.vrsettings"
ls -la "$steam_dir/logs" >"$root/steamvr/logs-listing.txt" 2>&1
else
echo "no Steam folder with logs found" >"$root/steamvr/logs-listing.txt"
fi
for f in "${XDG_CONFIG_HOME:-$HOME/.config}/openxr/1/active_runtime.json" /etc/xdg/openxr/1/active_runtime.json \
/usr/share/openxr/1/active_runtime.json; do
[[ -f "$f" ]] && { echo "== $f"; cat "$f"; echo; }
done >"$root/steamvr/openxr-runtime.txt" 2>&1
pgrep -a 'vrserver|vrcompositor|vrmonitor|WiiCompiled' >"$root/steamvr/vr-processes.txt" 2>&1 ||
echo "none running" >>"$root/steamvr/vr-processes.txt"
# --- Summary ------------------------------------------------------------------------------------
newest=${run_dirs[0]:-}
{
echo "WiiCompiled VR diagnostics, $(date --iso-8601=seconds)"
echo "SteamOS: $(. /etc/os-release 2>/dev/null; echo "${PRETTY_NAME:-unknown} ${VERSION_ID:-} build ${BUILD_ID:-?}")"
echo "kernel: $(uname -r) uptime: $(uptime -p 2>/dev/null)"
echo "memory: $(free -m 2>/dev/null | awk '/^Mem:/ { print $7 " MB available of " $2 " MB" }')"
vk=$root/gpu/vulkaninfo-summary.txt
gpu=$(sed -n 's/^[[:space:]]*deviceName[[:space:]]*=[[:space:]]*//p' "$vk" | head -n 1)
driver=$(sed -n 's/^[[:space:]]*driverInfo[[:space:]]*=[[:space:]]*//p' "$vk" | head -n 1)
echo "GPU: ${gpu:-unknown (no vulkaninfo; see gpu/)}${driver:+, driver $driver}"
echo "game: $([[ -x "$game_dir/WiiCompiled" ]] && echo "installed in $game_dir" || echo "NOT FOUND in $game_dir")"
echo "disc: $(head -n 1 "$root/game/disc.txt" | sed 's/^dvd_root: //')$(grep -q MISSING "$root/game/disc.txt" && echo ' (PROBLEM: see game/disc.txt)')"
echo "SteamVR running: $(pgrep -x vrserver >/dev/null 2>&1 && echo yes || echo no)"
echo "game running: $(pgrep -x WiiCompiled >/dev/null 2>&1 && echo "yes (the newest run's log is still being written)" || echo no)"
echo
if [[ -z "$newest" ]]; then
echo "No run folders in $logs_dir: the game has not started on this Frame (or logs elsewhere)."
else
console=$newest/console.log
echo "newest run: ${newest##*/} ($(stat -c %y "$newest" 2>/dev/null | cut -d. -f1))"
version=$(head -n 1 "$console" 2>/dev/null | sed 's/^\[runtime\] //')
# Builds without a build-fingerprint.json beside the executable log no version; its date
# still tells builds apart.
[[ "$version" == *"version unknown"* && -f "$game_dir/WiiCompiled" ]] &&
version="$version (executable built $(stat -c %y "$game_dir/WiiCompiled" | cut -d. -f1))"
echo "version: $version"
echo
echo "startup steps (README, Troubleshooting); the first one missing is where it stopped:"
while IFS='|' read -r label pattern; do
if grep -qF -- "$pattern" "$console" 2>/dev/null; then mark="ok "; else mark="MISSING"; fi
echo " $mark $label"
done <<'STEPS'
OpenXR initialized|OpenXR initialized: runtime
Dawn creates its device through the runtime|Dawn will create its device through the runtime
Fragment density maps enabled|Fragment density maps: enabled
Vulkan swapchains ready|OpenXR Vulkan swapchains ready
Refresh rate requested|display refresh rate
Session focused|OpenXR session state -> FOCUSED
Controller profile bound|OpenXR interaction profiles:
Eye gaze available|OpenXR eye gaze: available
Eye gaze tracking|OpenXR eye gaze: tracking
STEPS
grep -qF "requires a Dawn built with Aurora's patches" "$console" 2>/dev/null &&
echo " NOTE: built without --dawn-package (Dawn lacks Aurora's patches)"
echo
crashes=$(cd "$newest" && ls crash_*.txt 2>/dev/null | tr '\n' ' ')
echo "crash files: ${crashes:-none}"
echo "lines mentioning error, fail, fatal or warn in console.log: $(grep -ciE 'error|fail|fatal|warn' "$console" 2>/dev/null)"
echo
echo "--- last 40 lines of console.log ---"
tail -n 40 "$console" 2>/dev/null
echo "--- end of console.log ---"
echo
echo "--- last frame-pacing lines ([diagnostics] openxr_logging = true) ---"
pacing=$(grep -h 'xr-diag\] 1.0' "$console" 2>/dev/null | tail -n 5)
echo "${pacing:-(none: this run had openxr_logging off)}"
for f in "$newest"/crash_*.txt; do
[[ -f "$f" ]] || continue
echo
echo "--- ${f##*/} (first 60 lines) ---"
head -n 60 "$f"
done
fi
} >"$root/summary.txt" 2>&1
log "packing"
tar -C "$tmp" -czf - "frame-diagnostics-$stamp"
COLLECTOR
main "$@" </dev/null
+8 -2
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@@ -99,7 +99,7 @@ Usage: local-build.sh --output-dir DIR [options]
--dawn-package DIR A Dawn built with Aurora's patches (Launcher/build-dawn-linux.sh's
WORK_DIR/package); build it with the same --cc/--cxx
--headset NAME steam_frame: the Steam Frame's native SteamOS build and its defaults
(docs/steam-frame.md); empty for any other PC headset
(README.md); empty for any other PC headset
--cpu NAME AArch64 -mcpu target (default: cortex-x4 with --headset steam_frame,
else native)
EOF
@@ -244,6 +244,10 @@ else
translator() { "$dotnet_bin" "$translator_dll" "$@"; }
fi
if (( builds_retro && !skip_retro_wfc_payload )); then
translator validate-retro-wfc-payload --directory "$retro_wfc_offline_dir"
fi
# ---------------------------------------------------------------------------
# Parallelism: three independent knobs, same reasoning as LocalBuild.ps1 -
# translator_threads (translation's own worker threads), translated_jobs (the real RAM guard,
@@ -503,7 +507,9 @@ publish_built_product() {
local exe=$build/$target
assert_file "$exe" "Locally compiled game executable"
cp -f "$exe" "$destination/$target"
for name in dsp_coef.bin initial_pipeline_cache.db; do
# cacert.pem is the TLS root bundle the mbed TLS path looks up beside the executable
# (runtime/src/hle/net/network_ssl.cpp); without it HTTPS fails at runtime.
for name in dsp_coef.bin initial_pipeline_cache.db cacert.pem; do
[[ -f "$build/$name" ]] && cp -f "$build/$name" "$destination/"
done
[[ -d "$build/wii_bootstrap" ]] && cp -rf "$build/wii_bootstrap" "$destination/"
+2 -2
View File
@@ -27,7 +27,7 @@ done
[[ "$product" == WiiCompiled || "$product" == RetroRewind ]] || fail '--product must be WiiCompiled or RetroRewind'
for tool in codesign ditto install_name_tool otool; do command -v "$tool" >/dev/null || fail "required macOS tool is unavailable: $tool"; done
[[ -x "$build_dir/$product" ]] || fail "missing compiled product: $build_dir/$product"
for asset in dsp_coef.bin initial_pipeline_cache.db wii_bootstrap; do [[ -e "$build_dir/$asset" ]] || fail "missing runtime asset: $build_dir/$asset"; done
for asset in dsp_coef.bin initial_pipeline_cache.db cacert.pem wii_bootstrap; do [[ -e "$build_dir/$asset" ]] || fail "missing runtime asset: $build_dir/$asset"; done
app="$output_dir/$product.app"
macos="$app/Contents/MacOS"
@@ -52,7 +52,7 @@ cat > "$app/Contents/Info.plist" <<EOF
</dict></plist>
EOF
ditto "$build_dir/$product" "$macos/$product"
for asset in dsp_coef.bin initial_pipeline_cache.db wii_bootstrap; do
for asset in dsp_coef.bin initial_pipeline_cache.db cacert.pem wii_bootstrap; do
ditto "$build_dir/$asset" "$resources/$asset"
ln -s "../Resources/$asset" "$macos/$asset"
done
+1007
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+92
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@@ -0,0 +1,92 @@
import os
from pathlib import Path
import subprocess
import tempfile
import tomllib
import unittest
from unittest.mock import patch
SCRIPT = Path(__file__).resolve().parents[1] / 'steam-frame-install.sh'
TEXT = SCRIPT.read_text()
CODE = TEXT.split("<<'FRAME_FILES_PY'\n", 1)[1].split('\nFRAME_FILES_PY', 1)[0]
OPERATIONS = {'__name__': 'frame_tests'}
exec(compile(CODE, str(SCRIPT), 'exec'), OPERATIONS)
class FrameInstallerTests(unittest.TestCase):
def test_source_membership_preserves_user_data_and_unchanged_timestamps(self):
with tempfile.TemporaryDirectory() as root:
root = Path(root)
source, live = root / 'source', root / 'live'
source.mkdir()
live.mkdir()
(source / 'keep.cpp').write_text('same')
(live / 'keep.cpp').write_text('same')
os.utime(live / 'keep.cpp', (100, 100))
(live / 'removed.cpp').write_text('old')
(live / '.release-files').write_text('keep.cpp\nremoved.cpp\n')
(live / 'Assets').mkdir()
(live / 'Assets/main.dol').write_text('disc')
(live / 'native-build').mkdir()
(live / 'native-build/cache').write_text('cache')
OPERATIONS['sync_source'](source, live)
self.assertFalse((live / 'removed.cpp').exists())
self.assertEqual(100, (live / 'keep.cpp').stat().st_mtime)
self.assertEqual('disc', (live / 'Assets/main.dol').read_text())
self.assertEqual('cache', (live / 'native-build/cache').read_text())
def test_paths_replace_only_the_right_section_and_escape_values(self):
with tempfile.TemporaryDirectory() as home, patch.dict(os.environ, HOME=home):
config = Path(home) / '.local/share/WiiCompiled/Config.toml'
config.parent.mkdir(parents=True)
config.write_text('[other]\ndvd_root = "untouched"\n[ "paths" ] # paths\n"dvd_root" = "old"\n[video]\nscale = 2')
value = '/media/My Games/a"b\\c\nfolder'
OPERATIONS['set_path']('dvd_root', value)
parsed = tomllib.loads(config.read_text())
self.assertEqual(value, parsed['paths']['dvd_root'])
self.assertEqual('untouched', parsed['other']['dvd_root'])
self.assertEqual(2, parsed['video']['scale'])
OPERATIONS['set_path']('retro_rewind_root', 'packs/My Pack')
self.assertEqual(str(Path(home) / 'packs/My Pack'), tomllib.loads(config.read_text())['paths']['retro_rewind_root'])
def test_ssh_keeps_argument_boundaries(self):
function = TEXT.split('on_frame() {', 1)[1].split('\n}\n', 1)[0]
script = 'ssh_opts=(); frame=remote\nssh() { bash -c "${@: -1}"; }\non_frame() {' + function + '\n}\non_frame "$@"'
arguments = ['/media/My Games/disc', "quote'and$characters", '']
result = subprocess.run(['bash', '-c', script, 'test', *arguments], input='printf "%s\\0" "$@"\n', capture_output=True, text=True, check=True)
self.assertEqual('\0'.join(arguments) + '\0', result.stdout)
def test_lock_blocks_a_second_installer(self):
locking = TEXT.split('command -v flock >/dev/null || fail', 1)[1].split('\n', 1)[1].split('command -v python3', 1)[0]
setup = 'work_dir=$1; fail() { echo "$*" >&2; exit 1; }\n'
with tempfile.TemporaryDirectory() as root:
holder = subprocess.Popen(['bash', '-c', setup + locking + '\necho ready; read -r', 'test', root], stdin=subprocess.PIPE, stdout=subprocess.PIPE, text=True)
try:
self.assertEqual('ready\n', holder.stdout.readline())
contender = subprocess.run(['bash', '-c', setup + locking, 'test', root], capture_output=True, text=True)
self.assertEqual(1, contender.returncode)
self.assertIn('Another install or update', contender.stderr)
finally:
holder.communicate('\n')
self.assertEqual(0, subprocess.run(['bash', '-c', setup + locking, 'test', root]).returncode)
def test_unsigned_payload_stops_before_translation(self):
build = SCRIPT.with_name('local-build.sh').read_text()
block = build.split('if (( builds_retro && !skip_retro_wfc_payload )); then', 1)[1].split('\nfi', 1)[0]
setup = 'builds_retro=1; skip_retro_wfc_payload=0; retro_wfc_offline_dir="/payload folder"\n'
check = 'translator() { [[ "$1" == validate-retro-wfc-payload && "$2" == --directory && "$3" == "/payload folder" ]] || exit 99; return 23; }\n'
result = subprocess.run(['bash', '-e', '-c', setup + check + block + '\necho translated'], capture_output=True, text=True)
self.assertEqual(23, result.returncode)
self.assertNotIn('translated', result.stdout)
def test_config_function_can_be_sent_to_remote_bash(self):
function = TEXT.split('frame_files() {', 1)[1].split('\n}\n', 1)[0]
with tempfile.TemporaryDirectory() as home:
result = subprocess.run(['bash', '-s', '--', 'config', 'dvd_root', '/new disc'], input='frame_files() {' + function + '\n}\nframe_files "$@"\n', text=True, capture_output=True, env={**os.environ, 'HOME': home})
self.assertEqual(0, result.returncode, result.stderr)
config = Path(home) / '.local/share/WiiCompiled/Config.toml'
self.assertEqual('/new disc', tomllib.loads(config.read_text())['paths']['dvd_root'])
if __name__ == '__main__':
unittest.main()
+14 -5
View File
@@ -147,6 +147,15 @@ headroom. It is live: **F10 → VR → Render resolution** (also on the headset
in percent, applies it when the slider is let go, and saves it. Below the slider, *Each eye* gives
the left eye's size now and, while they differ, the size the slider's value gives.
`adaptive_resolution` (default off; *Adaptive resolution (experimental)* on the VR tab) lowers the
race's eye resolution in 10% steps, down to 70% of `render_scale`, while new eye frames fall below
85% of the game's 60 FPS, and raises it again after three seconds on time. The eyes render into the
top-left corner of the full swapchain image and the projection layer shows only that corner, so the
compositor scales them up and no swapchain is rebuilt; each step does rebuild the foveation maps.
`console.log` records every change as `OpenXR: adaptive resolution`. It is offered on the Quest and
the Linux (Steam Frame) build, not on Windows, whose bridges copy whole eyes. Adapted from
heurazy's [Wiicompiled_VR-PLUS](https://github.com/heurazy/Wiicompiled_VR-PLUS).
A new scale never interrupts the picture. Each backend keeps two swapchain pairs, one on display and
one Aurora writes next, and rebuilds only the second, at the start of the frame that writes it; the
other follows a frame later, once it is the one written. The new swapchains are created before the
@@ -287,7 +296,7 @@ The Steam Frame's controllers get their own profile where the runtime offers it
(`XR_VALVE_frame_controller_interaction`, `/interaction_profiles/valve/frame_controller_valve`):
right A, B, trigger and stick as above, left View as the left menu (+), the left shoulder as left Y
(the settings panel), and the left D-pad as the Wii Remote's D-pad (the gamepad's D-pad in
`"gamepad"` mode). The table is in `docs/steam-frame.md`.
`"gamepad"` mode). The table is in the README, Controls.
**Motion.** Each XR frame the aim and grip poses are located at the measured current time
(`XR_KHR_win32_convert_performance_counter_time`, `XR_KHR_convert_timespec_time` on Android), not
@@ -1097,8 +1106,8 @@ turned into tangents of each eye's view (`vr/eye_gaze.h`), which `AuroraStereoFr
and error of tracking, on the gaze snapped to a cell of two map texels (about 3 degrees), keeping up
to 128 maps per eye, one per cell looked at, and binds a new one once
its upload completes, the previous map staying bound meanwhile. Without a tracked gaze (a blink, no
tracker, the setting off) the map is the forward one above, unchanged. Details and the Steam Frame
checks are in `docs/steam-frame.md`.
tracker, the setting off) the map is the forward one above, unchanged. The README's How it works
covers the Steam Frame.
## Diagnostics
@@ -1282,8 +1291,8 @@ custom DLL's ABI through three borrowed-image copy/readback cycles; run it with
| Windows D3D12 | Implemented: same-adapter, same-device asynchronous OpenXR submission. |
| Windows Vulkan | Implemented, opt-in (`video.graphics_api = "vulkan"`): the runtime creates Dawn's Vulkan instance and device through `XR_KHR_vulkan_enable2`, eyes are copied on the same queue, and Dawn's device guard is held around the four queue-touching OpenXR calls. Needs the custom Dawn from `Launcher/Build-DawnVulkan.ps1`. Raced on SteamVR/PSVR2 at the headset's full rate; other runtimes unexercised. See [Windows Vulkan](#windows-vulkan). |
| Android Vulkan (Meta Quest) | Implemented and running on a Quest 3: the OpenXR side owns its own Vulkan device (`XR_KHR_vulkan_enable2`, `XR_KHR_vulkan_enable` fallback) and shares eyes with Dawn through `AHardwareBuffer`s ordered by sync-fd fences. Controllers arrive through OpenXR actions as a virtual SDL gamepad. See `docs/quest-port.md`. |
| Android Vulkan (Steam Frame) | The same backend in the `steamFrame` flavour, for SteamVR's Android runtime under Lepton: Frame controller profile, 120 Hz request, eye-tracked foveation. Blocked on the headset: Lepton's Turnip exposes no AHardwareBuffer or fd external memory, so the eyes cannot cross devices. The native build below is the supported route. See `docs/steam-frame.md`. |
| Linux Vulkan (Steam Frame, SteamOS) | Implemented, not yet run on the headset: the Windows Vulkan design compiled for Linux, so the runtime creates Dawn's own instance and device and the eyes are copied on Dawn's queue with no sharing. Adds the Frame controller profile, 120 Hz and gaze-centred foveation. Needs a Dawn built with Aurora's patches (`Launcher/build-dawn-linux.sh`), then `Launcher/local-build.sh --openxr --dawn-package <dir> --headset steam_frame`. See `docs/steam-frame.md`. |
| Android Vulkan (Steam Frame) | The same backend in the `steamFrame` flavour, for SteamVR's Android runtime under Lepton: Frame controller profile, 120 Hz request, eye-tracked foveation. Blocked on the headset: Lepton's Turnip exposes no AHardwareBuffer or fd external memory, so the eyes cannot cross devices. The native build below is the supported route. See the README, How it works. |
| Linux Vulkan (Steam Frame, SteamOS) | Implemented and played on a Steam Frame (beta): the Windows Vulkan design compiled for Linux, so the runtime creates Dawn's own instance and device and the eyes are copied on Dawn's queue with no sharing. Adds the Frame controller profile, 120 Hz and gaze-centred foveation. Needs a Dawn built with Aurora's patches (`Launcher/build-dawn-linux.sh`), then `Launcher/local-build.sh --openxr --dawn-package <dir> --headset steam_frame`. See the README, Quick start. |
| Other platforms | Not wired yet. |
Both bindings share `openxr_integration.cpp`: the pacing thread, policy evaluation, the
+443 -167
View File
@@ -9,226 +9,502 @@
<a href="LICENSE"><img alt="License: GPLv3" src="https://img.shields.io/badge/license-GPLv3-2EA44F?logo=gnu&amp;logoColor=white"></a>
</p>
Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS: a fork of
[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) (itself built on
[WiiCompiled](https://github.com/patchzyy/Wiicompiled)), the static recompilation of Mario Kart Wii
to native code. There is no emulator, interpreter or JIT at runtime: your own disc is translated to
C++ and compiled for the Frame's ARM64 CPU, and it renders through SteamVR's OpenXR runtime.
Mario Kart Wii in VR on Valve's Steam Frame, running natively on SteamOS. It is built on
[WiiCompiled](https://github.com/patchzyy/Wiicompiled), the static recompilation of Mario Kart Wii
to native code, and its VR fork [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
Nothing is emulated: your own disc is translated to C++, compiled for the Frame's ARM64 processor,
and drawn through SteamVR.
> [!IMPORTANT]
> There is no Nintendo code, no assets and no game data anywhere in this project. You need your
> own legally dumped copy of the PAL version of the game; the translation runs on your machine
> against your disc image, and nothing is uploaded.
> This project contains no Nintendo code, assets or game data. You need your own dump of the PAL
> disc. The game is built from it on your own machine, and nothing is uploaded or shared.
> [!WARNING]
> **Beta.** It runs on a Steam Frame: SteamVR, both eyes at the panels' 2160x2160, the Frame's
> controllers, 120 Hz with every game frame shown, and foveation that follows your eyes. It is not
> finished: images still double in races and on the HUD, and the foveation tracks the right eye
> less well than the left (see [Known issues](#known-issues)). Reports with the run log move it
> forward (see [Reporting problems](#reporting-problems)).
> **Beta.** It plays on the Steam Frame at the panels' full 2160x2160 per eye, at 120 Hz, with the
> Frame's controllers and foveation that follows your eyes. Some images still double in races and
> on the HUD (see [Known issues](#known-issues)).
**Contents:** [Quick start](#quick-start) · [Updating](#updating) ·
[Recommended settings](#recommended-settings) · [Controls](#controls) ·
[Known issues](#known-issues) · [Troubleshooting](#troubleshooting) ·
[Other ways to build](#other-ways-to-build) · [How it works](#how-it-works) · [FAQ](#faq) ·
[Credits](#credits)
---
## What this fork adds
## Quick start
Everything below is in [`docs/steam-frame.md`](docs/steam-frame.md), with the reasoning and the
readings it is based on.
One script takes you from your disc to the game in your Steam library. It downloads the newest
[release](https://github.com/mitch030504/Wiicompiled_VR_Frame/releases) (currently `frame-beta-4`),
extracts your disc, builds the game in an ARM64 container, installs it on the Frame and adds it to
Steam. Releases hold only source code: the game is always built from your own disc.
- **A native SteamOS build.** The game links SteamVR's OpenXR runtime directly and lets it create
the GPU device it renders with, so each eye is copied straight into the headset's swapchain with
no second device and no sharing between them. It runs fullscreen in the headset only; there is
no desktop window to draw.
- **Built for the Frame's Snapdragon 8 Gen 3**: compiled with `-mcpu=cortex-x4`.
- **The Frame's controllers.** Its own interaction profile is bound, so beside what the Quest Touch
layout already does, the left D-pad is the Wii Remote's D-pad (tricks, menus), the left View
button pauses and the left shoulder opens the settings panel.
- **120 Hz.** The headset is asked for 120 Hz, exactly two display refreshes per game frame at the
game's 60 FPS, so motion is even. `[vr] refresh_rate` changes it.
- **Every refresh from the game.** SteamVR halved the app's rate and filled every other refresh
itself. The game now submits its last frame again, at the pose it was rendered for, on each
refresh it has no new frame for (`[vr] repeat_frames`), so SteamVR runs it at the full 120 Hz.
- **Eye-tracked foveation.** Variable-resolution rendering whose sharp centre follows your gaze
through the Frame's eye tracking, instead of staying fixed straight ahead. `[vr] foveation` sets
the strength and `[vr] eye_tracked_foveation` turns the tracking off.
- **Standalone defaults**: the game's own object culling and medium foveation, as on the Quest.
The render scale defaults to 0.8; on the Frame 1.0 is SteamVR's recommended 1728x1728 and **1.25
is the panels' native 2160x2160**, which the Frame renders with time to spare.
- **Crash diagnostics on Linux.** A native crash logs the faulting thread, its pc and a backtrace,
which is how a crash on race restart was traced to the density maps sharing memory Dawn unmaps.
- **Build tooling.** `Launcher/build-dawn-linux.sh` builds the patched Dawn (Aurora's WebGPU
layer) the VR backend needs, and `Launcher/local-build.sh` gained `--openxr`, `--dawn-package`,
`--headset steam_frame` and `--cpu`.
### Where to build
The Steam Frame also runs Android apps through its Lepton layer, and the Quest app gained a
`steamFrame` flavour for it, but it cannot show a picture there: Lepton's graphics driver lacks
the memory-sharing extensions the Android backend needs. The native build is the way to play.
You can run the script on a Linux PC or on the Frame itself:
## Requirements
| | On a Linux PC | On the Frame |
| --- | --- | --- |
| First build | A few hours on an x86_64 PC (ARM64 is emulated), mostly building Dawn | Slower, and the Frame needs to stay on its charger |
| Updates | Run from the PC | Also from the **Updates** tab inside the game |
| Install option | `--frame steamos@<frame-ip>` | `--frame local` |
- A Steam Frame with Developer Mode on and SSH set up (Steam Settings → System → Enable Developer
Mode, then set a user password). [Frame Control](https://github.com/saphid/frame-control) makes the
rest easier: it sets up an SSH key and installs the game into your Steam library.
- A clean, unmodified **PAL `RMCP01`** disc image of Mario Kart Wii, dumped by you. ISO, GCM,
GCZ, CISO, WBFS, WIA and RVZ can all be extracted. Other regions and patched executables are
rejected.
- Somewhere to build, all of them running an ARM64 Debian container:
- **an x86_64 Linux PC** with podman and qemu (emulated, so slow: the first build takes hours);
- **a stronger Linux machine or server** with Docker, the same way and faster;
- **the Frame itself**, in a podman container there.
- About 20 GB of free disk space on the build machine for the toolchain, Dawn and the game.
Later builds reuse what the first one built, so updates usually take minutes.
### You need
- a Steam Frame with Developer Mode on (Steam Settings → System → Enable Developer Mode, then set a
user password);
- your own clean PAL `RMCP01` disc of Mario Kart Wii, as an ISO, WBFS, RVZ, WIA, CISO, GCZ or NFS
image, inside a `.zip` or `.7z` if you like, or as an extracted folder;
- about 20 GB free where the build goes (`~/wiicompiled-frame`, or another folder with
`--work-dir`);
- to build on a PC: Linux on x86_64 or ARM64 with 16 GB of memory or more, Python 3 and
`flock` (from util-linux), on the same network as the Frame.
> [!NOTE]
> Nobody here will tell you where to get the game. Dumping your own disc is on you, and links to
> game files won't be provided or tolerated. For the same reason there is no ready-built game to
> download: releases hold the source, and the game is always built from your own disc.
> Nobody here will tell you where to get the game, and links to game files are not tolerated.
## Building and installing
### 1. Set up the container (PC only)
The commands are in [`docs/steam-frame.md`](docs/steam-frame.md): [on a Linux
PC](docs/steam-frame.md#building-it-on-a-linux-pc), [with Docker on another
machine](docs/steam-frame.md#building-it-with-docker-on-another-machine) or [on the
Frame](docs/steam-frame.md#building-it-on-the-frame). In short:
The build runs in a Debian ARM64 container. On an x86_64 PC, set up podman with ARM64 emulation:
1. Extract your disc with [nodtool](https://github.com/encounter/nod) and copy `sys/main.dol` and
`files/rel/StaticR.rel` into `Assets/`. Keep the extracted disc: the game reads it at run time.
2. Start a Debian trixie ARM64 container and install the build packages, the bundled clang 22,
CMake and Ninja (`Launcher/prepare-portable-tools.sh --arch aarch64`), and .NET 8.
3. Build the patched Dawn once: `Launcher/build-dawn-linux.sh`. Under emulation give it `--jobs 4`
on a 16 GB machine; more parallel jobs can run it out of memory.
4. Build the game: `Launcher/local-build.sh ... --openxr --dawn-package <dawn>/package --headset
steam_frame`, with `--parallel` sized to the machine's memory (8 for 32 GB).
5. Copy the extracted disc to the Frame, and either send the `out` folder to the Frame with
[Frame Control](docs/steam-frame.md#installing-it-with-frame-control), which adds it to your
Steam library, or copy it over with `scp`.
6. Write `~/.local/share/WiiCompiled/Config.toml` on the Frame with your disc's path, then start
the game from the library in the headset:
```bash
sudo pacman -S --needed podman qemu-user-static qemu-user-static-binfmt # Arch, CachyOS
sudo systemctl restart systemd-binfmt
podman run --rm --platform linux/arm64 docker.io/library/debian:trixie uname -m
```
```toml
[paths]
dvd_root = "/home/steamos/wiicompiled/disc"
```
The last command must print `aarch64`. On Debian or Ubuntu, install `podman qemu-user-static
binfmt-support` instead. If podman complains about subordinate ids, run
`sudo usermod --add-subuids 100000-165535 --add-subgids 100000-165535 $USER` and log in again.
Docker works in place of podman. An ARM64 PC needs only podman or Docker, and the Frame already
has podman.
### Recommended settings
### 2. Run the installer
All of them are in the headset's settings panel (left shoulder button, **VR** tab) as well as in
`Config.toml`:
From a PC, with your disc image and the Frame's address:
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame steamos@<frame-ip>
```
Or on the Frame, over SSH (`ssh steamos@<frame-ip>`) or in a Desktop Mode terminal:
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame local
```
`--disc` accepts any of these:
| Extension | What it is |
| --- | --- |
| `.iso` | A plain disc image |
| `.wbfs` | Wii Backup File System image |
| `.rvz` | Dolphin's compressed image |
| `.wia` | Wii ISO Archive |
| `.ciso` | Compact ISO |
| `.gcz` | Dolphin's older compressed image |
| `.nfs` | A Wii game image from a Wii U |
| `.zip`, `.7z` | An archive holding one of the images above |
| a folder | An extracted disc, holding `sys/` and `files/` |
The script reads the format from the file's contents, so a renamed file works too.
The script checks that the disc is PAL `RMCP01` before building, and stops on any other. If it
stops for any reason, the same command picks up where it left off. From a PC, it asks for the
Frame's password when it gets there. Steam must be running on the Frame for the last step, adding
the game to the library.
Useful options (`--help` lists them all):
| Option | What it does |
| --- | --- |
| `--retro-rewind` | Also builds [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) and adds it to Steam as **RetroRewind**. Its pack (about 4 GB) comes from Retro Rewind's own update server, as Wheel Wizard fetches it, along with the Retro-WFC payload online play needs. It shares WiiCompiled's settings. |
| `--retro-rewind-pack DIR` | Uses a RetroRewind6 folder you already have instead of downloading one. |
| `--work-dir DIR` | Where the build lives instead of `~/wiicompiled-frame`, such as a folder on the Frame's SD card. |
| `--jobs N` | How many files compile at once. It defaults to a quarter of your memory in GB; lower it, to `--jobs 2` for example, if the machine freezes. |
| `--frame frame` | With [Frame Control](https://github.com/saphid/frame-control) set up, its SSH key answers to `frame`, so no password is asked. |
| `--release TAG` | Builds a given release instead of the newest. |
Leaving out `--frame` only builds the game, into `out` in the work dir.
On the Frame the game goes to `~/devkit-game/WiiCompiled/`. Installed from a PC, the disc goes to
`~/wiicompiled/disc`; with `--frame local` it stays in the work dir. Adding the game to Steam uses
Valve's devkit tools in `~/devkit-utils`, which Frame Control and Valve's Devkit Client put there;
without them, the script says how to add it yourself.
### 3. Play
Start **WiiCompiled** from your library in the headset. Press the left shoulder button for the
settings panel, and set the [recommended settings](#recommended-settings) on its **VR** tab.
## Updating
### From the machine you installed from
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --update
```
`--update` reuses the options you installed with, which the install saved in `install.conf` in the
work dir. Add `--work-dir` if you used one; any option you pass wins over the saved one. It
downloads the newest release, rebuilds only what changed and replaces the game on the Frame. When
the Frame already has the newest release (and the newest Retro Rewind pack, if you use it), it says
so and builds nothing. `--check` only says whether an update is available.
An install made with `--frame local` keeps a copy of the script in its work dir, so on the Frame
`~/wiicompiled-frame/steam-frame-install.sh --update` works too.
### From inside the game
An install made on the Frame with `--frame local` adds an **Updates** tab to the settings panel. It
shows the release you are running; **Check for updates** looks for a new one, and **Update now**
builds it in the background while you keep playing (the game can stutter while it compiles). The
tab shows each step and how far the build is, and tells you when to restart the game. If you close
the game meanwhile, the update carries on and opens the game again when it is done. Keep the Frame
on its charger while it runs.
The update runs as the systemd user service `wiicompiled-update.service`, at low priority so the
game comes first. Installed from a PC, the tab says to update from the PC instead. Progress is not
shown as Steam notifications, because Steam on the Frame does not display them.
### Coming from frame-beta-2 or earlier
Older installs saved no options for `--update` to reuse. Update once with the full install command
from [step 2](#2-run-the-installer) (you can leave out `--disc`); from then on `--update` works. To
get the in-game Updates tab, make that install on the Frame with `--frame local`.
## Recommended settings
All of these are on the settings panel's **VR** tab and in `~/.local/share/WiiCompiled/Config.toml`
on the Frame. Quit the game before editing the file, since the game saves its settings to it.
| Setting | Value | Why |
| --- | --- | --- |
| `[vr] render_scale` | `1.25` | The panels' native 2160x2160 per eye. |
| `[vr] foveation` | `medium` | `off` costs the most GPU time. |
| `[vr] repeat_frames` | `true` (default) | Keeps SteamVR at 120 Hz. |
| `[vr] frame_interpolation_fps` | `0` | Interpolation made things worse on the Frame. |
| `[video] resolution_multiplier` | `2` | The game's own frame; 4x is too heavy for the Frame's GPU. |
| `[vr] render_scale` | `1.25` | 1.25 times SteamVR's recommended 1728x1728 is the panels' native 2160x2160, which the Frame renders in 9 to 11 ms a frame with medium foveation. |
| `[vr] foveation` | `medium` (default) | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] repeat_frames` | `true` (default) | Without it SteamVR halves the game's rate and fills in refreshes itself. |
| `[vr] frame_interpolation_fps` | `0` (default) | In-between frames need 120 eye pairs a second, which made things worse on the Frame. |
| `[vr] adaptive_resolution` | `false` (default) | Experimental and not yet tried in a race on the Frame. When on, races drop to as little as 70% of `render_scale` while frames fall behind 60 FPS, and climb back once they keep up. |
| `[video] resolution_multiplier` | `2` | The game's own frame, which the eyes are made from. 4x is far too heavy for the Frame's GPU. |
Keep SteamVR's own refresh rate at 120 Hz. Motion Smoothing makes no difference here.
Keep SteamVR at 120 Hz. Motion Smoothing makes no difference to this game.
## Controls
The Frame's controllers have their own bindings, so the left D-pad works:
| Frame controller | Wii Remote mode | Gamepad mode |
| --- | --- | --- |
| Right A | A | South (A) |
| Right B | C (look behind) | East (B) |
| Right trigger | B | Right trigger |
| Right stick up / down | 1 / 2 | Right stick |
| Left View | + (pause) | Start |
| Left shoulder | Settings panel | North (Y) |
| Left D-pad | Wii Remote D-pad | D-pad |
| Left stick, left trigger | Nunchuk stick, Z | Left stick, left trigger |
| Grips, stick clicks, motion, aim | as on Quest Touch ([`OPENXR.md`](OPENXR.md), Controllers) | as on Touch |
| Right X, Y, menu and shoulder | unbound | unbound |
## Known issues
- **Doubled images** in races and on the HUD, worst while racing, sometimes in the right eye only.
The suspect is foveation on the Frame's graphics driver. If it bothers you, try foveation **Off**
in the panel (it costs GPU time), and report whether it helped.
- **Foveation follows the right eye less well** than the left, and its sharp area may feel small
on Low and Medium.
- **Doubled images** in races and on the HUD, worst while racing and sometimes in one eye only.
Foveation is the main suspect: the Frame's graphics driver draws the outer areas at lower
resolution and scales them up, and each eye's foveation follows its own gaze. Try foveation
**Off** if it bothers you, and report whether it helped.
- **Foveation follows the right eye less well** than the left. Eyes converging on near things (the
HUD screen, the cockpit) are not yet corrected for.
- **VR frame interpolation** is not recommended on the Frame.
- **The Quest app's `steamFrame` flavour** (an Android build for the Frame's Lepton layer) cannot
show a picture: Lepton's graphics driver lacks the memory sharing it needs. Use the native build.
- **The Quest app's Steam Frame version** shows no picture in the Frame's Android layer (see
[How it works](#how-it-works)). Use this native build.
## Reporting problems
## Troubleshooting
Open an issue on this repository with:
- what you did and what you saw (which eye, where in the picture, racing or menus);
- the run log: each run has a folder under `~/.local/share/WiiCompiled/Logs/` on the Frame, with
`console.log` and, after a crash, `crash_sigsegv.txt`;
- or, for a build problem, the last lines of the failing step.
**Collect everything at once.** From a PC, run
`Launcher/frame-diagnostics.sh --frame steamos@<frame-ip>` from the source
(`~/wiicompiled-frame/source` after an install). It gathers the newest runs' logs and crash files,
`Config.toml`, SteamVR's logs, the GPU driver and the system's state into one `.tar.gz`, and its
`summary.txt` says how far the newest run got through the startup steps below.
[Running it](docs/steam-frame.md#running-it) lists the log lines a working start shows, in order;
the first one missing says where it stopped.
**Logs.** Each run gets a folder under `~/.local/share/WiiCompiled/Logs/` on the Frame, with
`console.log` and, after a crash, `crash_sigsegv.txt`. A working start logs, in order:
Problems that also happen on a PC or a Quest belong upstream, in
1. `OpenXR initialized: runtime 'SteamVR/OpenXR'`;
2. `Dawn will create its device through the runtime`;
3. `Fragment density maps: enabled`;
4. `OpenXR Vulkan swapchains ready ... same-queue native eye copies`;
5. `display refresh rate 120 Hz requested`, then `OpenXR session state -> FOCUSED`;
6. `OpenXR interaction profiles: left /interaction_profiles/valve/frame_controller_valve`;
7. `OpenXR eye gaze: available`, then `tracking`.
The first one missing says where it stopped. `Linux Vulkan OpenXR requires a Dawn built with
Aurora's patches` means the game was built by hand without `--dawn-package`.
**Smoothness.** With `[diagnostics] openxr_logging = true` in `Config.toml`, the log gets a pacing
line every second. On the Frame:
```bash
cd ~/.local/share/WiiCompiled/Logs && grep -h "xr-diag\] 1.0" "$(ls -t | head -1)/console.log" | tail -5
```
A smooth race reads `predicted-rate=120.0Hz`, `new=60 repeat=60` and `late=0`. Fewer than 60 `new`
frames means the GPU is over budget: lower `render_scale` or `resolution_multiplier`.
**Crashes.** `console.log` names the crashed thread and gives a backtrace as `module+offset`. On the
build machine, `addr2line -f -C -e ~/wiicompiled-frame/source/native-build/WiiCompiled 0x<offset>`
turns an offset in `WiiCompiled` into a function name.
**Builds.** The log is `build.log` in the work dir, and its end says why a build stopped. A build
that freezes the machine has run out of memory: run it again with a lower `--jobs`.
**In-game updates.** The Updates tab shows the step that failed. The full output is in the Frame's
journal, `journalctl --user -u wiicompiled-update.service`, and the build's in `build.log` in the
work dir.
### Reporting problems
Open an [issue](https://github.com/mitch030504/Wiicompiled_VR_Frame/issues) saying what you did and
what you saw (which eye, where in the picture, racing or in menus). Attach the diagnostics archive,
or at least the run's `console.log`; for a build problem, the end of `build.log`. Problems that also
happen on a PC or a Quest belong upstream, in
[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR).
## From upstream
## Other ways to build
The fork keeps everything [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) does;
its README covers it in full. In the headset that means:
### On a server
- Menus and unsupported scenes on a head-locked virtual screen, and races in immersive stereo.
- A first-person cockpit whose steering wheel or handlebar turns with your steering, and hand
steering by heurazy: grab the wheel with the tracked controllers and turn it.
- The settings panel in the headset (render scale, foveation, refresh rate, controls), saved to
`Config.toml` on the spot.
- Physics identical to the original game, proven by ghosts that sync across Wii, Dolphin and
WiiCompiled.
- [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind) as its own statically translated
profile.
The script runs with Docker as well as podman, and much faster with more cores and memory. A
machine that can't reach the Frame builds without `--frame`; give it more compiles at once if it has
the memory, such as `--jobs 8` for 32 GB:
The PC (Windows D3D12 and Vulkan) and Meta Quest builds are still here and unchanged; see
[`OPENXR.md`](OPENXR.md) and [`docs/quest-port.md`](docs/quest-port.md). For those, use upstream's
[WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) instead of this fork.
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --jobs 8
```
## A note on related projects
Run it in `tmux` or `screen` so a closed SSH session doesn't stop it. Then copy
`~/wiicompiled-frame/out` and `~/wiicompiled-frame/disc` to the Frame as in
[By hand, step 3](#3-install-on-the-frame).
On some hosts, such as Unraid 7 with kernel 6.18, `binfmt_misc` registrations are per container:
`tonistiigi/binfmt --install arm64` reports success, but Debian answers `exec format error`.
Register qemu on the host instead, with the `P` flag the tonistiigi build of qemu expects (without
it every program loses its first argument, and `uname -m` prints `Linux`):
```bash
docker create --name qemu-src tonistiigi/binfmt
docker cp qemu-src:/usr/bin/qemu-aarch64 /usr/local/bin/qemu-aarch64
docker rm qemu-src
echo ':qemu-aarch64:M::\x7fELF\x02\x01\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x00\xb7\x00:\xff\xff\xff\xff\xff\xff\xff\x00\xff\xff\xff\xff\xff\xff\xff\xff\xfe\xff\xff\xff:/usr/local/bin/qemu-aarch64:POCF' > /proc/sys/fs/binfmt_misc/register
docker run --rm --platform linux/arm64 debian:trixie uname -m # aarch64
```
Unraid keeps `/usr/local/bin` in memory, so repeat this after a reboot.
### By hand
These are the steps the install script runs, for when you want to see or change one. Set up the
container as in [Quick start](#1-set-up-the-container-pc-only) first. The commands use
`frame-beta-4`; put the newest release's tag in its place.
#### 1. Download the release and extract your disc
```bash
mkdir -p ~/wiicompiled/Wiicompiled_VR_Frame; cd ~/wiicompiled
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-4.tar.gz \
| tar -xz --strip-components=1 -C Wiicompiled_VR_Frame
curl -fL -o nodtool https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-linux-x86_64
chmod +x nodtool
./nodtool extract "/path/to/Mario Kart Wii.wbfs" disc-extract
mkdir -p Wiicompiled_VR_Frame/Assets
cp disc-extract/sys/main.dol disc-extract/files/rel/StaticR.rel Wiicompiled_VR_Frame/Assets/
```
`disc-extract` must hold `sys/` and `files/` directly. Keep it: the game reads it while it runs. On
an ARM64 machine, download `nodtool-linux-aarch64` instead.
#### 2. Build, inside an ARM64 container
```bash
podman run -it --name wiicompiled-frame --platform linux/arm64 -v ~/wiicompiled:/work docker.io/library/debian:trixie bash
```
Then, at the container's prompt:
```bash
apt-get update && apt-get install -y --no-install-recommends \
ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev zlib1g-dev \
libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev libxinerama-dev \
libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev libwayland-dev wayland-protocols \
libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev libgbm-dev libasound2-dev libpulse-dev \
libpipewire-0.3-dev libudev-dev libdbus-1-dev libusb-1.0-0-dev
cd /work/Wiicompiled_VR_Frame
Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools # clang 22, CMake, Ninja
T=/work/tools/toolchain-aarch64/bin
curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet
Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc $T/clang --cxx $T/clang++ \
--cmake $T/cmake --ninja $T/ninja --jobs 4 2>&1 | tee -a /work/dawn.log
Launcher/local-build.sh --output-dir /work/out --cc $T/clang --cxx $T/clang++ --fuse-ld lld \
--cmake $T/cmake --ninja $T/ninja --dotnet /work/dotnet/dotnet --parallel 4 \
--openxr --dawn-package /work/dawn/package --headset steam_frame 2>&1 | tee -a /work/game.log
exit
```
- Dawn is done when it prints `Patched Dawn for Linux ready`, the game when it prints
`MKWCBUILD:OUTPUT=/work/out`.
- `--jobs 4` and `--parallel 4` suit 16 GB of memory, since compiles take more memory under
emulation. Use 8 with 32 GB.
- If it stops, `podman start -ai wiicompiled-frame` gets you back in. Run
`cd /work/Wiicompiled_VR_Frame; T=/work/tools/toolchain-aarch64/bin`, then the step that stopped:
both scripts resume.
- On the Frame or another ARM64 machine, start the container without `--platform linux/arm64`.
#### 3. Install on the Frame
With [Frame Control](https://github.com/saphid/frame-control), drag `~/wiicompiled/out` onto
**Send to Frame**, name it `WiiCompiled` and keep **Launches** on `WiiCompiled`. That adds it to
your Steam library, in `~/devkit-game/WiiCompiled/` on the Frame.
Then copy the disc over and tell the game where it is (Frame Control's SSH key answers to `frame`;
use `steamos@<frame-ip>` otherwise):
```bash
ssh frame mkdir -p wiicompiled
scp -r ~/wiicompiled/disc-extract frame:wiicompiled/disc
ssh frame 'mkdir -p ~/.local/share/WiiCompiled && printf "[paths]\ndvd_root = \"/home/steamos/wiicompiled/disc\"\n" > ~/.local/share/WiiCompiled/Config.toml'
```
The last line replaces `Config.toml`, so run it on a first install only. Without Frame Control,
`scp -r ~/wiicompiled/out frame:wiicompiled/` and start `~/wiicompiled/out/WiiCompiled` from a
terminal in the Frame's Desktop Mode, with SteamVR running.
#### Updating by hand
Copy the new release's changed files over the old source, rebuild, and replace only the executable.
`rsync -c` copies just the files whose content changed and stamps them with the current time, so
the build recompiles exactly those; unpacking straight over the source would keep each file's
older commit date, and changes could be skipped. Your `Assets/` and build folders stay.
```bash
cd ~/wiicompiled
mkdir -p release-new
curl -fL https://github.com/mitch030504/Wiicompiled_VR_Frame/archive/refs/tags/frame-beta-4.tar.gz \
| tar -xz --strip-components=1 -C release-new
rsync -rcE release-new/ Wiicompiled_VR_Frame/
rm -rf release-new
podman start -ai wiicompiled-frame
# in the container: cd /work/Wiicompiled_VR_Frame; T=/work/tools/toolchain-aarch64/bin, then the
# build-dawn-linux.sh and local-build.sh lines from step 2, then exit. Dawn is only rebuilt when the
# release changed its patches (the release notes say so).
scp ~/wiicompiled/out/WiiCompiled frame:devkit-game/WiiCompiled/WiiCompiled.new
ssh frame 'cd ~/devkit-game/WiiCompiled && chmod 755 WiiCompiled.new && mv -f WiiCompiled.new WiiCompiled'
```
Copying under a new name and moving it into place works even while the game is open.
## How it works
- **One GPU device.** SteamVR's OpenXR runtime creates the Vulkan device that Dawn (the WebGPU
layer under Aurora, the game's renderer) draws with, through Aurora's patches to Dawn
(`aurora-main/patches/dawn`). Each eye is copied into SteamVR's swapchain on Dawn's own queue, so
nothing has to be shared between devices. This is the PC's Vulkan backend
(`runtime/src/vr/openxr_vulkan_win32.cpp`) compiled for Linux. Dawn is linked in statically,
which is why the patched Dawn is built once on your machine (`Launcher/build-dawn-linux.sh`).
- **Headset only.** The game draws no desktop window, and is compiled for the Frame's Cortex-X4
cores (`-mcpu=cortex-x4`).
- **Tuned for ARM64.** The Frame's kernel uses 4 KiB memory pages, so the Steam Frame build skips
the page-size check on every translated memory access; it checks once at startup and refuses to
start if the size is ever different. Audio mixing uses NEON.
- **Every refresh from the game.** The game draws 60 frames a second. Given only those, SteamVR
ran it at half rate and filled every other refresh itself, even with Motion Smoothing off. With
`[vr] repeat_frames`, the pacing thread waits for the next frame until 1.5 ms before SteamVR's
next wake, then submits the last frame again with the head pose it was drawn for, and SteamVR
turns it to the current pose.
- **Eye-tracked foveation.** `XR_EXT_eye_gaze_interaction` gives the gaze, and Aurora picks a
fragment density map centred on it, snapped to cells of about 3 degrees
(`aurora-main/lib/gfx/foveation.hpp`), keeping up to 128 per eye. Each map has its own memory
block, since sharing blocks crashed the game when a race restarted.
- **120 Hz.** `[vr] refresh_rate` (120 on the Frame by default, `0` keeps the headset's own) is
requested through `XR_FB_display_refresh_rate`. SteamVR only offers the rate set in its own
settings.
- **The Android version.** The Quest app has a `steamFrame` flavour
(`android/Build-Quest.ps1 -Headset frame`) for the Frame's Android layer, Lepton. It starts in VR
there but shows no picture: the Android backend passes each eye between two GPU devices, and
Lepton's graphics driver supports none of the ways to share images between them. The native build
uses one device, which is why it is the one to play. [`docs/quest-port.md`](docs/quest-port.md)
covers the Android build.
[`OPENXR.md`](OPENXR.md) documents every VR setting and the renderer in full.
## What comes from where
This fork keeps everything [WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR) has:
menus on a virtual screen and races in stereo, a first-person cockpit with a steering wheel you can
grab and turn, the settings panel in the headset, and Retro Rewind as its own translated game. The
physics are identical to the original game, proven by ghosts that sync across the Wii, Dolphin and
WiiCompiled.
On top of that it adds the SteamOS build, the install, update and diagnostics scripts and the
Frame-specific rendering, and it carries fixes taken from WiiCompiled itself and from other forks:
Linux TLS for online play, faster disc reads, safer settings saves, NEON audio mixing and more.
[`CREDITS.md`](CREDITS.md) lists each with its author.
The PC (Windows) and Meta Quest builds are still in the source and unchanged; see
[`OPENXR.md`](OPENXR.md) and [`docs/quest-port.md`](docs/quest-port.md). To play on those, use
upstream's [WheelWizard VR](https://github.com/iChris4/WheelWizard_VR/releases/latest) rather than
this fork.
WiiCompiled, WiiCompiled OpenXR VR, Wheel Wizard, Retro Rewind and this fork are developed
**independently**, each with its **own** rules. What applies here does not automatically apply
there, and vice versa. Check each project's own CONTRIBUTING and README files.
independently, each with its own rules. Check each project's own README and CONTRIBUTING files.
## FAQ
**Is this an emulator?**
No. Everything is compiled to native ARM64 code before you press play. At runtime nothing emulates
a Wii CPU or GPU.
No. Everything is compiled to native ARM64 code before you press play. Nothing emulates a Wii
processor or GPU while you play.
**Do you provide the game, or a ready-built binary?**
No. Nothing in this repo contains Nintendo code or assets, and the translated game is never
shipped: it is built from your own disc, a one-time cost on your machine.
**Can I download a ready-built game?**
No. The game is built from your own disc, and anything built from it can't be shared. The build
is a one-time cost on your machine, and updates only rebuild what changed.
**Which game version works?**
Clean PAL `RMCP01`. Other regions and modified executables are **rejected**.
**Which version of the game works?**
Clean PAL `RMCP01` only. Other regions and modified discs are rejected.
**Why not install the Quest APK on the Frame?**
The Frame runs it in Lepton, whose graphics driver cannot share images between the two GPU devices
the Android backend uses, so it shows nothing. The native build uses one device and needs no
sharing.
**Why not install the Quest app on the Frame?**
The Frame runs Android apps in Lepton, whose graphics driver can't pass images between the two GPU
devices the Android version uses, so it shows nothing. The native build uses one device.
**Can it run on other SteamOS or Linux ARM64 devices?**
Leave out `--headset steam_frame` and pass `--cpu` for your CPU to get a generic Linux VR build;
it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Untested.
## AI usage
AI coding tools were used during development of this project.
All translated output is verified against real hardware behavior and most importantly, physics accuracy is proven synced across Wii, Dolphin, and WiiCompiled (see FAQ).
**Can it run on other Linux ARM64 devices?**
Untested. Build by hand without `--headset steam_frame` and with `--cpu` for your processor to get a
generic Linux VR build; it needs an OpenXR runtime with `XR_KHR_vulkan_enable2`. Unlike the Steam
Frame build, it also works with memory pages larger than 4 KiB.
## Credits
- **inkwreck** - making the logo
- **[aurora](https://github.com/encounter/aurora)** - the GX rendering/windowing backend this
project's whole graphics layer sits on. MIT licensed.
- **[Dawn](https://dawn.googlesource.com/dawn)** - Google's WebGPU implementation, powering
aurora's Direct3D, Vulkan and OpenGL backends.
- **[OpenXR](https://www.khronos.org/openxr/)** - the Khronos cross-platform API used by the
experimental VR renderer.
- **[WiiCompiled OpenXR VR](https://github.com/iChris4/Wiicompiled_VR)** by iChris4 and
**[WiiCompiled](https://github.com/patchzyy/Wiicompiled)** by patchzyy - the projects this fork
is built on.
- **heurazy** - the VR cockpit's turning steering wheel and hand steering, ported from
**[mario-kart-wii-VR-port](https://github.com/heurazy/mario-kart-wii-VR-port)** (GPL-3.0).
- **[Dolphin Emulator](https://github.com/dolphin-emu/dolphin)** - an invaluable reference for Wii
hardware behavior during development, plus the source of the free DSP coefficient ROM and the
unmodified default WiiConnect24 bootstrap tree bundled with the runtime.
- **[Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind)** by ZPL and team - the mod
distribution this project supports.
- **[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard)** - the mod manager this
project integrates with as a launch backend.
- **[nod](https://github.com/encounter/nod)** - nodtool, the disc image extractor.
- **[DolphinXR](https://github.com/iChris4/dolphinXR)** - the Steam Frame controller profile's
input paths.
- **[Frame Control](https://github.com/saphid/frame-control)** by saphid - installing the game into
the Frame's Steam library, and its notes on how the Frame's software fits together.
- Everyone in the static recompilation community.
Bundled third-party components and their licenses live in
This fork stands on other people's work: WiiCompiled by patchzyy, WiiCompiled OpenXR VR by iChris4,
the steering wheel and hand steering by heurazy, and fixes from heurazy's Wiicompiled_VR-PLUS,
Chris Sotraidis's KartPad, DarthMDev, BlackAndBlue95's Strikers-WiiCompiled, rooklz and nx-mod's
wiicompiled-nx. [`CREDITS.md`](CREDITS.md) says what came from whom, along with the tools and
references used: [aurora](https://github.com/encounter/aurora),
[Dawn](https://dawn.googlesource.com/dawn), [OpenXR](https://www.khronos.org/openxr/),
[Dolphin](https://github.com/dolphin-emu/dolphin), [DolphinXR](https://github.com/iChris4/dolphinXR),
[nod](https://github.com/encounter/nod), [Retro Rewind](https://wiki.tockdom.com/wiki/Retro_Rewind),
[Wheel Wizard](https://github.com/TeamWheelWizard/WheelWizard) and
[Frame Control](https://github.com/saphid/frame-control). The logo is by Inkwreck.
Bundled third-party components and their licenses are in
[`THIRD-PARTY-NOTICES.md`](THIRD-PARTY-NOTICES.md).
## AI usage
AI coding tools were used to develop WiiCompiled and this fork. Translated output is checked
against real hardware behaviour, and physics accuracy is proven by ghosts that sync across the Wii,
Dolphin and WiiCompiled.
## License
+18 -3
View File
@@ -88,6 +88,19 @@ wheel geometry and guest reads in `runtime/src/vr/mkw_vr_first_person.cpp` and
(`runtime/include/physical_wheel.h`, `runtime/src/physical_wheel.cpp` and their test). The files
carry that attribution in their headers.
### Mozilla CA certificate bundle - MPL-2.0
The root certificates Mbed TLS verifies servers against on Linux, macOS and Android
(`runtime/assets/certs/cacert.pem`), copied next to the built game. Extracted from Mozilla's
`certdata.txt` and redistributed unmodified as curl's CA bundle.
Source: <https://curl.se/docs/caextract.html>
### Code ported from other WiiCompiled forks - GPL-3.0-or-later
Fixes taken from other GPL-3.0 forks of WiiCompiled (heurazy's Wiicompiled_VR-PLUS, KartPad,
DarthMDev, Strikers-WiiCompiled, rooklz and wiicompiled-nx) are listed with their authors and
source commits in [`CREDITS.md`](CREDITS.md).
### pugixml - MIT
Copyright (c) 2006-2025 Arseny Kapoulkine.
@@ -131,14 +144,16 @@ Source: <https://github.com/higan-emu/libco>. Full license text:
## Fetched at build time and redistributed in release builds
These are pinned in `aurora-main/extern/CMakeLists.txt`, `aurora-main/CMakeLists.txt` and
`aurora-main/cmake/AuroraDawnProvider.cmake`. They are not stored in this repository; the build
downloads them, and release installers carry the resulting binaries. Their license texts are
These are pinned in `aurora-main/extern/CMakeLists.txt`, `aurora-main/CMakeLists.txt`,
`aurora-main/cmake/AuroraDawnProvider.cmake`, and (for Mbed TLS) `runtime/CMakeLists.txt`. They are
not stored in this repository; the build downloads them - each fetch is pinned to an exact version
with a checked SHA-256 - and links or redistributes the resulting binaries. Their license texts are
included in the installer's `licenses/` folder. The Windows installer bundles the pinned source
trees themselves (fetched by `Launcher/Prepare-Dependencies.ps1`) so end-user builds run offline.
| Component | Version | License | Upstream |
| --- | --- | --- | --- |
| Mbed TLS | 3.6.7 | Apache-2.0 / GPL-2.0-or-later | <https://github.com/Mbed-TLS/mbedtls> |
| Dawn (WebGPU) | `v20260603.191052` prebuilt | BSD-3-Clause | <https://dawn.googlesource.com/dawn> |
| Tint (part of Dawn) | with Dawn | BSD-3-Clause | <https://dawn.googlesource.com/dawn> |
| DirectXShaderCompiler (`dxcompiler.dll`) | with Dawn | NCSA / University of Illinois Open Source | <https://github.com/microsoft/DirectXShaderCompiler> |
+1 -1
View File
@@ -2,7 +2,7 @@
Standalone Android/OpenXR build of the Mario Kart Wii recompilation for Quest 1,
Quest 2, Quest 3, Quest 3S and Quest Pro, and, as the `steamFrame` flavour, for Valve's Steam
Frame under Lepton ([docs/steam-frame.md](../docs/steam-frame.md)). The full design, build
Frame under Lepton (the [README](../README.md#how-it-works); the Frame is played with the native SteamOS build). The full design, build
walkthrough and current status live in [docs/quest-port.md](../docs/quest-port.md); this directory only
holds the Gradle project, its helper scripts, the game kit tooling
(`QuestGameKit.psm1`, `Build-QuestGame.ps1`), the on-headset build toolchain
+1
View File
@@ -28,6 +28,7 @@ val prepareRuntimeResources by tasks.registering(Copy::class) {
from(File(assets, "wii")) { into("runtime_resources/wii_bootstrap") }
from(File(assets, "dsp/dsp_coef.bin")) { into("runtime_resources") }
from(File(assets, "pipeline/initial_pipeline_cache.db")) { into("runtime_resources") }
from(File(assets, "certs/cacert.pem")) { into("runtime_resources") }
into(runtimeResources)
}
@@ -46,6 +46,13 @@ object GameLibrary {
}
fun status(context: Context, profile: GameProfile = GameProfile.selected(context)): Status {
// A killed publication must be recovered by setup before either process loads the game.
val games = File(context.filesDir, "game")
if (File(games, ".import-transaction").exists() ||
File(games, ".${profile.id}.replacement").exists() ||
File(GameStorage.gameRoot(context), ".${GameStorage.DISC_DIRECTORY}.replacement").exists() ||
profile.modPack && File(GameStorage.gameRoot(context), ".${GameStorage.MOD_DIRECTORY}.replacement").exists()
) return Status.Missing
val manifest = manifest(context, profile)
if (manifest == null || !library(context, profile).isFile) {
return Status.Missing
@@ -0,0 +1,88 @@
package org.wiicompiled.quest.launcher
import java.io.File
import java.io.FileOutputStream
import java.io.IOException
import java.util.Properties
/** A persisted commit decision keeps all old folders until every new folder is installed. */
object DirectoryReplacement {
private fun backup(destination: File) = File(destination.parentFile, "${destination.name}.replaced")
fun recover(journal: File) {
if (!journal.exists()) return
val state = Properties().apply { journal.inputStream().use { load(it) } }
val committed = state.getProperty("committed") == "true"
val count = state.getProperty("count").toInt()
for (i in count - 1 downTo 0) {
val destination = File(state.getProperty("destination.$i"))
val staging = File(state.getProperty("staging.$i"))
val old = backup(destination)
if (committed) {
if (old.exists() && !old.deleteRecursively()) throw IOException("Cannot remove $old")
} else if (old.exists()) {
if (destination.exists() && !destination.deleteRecursively()) throw IOException("Cannot remove $destination during rollback")
if (!old.renameTo(destination)) throw IOException("Cannot restore $destination; recovery copy remains at $old")
} else if (state.getProperty("existed.$i") == "false" && !staging.exists()) {
if (destination.exists() && !destination.deleteRecursively()) throw IOException("Cannot roll back $destination")
}
}
if (!journal.delete()) throw IOException("Cannot remove transaction journal $journal")
}
fun replaceAll(replacements: List<Pair<File, File>>, journal: File): String? {
try {
recover(journal)
val state = Properties()
state.setProperty("count", replacements.size.toString())
replacements.forEachIndexed { i, (destination, staging) ->
val singleJournal = File(destination.parentFile, ".${destination.name}.replacement")
if (singleJournal != journal) recover(singleJournal)
val old = backup(destination)
// Recover installs made before transaction journals existed.
if (!destination.exists() && old.exists() && !old.renameTo(destination)) throw IOException("Cannot restore $destination from $old")
if (old.exists() && !old.deleteRecursively()) throw IOException("Cannot remove $old")
if (!staging.isDirectory) throw IOException("Missing staged folder $staging")
state.setProperty("destination.$i", destination.absolutePath)
state.setProperty("staging.$i", staging.absolutePath)
state.setProperty("existed.$i", destination.exists().toString())
}
writeJournal(journal, state)
try {
for ((destination, staging) in replacements) {
val old = backup(destination)
if (destination.exists() && !destination.renameTo(old)) throw IOException("Cannot replace $destination")
if (!staging.renameTo(destination)) throw IOException("Cannot install $destination")
}
state.setProperty("committed", "true")
writeJournal(journal, state)
} catch (failure: Exception) {
try {
recover(journal)
} catch (rollback: Exception) {
throw IOException("${failure.message}; rollback failed: ${rollback.message}. Keep $journal and the .replaced folders for recovery.", failure)
}
throw failure
}
// A committed journal makes cleanup retryable without undoing a successful install.
try {
recover(journal)
} catch (cleanup: Exception) {
return "The new files are installed, but cleanup must be retried: ${cleanup.message}"
}
return null
} catch (failure: Exception) {
return failure.message ?: "Could not replace the installed folders."
}
}
private fun writeJournal(journal: File, state: Properties) {
journal.parentFile?.mkdirs()
val temporary = File(journal.parentFile, "${journal.name}.tmp")
FileOutputStream(temporary).use { output ->
state.store(output, null)
output.fd.sync()
}
if (!temporary.renameTo(journal)) throw IOException("Cannot write transaction journal $journal")
}
}
@@ -1,14 +1,13 @@
package org.wiicompiled.quest.launcher
import android.util.Log
import android.content.Context
import java.io.File
import org.wiicompiled.quest.GameStorage
import org.wiicompiled.quest.BuildConfig
/** Checks and swaps shared by every [GameSetup] task. */
object GameFiles {
private const val TAG = "WiiCompiledLauncher"
val checks = DiscChecks(BuildConfig.DISC_GAME_ID, BuildConfig.DISC_DOL_SHA256, BuildConfig.DISC_REL_SHA256)
/**
@@ -28,22 +27,17 @@ object GameFiles {
* Moves [staging] to [destination], keeping the old destination until the new one is in
* place. Null on success, otherwise the message to show.
*/
fun replace(destination: File, staging: File): String? {
val replaced = File(destination.parentFile, "${destination.name}.replaced")
replaced.deleteRecursively()
if (destination.exists() && !destination.renameTo(replaced)) {
return "The existing ${destination.name} folder could not be replaced. Remove it, for example with " +
"adb shell rm -r ${destination.absolutePath}, and try again."
fun replace(destination: File, staging: File): String? = DirectoryReplacement.replaceAll(
listOf(destination to staging), File(destination.parentFile, ".${destination.name}.replacement"),
)
fun recover(context: Context) {
val games = File(context.filesDir, "game")
DirectoryReplacement.recover(File(games, ".import-transaction"))
for (parent in listOf(games, GameStorage.gameRoot(context))) {
parent.listFiles { file -> file.name.startsWith(".") && file.name.endsWith(".replacement") }
?.forEach { DirectoryReplacement.recover(it) }
}
if (!staging.renameTo(destination)) {
replaced.renameTo(destination)
return "The new files could not be moved into ${destination.absolutePath}."
}
// The new copy is in place; an old one that will not delete only costs space.
if (replaced.exists() && !replaced.deleteRecursively()) {
Log.w(TAG, "Could not remove ${replaced.absolutePath}")
}
return null
}
fun gigabytes(bytes: Long) = "%.1f GB".format(bytes / 1_000_000_000.0)
@@ -50,6 +50,12 @@ object GamePackageImport {
val libraryStaging = File(context.filesDir, "game/.importing")
val dataStaging = File(gameRoot, "DATA.importing")
val modStaging = File(gameRoot, "${GameStorage.MOD_DIRECTORY}.importing")
val journal = File(libraryStaging.parentFile, ".import-transaction")
try {
DirectoryReplacement.recover(journal)
} catch (failure: Exception) {
return "Cannot recover the previous import: ${failure.message}"
}
for (staging in listOf(libraryStaging, dataStaging, modStaging)) staging.deleteRecursively()
try {
libraryStaging.mkdirs()
@@ -127,20 +133,21 @@ object GamePackageImport {
}
File(libraryStaging, GameLibrary.MANIFEST_NAME).writeText(manifestText!!)
if (hasData) {
GameFiles.replace(GameStorage.discDirectory(context), dataStaging)?.let { return it }
}
if (hasMod) {
GameFiles.replace(GameStorage.modDirectory(context), modStaging)?.let { return it }
}
val libraryDir = GameLibrary.directory(context, profile)
libraryDir.parentFile?.mkdirs()
GameFiles.replace(libraryDir, libraryStaging)?.let { return it }
val replacements = buildList {
if (hasData) add(GameStorage.discDirectory(context) to dataStaging)
if (hasMod) add(GameStorage.modDirectory(context) to modStaging)
add(libraryDir to libraryStaging)
}
DirectoryReplacement.replaceAll(replacements, journal)?.let { return it }
Log.i(TAG, "Imported ${profile.id} built by ${manifestJson.optString("builtBy")} at ${manifestJson.optString("builtAt")}")
GameProfile.select(context, profile)
return null
} finally {
for (staging in listOf(libraryStaging, dataStaging, modStaging)) staging.deleteRecursively()
if (!journal.exists()) {
for (staging in listOf(libraryStaging, dataStaging, modStaging)) staging.deleteRecursively()
}
}
}
@@ -107,6 +107,7 @@ object GameSetup {
}
val finishing = { publish(State.Finishing(task)) }
try {
GameFiles.recover(context)
val failure = if (task == Task.BuildGame) {
val reporter = GameBuild.Reporter { permille, step, done, total ->
publish(State.Working(task, permille.toLong(), 1000, step, done, total))
@@ -0,0 +1,128 @@
package org.wiicompiled.quest.launcher
import java.io.File
import java.nio.file.Files
import java.util.Properties
import org.junit.Assert.*
import org.junit.Test
class DirectoryReplacementTest {
private fun tree(parent: File, name: String, contents: String): File = File(parent, name).apply {
mkdirs()
File(this, "contents").writeText(contents)
}
private fun interrupted(journal: File, pairs: List<Pair<File, File>>, existed: List<Boolean>, committed: Boolean = false) {
val state = Properties().apply {
setProperty("count", pairs.size.toString())
setProperty("committed", committed.toString())
pairs.forEachIndexed { i, (destination, staging) ->
setProperty("destination.$i", destination.absolutePath)
setProperty("staging.$i", staging.absolutePath)
setProperty("existed.$i", existed[i].toString())
}
}
journal.outputStream().use { state.store(it, null) }
}
@Test fun restoresLegacyBackupBeforeAnotherAttempt() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val destination = File(root, "DATA")
tree(root, "DATA.replaced", "old")
val result = DirectoryReplacement.replaceAll(listOf(destination to File(root, "missing")), File(root, "journal"))
assertNotNull(result)
assertEquals("old", File(destination, "contents").readText())
} finally { root.deleteRecursively() }
}
@Test fun rollsBackEveryFolderWhenALaterMoveFails() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "old data")
val pack = tree(root, "pack", "old pack")
val stagedData = tree(root, "new-data", "new data")
// The nested staging folder is moved away with pack, forcing the second install to fail.
val stagedPack = tree(pack, "new-pack", "new pack")
val journal = File(root, "journal")
assertNotNull(DirectoryReplacement.replaceAll(listOf(data to stagedData, pack to stagedPack), journal))
assertEquals("old data", File(data, "contents").readText())
assertEquals("old pack", File(pack, "contents").readText())
assertFalse(journal.exists())
} finally { root.deleteRecursively() }
}
@Test fun interruptedImportRestoresAllOldFolders() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "new data")
tree(root, "DATA.replaced", "old data")
val pack = File(root, "pack")
tree(root, "pack.replaced", "old pack")
val stagedPack = tree(root, "new-pack", "new pack")
val journal = File(root, "journal")
interrupted(journal, listOf(data to File(root, "new-data"), pack to stagedPack), listOf(true, true))
DirectoryReplacement.recover(journal)
assertEquals("old data", File(data, "contents").readText())
assertEquals("old pack", File(pack, "contents").readText())
assertTrue(stagedPack.exists())
assertFalse(journal.exists())
} finally { root.deleteRecursively() }
}
@Test fun interruptedFirstInstallRemovesOnlyPublishedFolders() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "new data")
val journal = File(root, "journal")
interrupted(journal, listOf(data to File(root, "new-data")), listOf(false))
DirectoryReplacement.recover(journal)
assertFalse(data.exists())
} finally { root.deleteRecursively() }
}
@Test fun committedImportKeepsNewFoldersAndFinishesCleanup() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "new data")
val old = tree(root, "DATA.replaced", "old data")
val journal = File(root, "journal")
interrupted(journal, listOf(data to File(root, "new-data")), listOf(true), committed = true)
DirectoryReplacement.recover(journal)
assertEquals("new data", File(data, "contents").readText())
assertFalse(old.exists())
assertFalse(journal.exists())
} finally { root.deleteRecursively() }
}
@Test fun importRecoversAnEarlierSingleFolderTransaction() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "unfinished new data")
tree(root, "DATA.replaced", "old data")
val single = File(root, ".DATA.replacement")
interrupted(single, listOf(data to File(root, "previous-stage")), listOf(true))
val journal = File(root, "import-journal")
assertNotNull(DirectoryReplacement.replaceAll(listOf(data to File(root, "missing")), journal))
assertEquals("old data", File(data, "contents").readText())
assertFalse(single.exists())
assertFalse(journal.exists())
} finally { root.deleteRecursively() }
}
@Test fun successfulImportPublishesEverything() {
val root = Files.createTempDirectory("replacement").toFile()
try {
val data = tree(root, "DATA", "old data")
val library = tree(root, "library", "old library")
val stagedData = tree(root, "new-data", "new data")
val stagedLibrary = tree(root, "new-library", "new library")
val journal = File(root, "journal")
assertNull(DirectoryReplacement.replaceAll(listOf(data to stagedData, library to stagedLibrary), journal))
assertEquals("new data", File(data, "contents").readText())
assertEquals("new library", File(library, "contents").readText())
assertFalse(journal.exists())
assertFalse(File(root, "DATA.replaced").exists())
} finally { root.deleteRecursively() }
}
}
+8
View File
@@ -295,12 +295,20 @@ typedef struct {
bool xrHeadsetOnly;
} AuroraConfig;
typedef enum {
AURORA_INITIALIZATION_SUCCESS = 0,
AURORA_INITIALIZATION_GRAPHICS_UNAVAILABLE = 1,
} AuroraInitializationStatus;
typedef struct {
AuroraBackend backend;
const char* userPath;
const char* cachePath;
SDL_Window* window;
AuroraWindowSize windowSize;
AuroraInitializationStatus initializationStatus;
// On failure, owned by SDL on the calling thread. Copy before another SDL call.
const char* initializationError;
} AuroraInfo;
AuroraInfo aurora_initialize(int argc, char* argv[], const AuroraConfig* config);
+19 -1
View File
@@ -1229,15 +1229,23 @@ AuroraInfo initialize(int argc, char* argv[], const AuroraConfig& config) noexce
const AuroraBackend requestedBackend = config.desiredBackend;
AuroraBackend selectedBackend = requestedBackend;
bool windowCreated = false;
std::string firstGraphicsError;
const auto rememberGraphicsError = [&] {
if (firstGraphicsError.empty() && SDL_GetError()[0] != '\0') {
firstGraphicsError = SDL_GetError();
}
};
if (selectedBackend != BACKEND_AUTO) {
Log.info("Requested graphics backend: {}", backend_name(selectedBackend));
if (window::create_window(selectedBackend)) {
if (webgpu::initialize(selectedBackend)) {
windowCreated = true;
} else {
rememberGraphicsError();
window::destroy_window();
}
} else {
rememberGraphicsError();
Log.error("Failed to create a window for backend {}: {}", backend_name(selectedBackend), SDL_GetError());
}
if (!windowCreated) {
@@ -1254,18 +1262,28 @@ AuroraInfo initialize(int argc, char* argv[], const AuroraConfig& config) noexce
for (const auto backendType : PreferredBackendOrder) {
selectedBackend = backendType;
if (!window::create_window(selectedBackend)) {
rememberGraphicsError();
continue;
}
if (webgpu::initialize(selectedBackend)) {
windowCreated = true;
break;
} else {
rememberGraphicsError();
window::destroy_window();
}
}
}
ASSERT(windowCreated, "Error creating window: {}", SDL_GetError());
if (!windowCreated) {
if (firstGraphicsError.empty()) firstGraphicsError = "No supported graphics backend is available";
SDL_SetError("%s", firstGraphicsError.c_str());
Log.error("Graphics initialization failed: {}", firstGraphicsError);
return {
.initializationStatus = AURORA_INITIALIZATION_GRAPHICS_UNAVAILABLE,
.initializationError = SDL_GetError(),
};
}
if (requestedBackend != BACKEND_AUTO && selectedBackend != requestedBackend) {
Log.error(
"Graphics backend fallback in effect: video.graphics_api requested {}, "
+5 -4
View File
@@ -399,19 +399,20 @@ const char* PADGetNameForControllerIndex(const u32 idx) {
}
void PADSetPortForIndex(const u32 idx, const u32 port) {
if (port >= PAD_MAX_CONTROLLERS) return;
const auto* ctrl = __PADGetControllerForIndex(idx);
if (ctrl == nullptr) {
return;
}
const int32_t oldPort = SDL_GetGamepadPlayerIndex(ctrl->m_controller);
const int32_t oldPort = aurora::input::player_index(ctrl->m_index);
if (const auto* dest = aurora::input::get_controller_for_player(port); dest != nullptr && dest != ctrl) {
SDL_SetGamepadPlayerIndex(dest->m_controller, -1);
aurora::input::set_player_index(dest->m_index, -1);
}
if (oldPort >= 0 && oldPort != port) {
aurora::input::persist_controller_for_player(oldPort, nullptr);
}
SDL_SetGamepadPlayerIndex(ctrl->m_controller, static_cast<Sint32>(port));
aurora::input::set_player_index(ctrl->m_index, static_cast<Sint32>(port));
aurora::input::persist_controller_for_player(port, ctrl);
}
@@ -437,7 +438,7 @@ void PADClearPort(const u32 port) {
if (ctrl == nullptr) {
return;
}
SDL_SetGamepadPlayerIndex(ctrl->m_controller, -1);
aurora::input::set_player_index(ctrl->m_index, -1);
}
// Secondary bindings live only in memory; the runtime re-applies them from its
+27 -12
View File
@@ -7,11 +7,13 @@
#include <algorithm>
#include <atomic>
#include <optional>
#include <mutex>
namespace aurora::vi {
std::optional<GXRenderModeObj> g_renderMode;
namespace {
std::atomic<float> g_presentAspectCorrection{1.f};
std::mutex g_renderModeMutex;
float calculate_present_aspect_correction(const GXRenderModeObj& rm) noexcept {
if (rm.viWidth == 0 || rm.viHeight == 0) {
@@ -29,9 +31,8 @@ float calculate_present_aspect_correction(const GXRenderModeObj& rm) noexcept {
const float verticalFill = static_cast<float>(rm.viHeight) / nominalActiveHeight;
return horizontalFill / verticalFill;
}
} // namespace
Vec2<uint32_t> render_mode_size() noexcept {
Vec2<uint32_t> render_mode_size_locked() noexcept {
if (!g_renderMode) {
return {640, 528};
}
@@ -40,18 +41,31 @@ Vec2<uint32_t> render_mode_size() noexcept {
return {std::max<uint32_t>(g_renderMode->fbWidth, 640), std::max<uint32_t>(g_renderMode->efbHeight, 528)};
}
} // namespace
Vec2<uint32_t> render_mode_size() noexcept {
std::lock_guard lock(g_renderModeMutex);
return render_mode_size_locked();
}
void configure(const GXRenderModeObj* rm) noexcept {
const auto oldSize = render_mode_size();
if (rm == nullptr) {
g_renderMode.reset();
} else {
g_renderMode = *rm;
g_presentAspectCorrection.store(calculate_present_aspect_correction(*rm), std::memory_order_release);
bool sizeChanged = false;
{
std::lock_guard lock(g_renderModeMutex);
const auto oldSize = render_mode_size_locked();
if (rm == nullptr) {
g_renderMode.reset();
} else {
g_renderMode = *rm;
g_presentAspectCorrection.store(calculate_present_aspect_correction(*rm), std::memory_order_release);
}
if (rm == nullptr) {
g_presentAspectCorrection.store(1.f, std::memory_order_release);
}
sizeChanged = render_mode_size_locked() != oldSize;
}
if (rm == nullptr) {
g_presentAspectCorrection.store(1.f, std::memory_order_release);
}
if (render_mode_size() != oldSize) {
// Never hold the mode lock across a resize request or a renderer callback.
if (sizeChanged) {
window::request_frame_buffer_resize();
}
}
@@ -61,6 +75,7 @@ Vec2<uint32_t> configured_fb_size() noexcept {
}
Vec2<uint32_t> visible_fb_size() noexcept {
std::lock_guard lock(g_renderModeMutex);
if (!g_renderMode) {
return {640, 528};
}
+18 -19
View File
@@ -1,4 +1,5 @@
#include "common.hpp"
#include "staging_map.hpp"
#include "../gx/shader_info.hpp"
#include "clear.hpp"
@@ -139,12 +140,7 @@ wgpu::Buffer g_storageBuffer;
constexpr size_t FrameSlotCount = 3;
static std::array<wgpu::Buffer, FrameSlotCount> g_stagingBuffers;
static size_t currentStagingBuffer = 0;
enum class BufferMapState {
Unmapped,
Mapping,
Mapped,
};
static std::atomic s_mappingState{BufferMapState::Unmapped};
static StagingMapState s_mappingState;
static wgpu::Limits g_cachedLimits;
// Advanced once per logical frame in the seal prologue, under the renderer GPU mutex and with the
// producer blocked, so every later reader sees a value that no longer moves.
@@ -405,7 +401,7 @@ static size_t g_recordingSnapshotSlot = 0;
static TextureHandle new_resolve_source_snapshot(wgpu::Extent3D size, wgpu::TextureFormat format) noexcept {
const wgpu::TextureDescriptor textureDescriptor{
.label = "GX Copy Source Snapshot",
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopyDst,
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopySrc | wgpu::TextureUsage::CopyDst,
.dimension = wgpu::TextureDimension::e2D,
.size = size,
.format = format,
@@ -1048,7 +1044,7 @@ void initialize() {
label.c_str());
}
currentStagingBuffer = 0;
s_mappingState.store(BufferMapState::Unmapped, std::memory_order_release);
s_mappingState.reset();
map_staging_buffer();
{
@@ -1160,6 +1156,8 @@ void shutdown() {
g_uniformBuffer = {};
g_indexBuffer = {};
g_storageBuffer = {};
// Invalidate outstanding callbacks before releasing their buffers.
s_mappingState.reset();
g_stagingBuffers.fill({});
for (auto& pool : g_resolveSourceSnapshotPools) {
pool.entry.reset();
@@ -1178,27 +1176,25 @@ void shutdown() {
g_inOffscreen = false;
g_frameIndex = UINT32_MAX;
currentStagingBuffer = 0;
s_mappingState.store(BufferMapState::Unmapped, std::memory_order_release);
}
void map_staging_buffer() {
auto expected = BufferMapState::Unmapped;
if (!s_mappingState.compare_exchange_strong(expected, BufferMapState::Mapping, std::memory_order_acq_rel,
std::memory_order_acquire)) {
const auto generation = s_mappingState.request();
if (generation == 0) {
return;
}
g_stagingBuffers[currentStagingBuffer].MapAsync(
wgpu::MapMode::Write, 0, StagingBufferSize, wgpu::CallbackMode::AllowSpontaneous,
[](wgpu::MapAsyncStatus status, wgpu::StringView message) {
[generation](wgpu::MapAsyncStatus status, wgpu::StringView message) {
const auto result = status == wgpu::MapAsyncStatus::Success ? BufferMapState::Mapped : BufferMapState::Unmapped;
if (!s_mappingState.complete(generation, result)) return;
if (status == wgpu::MapAsyncStatus::CallbackCancelled || status == wgpu::MapAsyncStatus::Aborted) {
Log.warn("Buffer mapping {}: {}", magic_enum::enum_name(status), message);
s_mappingState.store(BufferMapState::Unmapped, std::memory_order_release);
return;
}
ASSERT(status == wgpu::MapAsyncStatus::Success, "Buffer mapping failed: {} {}", magic_enum::enum_name(status),
message);
s_mappingState.store(BufferMapState::Mapped, std::memory_order_release);
});
}
@@ -1208,7 +1204,7 @@ static bool begin_frame_impl(bool clearEfb) {
ZoneScopedN("Wait for buffer map");
map_staging_buffer();
while (true) {
const auto mappingState = s_mappingState.load(std::memory_order_acquire);
const auto mappingState = s_mappingState.state();
if (mappingState == BufferMapState::Mapped) {
break;
}
@@ -1224,6 +1220,9 @@ static bool begin_frame_impl(bool clearEfb) {
return false;
}
g_instance.ProcessEvents();
webgpu::fail_if_device_lost();
// Sleep until the map callback lands (or 1 ms passes) instead of spinning a core on ProcessEvents.
s_mappingState.wait_for_progress();
}
}
g_recordingSnapshotSlot = currentStagingBuffer;
@@ -1296,12 +1295,12 @@ void abort_frame() noexcept {
g_textureUploads.clear();
g_textureUpload.release();
}
if (s_mappingState.load(std::memory_order_acquire) == BufferMapState::Mapped) {
if (s_mappingState.state() == BufferMapState::Mapped) {
// Pending interpolation tasks hold raw pointers into the mapped staging
// range; they must be dropped before the buffer is unmapped and rotated.
gx::drop_pending_frame_interpolation_uniforms();
g_stagingBuffers[currentStagingBuffer].Unmap();
s_mappingState.store(BufferMapState::Unmapped, std::memory_order_release);
s_mappingState.reset();
currentStagingBuffer = (currentStagingBuffer + 1) % g_stagingBuffers.size();
map_staging_buffer();
}
@@ -1741,7 +1740,7 @@ static bool end_batch_impl(const wgpu::CommandEncoder& cmd, bool advanceFrame,
g_uniformUploadDestination = nullptr;
}
g_stagingBuffers[currentStagingBuffer].Unmap();
s_mappingState.store(BufferMapState::Unmapped, std::memory_order_release);
s_mappingState.reset();
g_stats.drawCallCount = g_drawCallCount;
g_stats.mergedDrawCallCount = g_mergedDrawCallCount;
g_stats.lastVertSize = writeBuffer(g_verts, g_vertexBuffer, VertexBufferSize, "Vertex");
+2 -1
View File
@@ -109,8 +109,9 @@ void ensure_native_texture(PendingCopy& pending, TextureHandle* cache = nullptr)
*cache = pending.nativeTexture;
}
}
// The shared blit shader clamps Y to flags.z/w; preserve the full source.
const std::array nativeBlitUniform{
0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 64.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 64.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
};
pending.nativeBlitUniform = push_uniform(nativeBlitUniform);
}
+3 -1
View File
@@ -426,6 +426,7 @@ static PendingPipeline* touch_pending_pipeline(PipelineRef hash, bool prioritize
g_priorityPipelines.emplace_back(std::move(*backgroundIt));
g_backgroundPipelines.erase(backgroundIt);
g_pipelineCv.notify_all();
return &g_priorityPipelines.back();
}
@@ -566,7 +567,8 @@ static PipelineRef find_pipeline_impl(ShaderType type, const PipelineConfig& con
}
if (notifyWorker) {
g_pipelineCv.notify_one();
// Compiler workers and renderer waiters share this condition variable.
g_pipelineCv.notify_all();
}
if (notifyWaiters) {
g_pipelineCv.notify_all();
+60
View File
@@ -0,0 +1,60 @@
#pragma once
#include <chrono>
#include <condition_variable>
#include <cstdint>
#include <mutex>
namespace aurora::gfx {
enum class BufferMapState { Unmapped, Mapping, Mapped };
// The renderer owns request/reset; Dawn may complete a request on another thread.
// An old callback must never publish readiness for a different staging slot.
class StagingMapState {
mutable std::mutex mutex_;
std::condition_variable changed_;
uint64_t generation_ = 0;
BufferMapState state_ = BufferMapState::Unmapped;
public:
uint64_t request() {
std::lock_guard lock(mutex_);
if (state_ != BufferMapState::Unmapped) return 0;
state_ = BufferMapState::Mapping;
return ++generation_;
}
bool complete(uint64_t generation, BufferMapState state) {
{
std::lock_guard lock(mutex_);
if (generation != generation_ || state_ != BufferMapState::Mapping) return false;
state_ = state;
}
changed_.notify_all();
return true;
}
void reset() {
{
std::lock_guard lock(mutex_);
++generation_;
state_ = BufferMapState::Unmapped;
}
changed_.notify_all();
}
BufferMapState state() const {
std::lock_guard lock(mutex_);
return state_;
}
void wait_for_progress() {
std::unique_lock lock(mutex_);
// ProcessEvents is still serviced between waits for implementations that
// need it. A spontaneous completion wakes immediately, without polling.
changed_.wait_for(lock, std::chrono::milliseconds(1), [&] { return state_ != BufferMapState::Mapping; });
}
};
} // namespace aurora::gfx
+20 -6
View File
@@ -422,7 +422,7 @@ static wgpu::BindGroupLayout g_depthBindGroupLayout;
static wgpu::Sampler g_nearestSampler;
static wgpu::Sampler g_linearSampler;
static absl::flat_hash_map<GXTexFmt, wgpu::RenderPipeline> g_pipelines;
static wgpu::RenderPipeline g_blitPipeline;
static absl::flat_hash_map<wgpu::TextureFormat, wgpu::RenderPipeline> g_blitPipelines;
static wgpu::RenderPipeline g_quest1BlitPipeline;
static bool quest1_simple_blit() noexcept {
@@ -549,9 +549,15 @@ void initialize() {
};
g_depthBindGroupLayout = g_device.CreateBindGroupLayout(&depthBindGroupLayoutDescriptor);
g_blitPipeline = create_pipeline(
{GX_TF_RGBA8, FragPassthrough, webgpu::g_graphicsConfig.surfaceConfiguration.format, "TexCopyConv Blit"},
ShaderPreamble, g_bindGroupLayout);
// Native RAM readback uses RGBA even when the EFB/surface uses BGRA.
// Build both variants here; frame workers only read the completed map.
for (const auto format : {wgpu::TextureFormat::RGBA8Unorm, wgpu::TextureFormat::BGRA8Unorm,
webgpu::g_graphicsConfig.surfaceConfiguration.format}) {
if (format != wgpu::TextureFormat::Undefined && !g_blitPipelines.contains(format)) {
g_blitPipelines[format] = create_pipeline({GX_TF_RGBA8, FragPassthrough, format, "TexCopyConv Blit"},
ShaderPreamble, g_bindGroupLayout);
}
}
g_quest1BlitPipeline = create_pipeline(
{GX_TF_RGBA8, {}, webgpu::g_graphicsConfig.surfaceConfiguration.format, "Quest 1 Simple TexCopy Blit"},
SimpleBlitShader, g_bindGroupLayout);
@@ -585,7 +591,7 @@ void initialize() {
void shutdown() {
g_pipelines.clear();
g_blitPipeline = {};
g_blitPipelines.clear();
g_quest1BlitPipeline = {};
g_bindGroupLayout = {};
g_depthBindGroupLayout = {};
@@ -678,7 +684,15 @@ void run(const wgpu::CommandEncoder& cmd, const ConvRequest& req) {
}
void blit(const wgpu::CommandEncoder& cmd, const ConvRequest& req) {
execute(cmd, req, quest1_simple_blit() ? g_quest1BlitPipeline : g_blitPipeline);
if (quest1_simple_blit()) {
execute(cmd, req, g_quest1BlitPipeline);
return;
}
const auto it = g_blitPipelines.find(req.dst->format);
if (it == g_blitPipelines.end()) {
Log.fatal("Unsupported blit destination format {}", static_cast<int>(req.dst->format));
}
execute(cmd, req, it->second);
}
} // namespace aurora::gfx::tex_copy_conv
+40 -12
View File
@@ -33,10 +33,11 @@ using IndexBuffer = std::vector<u16>;
static u32 prepare_idx_template(IndexBuffer& buf, GXPrimitive prim, u16 vtxCount) {
size_t writePos = 0;
if (prim == GX_QUADS) {
// Retain the existing incomplete-quad behavior: every started group emits a complete six-index quad.
buf.resize(((static_cast<u32>(vtxCount) + 3u) / 4u) * 6u);
// GX renders a three-vertex remainder as a triangle. One/two are ignored.
const u32 completeVertices = static_cast<u32>(vtxCount) & ~3u;
buf.resize((completeVertices / 4u) * 6u + (vtxCount % 4u == 3u ? 3u : 0u));
for (u16 v = 0; v < vtxCount; v += 4) {
for (u32 v = 0; v < completeVertices; v += 4) {
const u16 idx0 = v;
const u16 idx1 = static_cast<u16>(v + 1);
const u16 idx2 = static_cast<u16>(v + 2);
@@ -48,15 +49,21 @@ static u32 prepare_idx_template(IndexBuffer& buf, GXPrimitive prim, u16 vtxCount
buf[writePos++] = idx3;
buf[writePos++] = idx0;
}
if (vtxCount % 4u == 3u) {
buf[writePos++] = static_cast<u16>(completeVertices);
buf[writePos++] = static_cast<u16>(completeVertices + 1u);
buf[writePos++] = static_cast<u16>(completeVertices + 2u);
}
} else if (prim == GX_TRIANGLES) {
buf.resize(vtxCount);
for (u16 v = 0; v < vtxCount; ++v) {
const u32 completeVertices = (static_cast<u32>(vtxCount) / 3u) * 3u;
buf.resize(completeVertices);
for (u32 v = 0; v < completeVertices; ++v) {
buf[writePos++] = v;
}
} else if (prim == GX_TRIANGLEFAN) {
const u32 indexCount = vtxCount <= 3 ? vtxCount : 3u + (static_cast<u32>(vtxCount) - 3u) * 3u;
const u32 indexCount = vtxCount < 3 ? 0u : (static_cast<u32>(vtxCount) - 2u) * 3u;
buf.resize(indexCount);
for (u16 v = 0; v < vtxCount; ++v) {
for (u32 v = 0; indexCount != 0 && v < vtxCount; ++v) {
if (v < 3) {
buf[writePos++] = v;
continue;
@@ -66,9 +73,9 @@ static u32 prepare_idx_template(IndexBuffer& buf, GXPrimitive prim, u16 vtxCount
buf[writePos++] = v;
}
} else if (prim == GX_TRIANGLESTRIP) {
const u32 indexCount = vtxCount <= 3 ? vtxCount : 3u + (static_cast<u32>(vtxCount) - 3u) * 3u;
const u32 indexCount = vtxCount < 3 ? 0u : (static_cast<u32>(vtxCount) - 2u) * 3u;
buf.resize(indexCount);
for (u16 v = 0; v < vtxCount; ++v) {
for (u32 v = 0; indexCount != 0 && v < vtxCount; ++v) {
if (v < 3) {
buf[writePos++] = v;
continue;
@@ -91,6 +98,13 @@ static u32 prepare_idx_template(IndexBuffer& buf, GXPrimitive prim, u16 vtxCount
return static_cast<u32>(writePos);
}
// Empty/incomplete draws consume FIFO bytes but cannot produce a primitive.
static bool has_complete_primitive(GXPrimitive prim, u16 count) {
if (prim == GX_POINTS) return count >= 1;
if (prim == GX_LINES || prim == GX_LINESTRIP) return count >= 2;
return count >= 3;
}
// GX FIFO opcodes - use CP_ prefix to avoid clashing with GXCommandList.h macros
static constexpr u8 CP_CMD_NOP = GX_NOP;
static constexpr u8 CP_CMD_LOAD_CP_REG = GX_LOAD_CP_REG;
@@ -552,6 +566,10 @@ void process(const u8* data, u32 size, bool bigEndian) {
for (int i = GX_VA_POS; i <= GX_VA_TEX7; ++i) {
g_gxState.arrays[i].cachedRange = {};
}
// A merged draw retains its previous array uploads. Force a new draw so
// handle_draw_unmerged observes the invalidation and uploads fresh data.
// Pipeline configuration itself did not change.
g_gxState.stateDirty = true;
break;
}
@@ -1926,6 +1944,10 @@ static u32 calculate_last_vtx_size(GXVtxFmt fmt) {
g_gxState.lastVtxFmt = fmt;
g_gxState.lastVtxSize = vtxSize;
// The format is selected by the draw opcode, without a register write.
// Even equal-stride formats may decode bytes differently, so do not merge
// into a draw using the previous format's shader and uniform layout.
g_gxState.stateDirty = true;
return vtxSize;
}
@@ -2366,6 +2388,8 @@ bool submit_raw_draw(GXPrimitive prim, GXVtxFmt fmt, const uint8_t* vertices, ui
return false;
}
if (!has_complete_primitive(prim, vtxCount)) return true;
// This entry point bypasses process(), so it owns the renderer lock itself.
std::lock_guard gpuLock(aurora::renderer_gpu_mutex());
if (model_array_hidden()) return true;
@@ -2414,7 +2438,7 @@ static bool handle_draw(u8 cmd, const u8* data, u32& pos, u32 size, bool bigEndi
return false;
}
if (model_array_hidden()) {
if (!has_complete_primitive(prim, vtxCount) || model_array_hidden()) {
pos += totalVtxBytes;
return true;
}
@@ -2436,9 +2460,12 @@ static bool handle_draw(u8 cmd, const u8* data, u32& pos, u32 size, bool bigEndi
// Only if the previous draw call was a single instance draw (no lines/points handling), and only into a draw
// that resolved the same animated array: the merged whole renders through that draw's binding. Anything the
// decision cache cannot vouch for (a command it was not recorded against) stays unmerged.
// Expanded lines/points have different vertex interpretation even with one instance.
// Triangle-list output has no restart index; index 65535 is usable.
// Overflow would address earlier vertices instead of the appended geometry.
if (lastDraw != nullptr && prim != GX_LINES && prim != GX_LINESTRIP && prim != GX_POINTS &&
!lastDraw->uniformReplayLayout.vertexMotion.enabled &&
lastDraw->instanceCount == 1 &&
!lastDraw->uniformReplayLayout.vertexMotion.enabled && !lastDraw->expandedPrimitive &&
lastDraw->instanceCount == 1 && uint64_t(lastDraw->vtxCount) + vtxCount <= 65536u &&
(nativeWheelArrays.empty() ||
(nativeWheelLastDrawCommand == lastDraw && nativeWheelLastDecision == nativeWheel)))
LIKELY {
@@ -2615,6 +2642,7 @@ static void handle_draw_unmerged(GXPrimitive prim, GXVtxFmt fmt, u16 vtxCount, g
.vtxCount = vtxCount,
.indexCount = numIndices,
.instanceCount = instanceCount,
.expandedPrimitive = prim == GX_LINES || prim == GX_LINESTRIP || prim == GX_POINTS,
.bindGroups = bindGroups,
.dstAlpha = pipelineState.dstAlpha,
.screenRect = screen_rect(prim, fmt, vertices, vtxCount, vtxStride),
+2 -1
View File
@@ -1910,7 +1910,8 @@ void populate_pipeline_config(PipelineConfig& config, GXPrimitive primitive, GXV
config.pixelFmt = g_gxState.pixelFmt;
config.dstAlpha = effective_dst_alpha(g_gxState.pixelFmt, g_gxState.alphaUpdate, g_gxState.dstAlpha);
config.depthCompare = g_gxState.depthCompare;
config.depthUpdate = g_gxState.depthUpdate;
// As on the hardware (and in Dolphin): with the Z compare off, the Z buffer isn't updated either.
config.depthUpdate = g_gxState.depthCompare && g_gxState.depthUpdate;
config.alphaUpdate = effective_alpha_update(g_gxState.pixelFmt, g_gxState.alphaUpdate);
config.colorUpdate = g_gxState.colorUpdate;
}
+2
View File
@@ -439,6 +439,8 @@ struct GXState {
u32 pipelineStateGeneration = next_gx_state_epoch();
std::array<u32, 0x100> bpRegCache = [] {
std::array<u32, 0x100> regs{};
// Force the first GEN_MODE decode without changing its masked reset value.
regs[0x00] = 0xFF000000;
regs[0xFE] = 0x00FFFFFF;
return regs;
}();
+1
View File
@@ -29,6 +29,7 @@ struct DrawData {
uint32_t vtxCount;
uint32_t indexCount;
uint32_t instanceCount;
bool expandedPrimitive;
GXBindGroups bindGroups;
uint32_t dstAlpha;
// Valid only for simple orthographic rectangles/lines (textured or not).
+22 -2
View File
@@ -559,6 +559,12 @@ static AlphaCompareExpr alpha_compare(GXCompare comp, u8 ref) {
static inline std::string vtx_attr(const ShaderConfig& config, GXAttr attr) {
const auto type = config.attrs[attr].attrType;
if (type == GX_NONE) {
if (attr == GX_VA_POS) {
// Some scene transitions submit a vertex stream with no position attribute.
// The resulting primitive has no useful geometry, but shader generation
// must not abort the entire game while the next scene is loading.
return "vec3f(0.0)"s;
}
if (attr == GX_VA_PNMTXIDX) {
return "ubuf.current_pnmtx";
}
@@ -1733,8 +1739,22 @@ fn load_u16(p: ptr<storage, array<u32>>, byte_off: u32, le: bool) -> u32 {{
return bswap16(raw, le);
}}
fn load_u24_raw(p: ptr<storage, array<u32>>, byte_off: u32) -> u32 {{
let word_idx = byte_off >> 2u;
let sub = byte_off & 3u;
let word = p[word_idx];
// Three bytes at offsets zero or one fit entirely in this word. Do not
// access the next word: this attribute may end at the binding boundary.
if (sub <= 1u) {{
return (word >> (sub * 8u)) & 0x00FFFFFFu;
}}
let next = p[word_idx + 1u];
let shift = sub * 8u;
return ((word >> shift) | (next << (32u - shift))) & 0x00FFFFFFu;
}}
fn load_u24(p: ptr<storage, array<u32>>, byte_off: u32, le: bool) -> u32 {{
let raw = load_u32_raw(p, byte_off) & 0x00FFFFFFu;
let raw = load_u24_raw(p, byte_off);
if (le) {{
return raw;
}}
@@ -1774,7 +1794,7 @@ fn raw_fetch_u8_2(p: ptr<storage, array<u32>>, byte_off: u32) -> vec2u {{
}}
fn raw_fetch_u8_3(p: ptr<storage, array<u32>>, byte_off: u32) -> vec3u {{
let raw = load_u32_raw(p, byte_off);
let raw = load_u24_raw(p, byte_off);
return vec3u(
extractBits(raw, 0u, 8u),
extractBits(raw, 8u, 8u),
+30 -6
View File
@@ -85,18 +85,30 @@ void initialize() noexcept {
void shutdown() noexcept {
ZoneScoped;
if (g_useSdlRenderer) {
ImGui_ImplSDLRenderer3_Shutdown();
} else {
ImGui_ImplWGPU_Shutdown();
// Startup can fail before either backend initializes. A context alone does
// not mean its renderer/platform backend owns resources to release.
if (ImGui::GetCurrentContext() != nullptr) {
ImGuiIO& io = ImGui::GetIO();
if (io.BackendRendererUserData != nullptr) {
if (g_useSdlRenderer) {
ImGui_ImplSDLRenderer3_Shutdown();
} else {
ImGui_ImplWGPU_Shutdown();
}
}
if (io.BackendPlatformUserData != nullptr) {
ImGui_ImplSDL3_Shutdown();
}
ImGui::DestroyContext();
}
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
for (const auto& texture : g_sdlTextures) {
SDL_DestroyTexture(texture);
}
g_sdlTextures.clear();
g_wgpuTextures.clear();
g_useSdlRenderer = false;
g_scale = 0.f;
g_frameDataBuilt = true;
}
void process_event(const SDL_Event& event) noexcept {
@@ -209,9 +221,13 @@ void render(const wgpu::RenderPassEncoder& pass) noexcept {
ImGui_ImplSDLRenderer3_RenderDrawData(data, renderer);
SDL_RenderPresent(renderer);
} else {
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PushDebugGroup("Aurora: Dear Imgui");
#endif
ImGui_ImplWGPU_RenderDrawData(data, pass.Get());
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PopDebugGroup();
#endif
}
}
@@ -275,9 +291,13 @@ void render(const wgpu::RenderPassEncoder& pass, const ImDrawData* data) noexcep
if (g_useSdlRenderer || data == nullptr) {
return;
}
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PushDebugGroup("Aurora: Dear Imgui");
#endif
ImGui_ImplWGPU_RenderDrawData(const_cast<ImDrawData*>(data), pass.Get());
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PopDebugGroup();
#endif
}
StereoOverlay latch_stereo_overlay() noexcept {
@@ -291,9 +311,13 @@ bool render_draw_data(const wgpu::RenderPassEncoder& pass, ImDrawData* data) noe
if (g_useSdlRenderer || data == nullptr || ImGui::GetCurrentContext() == nullptr) {
return false;
}
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PushDebugGroup("Aurora: Dear Imgui headset panel");
#endif
ImGui_ImplWGPU_RenderDrawData(data, pass.Get());
#ifdef AURORA_GFX_DEBUG_GROUPS
pass.PopDebugGroup();
#endif
return true;
}
+23
View File
@@ -414,6 +414,29 @@ SDL_JoystickID add_controller(SDL_JoystickID which) noexcept {
g_GameControllers[instance] = controller;
ensure_player_index(g_GameControllers[instance]);
apply_port_preferences();
#if defined(SDL_PLATFORM_MACOS)
// First-use convenience only: never override a saved assignment or None.
if (g_portPreferences[0].state == PortPreferenceState::Unset) {
bool hasOtherPortPreference = false;
for (size_t port = 1; port < g_portPreferences.size(); ++port) {
if (g_portPreferences[port].state == PortPreferenceState::Controller &&
identity_match(g_portPreferences[port].identity, controller_identity(g_GameControllers[instance])) !=
IdentityMatch::None) {
hasOtherPortPreference = true;
break;
}
}
if (!hasOtherPortPreference) {
const auto* p0 = get_controller_for_player(0);
if (p0 == nullptr) {
assign_player_index(g_GameControllers[instance], 0);
persist_controller_for_player(0, &g_GameControllers[instance]);
} else if (p0 == &g_GameControllers[instance]) {
persist_controller_for_player(0, &g_GameControllers[instance]);
}
}
}
#endif
return instance;
}
+9
View File
@@ -627,12 +627,16 @@ bool initialize(AuroraBackend auroraBackend) {
g_adapter = std::move(adapter);
} else {
Log.warn("Adapter request failed: {}", message);
const std::string_view reason{message};
SDL_SetError("Graphics adapter unavailable: %.*s",
static_cast<int>(std::min<size_t>(reason.size(), 512)), reason.data());
}
});
const auto status = g_instance.WaitAny(future, 5000000000);
if (status != wgpu::WaitStatus::Success) {
Log.error("Failed to create {} adapter: {}", magic_enum::enum_name(backend),
magic_enum::enum_name(status));
SDL_SetError("Graphics adapter request did not complete within its startup deadline");
return false;
}
if (!g_adapter) {
@@ -845,11 +849,16 @@ bool initialize(AuroraBackend auroraBackend) {
g_device = std::move(device);
} else {
Log.warn("Device request failed: {}", message);
const std::string_view reason{message};
SDL_SetError("Graphics device unavailable: %.*s",
static_cast<int>(std::min<size_t>(reason.size(), 512)),
reason.data());
}
});
const auto status = g_instance.WaitAny(future, 5000000000);
if (status != wgpu::WaitStatus::Success) {
Log.error("Failed to create device: {}", magic_enum::enum_name(status));
SDL_SetError("Graphics device request did not complete within its startup deadline");
return false;
}
if (!g_device) {
+28 -2
View File
@@ -6,6 +6,7 @@
#include <deque>
#include <memory>
#include <mutex>
#include <limits>
#include <string>
#include <filesystem>
#include <thread>
@@ -313,8 +314,33 @@ static size_t load_from_database(const XXH128_hash_t& keyHash, void* value, size
if (ret == SQLITE_ROW) {
// Hit
const auto foundPtr = sqlite3_column_blob(load_stmt, 0);
foundSize = sqlite3_column_int64(load_stmt, 1);
const bool compressed = sqlite3_column_int(load_stmt, 2) != 0;
const auto declaredSize = sqlite3_column_int64(load_stmt, 1);
const auto storedSize = sqlite3_column_bytes(load_stmt, 0);
const auto compression = sqlite3_column_int(load_stmt, 2);
const bool compressed = compression == 1;
// Dawn asks for the size before allocating its destination. Validate here,
// not only during the copy: corrupt metadata must become a cache miss.
bool valid = declaredSize > 0 &&
static_cast<uint64_t>(declaredSize) <= std::numeric_limits<size_t>::max() &&
foundPtr != nullptr && storedSize > 0 && (compression == 0 || compression == 1);
if (valid && compressed) {
#if defined(AURORA_CACHE_USE_ZSTD)
// Our writer uses ZSTD_compress, which records the original content size.
const auto frameSize = ZSTD_getFrameContentSize(foundPtr, static_cast<size_t>(storedSize));
valid = frameSize != ZSTD_CONTENTSIZE_ERROR && frameSize != ZSTD_CONTENTSIZE_UNKNOWN &&
frameSize == static_cast<uint64_t>(declaredSize);
#else
valid = false;
#endif
} else if (valid) {
valid = declaredSize == storedSize;
}
if (!valid) {
Log.error("Ignoring cache entry with inconsistent size or compression metadata");
check(sqlite3_reset(load_stmt));
return 0;
}
foundSize = static_cast<size_t>(declaredSize);
if (value == nullptr) {
g_hits.fetch_add(1, std::memory_order_relaxed);
} else {
@@ -150,8 +150,11 @@ public:
for (uint32_t i = 0; i < images; ++i) {
const auto& eye = sources[i];
const auto& target = targets[i];
if (!eye.texture || eye.size.width != target.width || eye.size.height != target.height ||
!CopyCompatible(VkFormat(eye.format), target.dxgiFormat)) return false;
// An eye smaller than its target goes in the target's top-left corner, which is all the
// projection layer shows of it; the panel and the virtual screen are always full size.
const bool fits = i < count ? eye.size.width <= target.width && eye.size.height <= target.height
: eye.size.width == target.width && eye.size.height == target.height;
if (!eye.texture || !fits || !CopyCompatible(VkFormat(eye.format), target.dxgiFormat)) return false;
const uint64_t image = reinterpret_cast<uintptr_t>(target.resource);
auto it = std::find_if(imports.begin(), imports.end(), [&](const Import& entry) { return entry.image == image; });
if (it == imports.end()) {
@@ -179,7 +182,7 @@ public:
wgpu::TexelCopyTextureInfo source, destination;
source.texture = *sources[i].texture;
destination.texture = active[i];
wgpu::Extent3D size{targets[i].width, targets[i].height, 1};
wgpu::Extent3D size{sources[i].size.width, sources[i].size.height, 1};
encoder.CopyTextureToTexture(&source, &destination, &size);
}
encoded = true;
+1
View File
@@ -64,6 +64,7 @@ if (AURORA_ENABLE_GX)
add_executable(gx_fifo_tests
gx_fifo_test.cpp
gx_test_stubs.cpp
renderer_regression_test.cpp
stereo_replay_test.cpp
stereo_interpolation_test.cpp
stereo_mirror_test.cpp
+72 -3
View File
@@ -1328,12 +1328,35 @@ TEST(TevRegisterLivenessContract, PacksOneUniformWhenBothHalvesNeedInitialValue)
auto config = baseline;
config.tevStages[0].colorPass.a = GX_CC_C0;
config.tevStages[0].alphaPass.a = GX_CA_A0;
config.tevStages[0].colorPass.b = GX_CC_KONST;
config.tevStages[0].kcSel = GX_TEV_KCSEL_K0;
const auto baselineInfo = aurora::gx::build_shader_info(baseline);
const auto info = aurora::gx::build_shader_info(config);
EXPECT_TRUE(info.loadsTevRegRgb.test(GX_TEVREG0));
EXPECT_TRUE(info.loadsTevRegAlpha.test(GX_TEVREG0));
EXPECT_EQ(info.uniformSize, baselineInfo.uniformSize + sizeof(aurora::Vec4<float>));
// The final allocation is alignment-rounded, so adding one register need
// not increase it. Verify actual packing with a distinct following K color.
const auto savedReg = g_gxState.colorRegs[GX_TEVREG0];
const auto savedKColor = g_gxState.kcolors[GX_KCOLOR0];
g_gxState.colorRegs[GX_TEVREG0] = {11.f, 22.f, 33.f, 44.f};
g_gxState.kcolors[GX_KCOLOR0] = {55.f, 66.f, 77.f, 88.f};
EXPECT_TRUE(info.sampledKColors.test(GX_KCOLOR0));
aurora::gfx::testing::reset_uniform_allocations();
aurora::gx::build_uniform(info, 0, {}, {}, false);
const auto expectedReg = g_gxState.colorRegs[GX_TEVREG0];
const auto expectedKColor = g_gxState.kcolors[GX_KCOLOR0];
g_gxState.colorRegs[GX_TEVREG0] = savedReg;
g_gxState.kcolors[GX_KCOLOR0] = savedKColor;
const auto& bytes = aurora::gfx::testing::uniform_allocation(0);
const auto* reg = reinterpret_cast<const uint8_t*>(&expectedReg);
const auto found = std::search(bytes.begin(), bytes.end(), reg, reg + sizeof(aurora::Vec4<float>));
ASSERT_NE(found, bytes.end());
const size_t offset = static_cast<size_t>(found - bytes.begin());
ASSERT_LE(offset + 2 * sizeof(aurora::Vec4<float>), bytes.size());
EXPECT_EQ(std::memcmp(bytes.data() + offset + sizeof(aurora::Vec4<float>), &expectedKColor,
sizeof(aurora::Vec4<float>)),
0);
aurora::gfx::testing::reset_uniform_allocations();
}
// BP registers (direct FIFO writes, no dirty state flush needed)
@@ -1390,6 +1413,51 @@ TEST_F(GXFifoTest, BlendMode_Logic) {
EXPECT_EQ(g_gxState.blendOp, GX_LO_XOR);
}
TEST_F(GXFifoTest, GenMode_FirstZeroWriteDecodesAndRepeatDeduplicates) {
reset_gx_state();
const auto before = g_gxState.pipelineStateGeneration;
decode_fifo(bp_cmd(0, 0));
EXPECT_EQ(g_gxState.numTevStages, 1u);
EXPECT_EQ(g_gxState.cullMode, GX_CULL_NONE);
EXPECT_EQ(g_gxState.numChans, 0u);
EXPECT_EQ(g_gxState.numTexGens, 0u);
EXPECT_EQ(g_gxState.numIndStages, 0u);
EXPECT_EQ(g_gxState.bpRegCache[0], 0u);
EXPECT_NE(g_gxState.pipelineStateGeneration, before);
const auto decoded = g_gxState.pipelineStateGeneration;
decode_fifo(bp_cmd(0, 0));
EXPECT_EQ(g_gxState.pipelineStateGeneration, decoded);
}
TEST_F(GXFifoTest, GenMode_FirstMaskedWritePreservesZeroResetBits) {
for (const u32 mask : {0u, 1u << 10}) {
reset_gx_state();
const auto before = g_gxState.pipelineStateGeneration;
decode_fifo(bp_cmd(0xFE, mask));
decode_fifo(bp_cmd(0, 0xFFFFFF));
EXPECT_EQ(g_gxState.bpRegCache[0], mask);
EXPECT_EQ(g_gxState.bpRegCache[0xFE], 0xFFFFFFu);
EXPECT_EQ(g_gxState.numTevStages, mask ? 2u : 1u);
EXPECT_EQ(g_gxState.cullMode, GX_CULL_NONE);
EXPECT_NE(g_gxState.pipelineStateGeneration, before);
decode_fifo(bp_cmd(0, 0));
EXPECT_EQ(g_gxState.numTevStages, 1u);
EXPECT_EQ(g_gxState.bpRegCache[0], 0u);
}
}
TEST_F(GXFifoTest, GenMode_ColdSingleStageApiSetupDecodes) {
reset_gx_state();
GXSetNumTevStages(1);
GXSetNumTexGens(0);
GXSetNumChans(0);
GXSetCullMode(GX_CULL_NONE);
const auto bytes = flush_and_capture();
decode_fifo(bytes);
EXPECT_EQ(g_gxState.numTevStages, 1u);
EXPECT_EQ(g_gxState.cullMode, GX_CULL_NONE);
}
TEST_F(GXFifoTest, BpMask_AppliesOnlyToNextWrite) {
std::vector<u8> bytes;
auto mask = bp_cmd(0xFE, 1u << 19);
@@ -2861,6 +2929,7 @@ TEST_F(GXFifoTest, DrawTopologyTemplatesPreserveExactGxIndexOrder) {
const auto decodeAndReadIndices = [&](GXPrimitive primitive, u16 count) {
std::vector<u8> fifo;
append_test_draw(fifo, primitive, count);
aurora::gfx::testing::reset_vertex_push_record();
decode_fifo(fifo);
return aurora::gfx::testing::last_pushed_indices();
};
@@ -2871,7 +2940,7 @@ TEST_F(GXFifoTest, DrawTopologyTemplatesPreserveExactGxIndexOrder) {
g_gxState.stateDirty = true;
EXPECT_EQ(decodeAndReadIndices(GX_TRIANGLEFAN, 5), (std::vector<u16>{0, 1, 2, 0, 2, 3, 0, 3, 4}));
g_gxState.stateDirty = true;
EXPECT_EQ(decodeAndReadIndices(GX_TRIANGLEFAN, 2), (std::vector<u16>{0, 1}));
EXPECT_EQ(decodeAndReadIndices(GX_TRIANGLEFAN, 2), (std::vector<u16>{}));
g_gxState.stateDirty = true;
EXPECT_EQ(decodeAndReadIndices(GX_TRIANGLESTRIP, 6), (std::vector<u16>{0, 1, 2, 2, 1, 3, 2, 3, 4, 4, 3, 5}));
g_gxState.stateDirty = true;
@@ -0,0 +1,119 @@
#include "gx_test_common.hpp"
#include "gfx/staging_map.hpp"
#include "gx/pipeline.hpp"
#include <thread>
using aurora::gx::g_gxState;
namespace {
std::vector<u8> draw(GXPrimitive primitive, u16 count, GXVtxFmt format = GX_VTXFMT0) {
std::vector<u8> bytes{static_cast<u8>(primitive | format), static_cast<u8>(count >> 8), static_cast<u8>(count)};
bytes.resize(3 + count);
return bytes;
}
} // namespace
TEST_F(GXFifoTest, MaximumQuadCountTerminatesWithoutOutOfRangeIndices) {
g_gxState.lastVtxFmt = GX_VTXFMT0;
g_gxState.lastVtxSize = 1;
for (const u16 count : {65532, 65533, 65534, 65535}) {
g_gxState.stateDirty = true;
decode_fifo(draw(GX_QUADS, count));
const auto& indices = aurora::gfx::testing::last_pushed_indices();
ASSERT_EQ(indices.size(), (count / 4) * 6 + (count % 4 == 3 ? 3 : 0));
for (const auto index : indices)
ASSERT_LT(index, count);
}
}
TEST_F(GXFifoTest, IncompletePrimitivesNeverJoinAcrossDraws) {
g_gxState.lastVtxFmt = GX_VTXFMT0;
g_gxState.lastVtxSize = 1;
aurora::gfx::testing::use_draw_command_tracking(true);
decode_fifo(draw(GX_TRIANGLES, 4));
EXPECT_EQ(aurora::gfx::testing::last_pushed_indices(), (std::vector<u16>{0, 1, 2}));
decode_fifo(draw(GX_TRIANGLES, 5));
EXPECT_EQ(aurora::gfx::testing::last_pushed_indices(), (std::vector<u16>{4, 5, 6}));
const auto before = aurora::gfx::testing::last_pushed_indices();
decode_fifo(draw(GX_TRIANGLEFAN, 2));
EXPECT_EQ(aurora::gfx::testing::last_pushed_indices(), before);
}
TEST_F(GXFifoTest, MergeStopsBeforeSixteenBitIndexOverflow) {
g_gxState.lastVtxFmt = GX_VTXFMT0;
g_gxState.lastVtxSize = 1;
aurora::gfx::testing::use_draw_command_tracking(true);
decode_fifo(draw(GX_TRIANGLES, 65535));
decode_fifo(draw(GX_TRIANGLES, 3));
EXPECT_EQ(aurora::gfx::g_mergedDrawCallCount, 0u);
EXPECT_EQ(aurora::gfx::testing::last_pushed_indices(), (std::vector<u16>{0, 1, 2}));
}
TEST_F(GXFifoTest, VertexCacheInvalidationBreaksDrawMerging) {
g_gxState.lastVtxFmt = GX_VTXFMT0;
g_gxState.lastVtxSize = 1;
aurora::gfx::testing::use_draw_command_tracking(true);
decode_fifo(draw(GX_TRIANGLES, 3));
decode_fifo({GX_CMD_INVL_VC});
EXPECT_TRUE(g_gxState.stateDirty);
decode_fifo(draw(GX_TRIANGLES, 3));
EXPECT_EQ(aurora::gfx::g_mergedDrawCallCount, 0u);
}
TEST_F(GXFifoTest, EqualStrideVertexFormatChangeBreaksDrawMerging) {
aurora::gfx::testing::use_real_vertex_format_helpers(true);
g_gxState.vtxDesc[GX_VA_POS] = GX_DIRECT;
for (const auto format : {GX_VTXFMT0, GX_VTXFMT1}) {
g_gxState.vtxFmts[format].attrs[GX_VA_POS].cnt = GX_POS_XY;
g_gxState.vtxFmts[format].attrs[GX_VA_POS].type = GX_U8;
}
g_gxState.vtxFmts[GX_VTXFMT1].attrs[GX_VA_POS].frac = 1;
aurora::gfx::testing::use_draw_command_tracking(true);
for (const auto format : {GX_VTXFMT0, GX_VTXFMT1}) {
auto bytes = draw(GX_TRIANGLES, 3, format);
bytes.resize(9);
decode_fifo(bytes);
}
EXPECT_EQ(aurora::gfx::g_mergedDrawCallCount, 0u);
}
TEST_F(GXFifoTest, SingleExpandedPrimitiveCannotMergeWithTriangles) {
g_gxState.lastVtxFmt = GX_VTXFMT0;
g_gxState.lastVtxSize = 1;
aurora::gfx::testing::use_draw_command_tracking(true);
decode_fifo(draw(GX_POINTS, 1));
decode_fifo(draw(GX_TRIANGLES, 3));
EXPECT_EQ(aurora::gfx::g_mergedDrawCallCount, 0u);
EXPECT_EQ(aurora::gfx::testing::last_pushed_indices(), (std::vector<u16>{0, 1, 2}));
}
TEST(StagingMapping, RetiredCallbacksCannotPublishAnotherBuffersReadiness) {
using namespace aurora::gfx;
StagingMapState state;
const auto old = state.request();
EXPECT_EQ(state.request(), 0u);
state.reset();
const auto current = state.request();
EXPECT_FALSE(state.complete(old, BufferMapState::Mapped));
EXPECT_FALSE(state.complete(old, BufferMapState::Unmapped));
EXPECT_EQ(state.state(), BufferMapState::Mapping);
EXPECT_TRUE(state.complete(current, BufferMapState::Mapped));
EXPECT_FALSE(state.complete(current, BufferMapState::Unmapped));
EXPECT_EQ(state.state(), BufferMapState::Mapped);
}
TEST(StagingMapping, AsyncCompletionWakesWaiters) {
using namespace aurora::gfx;
StagingMapState state;
const auto generation = state.request();
std::thread callback([&] {
std::this_thread::sleep_for(std::chrono::milliseconds(10));
state.complete(generation, BufferMapState::Mapped);
});
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(2);
while (state.state() == BufferMapState::Mapping && std::chrono::steady_clock::now() < deadline)
state.wait_for_progress();
callback.join();
EXPECT_EQ(state.state(), BufferMapState::Mapped);
}
+2 -2
View File
@@ -823,7 +823,7 @@ Android facts this design rests on, all measured on a Quest 3:
application ID and storage, but select the appropriate CPU baseline (one
`headsetCpus` map in `app/build.gradle.kts`), manifest and launcher
behavior. `steamFrame` is Valve's Steam Frame under Lepton, SteamOS's
Android layer; see `docs/steam-frame.md`.
Android layer, where it cannot show a picture; see the README, How it works.
`app/src/main/cpp/CMakeLists.txt` adds the repository's `runtime/` as a
subdirectory with those Android choices and builds both game kit probes
(the Retro Rewind one only when the translation includes the mod), which
@@ -852,7 +852,7 @@ powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset quest1
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Install # your game, against that kit, into Import (or WheelWizard VR's Build for Quest)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Product retro_rewind -Mod <RetroRewind6> -Install # the mod and its pack (needs translate-mod output with --retro-wfc-payload)
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset quest1 -Install # game package from the Quest 1 kit
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour (docs/steam-frame.md)
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # Steam Frame flavour (README, How it works)
adb push MarioKart.iso /sdcard/Download/ # then Select disc image in the launcher
```
+64
View File
@@ -0,0 +1,64 @@
The second beta of WiiCompiled VR for the Steam Frame: Mario Kart Wii, statically recompiled to
native ARM64 code, running in VR on SteamOS through SteamVR. This one is about installing: one
command now takes you from your disc to the game in your Steam library.
**This release is source only.** The game is always built from your own clean PAL `RMCP01` disc,
and nothing built from it may be distributed, so there is no ready-built game here.
## Install in one command
Set up ARM64 emulation on an x86_64 Linux PC (the README's
[Quick start](https://github.com/mitch030504/Wiicompiled_VR_Frame#quick-start), step 1), then:
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --disc "/path/to/Mario Kart Wii.wbfs" --frame steamos@<frame-ip>
```
`Launcher/steam-frame-install.sh` (also in this release's source) does the rest:
- downloads the newest release and builds it in an ARM64 container (podman or docker), with as many
compiles at once as your memory allows;
- takes your disc as an ISO, WBFS or RVZ image (WIA, CISO, GCZ and NFS too), inside a `.zip` or
`.7z` if you like, or as an extracted folder. It checks the disc is PAL `RMCP01` before building;
- copies the game and the disc to the Frame over SSH, points the game at the disc, and adds it to
your Steam library (through Valve's devkit tools, which Frame Control puts on the Frame);
- updates: run the same command again and only what changed is rebuilt and replaced.
With [Frame Control](https://github.com/saphid/frame-control) set up, `--frame frame` works.
`--frame local` builds and installs on the Frame itself; leaving `--frame` out only builds.
`--help` lists every option.
## Also new
- The README is now the one guide, opening with the Quick start; the manual steps remain under
"Building by hand". `docs/steam-frame.md` is gone (it stays readable at the `frame-beta-1` tag).
## Updating from frame-beta-1
Nothing in the game or in Dawn changed, so a working frame-beta-1 install needs no rebuild. To move
to the installer anyway, run the command above: it keeps its own work folder
(`~/wiicompiled-frame`) and builds from scratch there the first time, then installs over your
existing `~/devkit-game/WiiCompiled/`. A disc already at `~/wiicompiled/disc` on the Frame and an
existing `dvd_root` setting are left as they are.
## Known issues
Unchanged from frame-beta-1:
- Images double in races and on the HUD, sometimes in the right eye only. Foveation is the main
suspect; try foveation Off if it bothers you, and report the result.
- Foveation follows the right eye less well than the left.
- VR frame interpolation is not recommended on the Frame.
- The Android (`steamFrame`) flavour cannot show a picture in Lepton; use the native build.
The installer is new and was tested with synthetic discs and stand-ins for the container and the
Frame; reports of how it does on real machines are welcome.
## Recommended settings
`render_scale = 1.25`, `foveation = "medium"`, `repeat_frames = true`, `frame_interpolation_fps = 0`
under `[vr]`, and `resolution_multiplier = 2` under `[video]`. SteamVR at 120 Hz.
Reports with the run log from `~/.local/share/WiiCompiled/Logs/` (and, for the installer,
`~/wiicompiled-frame/build.log`) are welcome as issues.
+81
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@@ -0,0 +1,81 @@
The third beta of WiiCompiled VR for the Steam Frame: Mario Kart Wii, statically recompiled to
native ARM64 code, running in VR on SteamOS through SteamVR. This one brings in fixes from upstream
WiiCompiled and from other WiiCompiled forks, Retro Rewind in the installer, and a diagnostics
script. Thanks to everyone whose work is in it; [`CREDITS.md`](https://github.com/mitch030504/Wiicompiled_VR_Frame/blob/openxr-work/CREDITS.md) lists who wrote
what.
**This release is source only.** The game is always built from your own clean PAL `RMCP01` disc,
and nothing built from it may be distributed, so there is no ready-built game here.
## New
- **Retro Rewind in the installer.** `steam-frame-install.sh --retro-rewind` downloads the Retro
Rewind pack from its own update server, builds Retro Rewind beside the base game and adds it to
your Steam library. `--retro-rewind-pack DIR` uses a pack you already have. Online play works on
Linux now that TLS does (below). From heurazy's Wiicompiled_VR-PLUS.
- **Adaptive resolution** (`[vr] adaptive_resolution`, off by default): lowers the race's eye
resolution down to 70% while frames fall behind, and raises it again once they keep up.
Experimental and not yet tried in a race on the Frame. From Wiicompiled_VR-PLUS.
- **Updating, from the PC or from inside the game.** `steam-frame-install.sh --update` reuses the
options the install was made with and builds nothing when the Frame already has the newest
release (and Retro Rewind pack); `--check` only reports. An install built on the Frame itself
(`--frame local`) gets an **Updates** tab in the settings panel: it checks for a new release and
builds it in the background while the game stays open, showing each step and how far the build
is. Close the game meanwhile and the update reopens it when done. Steam notifications were tried
for this and do not show on the Frame.
- **`Launcher/frame-diagnostics.sh`** gathers the logs, crash files, settings, SteamVR logs and
system state from the Frame into one archive, with a summary of how far startup got. Attach it
to bug reports.
## Fixed
- A crash while a scene loads (`GXClearVtxDesc`). From Wiicompiled_VR-PLUS.
- TLS on Linux, through Mbed TLS, so online services can connect at all (upstream #144), and a
timed-out TLS write no longer frees a session the game still holds (DarthMDev).
- Saves on a different drive or the SD card can be moved (upstream #212); the game keeps its local
Wii identity services while offline, and emptied WiiConnect24 files are refilled, so it no longer
reports a save error for them (upstream #244, nx-mod).
- `Config.toml` is saved through a temporary file, so a crash mid-save can't empty it
(BlackAndBlue95).
- Renderer fixes from upstream's KartPad batch (#244): draws no longer read past their own vertices,
three-byte vertex attributes, GEN_MODE, EFB copies and readback, pipeline cache rows and pipeline
compile wake-ups. Waiting on the GPU now sleeps instead of holding a CPU core busy.
- Effects no longer vanish while the world is darkened, such as Stormship's lightning
(BlackAndBlue95).
- Controller player indices and socket errors (upstream #251), and a `bltl` translation (#254).
## Faster
- Disc reads and SZS decompression take bulk copies and keep file handles open per thread
(KartPad).
- Audio mixing uses NEON (rooklz).
- Translated memory accesses no longer check the page size each time, since the Frame uses 4 KiB
pages; the game checks once at startup (from nx-mod's finding).
## Updating from frame-beta-2
Run the install command again; you can leave out `--disc`. Dawn's patches did not change, so it is
not rebuilt. Most of the game is, since the translator changed as well as the runtime and renderer,
so expect a longer update than usual. The build now also downloads Mbed TLS. Add `--retro-rewind` to get Retro Rewind too.
frame-beta-2's script has no `--update`, so this one update is the full install command; it saves
its options, and from then on `steam-frame-install.sh --update` is enough. To update from inside
the game later, make this install on the Frame itself with `--frame local`.
## Known issues
Unchanged from frame-beta-2:
- Images double in races and on the HUD, sometimes in the right eye only. Foveation is the main
suspect; try foveation Off if it bothers you, and report the result.
- Foveation follows the right eye less well than the left.
- VR frame interpolation is not recommended on the Frame.
- The Android (`steamFrame`) flavour cannot show a picture in Lepton; use the native build.
## Recommended settings
`render_scale = 1.25`, `foveation = "medium"`, `repeat_frames = true`, `frame_interpolation_fps = 0`
under `[vr]`, and `resolution_multiplier = 2` under `[video]`. SteamVR at 120 Hz.
Reports with the run log from `~/.local/share/WiiCompiled/Logs/`, or the archive
`frame-diagnostics.sh` makes, are welcome as issues.
+59
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@@ -0,0 +1,59 @@
The fourth beta of WiiCompiled VR for the Steam Frame focuses on safer installs and updates.
It preserves working disc data when extraction fails, fixes moving an installation to a different
path, and makes release updates remove obsolete source files without deleting disc data or build
caches.
**This release is source only.** Build the game from your own clean PAL `RMCP01` disc. No compiled
game or disc assets are included.
## Fixed
- Linux setup extracts and validates disc data in staging before replacing the working copy.
Failed validation or cancellation leaves the previous disc data intact, and cancellation stops
the extraction process before its scratch directory is removed.
- Frame installations keep remote paths with spaces and shell characters as single arguments.
- Changing the disc or Retro Rewind location updates the corresponding `Config.toml` setting
while preserving other settings.
- Release updates remove files owned by the previous release that no longer exist in the new
one. Disc assets, generated output and build caches remain in place.
- A work-directory lock prevents overlapping manual installs and in-game updates.
- Linux and Frame Retro Rewind builds verify the Retro-WFC payload signature before translation.
Android already performed this verification.
- Android folder replacements keep recovery copies until the full import commits. Interrupted
imports can roll back disc data, the mod pack and the compiled library together. Play is blocked
while a replacement journal is pending, and setup recovers it before another task starts.
## Updating from frame-beta-3
Fetch the new installer so this update uses the fixes:
```bash
curl -fsSL https://raw.githubusercontent.com/mitch030504/Wiicompiled_VR_Frame/openxr-work/Launcher/steam-frame-install.sh \
| bash -s -- --update
```
Add `--work-dir DIR` if the original install used a different work directory. The installer now
requires Python 3 and `flock` from util-linux on the build machine. Both are normally available on
the Frame.
The first update of an older installation downloads its previous release's archive once to recover
which source files it owned. This extra download prevents cleanup from deleting user data or build
caches. Later updates reuse the saved file list.
## Validation
- 664 .NET tests passed locally using .NET 10 major-version roll-forward; CI uses .NET 8.
- Seven Android directory-transaction tests and six Frame installer regression checks passed.
- Linux setup built successfully, and installer shell syntax checks passed.
- New Linux CI checks cover extraction failure, cancellation, recovery and Frame file operations.
A full APK build and real-headset installation were not tested for this release.
## Known issues
The VR rendering issues from frame-beta-3 remain: doubled images in races and on the HUD, weaker
right-eye foveation tracking, and unrecommended frame interpolation. The Android Steam Frame flavour
still does not show a picture in Lepton; use the native build.
Recommended settings remain `render_scale = 1.25`, `foveation = "medium"`, `repeat_frames = true`,
`frame_interpolation_fps = 0`, and `resolution_multiplier = 2`, with SteamVR at 120 Hz.
-548
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@@ -1,548 +0,0 @@
# WiiCompiled VR on the Steam Frame
Valve's Steam Frame runs SteamOS on a Snapdragon 8 Gen 3 (Cortex-X4, A720 and A520 cores, Adreno 750),
with 2160x2160 panels per eye at 72 to 144 Hz, eye tracking, and SteamVR as its OpenXR runtime. A game
can run on it two ways, and this project has both:
- **Natively on SteamOS** (Linux ARM64), with SteamVR's own OpenXR runtime. This is the Frame's build:
[The native SteamOS build](#the-native-steamos-build) says how to make and run it.
- **As an Android app in Lepton**, SteamOS's Android layer, as a third flavour of the Quest app
(`steamFrame`). It is built, but it cannot show a picture there: Lepton's Vulkan driver has no
external memory or sync fd extensions, and the Quest backend's two-device eye handoff needs them
(see [What the Frame reported](#what-the-frame-reported)).
Most of what this document describes is shared by both: the Frame controller profile, the 120 Hz
request, eye-tracked foveation and the Frame's defaults. The native build gets them through
`MKW_HEADSET=steam_frame` (`MKW_HEADSET_STEAM_FRAME`), as the Android flavour does.
**Status: beta, played on a Steam Frame.** The native build starts in VR under SteamVR, renders
both eyes on the device Dawn shares with the runtime, binds the Frame's controllers, runs at 120 Hz
with every game frame shown (`new=60 repeat=60` a second, no late frames, at `render_scale = 1.25`,
the panels' 2160x2160), and follows the eyes with its foveation. Two device runs found and fixed a
crash on race restart (see [Eye-tracked foveation](#eye-tracked-foveation)) and SteamVR halving the
app's rate (see [Refresh rate](#refresh-rate)). Still open, in [Known issues](#known-issues): doubled
images in races and on the HUD, sometimes in one eye only, and foveation that follows the right eye
less well than the left.
## The native SteamOS build
The backend is the PC's same-device Vulkan backend (`openxr_vulkan_win32.cpp`, on Linux too): the
OpenXR runtime creates Dawn's own Vulkan instance and device through Aurora's patches to Dawn, and
each eye is copied into SteamVR's swapchain on Dawn's queue, so nothing is shared between devices.
On Linux, Dawn links statically, so the patched Dawn is built once on the build machine
(`Launcher/build-dawn-linux.sh`); `aurora-dawn.json` in its package declares the Vulkan hook and
density map ABIs, and only against such a package does Aurora compile the bridge
(`AURORA_DAWN_VULKAN_HOOKS`) and the density maps (`AURORA_DAWN_FDM`). Against a stock Dawn the
build still links, and VR falls back to the desktop.
What the Frame build changes, beyond the Android flavour's settings:
- `-mcpu=cortex-x4` (`MKW_LINUX_CPU`, which `--cpu` overrides).
- `AuroraConfig::xrHeadsetOnly`: Aurora neither presents the desktop window nor renders it past the
last pass the eyes sample, as on Android (4 to 6 ms of a 12 ms GPU frame on a Quest 3).
- Fragment density maps are asked for on Linux as on the Quest; `AURORA_FDM=0` or `1` overrides the
settings, as `debug.wiicompiled.fdm` does there.
- Controller motion uses `XR_KHR_convert_timespec_time` when SteamVR offers it.
### Building it on the Frame
SteamOS's root file system is read-only, so the build runs in a Debian container on the Frame,
started with the `podman` SteamOS already ships. Over SSH (`ssh steamos@<frame-ip>`):
```bash
mkdir -p ~/wiicompiled && cd ~/wiicompiled
git clone https://github.com/mitch030504/Wiicompiled_VR_Frame.git
podman run -it --name wiicompiled-build -v ~/wiicompiled:/work:Z docker.io/library/debian:trixie bash
```
Inside the container (`podman start -ai wiicompiled-build` gets back into it later):
```bash
apt-get update && apt-get install -y --no-install-recommends \
ca-certificates curl git python3 xz-utils unzip file pkg-config g++ binutils libicu-dev zlib1g-dev \
libvulkan-dev libx11-dev libx11-xcb-dev libxcb1-dev libxext-dev libxrandr-dev libxinerama-dev \
libxcursor-dev libxi-dev libxss-dev libxtst-dev libxkbcommon-dev libwayland-dev wayland-protocols \
libdecor-0-dev libegl-dev libgl-dev libgles-dev libdrm-dev libgbm-dev libasound2-dev libpulse-dev \
libpipewire-0.3-dev libudev-dev libdbus-1-dev libusb-1.0-0-dev
cd /work/Wiicompiled_VR_Frame
Launcher/prepare-portable-tools.sh --arch aarch64 --destination /work/tools # clang 22, CMake, Ninja
T=/work/tools/toolchain-aarch64/bin
curl -fsSL https://dot.net/v1/dotnet-install.sh | bash -s -- --channel 8.0 --install-dir /work/dotnet
Launcher/build-dawn-linux.sh --work-dir /work/dawn --cc $T/clang --cxx $T/clang++ --cmake $T/cmake --ninja $T/ninja
```
Then the game. `local-build.sh` translates your own disc, so it needs `main.dol` and `StaticR.rel` from
your extracted PAL `RMCP01` disc in `Assets/` (the extracted disc's `sys/main.dol` and
`files/rel/StaticR.rel`; `translator/README.md` explains):
```bash
mkdir -p Assets && cp <DATA>/sys/main.dol <DATA>/files/rel/StaticR.rel Assets/
Launcher/local-build.sh --output-dir /work/out --cc $T/clang --cxx $T/clang++ --fuse-ld lld \
--cmake $T/cmake --ninja $T/ninja --dotnet /work/dotnet/dotnet \
--openxr --dawn-package /work/dawn/package --headset steam_frame
```
The game lands in `~/wiicompiled/out` on the Frame. Debian trixie's C library is not newer than
SteamOS's, so the binary runs on SteamOS outside the container. If CMake reports a missing package,
install its `-dev` package in the container and run the same command again; both scripts resume
where they stopped.
### Building it on a Linux PC
The same container runs on an x86_64 Linux PC as an emulated ARM64 one, which spares the Frame's
storage and battery; the result is copied over. Emulation makes it several times slower: the
first Dawn build takes hours. On the PC (these commands also work in fish):
```bash
sudo pacman -S --needed podman qemu-user-static qemu-user-static-binfmt # Arch, CachyOS
sudo systemctl restart systemd-binfmt
podman run --rm --platform linux/arm64 docker.io/library/debian:trixie uname -m # prints aarch64
```
Other distributions name the packages differently (on Debian and Ubuntu: `podman
qemu-user-static binfmt-support`). If rootless podman complains about subordinate ids, run
`sudo usermod --add-subuids 100000-165535 --add-subgids 100000-165535 $USER` and log in again.
Extract your disc image with [nodtool](https://github.com/encounter/nod), the extractor the
installer uses, and put the two files the build reads into `Assets/`:
```bash
mkdir -p ~/wiicompiled; cd ~/wiicompiled
git clone https://github.com/mitch030504/Wiicompiled_VR_Frame.git
curl -fL -o nodtool https://github.com/encounter/nod/releases/download/v2.0.0-alpha.10/nodtool-linux-x86_64
chmod +x nodtool
./nodtool extract "/path/to/Mario Kart Wii.wbfs" disc-extract
mkdir -p Wiicompiled_VR_Frame/Assets
cp disc-extract/sys/main.dol disc-extract/files/rel/StaticR.rel Wiicompiled_VR_Frame/Assets/
podman run -it --name wiicompiled-frame --platform linux/arm64 -v ~/wiicompiled:/work docker.io/library/debian:trixie bash
```
Inside the container, run the commands of [Building it on the Frame](#building-it-on-the-frame)
from `apt-get` on, skipping the `cp` into `Assets/`, which is done. `podman start -ai
wiicompiled-frame` gets back into it; set `T` again before resuming. Then copy the game and the
extracted disc to the Frame:
```bash
ssh steamos@<frame-ip> mkdir -p wiicompiled
scp -r ~/wiicompiled/out steamos@<frame-ip>:wiicompiled/
scp -r ~/wiicompiled/disc-extract steamos@<frame-ip>:wiicompiled/disc
```
### Building it with Docker on another machine
A faster x86_64 machine helps most with the game itself (the translated code is a few thousand large
files). Docker works as podman does, with one difference on hosts whose `binfmt_misc` registrations
are per container (Unraid 7 with kernel 6.18): `tonistiigi/binfmt --install arm64` then succeeds but
only inside its own container, and Debian answers `exec format error`. Register the emulator on the
host instead, with the `P` flag the tonistiigi build of qemu expects (without it every program loses
its first argument: `uname -m` prints `Linux`):
```bash
docker create --name qemu-src tonistiigi/binfmt
docker cp qemu-src:/usr/bin/qemu-aarch64 /usr/local/bin/qemu-aarch64
docker rm qemu-src
echo ':qemu-aarch64:M::\x7fELF\x02\x01\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x02\x00\xb7\x00:\xff\xff\xff\xff\xff\xff\xff\x00\xff\xff\xff\xff\xff\xff\xff\xff\xfe\xff\xff\xff:/usr/local/bin/qemu-aarch64:POCF' > /proc/sys/fs/binfmt_misc/register
docker run --rm --platform linux/arm64 debian:trixie uname -m # aarch64
```
Unraid keeps `/usr/local/bin` in memory, so this is repeated after a reboot. Copy the work directory
over, without Dawn's build tree (the package is what the game links), and run the build detached so
that a closed SSH session does not stop it:
```bash
rsync -a --exclude dawn/build --exclude 'dawn/dawn-*' --exclude disc-extract \
~/wiicompiled/ root@<server>:/mnt/user/appdata/wiicompiled/ # from the PC
docker run -d --name wiicompiled-frame --platform linux/arm64 \
-v /mnt/user/appdata/wiicompiled:/work debian:trixie \
bash -c 'bash /work/build-game.sh >> /work/game.log 2>&1'
```
`build-game.sh` holds the `apt-get` line of [Building it on the Frame](#building-it-on-the-frame)
and the `local-build.sh` command, with `--parallel 8` for 32 GB of memory (compiles take more memory
under emulation: Dawn's build at 16 jobs froze a 16 GB laptop, and finished at 4). `docker start
wiicompiled-frame` runs it again after a change: the translation is reused and only what changed
is compiled.
### Installing it with Frame Control
[Frame Control](https://github.com/saphid/frame-control) adds a folder to the Frame's Steam library as
a Devkit Game: drop the `out` folder on **Send to Frame** and keep **Launches** on `WiiCompiled`.
It picks `SteamLinuxRuntime_4-arm64` for an ARM64 program, but Steam starts such a title natively,
which this build needs (it uses the system's `libpng16`, `libstdc++` and `libz`). The game then lands
in `~/devkit-game/<name>/` and starts from the library inside the headset, where SteamVR is already
running. An update only replaces the executable; copy it under another name and move it into place,
which also works while an old copy is open:
```bash
scp WiiCompiled frame:devkit-game/WiiCompiled/WiiCompiled.new
ssh frame 'cd ~/devkit-game/WiiCompiled && chmod 755 WiiCompiled.new && mv -f WiiCompiled.new WiiCompiled'
```
### Running it
The game reads its `Config.toml` from `~/.local/share/WiiCompiled/` on SteamOS (it is created on the first start): set
`[paths] dvd_root` there to your extracted disc (the directory holding `sys/` and `files/`;
`/home/steamos/wiicompiled/disc` when it was copied as above). Start
SteamVR on the Frame, then start `~/wiicompiled/out/WiiCompiled`, from Desktop Mode or as a
non-Steam game added to the library. The run log is in `Logs/` next to `Config.toml`; it should show,
in order:
1. `OpenXR runtime offers N extensions: ...`, and `OpenXR initialized: runtime 'SteamVR/OpenXR'`;
2. `OpenXR Vulkan requirements: ... Dawn will create its device through the runtime`;
3. `Fragment density maps: enabled` (the patched Dawn and Turnip's density maps);
4. `OpenXR Vulkan swapchains ready ... same-queue native eye copies`;
5. `display refresh rate 120 Hz requested`, the session reaching `FOCUSED`, and
`OpenXR interaction profiles: left /interaction_profiles/valve/frame_controller_valve`;
6. `OpenXR eye gaze: available`, then `tracking`.
`Linux Vulkan OpenXR requires a Dawn built with Aurora's patches` means the build used a stock Dawn:
check that `--dawn-package` pointed at `build-dawn-linux.sh`'s `package` directory.
The game only writes a `Config.toml` when there is none, so a file holding just `[paths]` and
`dvd_root` can be written before the first start. Each run gets its own folder under `Logs/`; a
native crash leaves `crash_sigsegv.txt` there and, in `console.log`, the faulting thread, its pc and
lr and a backtrace as module + offset, which `addr2line -f -C -e native-build/WiiCompiled <offset>`
turns into functions on the build machine (the executable is not stripped).
### Settings that matter on the Frame
| Setting | Recommended | Why |
| --- | --- | --- |
| `[vr] render_scale` | `1.25` | Scales SteamVR's recommended eye size, 1728x1728 on the Frame; 1.25 is the panels' 2160x2160. The eye passes took 9 to 11 ms a game frame there, with medium foveation. |
| `[vr] foveation` | `medium` | `off` shades every pixel and costs the most. See [Known issues](#known-issues) if images double. |
| `[vr] repeat_frames` | `true` (default) | Without it SteamVR halves the app's rate and fills refreshes itself. |
| `[vr] frame_interpolation_fps` | `0` | Rendering in-between frames needs 120 eye pairs a second; at these resolutions it made things worse. |
| `[video] resolution_multiplier` | `2` | The game's own frame, which the eyes are made from, at 2x the Wii's. 4x is far too heavy for the Adreno 750. |
## Known issues
- **Doubled images.** Images double in races and on the HUD, worst while racing, at first in the
right eye only and later in both. Both eyes get the same frames and repeats, so a one-eyed doubling
is not the 60 FPS cadence. The suspect is foveation: Turnip draws a coarse bin at lower resolution
and scales it back up, and each eye's density maps change with its gaze. Comparing foveation off,
on without eye tracking, and on with it is the next test.
- **Foveation and the right eye.** The full-density region follows the left eye better than the
right. Each eye already gets its own gaze direction; convergence on near content (the HUD screen at
2 m, the cockpit) is not yet corrected for.
- **VR frame interpolation** is not recommended on the Frame (see the table above).
- **The Android flavour** cannot show a picture in Lepton (below).
## The Android flavour in Lepton
Everything from here to [Building and installing](#building-and-installing) is the `steamFrame`
flavour of the Quest app. Its controller, refresh rate and foveation work is shared with the native
build; its launch and manifest are Lepton's.
### What the flavour changes
| | Quest flavours | `steamFrame` |
| --- | --- | --- |
| CPU target (`kit.json` `androidCpu`) | `cortex-a77` (`kryo` on Quest 1) | `cortex-x4` |
| `MKW_HEADSET` | empty | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) |
| Library entry | `LauncherActivity` (Quest 1: `QuestActivity`) | `FrameEntryActivity` |
| Horizon OS manifest entries | present | removed |
| `[vr] refresh_rate` default | `0` (the headset's own) | `120` |
| `[vr] passthrough` | default on (`XR_FB_passthrough`) | not asked for, default off, setting hidden |
| `[vr] eye_tracked_foveation` default | off | on |
| `[vr] repeat_frames` default | off | on |
The application ID stays `org.wiicompiled.quest`, so the storage paths in `docs/quest-port.md` hold
as they are. The kit's CPU string differs from the Quest ones, which gives the Frame its own kit
fingerprint: a game built for a Quest is refused on the Frame and the other way round, by the same
checks that keep Quest 1 and modern Quest games apart.
**CPU.** Every core of the 8 Gen 3 implements ARMv9.2, so the products target the Cortex-X4 with
its whole feature set. That includes SVE and SVE2, which clang auto-vectorises with (a simple loop
compiled with `-O3` used SVE registers ten times). Phones with this chip do not expose SVE, but the
Frame's kernel does: `/proc/cpuinfo` lists `sve`, `sve2`, `svei8mm`, `svebf16` and the SVE2 crypto
extensions, on SteamOS and inside Lepton alike. A build for a device without SVE would need
`cortex-x4+nosve`. The flavour-to-CPU map lives once in
`android/app/build.gradle.kts` (`headsetCpus`), which the kit export also reads now instead of
guessing from the variant name.
**Launch under Lepton.** Lepton starts the one real activity that is both `MAIN` and `LAUNCHER`, and
runs the app in VR when that activity carries a VR category; it ignores `activity-alias` entries.
Quest builds put `LAUNCHER` on the 2D panel (or, on Quest 1, add an alias), so neither works there.
`src/steamFrame/AndroidManifest.xml` makes `FrameEntryActivity` the only `MAIN`/`LAUNCHER` activity,
with `org.khronos.openxr.intent.category.IMMERSIVE_HMD` and `com.oculus.intent.category.VR`. It
shows nothing: it always opens the setup panel (`LauncherActivity`), and when the selected game can
start as it is (game files, a game built for this kit, Retro Rewind's pack, and no enabled mods
still to copy into the pack), it opens `QuestActivity` on top of it. The headset therefore goes
straight into VR, and quitting the game returns to the panel for setup, imports and mods.
`adb logcat -s WiiCompiledLauncher` shows which way it went.
The manifest also removes Horizon OS's own entries (`com.oculus.supportedDevices`, `focusaware`,
`trade_cpu_for_gpu_amount`, the passthrough feature and the hand tracking permissions and feature)
and keeps the Khronos broker queries and the `OPENXR_SYSTEM` permission, which any Android OpenXR
runtime needs.
## Controllers
With `XR_VALVE_frame_controller_interaction` the runtime offers the Frame controller's own profile,
`/interaction_profiles/valve/frame_controller_valve`. Without it SteamVR presents the controllers as
Touch controllers, which loses the left D-pad. `openxr_input.cpp` suggests it after Touch and the
simple controller. Each hand has a thumbstick, trigger, grip and shoulder button. The right hand has
A, B, X, Y and a menu button; the left hand has a D-pad and a View button. Binding paths follow
DolphinXR's port (iChris4/dolphinXR#9). Windows asks for the same extension, so a Frame streaming
from a PC through SteamVR gets the D-pad too.
| Frame controller | Wii Remote mode | Gamepad mode |
| --- | --- | --- |
| Right A | A | South (A) |
| Right B | C (look behind) | East (B) |
| Right trigger | B | Right trigger |
| Right stick up / down | 1 / 2 | Right stick |
| Left View | + (pause) | Start |
| Left shoulder | Settings panel (Touch's left Y) | North (Y) |
| Left D-pad | Wii Remote D-pad | D-pad |
| Left stick, left trigger | Nunchuk stick, Z | Left stick, left trigger |
| Grips, stick clicks, motion, aim | as on Touch (`OPENXR.md`, Controllers) | as on Touch |
| Right X, Y, menu and shoulder | unbound | unbound |
The four D-pad actions are new and also reach the virtual gamepad's D-pad; Touch leaves them unbound,
so nothing changes on a Quest.
## Refresh rate
`[vr] refresh_rate` (Hz, `0` = the headset's own rate) is asked of the runtime through
`XR_FB_display_refresh_rate` each time the session starts running and whenever the setting changes.
The request uses the runtime's own value within half a hertz of the setting (runtimes report 119.98
for 120). Setting it back to `0` restores the rate the session started at. The game renders 60 frames
a second, so at 120 Hz each frame shows for exactly two refreshes. At 72 or 90 Hz some frames show
for one refresh and others for two, which judders. The Frame starts at 120.
Render-first pacing (`docs/quest-port.md`) submits a frame once the game has sealed one, 60 times a
second. On the Frame, SteamVR answered that by running the app at half rate (the pacing summary read
`predicted-rate=60.0Hz`) and filling every other refresh itself, even with Motion Smoothing off, which
doubled the HUD and the menu screen while the head turned. `[vr] repeat_frames` (default on for the
Frame, off elsewhere, live in the headset panel's VR tab) therefore submits the retained layer, with
the poses it was rendered for, on every refresh the next eyes are not ready for: the pacing thread
waits for them until 1.5 ms before the runtime's next wake (a period after the last xrWaitFrame
returned) and otherwise spends that refresh on a keep-alive cycle, which xrWaitFrame paces. The
summary should then read `predicted-rate=120.0Hz`, about 60 `keepalive` a second and 60 `new`
layers. A first version waited only a millisecond, so every packet also spent a refresh on a repeat
it did not need, the next packet missed the game's next frame, and `new` fell to about 35 a second.
Lepton may decline the request (frame-control found SteamVR keeping its own rate there). The session
log then says `display refresh rate 120 Hz refused` with the rates it offers, and nothing else
changes. The setting is in the headset panel and in the launcher (VR → Headset); other headsets
offer it as well, at their own default of `0`.
## Eye-tracked foveation
`[vr] eye_tracked_foveation` (default on for the Frame) moves the foveation level's full-density
region to where the player looks:
1. At launch the runtime asks for `XR_EXT_eye_gaze_interaction`. If the system reports an eye tracker,
`OpenXRInput` binds the gaze pose (`/user/eyes_ext/input/gaze_ext/pose`) and locates it for each
packet's display time, in the space the eye views are located in.
2. `vr/eye_gaze.h` turns the gaze into tangents of each eye's own view, which may be canted.
`AuroraStereoFrame` carries them as `gaze` and `gazeValid`, appended after its existing fields.
3. Aurora snaps the gaze to a cell of two map texels (64 pixels, about 3 degrees) and builds that
cell's density map with the level's rings centred on the gaze (`gfx/foveation.hpp`). Both rings
are 8 degrees wider than the fixed map's: the full-density region has to cover where a saccade
lands until the next game frame's map is bound, the tracker's error, and Turnip shading a whole
render-pass bin at one density.
Each eye keeps up to 128 maps, one per cell looked at, so a glance back reuses its map instead of
uploading a new one. Each map has a memory block of its own: Turnip reads a map through a host
mapping of its memory, and Dawn's buffer uploads unmap the shared blocks they sub-allocate from. A new map is bound once its upload has completed, and until then the eye keeps
the map it had. A blink, lost tracking or the setting turned off returns to the map centred on the
forward direction, which is byte-identical to the fixed foveation map. Maps stay immutable, and the
Dawn patch lets a view be rebound to another map.
The session log reports `OpenXR eye gaze: available` (or that the runtime has no eye tracker),
`OpenXR eye gaze: tracking` at the first tracked sample, and `eye foveation medium following the
gaze` for each eye's first gaze map. Foveation pays only when an eye is pixel-bound
(`OPENXR.md`, Foveated rendering), which the Frame's larger eyes make more likely.
If the Frame's driver offers `VK_QCOM_fragment_density_map_offset` or
`VK_EXT_fragment_density_map_offset`, shifting one map per pass would replace switching between
maps. That needs the Dawn patch to create the eye textures with the offset flag, so it waits for
the device's extension list.
## Building and installing
On the Windows build host described in `docs/quest-port.md`:
```powershell
powershell -ExecutionPolicy Bypass -File android/Build-Quest.ps1 -Headset frame # the steamFrame APK; checks kit.json says cortex-x4
powershell -ExecutionPolicy Bypass -File android/Build-QuestGame.ps1 -Headset frame -Product base -Data <DATA> # a .wcgame for the Frame's kit
```
The APK lands in `android/app/build/outputs/apk/steamFrame/<configuration>`. WheelWizard VR's
"Build for Quest" builds a Frame game unchanged once it is given the Frame APK (Setup takes the
headset from the APK's kit). WheelWizard itself still needs a Steam Frame choice that fetches that
APK from the release, published as `…-SteamFrame.apk`.
Lepton opens an adb port (5555 and up) for each running Android instance, reachable over the
network. With an Android app running on the Frame, `adb connect <frame-ip>:5555` reaches it from the
build PC. How the APK reaches the Steam library (adb into a Lepton instance, frame-control, or
Steam's own sideloading) is to be confirmed on the device.
## What the Frame reported
Read on 2026-10-04 from a Steam Frame running SteamOS (`holo`), kernel 6.18.0, with the commands
below:
| Reading | SteamOS | Lepton |
| --- | --- | --- |
| Page size | 4096 | 4096 |
| CPU | 8 cores; `sve sve2 svei8mm svebf16 sveaes svepmull svebitperm svesha3 svesm4 i8mm bf16 bti paca pacg ...` | the same |
| Android | — | 11 (API 30, LineageOS), `ro.product.model` Lepton, device `lepton_arm64_only`, platform `waydroid`, `ro.steam.running_in_app_container=true` |
| Vulkan driver | Turnip, Mesa 26.3.0-devel, Vulkan 1.4.362: `VK_EXT_fragment_density_map` (non-subsampled images, not dynamic), `VK_EXT_fragment_density_map_offset` and `VK_QCOM_fragment_density_map_offset`, `VK_KHR_external_{memory,semaphore,fence}_fd`, `VK_EXT_external_memory_dma_buf`, `VK_EXT_queue_family_foreign`, `VK_KHR_dynamic_rendering`; Valve's `fdm_injection` and `rpo` Vulkan layers | `ro.hardware.vulkan=freedreno`: the same Mesa 26.3.0-devel Turnip built for Android (`vulkan.pastel.so` is also present, not selected). `/dev/kgsl-3d0` is the DRM render node |
| OpenXR runtime | SteamVR, `bin/linuxarm64/vrclient.so` (`~/.config/openxr/1/active_runtime.json`); SteamOS ships the SDK headers, `libopenxr_loader.a` and `openxr.pc` | `/vendor/etc/openxr/1/active_runtime.json`, from the host's `/usr/share/guestos/android/vendor/etc/openxr`; no runtime broker package |
| Implicit OpenXR layers | `XrApiLayer_VALVE_fdm_injection` (also listed as explicit) | `XrApiLayer_VALVE_fdm_injection` |
What follows from them:
- **Fast memory path.** 4 KB pages keep the translated code's flat memory path. A 16 KB kernel
would have sent it through the checked path.
- **CPU target.** The Frame exposes SVE, so the build targets the whole `cortex-x4` (above).
- **Android version.** API 30 meets the app's minimum of 29.
- **Driver workarounds.** Lepton is a Waydroid container, and its Vulkan driver is Turnip. The
Adreno workarounds in `docs/quest-port.md` were found on Qualcomm's own driver. The vertex padding
stays on (it is correct either way); `debug.wiicompiled.vtxpad 0` can check whether Turnip needs it.
- **Foveation.** The host's Turnip has density maps for non-subsampled images through dynamic
rendering, what the Dawn patch needs, and both density map offset extensions, which would let
eye-tracked foveation shift one map instead of switching maps.
- **No buffer sharing between devices in Lepton.** The Vulkan Hardware Capability Viewer (4.03,
the last release for Android 11), run inside Lepton, reports Turnip `26.2.99` (Vulkan 1.4.362,
display name "Valve Lepton") with `VK_EXT_fragment_density_map`, both density map offset
extensions, `VK_VALVE_fragment_density_map_layered`, `VK_KHR_timeline_semaphore` and the
maintenance extensions, but **no** `VK_ANDROID_external_memory_android_hardware_buffer`,
`VK_KHR_external_memory_fd`, `VK_KHR_external_semaphore_fd` or `VK_KHR_external_fence_fd`. The
Quest backend (`openxr_vulkan.cpp`) hands each eye from Dawn's device to its own OpenXR device
through exactly those, so it cannot present under Lepton. What can: binding Dawn's own device to
the session, as the Windows Vulkan backend (`openxr_vulkan_win32.cpp`) does, so the eyes are
copied into the swapchain on Dawn's queue with no sharing at all. That backend is also the core
of a native SteamOS build ([above](#the-native-steamos-build)).
- **Finding the runtime.** An app inside Lepton reaches SteamVR's OpenXR runtime through the system
runtime file, not a broker. The Khronos loader the game links statically (`DYNAMIC_LOADER OFF`)
tries the runtime brokers first, then reads `/{product,odm,oem,vendor,system}/etc/openxr/1/active_runtime.json`,
so no app change is needed; the manifest's broker queries are simply unused here. Walkabout Mini
Golf, an Android VR game, runs in the same Lepton.
- **Valve's foveation layer.** `XrApiLayer_VALVE_fdm_injection` is implicit, so it wraps every
Android OpenXR app. By its name it adds fragment density maps to apps' own render passes. This
game draws its eyes on Dawn's device and only copies them into the swapchain on the OpenXR
device, so the layer has no render pass of the game's to change; the game's own maps
(eye-tracked foveation, above) do that. If the layer gets in the way,
`DISABLE_VULKAN_FDM_INJECTION_LAYER` turns it off (its manifest loads
`libVkLayer_VALVE_fdm_injection.so`; the runtime itself is
`/data/steamvr/runtime/bin/androidarm64/vrclient.so`).
### SteamVR's Android OpenXR extensions
Walkabout Mini Golf, a Unity game in the same Lepton, logs what the runtime offers (`adb logcat -d |
grep -F '[XR]'`). Its extensions:
```
XR_EXT_active_action_set_priority XR_EXT_debug_utils XR_EXT_dpad_binding XR_EXT_eye_gaze_interaction
XR_EXT_frame_composition_report XR_EXT_frame_synthesis XR_EXT_hand_interaction XR_EXT_hand_joints_motion_range
XR_EXT_hand_tracking XR_EXT_hand_tracking_data_source XR_EXT_hp_mixed_reality_controller
XR_EXT_interaction_profile_battery_state_display XR_EXT_interaction_render_model XR_EXT_local_floor
XR_EXT_palm_pose XR_EXT_performance_settings XR_EXT_render_model XR_EXT_user_presence XR_EXT_uuid
XR_EXT_view_configuration_views_change XR_FB_display_refresh_rate XR_FB_foveation
XR_FB_foveation_configuration XR_FB_foveation_vulkan XR_FB_space_warp XR_FB_swapchain_update_state
XR_HTC_vive_cosmos_controller_interaction XR_HTC_vive_focus3_controller_interaction
XR_HTC_vive_wrist_tracker_interaction XR_HTCX_vive_tracker_interaction XR_KHR_android_create_instance
XR_KHR_binding_modification XR_KHR_composition_layer_depth XR_KHR_generic_controller XR_KHR_locate_spaces
XR_KHR_opengl_enable XR_KHR_opengl_es_enable XR_KHR_visibility_mask XR_KHR_vulkan_enable
XR_KHR_vulkan_enable2 XR_META_foveation_eye_tracked XR_META_performance_metrics
XR_META_recommended_layer_resolution XR_META_vulkan_swapchain_create_info XR_MND_headless
XR_MNDX_egl_enable XR_VALVE_analog_threshold XR_VALVE_app_space_delta_pose
XR_VALVE_frame_controller_interaction XR_VALVE_timing_utils
```
Environment blend modes `OPAQUE` and `ALPHA_BLEND`; reference spaces `LOCAL`, `STAGE` and `VIEW`.
What this build asks for and gets:
| Extension | Offered | What it means here |
| --- | --- | --- |
| `XR_KHR_android_create_instance`, `XR_KHR_vulkan_enable2` | yes | The Android backend's instance and Vulkan binding |
| `XR_VALVE_frame_controller_interaction` | yes | The Frame controller profile and its D-pad |
| `XR_FB_display_refresh_rate` | yes | `[vr] refresh_rate` (120 Hz) can be requested |
| `XR_EXT_eye_gaze_interaction` | yes | Eye-tracked foveation |
| `XR_EXT_performance_settings` | yes | `performance_level` |
| `XR_EXT_hand_tracking`, `XR_EXT_hand_tracking_data_source` | yes | Tracked hands; `XR_FB_hand_tracking_mesh` and `_aim` are not offered, so the cockpit draws its procedural gloves and bare hands get no pinch gestures |
| `XR_KHR_convert_timespec_time` | **no** | VR frame interpolation is unavailable, and controller motion is sampled at the frame's display time rather than the current time |
| `XR_KHR_android_thread_settings` | no | Thread hints are skipped (logged as refused) |
| `XR_FB_passthrough` | no | As expected; the build does not ask for it |
Later candidates the runtime offers: `ALPHA_BLEND` could bring back the room around the menu screen
without `XR_FB_passthrough`, `XR_KHR_visibility_mask` would skip the pixels the lenses never show,
and `XR_FB_foveation` with `XR_META_foveation_eye_tracked` only shapes render passes into the
runtime's swapchain images, which this game's eyes reach by copy, so it does not apply.
## Device checklist
Information to collect first, from any PC over Lepton's adb port (the commands work in bash, zsh and
fish; in PowerShell only the adb lines do), with an Android app running on the Frame:
```sh
adb connect <frame-ip>:5555
adb -s <frame-ip>:5555 shell 'getprop ro.build.version.release; getprop ro.build.version.sdk; getprop ro.product.manufacturer; getprop ro.product.model; getprop ro.product.device; getprop ro.hardware.vulkan; getprop ro.board.platform'
adb -s <frame-ip>:5555 shell 'uname -a; getconf PAGE_SIZE; grep -m1 Features /proc/cpuinfo; grep -c processor /proc/cpuinfo'
adb -s <frame-ip>:5555 shell cmd gpu vkjson > frame-vkjson.json
adb -s <frame-ip>:5555 shell "pm list packages | grep -i -E 'xr|valve|steam|khronos|openxr'"
# The parts of frame-vkjson.json that matter:
grep -oE '"(deviceName|driverName|driverInfo|apiVersion|driverVersion)": *[^,]*' frame-vkjson.json | sort -u
grep -oE '"extensionName": *"[^"]*"' frame-vkjson.json | grep -iE 'hardware_buffer|external_semaphore|external_fence|external_memory|fragment_density|shading_rate|dynamic_rendering' | sort -u
```
and on the Frame itself (Desktop Mode, Konsole):
```bash
uname -a; getconf PAGESIZE; grep -m1 Features /proc/cpuinfo; head -5 /etc/os-release
cat ~/.config/openxr/1/active_runtime.json 2>/dev/null; ls /usr/share/openxr/1/ /etc/xdg/openxr/1/ 2>/dev/null
```
What each answers:
- `vkjson`: whether Lepton's Vulkan driver has what the Android bridge needs:
- `VK_ANDROID_external_memory_android_hardware_buffer`;
- `VK_KHR_external_semaphore_fd` and `VK_KHR_external_fence_fd` with sync fd handles.
Without these the APK route cannot present at all, and the native route becomes the way. It also
shows `VK_EXT_fragment_density_map` (foveation), the density map offset extensions, and which
driver Lepton uses.
- The CPU features line: no `sve`, as the CPU target assumes.
- The page size: on a 16 KB-page kernel the runtime finds out at launch and routes translated memory
accesses through the checked path (`guest_flat_memory.h`, `RequiresCheckedAccess`), which works but
is slower. That is worth knowing before measuring.
- The Android version: the app needs API 29 (Android 10) or newer.
Then, on the first launch, the session log (`Logs/<product>_<stamp>_pid<pid>/console.log` next to
`DATA`) and `adb logcat -s SDL WiiCompiledQuest WiiCompiledLauncher` should show, in order:
1. `OpenXR Android loader initialized`;
2. `OpenXR runtime offers N extensions: ...`, the whole list SteamVR's Android runtime has;
3. `OpenXR initialized: runtime '...'` with SteamVR's name;
4. the negotiated Vulkan binding, then `OpenXR Vulkan swapchains ready`;
5. `display refresh rate 120 Hz requested` (or `refused`, with the rates on offer);
6. the session reaching `FOCUSED`;
7. `OpenXR interaction profiles: left /interaction_profiles/valve/frame_controller_valve, right ...`;
8. `OpenXR eye gaze: available`, then `tracking`;
9. `presentation=virtual-screen` for the menus, and `first immersive packet consumed` on race entry.
Then, in the game:
- the D-pad does tricks, the left shoulder opens the settings panel, and View pauses;
- `debug.wiicompiled.fpslog 1` on a race start shows the pacing summary and the GPU time per pass
with foveation off, fixed and following the gaze;
- `render_scale` starts at 0.8, the Quest's value. The runtime's recommended eye size (logged at
startup) and those measurements decide whether the Frame keeps it.
A black headset with a working mirror points at the AHardwareBuffer copy, as on the Quest
(`docs/quest-port.md`, Validation status).
Open questions only the device can answer:
- Whether Lepton's driver supports the AHardwareBuffer and sync fd bridge.
- Whether Lepton shows the 2D setup panel while the app runs in VR mode. If it does not, the game
still starts directly once a `.wcgame` with the game files has been imported, but importing needs
the panel.
- Whether SteamVR grants 120 Hz.
- Whether the gaze needs an Android permission under Lepton.
- Whether "Build on this headset" can run its toolchain through `/system/bin/linker64` inside
Lepton. A game built on the PC does not depend on it.
+47
View File
@@ -144,6 +144,43 @@ if(NOT MKW_NATIVE_PREBUILT_DIR)
set_target_properties(mkw_cryptopp PROPERTIES UNITY_BUILD OFF)
endif()
# TLS for non-Windows guest network HLE (runtime/src/hle/net/network_ssl.cpp) - the Windows path
# uses Schannel (a Windows-only OS API), which has no equivalent on Linux/Android, so this project
# needs its own TLS library there. mbed TLS was chosen over OpenSSL specifically because it cross-
# compiles cleanly for Android with nothing beyond a plain C toolchain (no perl/asm build-script
# dependency the way OpenSSL's build has), matching how this project already prefers toolchain-
# simple libraries (see Crypto++ above, similarly stripped of ASM/SIMD for portability).
# Fetched at build time from a pinned upstream release tarball with a checked SHA-256, the same way
# aurora-main's own dependencies (SDL, zlib, etc.) are pulled in - not committed as a vendored
# source tree, so the repository ships the compiled dependency rather than ~280 tracked upstream
# files. Bump MKW_MBEDTLS_VERSION/MKW_MBEDTLS_SHA256 together when updating; the hash comes from
# upstream's own signed `mbedtls-<version>-sha256sum.txt` release asset.
#
# The alias exists on every platform so the link lines in cmake/PublicProducts.cmake stay
# platform-independent, but it is only populated where network_ssl.cpp actually compiles the mbed
# TLS path (`#ifndef _WIN32`). Windows keeps Schannel and must not fetch anything: its builds run
# with FETCHCONTENT_FULLY_DISCONNECTED=ON against the offline dependency set prepared by
# Launcher/Prepare-Dependencies.ps1, so an unconditional fetch would fail a clean configure there
# and would also add a dependency Windows never links.
add_library(mkw_mbedtls INTERFACE)
add_library(mkw::mbedtls ALIAS mkw_mbedtls)
if(NOT MKW_PLATFORM_WINDOWS)
include(FetchContent)
set(MKW_MBEDTLS_VERSION "3.6.7")
set(MKW_MBEDTLS_SHA256 "a7e8bcbec0e6f761b4af24f25677626b35f762f68eef79c08677a363212d11f6")
FetchContent_Declare(mkw_mbedtls_upstream
URL "https://github.com/Mbed-TLS/mbedtls/releases/download/mbedtls-${MKW_MBEDTLS_VERSION}/mbedtls-${MKW_MBEDTLS_VERSION}.tar.bz2"
URL_HASH SHA256=${MKW_MBEDTLS_SHA256})
# Subproject mode already defaults ENABLE_TESTING off and skips codegen (GEN_FILES), but
# ENABLE_PROGRAMS defaults on and installation/package-config isn't wanted for a linked-in copy.
set(ENABLE_PROGRAMS OFF CACHE BOOL "" FORCE)
set(ENABLE_TESTING OFF CACHE BOOL "" FORCE)
set(MBEDTLS_FATAL_WARNINGS OFF CACHE BOOL "" FORCE)
set(DISABLE_PACKAGE_CONFIG_AND_INSTALL ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(mkw_mbedtls_upstream)
target_link_libraries(mkw_mbedtls INTERFACE MbedTLS::mbedtls MbedTLS::mbedx509 MbedTLS::mbedcrypto)
endif()
set(MKW_TRANSLATED_COMPILE_JOBS 0 CACHE STRING
"Cap on concurrently compiling translated shard TUs via a Ninja job pool (0 = uncapped). \
Scheduling only - never affects output bytes, so it is deliberately outside the canonical flag fingerprint.")
@@ -460,11 +497,21 @@ target_include_directories(mkw_vr_wii_remote_tests PRIVATE "${CMAKE_CURRENT_LIST
target_compile_features(mkw_vr_wii_remote_tests PRIVATE cxx_std_17)
add_test(NAME mkw_vr_wii_remote_tests COMMAND mkw_vr_wii_remote_tests)
# Eye-tracked foveation: the gaze in each eye's view (vr/eye_gaze.h).
add_executable(mkw_vr_adaptive_resolution_tests "${CMAKE_CURRENT_LIST_DIR}/tests/vr_adaptive_resolution_tests.cpp")
target_include_directories(mkw_vr_adaptive_resolution_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_vr_adaptive_resolution_tests PRIVATE cxx_std_17)
add_test(NAME mkw_vr_adaptive_resolution_tests COMMAND mkw_vr_adaptive_resolution_tests)
add_executable(mkw_vr_eye_gaze_tests "${CMAKE_CURRENT_LIST_DIR}/tests/vr_eye_gaze_tests.cpp")
target_include_directories(mkw_vr_eye_gaze_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_vr_eye_gaze_tests PRIVATE cxx_std_17)
add_test(NAME mkw_vr_eye_gaze_tests COMMAND mkw_vr_eye_gaze_tests)
# The AX mix kernels' AVX2 and NEON forms against their scalar reference loops.
add_executable(mkw_ax_mix_kernels_tests "${CMAKE_CURRENT_LIST_DIR}/tests/ax_mix_kernels_tests.cpp")
target_include_directories(mkw_ax_mix_kernels_tests PRIVATE "${CMAKE_CURRENT_LIST_DIR}/include")
target_compile_features(mkw_ax_mix_kernels_tests PRIVATE cxx_std_17)
add_test(NAME mkw_ax_mix_kernels_tests COMMAND mkw_ax_mix_kernels_tests)
# The in-headset settings panel's controller chord, release latch, selection,
# scrolling and canvas mapping, plus the thread bridge they publish through.
add_executable(mkw_vr_settings_panel_tests tests/vr_settings_panel_tests.cpp src/vr/openxr_settings_panel.cpp)
File diff suppressed because it is too large. Load diff
+18 -3
View File
@@ -110,7 +110,7 @@ target_compile_definitions(mkw_runtime_common PRIVATE
_DISABLE_STRING_ANNOTATION _DISABLE_VECTOR_ANNOTATION)
target_link_libraries(mkw_runtime_common PRIVATE
aurora::gx aurora::pad aurora::si aurora::vi aurora::mtx)
target_link_libraries(mkw_runtime_common PRIVATE mkw_platform mkw::pugixml mkw::toml11 mkw::cryptopp)
target_link_libraries(mkw_runtime_common PRIVATE mkw_platform mkw::pugixml mkw::toml11 mkw::cryptopp mkw::mbedtls)
if(MKW_ENABLE_OPENXR)
target_link_libraries(mkw_runtime_common PRIVATE ${MKW_OPENXR_TARGET})
endif()
@@ -276,10 +276,10 @@ function(mkw_configure_product target)
mkw_bound_translated_compiles(${target})
if(MKW_PRODUCT_WITHOUT_GAME)
target_link_libraries(${target} PRIVATE
mkw_platform mkw::pugixml mkw::toml11 mkw::cryptopp)
mkw_platform mkw::pugixml mkw::toml11 mkw::cryptopp mkw::mbedtls)
else()
target_link_libraries(${target} PRIVATE
mkw_platform mkw_base_shared mkw::pugixml mkw::toml11 mkw::cryptopp)
mkw_platform mkw_base_shared mkw::pugixml mkw::toml11 mkw::cryptopp mkw::mbedtls)
endif()
target_link_libraries(${target} PRIVATE
@@ -379,6 +379,21 @@ function(mkw_configure_product target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${MKW_INITIAL_PIPELINE_CACHE}"
"$<TARGET_FILE_DIR:${target}>/initial_pipeline_cache.db")
# Non-Windows TLS (runtime/src/hle/net/network_ssl.cpp's mbed TLS path) needs a trusted root
# CA bundle to verify server certificates against - Windows gets this for free from the OS via
# Schannel, mbed TLS does not ship one itself. Not SHA256-pinned like the DSP ROM above: unlike
# a fixed hardware ROM, this bundle is expected to be refreshed periodically as CAs rotate.
# Windows gets its trust store from Schannel, so only the platforms that actually build the
# mbed TLS path need the bundle beside the executable.
if(NOT MKW_PLATFORM_WINDOWS)
set(MKW_CA_CERTIFICATE_BUNDLE "${MKW_RUNTIME_SOURCE_DIR}/assets/certs/cacert.pem")
if(NOT EXISTS "${MKW_CA_CERTIFICATE_BUNDLE}")
message(FATAL_ERROR "Missing TLS root CA bundle: ${MKW_CA_CERTIFICATE_BUNDLE}")
endif()
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${MKW_CA_CERTIFICATE_BUNDLE}" "$<TARGET_FILE_DIR:${target}>/cacert.pem")
endif()
endfunction()
# Android ships each product as the shared library SDLActivity loads; the base
+7 -2
View File
@@ -71,10 +71,15 @@ bool IsActive();
// accesses must use the checked Memory::* path.
// Windows user mode and x86-64 always use a 4 KiB base page, so those builds
// fold this to a compile-time false: it appears in every flat access and must
// not become a hot-path load. Only AArch64, where the page size is a kernel
// configuration (4/16/64 KiB), has to probe it at runtime.
// not become a hot-path load. On AArch64 the page size is a kernel
// configuration (4/16/64 KiB), so it is probed at runtime, except in the native
// Steam Frame build: that build only runs on the headset, whose SteamOS kernel
// uses 4 KiB pages, and Initialize() refuses to start on any other page size.
#if defined(_WIN32) || defined(__x86_64__)
#define MKW_GUEST_FLAT_FIXED_PAGE_SIZE 1
#elif defined(MKW_HEADSET_STEAM_FRAME) && !defined(__ANDROID__)
#define MKW_GUEST_FLAT_FIXED_PAGE_SIZE 1
#define MKW_GUEST_FLAT_VERIFY_PAGE_SIZE 1
#endif
#if defined(MKW_GUEST_FLAT_FIXED_PAGE_SIZE)
+58 -11
View File
@@ -8,6 +8,7 @@
#include <cstdint>
#include <filesystem>
#include <fstream>
#include <iterator>
#include <limits>
#include <map>
#include <memory>
@@ -294,14 +295,57 @@ inline bool ReadExact(const std::filesystem::path& hostPath,
HostReadFailure& failure) {
failure = HostReadFailure::None;
std::ifstream file(hostPath, std::ios::binary);
if (!file.is_open()) {
failure = HostReadFailure::MissingFile;
return false;
// DVD callbacks run on the guest thread, often reading the same stream
// file many times per second. Reuse a bounded set of handles without
// sharing seek positions with another host thread.
struct OpenFile {
std::filesystem::path path;
std::ifstream stream;
std::streamoff size = 0;
std::filesystem::file_time_type modified{};
uint64_t lastUse = 0;
};
static thread_local std::vector<OpenFile> openFiles;
static thread_local uint64_t useCount = 0;
constexpr size_t kMaxOpenFiles = 8;
auto found = std::find_if(openFiles.begin(), openFiles.end(),
[&](const OpenFile& entry) { return entry.path == hostPath; });
if (found != openFiles.end()) {
std::error_code ec;
const auto modified = std::filesystem::last_write_time(hostPath, ec);
if (ec || modified != found->modified) {
openFiles.erase(found);
found = openFiles.end();
}
}
file.seekg(0, std::ios::end);
const std::streamoff fileSize = file.tellg();
if (found == openFiles.end()) {
std::ifstream file(hostPath, std::ios::binary);
if (!file.is_open()) {
failure = HostReadFailure::MissingFile;
return false;
}
file.seekg(0, std::ios::end);
const std::streamoff size = file.tellg();
if (size < 0) {
failure = HostReadFailure::BadOffset;
return false;
}
std::error_code ec;
const auto modified = std::filesystem::last_write_time(hostPath, ec);
if (openFiles.size() == kMaxOpenFiles) {
const auto oldest = std::min_element(openFiles.begin(), openFiles.end(),
[](const OpenFile& a, const OpenFile& b) { return a.lastUse < b.lastUse; });
openFiles.erase(oldest);
}
openFiles.push_back({hostPath, std::move(file), size,
ec ? std::filesystem::file_time_type{} : modified, 0});
found = std::prev(openFiles.end());
}
found->lastUse = ++useCount;
const std::streamoff fileSize = found->size;
if (fileSize < 0 ||
offset > static_cast<uint64_t>(std::numeric_limits<std::streamoff>::max()) ||
offset >= static_cast<uint64_t>(fileSize)) {
@@ -316,17 +360,20 @@ inline bool ReadExact(const std::filesystem::path& hostPath,
}
std::vector<uint8_t> staged(length);
file.seekg(static_cast<std::streamoff>(offset), std::ios::beg);
if (!file) {
found->stream.clear();
found->stream.seekg(static_cast<std::streamoff>(offset), std::ios::beg);
if (!found->stream) {
failure = HostReadFailure::BadOffset;
openFiles.erase(found);
return false;
}
if (length != 0) {
file.read(reinterpret_cast<char*>(staged.data()),
static_cast<std::streamsize>(length));
if (file.gcount() != static_cast<std::streamsize>(length)) {
found->stream.read(reinterpret_cast<char*>(staged.data()),
static_cast<std::streamsize>(length));
if (found->stream.gcount() != static_cast<std::streamsize>(length)) {
failure = HostReadFailure::ShortRead;
openFiles.erase(found);
return false;
}
}
+21 -3
View File
@@ -86,19 +86,37 @@ inline bool CopyBootstrapFile(const std::filesystem::path& sourceRoot,
std::error_code& ec) {
const auto source = sourceRoot / relativePath;
const auto destination = destinationRoot / relativePath;
auto copyOptions = std::filesystem::copy_options::none;
if (std::filesystem::exists(destination, ec)) {
return !ec;
if (ec) {
return false;
}
// Keep whatever the player has, except an empty file where the payload has content. WC24
// rejects a zero-length download or friend list outright and MKW reports that as a save
// error; since seeding only ran for missing files, such a file stayed broken for good.
const auto existingSize = std::filesystem::file_size(destination, ec);
if (ec) {
return false;
}
std::error_code sourceError;
const auto sourceSize = std::filesystem::file_size(source, sourceError);
if (existingSize != 0 || sourceError || sourceSize == 0) {
return true;
}
copyOptions = std::filesystem::copy_options::overwrite_existing;
} else if (ec) {
return false;
}
std::filesystem::create_directories(destination.parent_path(), ec);
if (ec) {
return false;
}
std::filesystem::copy_file(source, destination, std::filesystem::copy_options::none, ec);
std::filesystem::copy_file(source, destination, copyOptions, ec);
return !ec;
}
// Create these WC24 files only for a new profile; never overwrite user data.
// Create these WC24 files for a new profile, or refill one left empty; never overwrite user data.
constexpr std::string_view kBootstrapFiles[] = {
"shared2/wc24/misc.bin",
"shared2/wc24/nwc24dl.bin",
+53 -13
View File
@@ -101,6 +101,7 @@ struct RuntimeUserConfig {
std::optional<std::string> vrFoveation;
std::optional<bool> vrEyeTrackedFoveation;
std::optional<bool> vrRepeatFrames;
std::optional<bool> vrAdaptiveResolution;
std::optional<std::string> vrRecenterKey;
std::optional<float> vrLeanBackDegrees;
// F10 > Diagnostics: OpenXR pacing and presentation logging in console.log.
@@ -607,6 +608,10 @@ inline void EnsureConfigFile() {
"# Submit the last frame again for each refresh the game has no new\n"
"# frame for, so the runtime does not fill those refreshes itself. Live.\n"
"repeat_frames = " MKW_VR_REPEAT_FRAMES_DEFAULT_TOML "\n"
"# Lower the race's eye resolution, down to 70% of render_scale, while\n"
"# new frames fall behind the game's 60 FPS, and raise it again once\n"
"# they keep up. Experimental; the Steam Frame and the Quest. Live.\n"
"adaptive_resolution = false\n"
"render_scale = " MKW_VR_RENDER_SCALE_DEFAULT_TEXT "\n"
"world_units_per_meter = 500.0\n"
"hud_distance_meters = 2.0\n"
@@ -928,6 +933,7 @@ inline RuntimeUserConfig ParseConfigDocument(const toml::value& document) {
}
config.vrEyeTrackedFoveation = FindConfigValue<bool>(document, "vr", "eye_tracked_foveation");
config.vrRepeatFrames = FindConfigValue<bool>(document, "vr", "repeat_frames");
config.vrAdaptiveResolution = FindConfigValue<bool>(document, "vr", "adaptive_resolution");
if (auto value = FindConfigValue<std::string>(document, "vr", "mirror_view");
value && IsSupportedVrMirrorView(*value)) {
config.vrMirrorView = *value;
@@ -1058,14 +1064,24 @@ inline const std::optional<std::string>& ControllerButton(size_t index) {
// user-specific paths. This is used by the in-game F10 settings bar.
inline bool WriteSetting(std::string_view section, std::string_view key, std::string_view value) {
const auto path = ResolveConfigPath();
std::ifstream input(path);
std::vector<std::string> lines;
std::string line;
while (std::getline(input, line)) {
if (!line.empty() && line.back() == '\r') {
line.pop_back();
std::error_code existsError;
if (std::filesystem::exists(path, existsError)) {
// A file that's there but can't be read is not an empty one: rewriting it from nothing
// would throw away every other setting.
std::ifstream input(path);
std::string line;
while (input && std::getline(input, line)) {
if (!line.empty() && line.back() == '\r') {
line.pop_back();
}
lines.push_back(std::move(line));
}
if (!input.eof()) {
std::cerr << "[runtime-config] Unable to read " << PathToUtf8(path) << "; not saving "
<< key << std::endl;
return false;
}
lines.push_back(std::move(line));
}
const std::string normalizedSection = Trim(section);
@@ -1118,19 +1134,34 @@ inline bool WriteSetting(std::string_view section, std::string_view key, std::st
}
}
// Written beside the file and renamed over it, so a crash or a full disk mid-write leaves the
// old file whole rather than a truncated one.
std::error_code ec;
if (path.has_parent_path()) {
std::filesystem::create_directories(path.parent_path(), ec);
}
std::ofstream output(path, std::ios::trunc);
if (!output) {
std::cerr << "[runtime-config] Unable to write " << PathToUtf8(path) << std::endl;
std::filesystem::path temporary = path;
temporary += ".tmp";
{
std::ofstream output(temporary, std::ios::trunc);
for (const auto& outputLine : lines) {
output << outputLine << '\n';
}
output.close();
if (!output) {
std::cerr << "[runtime-config] Unable to write " << PathToUtf8(temporary) << std::endl;
std::filesystem::remove(temporary, ec);
return false;
}
}
std::filesystem::rename(temporary, path, ec);
if (ec) {
std::cerr << "[runtime-config] Unable to replace " << PathToUtf8(path) << ": " << ec.message()
<< std::endl;
std::filesystem::remove(temporary, ec);
return false;
}
for (const auto& outputLine : lines) {
output << outputLine << '\n';
}
return static_cast<bool>(output);
return true;
}
inline std::string FormatString(std::string_view value) {
@@ -1345,6 +1376,11 @@ inline bool SetVrRepeatFrames(bool value) {
return WriteSetting("vr", "repeat_frames", value ? "true" : "false");
}
inline bool SetVrAdaptiveResolution(bool value) {
Mutable().vrAdaptiveResolution = value;
return WriteSetting("vr", "adaptive_resolution", value ? "true" : "false");
}
inline bool SetVrEyeTrackedFoveation(bool value) {
Mutable().vrEyeTrackedFoveation = value;
return WriteSetting("vr", "eye_tracked_foveation", value ? "true" : "false");
@@ -1880,6 +1916,10 @@ inline bool VrRepeatFrames(bool fallback = kVrRepeatFramesDefault) {
return Get().vrRepeatFrames.value_or(fallback);
}
inline bool VrAdaptiveResolution(bool fallback = false) {
return Get().vrAdaptiveResolution.value_or(fallback);
}
inline bool VrEyeTrackedFoveation(bool fallback = kVrEyeTrackedFoveationDefault) {
return Get().vrEyeTrackedFoveation.value_or(fallback);
}
+61
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@@ -0,0 +1,61 @@
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <string>
// Settings > Updates: whether a newer release of the game exists, and, on a Frame that holds its own
// build, updating to it without leaving the headset.
//
// Both answers come from Launcher/steam-frame-install.sh, which already knows how to compare
// versions and how to build: `--check` reports, `--update` installs. The update reports its progress
// through a status file rather than Steam notifications, which the Frame's Steam does not show.
// The install writes update.conf beside the player's configuration when it put a build on this
// machine, so the Update button appears only where it can actually work; installed from a PC, the
// tab says to update there.
namespace update_check {
enum class State {
// This install cannot update itself: it was built on a PC, which is where updates are run.
PcInstall,
// It can, and nothing has been asked of it yet this session.
Idle,
Checking,
UpToDate,
Available,
// An update is running beside the game, as a service of its own: it carries on if the game is
// closed, and then opens it again when it is done.
Updating,
Failed,
};
struct Status {
State state = State::PcInstall;
// The release this build came from, or empty when it was built from a source tree.
std::string installedRelease;
// One line under the state: which release is available, what failed, or what step is running.
std::string detail;
// An update has installed a different build since this one started: it takes effect when the
// game is started again.
bool restartNeeded = false;
};
// What the Updates tab draws. Cheap enough to call every frame: a check or update in flight is
// answered from memory, and otherwise the files behind it are re-read at most once a second.
Status Current();
// Whether there is an Updates tab to show at all: this install can update itself, or it at least
// knows which release it is running. Neither is true of a build that came from somewhere else.
inline bool Relevant(const Status& status) {
return status.state != State::PcInstall || !status.installedRelease.empty();
}
// Asks the install script whether a newer release exists, in the background. Returns at once.
void StartCheck();
// Starts the update in the background: its own systemd user service runs the install script, which
// reports each step to the file Current() reads, so the game can stay open and show the progress.
// On false, `error` says why, for display.
bool StartUpdate(std::string& error);
} // namespace update_check
+69
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@@ -0,0 +1,69 @@
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
// Adaptive resolution for the immersive eyes ([vr] adaptive_resolution), adapted from
// heurazy/Wiicompiled_VR-PLUS. Once a second the pacing thread reports how many new eye frames
// reached the headset and how many it should have had. A second well short of the target lowers
// the eyes' scale by a step; three seconds in a row at the target raise it again. The steps are
// slow so a single spike never resizes the eyes, which rebuilds their foveation maps.
//
// The eyes are rendered at the scaled size into a corner of the full swapchain image, and the
// projection layer shows that corner, so the compositor does the upscaling and the swapchains are
// never recreated. Nothing here depends on OpenXR (tests/vr_adaptive_resolution_tests.cpp).
#include <algorithm>
namespace mkw::vr {
class AdaptiveResolution {
public:
static constexpr float kMinimumScale = 0.7f;
static constexpr float kStep = 0.1f;
// Below this share of the target a second counts as short, at or above the other as on time.
static constexpr float kShortShare = 0.85f;
static constexpr float kOnTimeShare = 0.97f;
static constexpr unsigned kOnTimeSecondsToRaise = 3;
float Scale() const noexcept { return scale_; }
// One second's measurement: `fps` new eye frames against `target_fps`. Off resets to full size.
float Observe(float fps, float target_fps, bool enabled) noexcept {
if (!enabled) {
scale_ = 1.0f;
on_time_seconds_ = 0;
return scale_;
}
if (!(target_fps > 0.0f) || !(fps > 0.0f)) {
return scale_;
}
if (fps < target_fps * kShortShare) {
scale_ = std::max(kMinimumScale, scale_ - kStep);
on_time_seconds_ = 0;
} else if (fps >= target_fps * kOnTimeShare) {
if (++on_time_seconds_ >= kOnTimeSecondsToRaise) {
scale_ = std::min(1.0f, scale_ + kStep);
on_time_seconds_ = 0;
}
} else {
on_time_seconds_ = 0;
}
// Whole steps only, so float drift never leaves the eyes a pixel off full size.
scale_ = static_cast<float>(static_cast<int>(scale_ / kStep + 0.5f)) * kStep;
return scale_;
}
// The scaled size of an eye `full` pixels across, never below 2.
static unsigned Scaled(unsigned full, float scale) noexcept {
if (scale >= 1.0f) {
return full;
}
return std::max(2u, static_cast<unsigned>(static_cast<float>(full) * scale));
}
private:
float scale_ = 1.0f;
unsigned on_time_seconds_ = 0;
};
} // namespace mkw::vr
+2 -1
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@@ -5,6 +5,7 @@
#include <imgui.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_platform.h>
#include <algorithm>
#include <array>
@@ -146,7 +147,7 @@ std::string BuildMappingString() {
mapping += std::string(kSteps[i].mappingKey) + ":" + *g_wizard.bindings[i] + ",";
}
}
mapping += "platform:Windows,";
mapping += std::string("platform:") + SDL_GetPlatform() + ",";
return mapping;
}
+11 -2
View File
@@ -11,6 +11,7 @@
#include <mutex>
#include <sstream>
#include <stdexcept>
#include <string>
#include <unordered_map>
#include "memory.h"
@@ -61,8 +62,9 @@ constexpr size_t kAllocationGranularity = 0x10000; // 64 KiB
constexpr size_t kHostPageSize = 0x1000;
// Only hosts that can expose a page larger than 4 KiB need to discover their
// size at runtime; see RequiresCheckedAccess() in guest_flat_memory.h.
#if !defined(MKW_GUEST_FLAT_FIXED_PAGE_SIZE)
// size at runtime, or check it when the build assumes 4 KiB; see
// RequiresCheckedAccess() in guest_flat_memory.h.
#if !defined(MKW_GUEST_FLAT_FIXED_PAGE_SIZE) || defined(MKW_GUEST_FLAT_VERIFY_PAGE_SIZE)
size_t HostPageSize()
{
const long size = sysconf(_SC_PAGESIZE);
@@ -521,6 +523,13 @@ void Initialize(const std::vector<RegionRequest>& regions) {
#if !defined(MKW_GUEST_FLAT_FIXED_PAGE_SIZE)
g_requiresCheckedAccess = HostPageSize() > kGuestPageSize;
#elif defined(MKW_GUEST_FLAT_VERIFY_PAGE_SIZE)
if (HostPageSize() != kGuestPageSize) {
throw std::runtime_error(
"This is a Steam Frame build, which assumes the headset's 4 KiB memory pages, but this "
"kernel uses " + std::to_string(HostPageSize()) + "-byte pages. Build without "
"--headset steam_frame for this device.");
}
#endif
if (g_initialized) {
+150
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@@ -12,8 +12,16 @@
#if defined(__AVX2__)
#include <immintrin.h>
#define MKW_AX_MIX_AVX2 1
#define MKW_AX_MIX_NEON 0
#elif defined(__aarch64__)
// Advanced SIMD is architectural on AArch64: the NEON forms below are the arm64 counterparts of
// the AVX2 kernels, processing eight 16-bit samples per step as two int32x4 halves.
#include <arm_neon.h>
#define MKW_AX_MIX_AVX2 0
#define MKW_AX_MIX_NEON 1
#else
#define MKW_AX_MIX_AVX2 0
#define MKW_AX_MIX_NEON 0
#endif
namespace AxMixKernels {
@@ -99,10 +107,63 @@ inline uint16_t MixAddRampAvx2(int32_t* out, const int16_t* input, uint32_t coun
}
#endif
#if MKW_AX_MIX_NEON
inline uint16_t MixAddRampNeon(int32_t* out, const int16_t* input, uint32_t count,
uint16_t volume, uint16_t delta, int16_t& dpop) {
uint32_t i = 0;
int16_t last = dpop;
if (count >= 8) {
// Same ramp model as the AVX2 form: volume + k*delta stays inside int32 for every count
// the AX mix uses, and the 16-bit wrap is applied only where the scalar loop applies it.
const int32x4_t lanesLo = {0, 1, 2, 3};
const int32x4_t lanesHi = {4, 5, 6, 7};
const int32x4_t deltaVec = vdupq_n_s32(static_cast<int32_t>(delta));
const int32x4_t wrapMask = vdupq_n_s32(0xFFFF);
const int32x4_t blockStep = vdupq_n_s32(static_cast<int32_t>(delta) * 8);
const int32x4_t base = vdupq_n_s32(static_cast<int32_t>(volume));
int32x4_t rampLo = vmlaq_s32(base, lanesLo, deltaVec);
int32x4_t rampHi = vmlaq_s32(base, lanesHi, deltaVec);
int32x4_t lastBlock = vdupq_n_s32(0);
for (; i + 8 <= count; i += 8) {
const int16x8_t samples = vld1q_s16(input + i);
const int32x4_t sLo = vmovl_s16(vget_low_s16(samples));
const int32x4_t sHi = vmovl_s16(vget_high_s16(samples));
// int16 x uint16 fits in int32: the low 32-bit product is exact. Signed 32 -> 16
// saturation after the >> 15 is exactly clamp(-0x8000, 0x7fff).
int32x4_t scaledLo = vshrq_n_s32(vmulq_s32(sLo, vandq_s32(rampLo, wrapMask)), 15);
int32x4_t scaledHi = vshrq_n_s32(vmulq_s32(sHi, vandq_s32(rampHi, wrapMask)), 15);
scaledLo = vmovl_s16(vqmovn_s32(scaledLo));
scaledHi = vmovl_s16(vqmovn_s32(scaledHi));
vst1q_s32(out + i, vaddq_s32(vld1q_s32(out + i), scaledLo));
vst1q_s32(out + i + 4, vaddq_s32(vld1q_s32(out + i + 4), scaledHi));
lastBlock = scaledHi;
rampLo = vaddq_s32(rampLo, blockStep);
rampHi = vaddq_s32(rampHi, blockStep);
}
if (i != 0) {
last = static_cast<int16_t>(vgetq_lane_s32(lastBlock, 3));
volume = static_cast<uint16_t>(static_cast<uint32_t>(vgetq_lane_s32(rampLo, 0)));
}
}
for (; i < count; ++i) {
const int32_t scaled =
(static_cast<int32_t>(input[i]) * static_cast<int32_t>(volume)) >> 15;
const int16_t sample = ClampToS16(scaled);
out[i] += sample;
volume = static_cast<uint16_t>(volume + delta);
last = sample;
}
dpop = last;
return volume;
}
#endif
inline uint16_t MixAddRamp(int32_t* out, const int16_t* input, uint32_t count,
uint16_t volume, uint16_t delta, int16_t& dpop) {
#if MKW_AX_MIX_AVX2
return MixAddRampAvx2(out, input, count, volume, delta, dpop);
#elif MKW_AX_MIX_NEON
return MixAddRampNeon(out, input, count, volume, delta, dpop);
#else
return MixAddRampScalar(out, input, count, volume, delta, dpop);
#endif
@@ -162,10 +223,50 @@ inline uint16_t ScaleRampAvx2(int16_t* samples, uint32_t count, uint16_t volume,
}
#endif
#if MKW_AX_MIX_NEON
inline uint16_t ScaleRampNeon(int16_t* samples, uint32_t count, uint16_t volume,
uint16_t delta) {
uint32_t i = 0;
if (count >= 8) {
const int32x4_t lanesLo = {0, 1, 2, 3};
const int32x4_t lanesHi = {4, 5, 6, 7};
const int32x4_t deltaVec = vdupq_n_s32(static_cast<int32_t>(delta));
const int32x4_t wrapMask = vdupq_n_s32(0xFFFF);
const int32x4_t blockStep = vdupq_n_s32(static_cast<int32_t>(delta) * 8);
const int32x4_t base = vdupq_n_s32(static_cast<int32_t>(volume));
int32x4_t rampLo = vmlaq_s32(base, lanesLo, deltaVec);
int32x4_t rampHi = vmlaq_s32(base, lanesHi, deltaVec);
for (; i + 8 <= count; i += 8) {
const int16x8_t block = vld1q_s16(samples + i);
const int32x4_t scaledLo = vshrq_n_s32(
vmulq_s32(vmovl_s16(vget_low_s16(block)), vandq_s32(rampLo, wrapMask)), 15);
const int32x4_t scaledHi = vshrq_n_s32(
vmulq_s32(vmovl_s16(vget_high_s16(block)), vandq_s32(rampHi, wrapMask)), 15);
// Signed 32 -> 16 saturation is exactly clamp(-0x8000, 0x7fff).
vst1q_s16(samples + i, vcombine_s16(vqmovn_s32(scaledLo), vqmovn_s32(scaledHi)));
rampLo = vaddq_s32(rampLo, blockStep);
rampHi = vaddq_s32(rampHi, blockStep);
}
if (i != 0) {
volume = static_cast<uint16_t>(static_cast<uint32_t>(vgetq_lane_s32(rampLo, 0)));
}
}
for (; i < count; ++i) {
const int32_t scaled =
(static_cast<int32_t>(samples[i]) * static_cast<int32_t>(volume)) >> 15;
samples[i] = ClampToS16(scaled);
volume = static_cast<uint16_t>(volume + delta);
}
return volume;
}
#endif
inline uint16_t ScaleRamp(int16_t* samples, uint32_t count, uint16_t volume,
uint16_t delta) {
#if MKW_AX_MIX_AVX2
return ScaleRampAvx2(samples, count, volume, delta);
#elif MKW_AX_MIX_NEON
return ScaleRampNeon(samples, count, volume, delta);
#else
return ScaleRampScalar(samples, count, volume, delta);
#endif
@@ -214,10 +315,34 @@ inline void MixAccumRamp32Avx2(int32_t* dst, const int32_t* src, const uint16_t*
}
#endif
#if MKW_AX_MIX_NEON
inline void MixAccumRamp32Neon(int32_t* dst, const int32_t* src, const uint16_t* ramp,
uint32_t count) {
uint32_t i = 0;
for (; i + 4 <= count; i += 4) {
const int32x4_t source = vld1q_s32(src + i);
// The ramp is unsigned 16-bit, so it is a non-negative int32 and the widening signed
// multiply produces the exact 64-bit product (|product| < 2^47); the arithmetic >> 15
// then narrows to the same bits the scalar (int32)(p >> 15) keeps.
const int32x4_t gain = vreinterpretq_s32_u32(vmovl_u16(vld1_u16(ramp + i)));
const int64x2_t lo = vshrq_n_s64(vmull_s32(vget_low_s32(source), vget_low_s32(gain)), 15);
const int64x2_t hi = vshrq_n_s64(vmull_high_s32(source, gain), 15);
const int32x4_t result = vcombine_s32(vmovn_s64(lo), vmovn_s64(hi));
vst1q_s32(dst + i, vaddq_s32(vld1q_s32(dst + i), result));
}
for (; i < count; ++i) {
dst[i] += static_cast<int32_t>(
(static_cast<int64_t>(src[i]) * static_cast<int64_t>(ramp[i])) >> 15);
}
}
#endif
inline void MixAccumRamp32(int32_t* dst, const int32_t* src, const uint16_t* ramp,
uint32_t count) {
#if MKW_AX_MIX_AVX2
MixAccumRamp32Avx2(dst, src, ramp, count);
#elif MKW_AX_MIX_NEON
MixAccumRamp32Neon(dst, src, ramp, count);
#else
MixAccumRamp32Scalar(dst, src, ramp, count);
#endif
@@ -270,9 +395,32 @@ inline void LoadBigEndian32Avx2(int32_t* dst, const uint8_t* src, size_t count)
}
#endif
#if MKW_AX_MIX_NEON
// rev32 on byte lanes is the whole byte swap; four words per step.
inline void StoreBigEndian32Neon(uint8_t* dst, const int32_t* src, size_t count) {
size_t i = 0;
for (; i + 4 <= count; i += 4) {
const uint8x16_t value = vreinterpretq_u8_s32(vld1q_s32(src + i));
vst1q_u8(dst + i * sizeof(uint32_t), vrev32q_u8(value));
}
StoreBigEndian32Scalar(dst + i * sizeof(uint32_t), src + i, count - i);
}
inline void LoadBigEndian32Neon(int32_t* dst, const uint8_t* src, size_t count) {
size_t i = 0;
for (; i + 4 <= count; i += 4) {
const uint8x16_t value = vld1q_u8(src + i * sizeof(uint32_t));
vst1q_s32(dst + i, vreinterpretq_s32_u8(vrev32q_u8(value)));
}
LoadBigEndian32Scalar(dst + i, src + i * sizeof(uint32_t), count - i);
}
#endif
inline void StoreBigEndian32(uint8_t* dst, const int32_t* src, size_t count) {
#if MKW_AX_MIX_AVX2
StoreBigEndian32Avx2(dst, src, count);
#elif MKW_AX_MIX_NEON
StoreBigEndian32Neon(dst, src, count);
#else
StoreBigEndian32Scalar(dst, src, count);
#endif
@@ -281,6 +429,8 @@ inline void StoreBigEndian32(uint8_t* dst, const int32_t* src, size_t count) {
inline void LoadBigEndian32(int32_t* dst, const uint8_t* src, size_t count) {
#if MKW_AX_MIX_AVX2
LoadBigEndian32Avx2(dst, src, count);
#elif MKW_AX_MIX_NEON
LoadBigEndian32Neon(dst, src, count);
#else
LoadBigEndian32Scalar(dst, src, count);
#endif
+68 -13
View File
@@ -1,20 +1,19 @@
#include "hle_stubs.h"
#include <cstdint>
#include <limits>
#include "memory.h"
#include "recomp_mod_loader.h"
#include "runtime_log.h"
extern "C" void GxNotifyGuestRamDmaWrite(uint32_t addr, uint32_t size);
// Native because a crafted Yaz0 run writes past the caller's buffer
// (github.com/vabold/szsHaxx)
// https://github.com/vabold/Kinoko/blob/main/source/egg/core/Decomp.cc
extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
{
const uint32_t expandSize = (static_cast<uint32_t>(MemoryInline::FlatRead8(src + 4)) << 24) |
(static_cast<uint32_t>(MemoryInline::FlatRead8(src + 5)) << 16) |
(static_cast<uint32_t>(MemoryInline::FlatRead8(src + 6)) << 8) |
static_cast<uint32_t>(MemoryInline::FlatRead8(src + 7));
template <typename Access>
static uint32_t DecodeSZS(uint32_t src, uint32_t expandSize, Access& access) {
uint32_t srcIdx = 16;
uint32_t dstIdx = 0;
uint32_t mask = 0;
@@ -22,15 +21,15 @@ extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
while (static_cast<int32_t>(dstIdx) < static_cast<int32_t>(expandSize)) {
if (mask == 0) {
flags = MemoryInline::FlatRead8(src + srcIdx++);
flags = access.ReadSource(srcIdx++);
mask = 0x80;
}
if ((flags & mask) != 0) {
MemoryInline::FlatWrite8(dst + dstIdx++, MemoryInline::FlatRead8(src + srcIdx++));
access.WriteOutput(dstIdx++, access.ReadSource(srcIdx++));
} else {
const uint32_t high = MemoryInline::FlatRead8(src + srcIdx);
const uint32_t low = MemoryInline::FlatRead8(src + srcIdx + 1);
const uint32_t high = access.ReadSource(srcIdx);
const uint32_t low = access.ReadSource(srcIdx + 1);
srcIdx += 2;
const uint32_t rep = (high << 8) | low;
@@ -48,7 +47,7 @@ extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
uint32_t count = rep >> 12;
count = count != 0
? count + 2
: static_cast<uint32_t>(MemoryInline::FlatRead8(src + srcIdx++)) + 18;
: static_cast<uint32_t>(access.ReadSource(srcIdx++)) + 18;
for (uint32_t i = 0; i < count; ++i) {
if (dstIdx >= expandSize) {
@@ -59,7 +58,7 @@ extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
"The game stopped decoding a malformed Yaz0 file.");
std::abort();
}
MemoryInline::FlatWrite8(dst + dstIdx++, MemoryInline::FlatRead8(dst + copyIdx++));
access.WriteOutput(dstIdx++, access.ReadOutput(copyIdx++));
}
}
@@ -69,5 +68,61 @@ extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
return expandSize;
}
struct GuestSZSAccess {
uint32_t src;
uint32_t dst;
uint8_t ReadSource(uint32_t offset) const { return MemoryInline::FlatRead8(src + offset); }
uint8_t ReadOutput(uint32_t offset) const { return MemoryInline::FlatRead8(dst + offset); }
void WriteOutput(uint32_t offset, uint8_t value) const {
MemoryInline::FlatWrite8(dst + offset, value);
}
};
struct HostSZSAccess {
const uint8_t* src;
uint8_t* dst;
uint8_t ReadSource(uint32_t offset) const { return src[offset]; }
uint8_t ReadOutput(uint32_t offset) const { return dst[offset]; }
void WriteOutput(uint32_t offset, uint8_t value) const { dst[offset] = value; }
};
static bool HasDeferredReadPages(uint32_t address, size_t length) {
const uint32_t first = address >> MemoryInline::kPageShift;
const uint32_t last = static_cast<uint32_t>(
(static_cast<uint64_t>(address) + length - 1) >> MemoryInline::kPageShift);
for (uint32_t page = first; page <= last; ++page) {
if (MemoryInline::g_deferredReadCoveredPages[page] != 0) return true;
}
return false;
}
extern "C" uint32_t EGG_Decomp_decodeSZS_80218c2c(uint32_t src, uint32_t dst)
{
const uint32_t expandSize = (static_cast<uint32_t>(MemoryInline::FlatRead8(src + 4)) << 24) |
(static_cast<uint32_t>(MemoryInline::FlatRead8(src + 5)) << 16) |
(static_cast<uint32_t>(MemoryInline::FlatRead8(src + 6)) << 8) |
static_cast<uint32_t>(MemoryInline::FlatRead8(src + 7));
// A token produces at least one byte; all-literal data is the largest
// valid input (one flag per eight output bytes). Three extra bytes cover
// the final malformed run before its output-overrun check aborts.
const size_t maxSourceBytes = 16ull + expandSize + (static_cast<uint64_t>(expandSize) + 7) / 8 + 3;
if (expandSize != 0 && expandSize <= static_cast<uint32_t>(std::numeric_limits<int32_t>::max()) &&
!GuestFlat::RequiresCheckedAccess() &&
Memory::Contains(src, maxSourceBytes) && Memory::Contains(dst, expandSize) &&
!HasDeferredReadPages(src, maxSourceBytes) && !HasDeferredReadPages(dst, expandSize) &&
!RecompMod::ExecutableWriteGuardMayHit(dst, expandSize)) {
HostSZSAccess access{Memory::GetPointer(src, maxSourceBytes), Memory::GetPointer(dst, expandSize)};
const uint32_t decoded = DecodeSZS(src, expandSize, access);
GxNotifyGuestRamDmaWrite(dst, decoded);
return decoded;
}
GuestSZSAccess access{src, dst};
return DecodeSZS(src, expandSize, access);
}
PPC_NATIVE_OVERRIDE(80218C2C, EGG_Decomp_decodeSZS_80218c2c, uint32_t,
(uint32_t src, uint32_t dst), (src, dst));
+6
View File
@@ -41,6 +41,11 @@ static void GX__ClearVtxDesc_8016dc34_gx() {
changed |= g_hleGxState.vtxDesc[i] != GX_NONE;
g_hleGxState.vtxDesc[i]=GX_NONE;
}
// Nintendo's GXClearVtxDesc retains a direct position descriptor. Aurora's
// GXClearVtxDesc does the same; keep the HLE mirror in sync so the next
// draw does not publish GX_VA_POS=GX_NONE and abort shader generation.
changed |= g_hleGxState.vtxDesc[GX_VA_POS] != GX_DIRECT;
g_hleGxState.vtxDesc[GX_VA_POS] = GX_DIRECT;
if (changed) g_hleGxState.InvalidateVtxLayoutHash();
// GXClearVtxDesc resets descriptors only; array base/stride state persists.
GXClearVtxDesc();
@@ -49,6 +54,7 @@ extern "C" void GX__ClearVtxDesc_8016dc34() {
for (int i = 0; i < 26; ++i) {
g_gxGameVertexState.vtxDesc[i] = GX_NONE;
}
g_gxGameVertexState.vtxDesc[GX_VA_POS] = GX_DIRECT;
GxThread::Post(&GX__ClearVtxDesc_8016dc34_gx);
}
PPC_NATIVE_OVERRIDE_VOID(8016dc34, GX__ClearVtxDesc_8016dc34, (), ());
+6 -5
View File
@@ -648,9 +648,10 @@ extern "C" int32_t Network_HLE_OpenDevice(const char* path, uint32_t mode) {
if (!path) {
return -101;
}
if (!RuntimeConfigFile::NetworkEnabled(true)) {
// The guest opens several /dev/net nodes at boot and retries; report the
// reason online will not work exactly once.
const bool isIpTop = std::strcmp(path, "/dev/net/ip/top") == 0;
const bool isSsl = std::strcmp(path, "/dev/net/ssl") == 0;
// KD and NCD provide local identity/configuration services even offline.
if ((isIpTop || isSsl) && !RuntimeConfigFile::NetworkEnabled(true)) {
static bool reported = false;
if (!reported) {
reported = true;
@@ -665,10 +666,10 @@ extern "C" int32_t Network_HLE_OpenDevice(const char* path, uint32_t mode) {
kind = DeviceKind::KdTime;
} else if (std::strcmp(path, "/dev/net/ncd/manage") == 0) {
kind = DeviceKind::NcdManage;
} else if (std::strcmp(path, "/dev/net/ip/top") == 0) {
} else if (isIpTop) {
kind = DeviceKind::IpTop;
EnsureSocketRuntime();
} else if (std::strcmp(path, "/dev/net/ssl") == 0) {
} else if (isSsl) {
kind = DeviceKind::Ssl;
EnsureSocketRuntime();
} else {
+1
View File
@@ -242,6 +242,7 @@ void WritePollResults(uint32_t outAddress,
const std::vector<NetworkPollContract::CopiedDescriptor>& descriptors);
// network_socket.cpp
int32_t DeleteWiiSocket(uint32_t fd);
void CleanupAllWiiSockets();
sockaddr_in ReadWiiSockAddr(uint32_t addr);
int32_t HandleIpTopIoctl(uint32_t cmd, uint32_t inBuf, uint32_t inLen, uint32_t outBuf,
+3 -2
View File
@@ -21,7 +21,7 @@ static int32_t NewWiiSocket(uint32_t af, uint32_t type, uint32_t protocol) {
return wiiFd;
}
static int32_t DeleteWiiSocket(uint32_t fd) {
int32_t DeleteWiiSocket(uint32_t fd) {
WiiSocket* s = GetWiiSocket(fd);
if (!s) {
return -SO_EBADF;
@@ -467,7 +467,8 @@ int32_t HandleIpTopIoctlv(uint32_t cmd, const std::vector<IoVector>& in, const s
const int ret = sendto(s->native, reinterpret_cast<const char*>(sendData), static_cast<int>(sendSize),
static_cast<int>(flags), destPtr, destLen);
const int hostError = ret < 0 ? NativeLastError() : 0;
int32_t result = SocketResult(ret);
// Diagnostics may change the native error; use the send result captured above.
int32_t result = ret >= 0 ? SocketResult(ret) : SocketErrorResult(hostError);
if (patchedWrite && ret == static_cast<int>(sendSize)) {
result = static_cast<int32_t>(in[0].size);
}
+314 -5
View File
@@ -1,4 +1,20 @@
#include "network_internal.h"
#include "runtime_config.h"
#include "runtime_log.h"
#ifndef _WIN32
#include <mbedtls/ctr_drbg.h>
#include <mbedtls/entropy.h>
#include <mbedtls/error.h>
#include <mbedtls/net_sockets.h>
#include <mbedtls/ssl.h>
#include <mbedtls/x509_crt.h>
#include <chrono>
#include <cstring>
#include <filesystem>
#include <optional>
#endif
namespace NetworkHle {
@@ -38,6 +54,9 @@ constexpr int kMaxSslSessions = 4;
struct SslSession {
bool active = false;
bool handshaked = false;
// A failed POSIX TLS write cannot be resumed with a new guest buffer.
// Keep the slot and socket ownership intact until explicit teardown.
bool failed = false;
bool plaintextWfc = false;
uint32_t socketFd = UINT32_MAX;
NativeSocket native = kInvalidSocket;
@@ -56,6 +75,11 @@ struct SslSession {
CredHandle cred{};
CtxtHandle context{};
SecPkgContext_StreamSizes sizes{};
#else
bool haveSsl = false;
mbedtls_ssl_context sslContext{};
mbedtls_ssl_config sslConfig{};
mbedtls_net_context netContext{};
#endif
};
@@ -539,26 +563,298 @@ static int32_t SslRead(SslSession& ssl, uint8_t* out, uint32_t size) {
return copied == 0 ? SSL_ERR_ZERO : static_cast<int32_t>(copied);
}
#else
// Windows gets TLS for free from the OS (Schannel, above) - mbed TLS is this project's own
// vendored equivalent for everywhere else (runtime/third_party/mbedtls, see runtime/CMakeLists.txt
// for why mbed TLS specifically). The CA chain and RNG are expensive to set up (parsing ~150 root
// certificates, seeding entropy) and read-only once built, so they're shared process-wide instead
// of being redone per SSL session.
static bool g_mbedtlsCaLoaded = false;
static mbedtls_x509_crt g_mbedtlsCaChain;
static mbedtls_entropy_context g_mbedtlsEntropy;
static mbedtls_ctr_drbg_context g_mbedtlsCtrDrbg;
static ssize_t SendSslSocket(NativeSocket socket, const uint8_t* data, size_t size) {
#ifdef __APPLE__
const int noSigPipe = 1;
if (setsockopt(socket, SOL_SOCKET, SO_NOSIGPIPE, &noSigPipe, sizeof(noSigPipe)) != 0) {
return -1;
}
return send(socket, data, size, 0);
#else
return send(socket, data, size, MSG_NOSIGNAL);
#endif
}
static int MbedtlsSend(void* context, const unsigned char* data, size_t size) {
const auto* net = static_cast<mbedtls_net_context*>(context);
const ssize_t result = SendSslSocket(net->fd, data, size);
if (result >= 0) {
return static_cast<int>(result);
}
if (errno == EINTR) {
return MBEDTLS_ERR_SSL_WANT_WRITE;
}
if (errno == EPIPE || errno == ECONNRESET) {
return MBEDTLS_ERR_NET_CONN_RESET;
}
return MBEDTLS_ERR_NET_SEND_FAILED;
}
static int MbedtlsRecv(void* context, unsigned char* data, size_t size) {
const int result = mbedtls_net_recv(context, data, size);
// Blocking socket timeouts must leave the TLS session retryable.
if (result == MBEDTLS_ERR_NET_RECV_FAILED && (errno == EAGAIN || errno == EWOULDBLOCK)) {
return MBEDTLS_ERR_SSL_WANT_READ;
}
return result;
}
// Mirrors ax_mix.cpp's FindDspCoefficientRom exactly - same three places a bundled asset can live
// depending on platform and how the binary was launched (next to the desktop executable, the
// Android app's own data directory, or a source-tree checkout during development).
static std::optional<std::filesystem::path> FindCaCertificateBundle() {
if (const auto executableDirectory = RuntimeConfigFile::ExecutableDirectory()) {
const auto adjacent = *executableDirectory / "cacert.pem";
if (std::filesystem::is_regular_file(adjacent)) {
return adjacent;
}
}
#if defined(__ANDROID__)
const auto androidAsset = RuntimeConfigFile::ApplicationDataDirectory() / "cacert.pem";
if (std::filesystem::is_regular_file(androidAsset)) {
return androidAsset;
}
#endif
for (auto base = std::filesystem::current_path(); !base.empty();) {
const auto sourceTreeAsset = base / "runtime" / "assets" / "certs" / "cacert.pem";
if (std::filesystem::is_regular_file(sourceTreeAsset)) {
return sourceTreeAsset;
}
const auto parent = base.parent_path();
if (parent == base) {
break;
}
base = parent;
}
return std::nullopt;
}
// Lazy, once-per-process: the first real SSL use pays for parsing the CA bundle and seeding the
// RNG, every session after that reuses the result. Returns false (logging once) if the bundle is
// missing or unparseable - callers treat that as a normal handshake failure, not a crash, since a
// missing TLS root store shouldn't take down gameplay that never touches the network.
static bool EnsureMbedtlsGlobalsInitialized() {
static const bool initialized = [] {
mbedtls_x509_crt_init(&g_mbedtlsCaChain);
mbedtls_entropy_init(&g_mbedtlsEntropy);
mbedtls_ctr_drbg_init(&g_mbedtlsCtrDrbg);
const char* personalization = "wiicompiled_ssl";
if (mbedtls_ctr_drbg_seed(&g_mbedtlsCtrDrbg, mbedtls_entropy_func, &g_mbedtlsEntropy,
reinterpret_cast<const unsigned char*>(personalization),
std::strlen(personalization)) != 0) {
NetFail("ssl: failed to seed TLS random number generator");
return false;
}
const auto bundle = FindCaCertificateBundle();
if (!bundle) {
NetFail("ssl: missing TLS root CA bundle (cacert.pem) - HTTPS connections will fail");
return false;
}
const int parseRet = mbedtls_x509_crt_parse_file(&g_mbedtlsCaChain, bundle->string().c_str());
if (parseRet < 0) {
char errorBuffer[256];
mbedtls_strerror(parseRet, errorBuffer, sizeof(errorBuffer));
NetFail("ssl: failed to parse CA bundle %s: %s", bundle->string().c_str(), errorBuffer);
return false;
}
return true;
}();
g_mbedtlsCaLoaded = initialized;
return initialized;
}
// Builds this session's mbed TLS handshake state exactly once - a second call (e.g. the handshake
// re-running after DOHANDSHAKE was already satisfied) is a no-op via ssl.haveSsl.
static int32_t EnsureMbedtlsSession(SslSession& ssl) {
if (ssl.haveSsl) {
return SSL_OK;
}
if (!EnsureMbedtlsGlobalsInitialized()) {
return SSL_ERR_FAILED;
}
mbedtls_ssl_init(&ssl.sslContext);
mbedtls_ssl_config_init(&ssl.sslConfig);
if (mbedtls_ssl_config_defaults(&ssl.sslConfig, MBEDTLS_SSL_IS_CLIENT, MBEDTLS_SSL_TRANSPORT_STREAM,
MBEDTLS_SSL_PRESET_DEFAULT) != 0) {
return SSL_ERR_FAILED;
}
// Real certificate validation, matching Schannel's SCH_CRED_AUTO_CRED_VALIDATION on the
// Windows side above - a self-signed or wrong-hostname certificate must fail the handshake,
// not just get logged.
mbedtls_ssl_conf_authmode(&ssl.sslConfig, MBEDTLS_SSL_VERIFY_REQUIRED);
mbedtls_ssl_conf_ca_chain(&ssl.sslConfig, &g_mbedtlsCaChain, nullptr);
mbedtls_ssl_conf_rng(&ssl.sslConfig, mbedtls_ctr_drbg_random, &g_mbedtlsCtrDrbg);
if (mbedtls_ssl_setup(&ssl.sslContext, &ssl.sslConfig) != 0) {
return SSL_ERR_FAILED;
}
// The hostname drives both SNI (which certificate the server presents) and the CN/SAN check
// mbedtls_ssl_conf_authmode enforces above - required, not optional, same reasoning as the
// Windows path's own "refuse an empty hostname" check just above SslHandshakeImpl.
mbedtls_ssl_set_hostname(&ssl.sslContext, ssl.hostname.c_str());
ssl.netContext.fd = static_cast<int>(ssl.native);
mbedtls_ssl_set_bio(&ssl.sslContext, &ssl.netContext, MbedtlsSend, MbedtlsRecv, nullptr);
ssl.haveSsl = true;
return SSL_OK;
}
static void ClearSslSession(SslSession& ssl) {
if (ssl.haveSsl) {
mbedtls_ssl_free(&ssl.sslContext);
mbedtls_ssl_config_free(&ssl.sslConfig);
}
ssl = {};
}
static int32_t SslHandshakeImpl(SslSession&) {
static int32_t SslHandshakeImpl(SslSession& ssl) {
if (ssl.plaintextWfc) {
ssl.handshaked = true;
return SSL_OK;
}
if (ssl.handshaked) {
return SSL_OK;
}
if (ssl.native == kInvalidSocket) {
return SSL_ERR_SYSCALL;
}
// mbed TLS can authenticate a certificate chain without authenticating a server identity when
// no hostname is set - refuse that ambiguous mode, matching the Windows path's own check.
if (ssl.hostname.empty()) {
return SSL_ERR_VCOMMONNAME;
}
const int32_t setupRet = EnsureMbedtlsSession(ssl);
if (setupRet != SSL_OK) {
return setupRet;
}
// Receive timeouts are retryable, but the handshake must still terminate.
const auto handshakeDeadline = std::chrono::steady_clock::now() + std::chrono::seconds(15);
int handshakeRet;
while ((handshakeRet = mbedtls_ssl_handshake(&ssl.sslContext)) != 0) {
if (handshakeRet == MBEDTLS_ERR_SSL_WANT_READ || handshakeRet == MBEDTLS_ERR_SSL_WANT_WRITE) {
if (std::chrono::steady_clock::now() >= handshakeDeadline) {
NetFail("ssl handshake TIMED OUT host=%s", ssl.hostname.c_str());
return SSL_ERR_FAILED;
}
continue;
}
char errorBuffer[256];
mbedtls_strerror(handshakeRet, errorBuffer, sizeof(errorBuffer));
NetFail("ssl handshake FAILED host=%s mbedtls_err=%s", ssl.hostname.c_str(), errorBuffer);
return handshakeRet == MBEDTLS_ERR_X509_CERT_VERIFY_FAILED ? SSL_ERR_VCOMMONNAME : SSL_ERR_FAILED;
}
ssl.handshaked = true;
return SSL_OK;
}
static int32_t FailSslWrite(SslSession& ssl) {
ssl.failed = true;
// Stop transport I/O without deleting the guest descriptor or freeing a
// session still referenced by the IOCTLV_NET_SSL_WRITE caller.
::shutdown(ssl.native, SHUT_RDWR);
return SSL_ERR_FAILED;
}
static int32_t SslWrite(SslSession&, const uint8_t*, uint32_t) {
return SSL_ERR_FAILED;
static int32_t SslWrite(SslSession& ssl, const uint8_t* data, uint32_t size) {
if (!data || size == 0) {
return SSL_ERR_ZERO;
}
const int32_t handshakeRet = SslHandshake(ssl);
if (handshakeRet != SSL_OK) {
return handshakeRet;
}
if (ssl.plaintextWfc) {
uint32_t total = 0;
while (total < size) {
const ssize_t sent = SendSslSocket(ssl.native, data + total, size - total);
if (sent <= 0) {
return SSL_ERR_SYSCALL;
}
total += static_cast<uint32_t>(sent);
}
return static_cast<int32_t>(total);
}
// mbed TLS is allowed to write fewer bytes than requested in one call (e.g. when size exceeds
// one TLS record) - the caller must resend the remainder starting from where it left off, so
// loop here until every byte is actually written rather than returning the first partial count.
uint32_t totalWritten = 0;
const auto writeDeadline = std::chrono::steady_clock::now() + std::chrono::seconds(15);
while (totalWritten < size) {
const int ret = mbedtls_ssl_write(&ssl.sslContext, data + totalWritten, size - totalWritten);
if (ret > 0) {
totalWritten += static_cast<uint32_t>(ret);
continue;
}
if (ret == MBEDTLS_ERR_SSL_WANT_READ || ret == MBEDTLS_ERR_SSL_WANT_WRITE) {
if (std::chrono::steady_clock::now() >= writeDeadline) {
return FailSslWrite(ssl);
}
continue;
}
return FailSslWrite(ssl);
}
return static_cast<int32_t>(totalWritten);
}
static int32_t SslRead(SslSession&, uint8_t*, uint32_t) {
return SSL_ERR_FAILED;
static int32_t SslRead(SslSession& ssl, uint8_t* out, uint32_t size) {
if (!out || size == 0) {
return SSL_ERR_ZERO;
}
const int32_t handshakeRet = SslHandshake(ssl);
if (handshakeRet != SSL_OK) {
return handshakeRet;
}
if (ssl.plaintextWfc) {
const ssize_t ret = recv(ssl.native, out, size, 0);
if (ret == 0) {
return SSL_ERR_ZERO;
}
if (ret < 0) {
return SSL_ERR_RAGAIN;
}
return static_cast<int32_t>(ret);
}
const int ret = mbedtls_ssl_read(&ssl.sslContext, out, size);
if (ret == 0 || ret == MBEDTLS_ERR_SSL_PEER_CLOSE_NOTIFY) {
return SSL_ERR_ZERO;
}
if (ret == MBEDTLS_ERR_SSL_WANT_READ || ret == MBEDTLS_ERR_SSL_WANT_WRITE) {
return SSL_ERR_RAGAIN;
}
if (ret < 0) {
return SSL_ERR_FAILED;
}
return ret;
}
#endif
// The handshake runs on every SSL read/write, so a failure repeats for as long
// as the session lives; report only the first one.
static int32_t SslHandshake(SslSession& ssl) {
if (ssl.failed) {
return SSL_ERR_FAILED;
}
const int32_t result = SslHandshakeImpl(ssl);
if (result != SSL_OK && !ssl.loggedHandshakeFail) {
ssl.loggedHandshakeFail = true;
@@ -640,6 +936,14 @@ int32_t HandleSslIoctlv(uint32_t cmd, const std::vector<IoVector>& in, const std
const int timeoutMs = 15000;
setsockopt(socket->native, SOL_SOCKET, SO_RCVTIMEO, reinterpret_cast<const char*>(&timeoutMs), sizeof(timeoutMs));
setsockopt(socket->native, SOL_SOCKET, SO_SNDTIMEO, reinterpret_cast<const char*>(&timeoutMs), sizeof(timeoutMs));
#else
// Match the Windows 15s timeout so a peer that accepts the TCP connection but stalls
// during the TLS handshake or a later read/write can't hang this thread forever. POSIX
// takes a struct timeval here, not a plain millisecond count like Windows does.
struct timeval timeout {};
timeout.tv_sec = 15;
setsockopt(socket->native, SOL_SOCKET, SO_RCVTIMEO, &timeout, sizeof(timeout));
setsockopt(socket->native, SOL_SOCKET, SO_SNDTIMEO, &timeout, sizeof(timeout));
#endif
WriteSslReturn(in, SSL_OK);
return 0;
@@ -656,6 +960,11 @@ int32_t HandleSslIoctlv(uint32_t cmd, const std::vector<IoVector>& in, const std
WriteSslReturn(in, SSL_ERR_ID);
return 0;
}
// Reject before NAS buffering can acknowledge data on a failed session.
if (g_sslSessions[sslId].failed) {
WriteSslReturn(in, SSL_ERR_FAILED);
return 0;
}
if (out.size() < 2 || !out[1].address) {
WriteSslReturn(in, SSL_ERR_FAILED);
return 0;
+12 -10
View File
@@ -222,7 +222,6 @@ bool ProcessAlarmQueue(CpuContext* cpu, int maxToProcess)
throw;
}
DecrementSchedulerDisableCount();
RunDeferredReschedule(cpu);
}
}
} catch (const ::Memory::AccessViolation& e) {
@@ -233,7 +232,7 @@ bool ProcessAlarmQueue(CpuContext* cpu, int maxToProcess)
// Host DNS workers never touch guest memory. Commit their output here on
// the scheduler thread, waking synchronous IOS waiters or queuing async IOS
// callbacks before the callback drain below.
bool completionNeedsReschedule = false;
bool completionNeedsReschedule = handledAny;
if (Network_HLE_ProcessCompletions(cpu)) {
handledAny = true;
completionNeedsReschedule = true;
@@ -446,15 +445,18 @@ PPC_NATIVE_OVERRIDE_VOID(801A08E0, OS__SetPeriodicAlarm_801a08e0, (CpuContext* c
// returning 0 when the manager pointer (0x80386298) is null.
extern "C" uint32_t RFLiIsWorking_HLE_800bd860()
{
// Pump alarms/callbacks on the current guest thread when available. Using a
// detached persistent context here can leave the busy loop waiting on work
// that completed on the wrong scheduling context.
CpuContext* cpu = TryGetCpuContext();
if (!cpu) {
cpu = &GetPersistentCpuContext();
}
// Alarm callbacks interrupt the caller; keep their register writes private.
GuestInterruptCallbackContext interrupt;
CpuContext* cpu = interrupt.get();
EnsureSda1Base(cpu);
ProcessAlarmQueue(cpu, 32);
IncrementSchedulerDisableCount();
try {
ProcessAlarmQueue(cpu, 32);
} catch (...) {
DecrementSchedulerDisableCount();
throw;
}
DecrementSchedulerDisableCount();
// Now return the actual "working" status
constexpr uint32_t kRflManagerPtrAddr = 0x80386298u;
+8 -3
View File
@@ -104,10 +104,15 @@ extern "C" void DVDInit_8015EA1C();
extern "C" uint32_t g_dvdFstReservedBase;
extern "C" uint32_t g_dvdFstReservedSize;
// Byte-wise copy into guest RAM plus the DMA notification the GX caches need.
// DVD DMA normally targets ordinary RAM. Keep scalar writes for executable
// ranges so the translated-code write guard still sees every modified byte.
static void CopyToGuestAsDma(uint32_t dest, const uint8_t* data, size_t size) {
for (size_t i = 0; i < size; ++i) {
Memory::Write8(dest + static_cast<uint32_t>(i), data[i]);
if (size != 0 && !RecompMod::ExecutableWriteGuardMayHit(dest, size)) {
std::memcpy(Memory::GetPointer(dest, size), data, size);
} else {
for (size_t i = 0; i < size; ++i) {
Memory::Write8(dest + static_cast<uint32_t>(i), data[i]);
}
}
GxNotifyGuestRamDmaWrite(dest, static_cast<uint32_t>(size));
}
+145
View File
@@ -4,6 +4,14 @@
#include "nand_internal.h"
#include <atomic>
#include <cerrno>
#ifdef __linux__
#include <linux/fs.h>
#include <sys/syscall.h>
#endif
// ============================================================================
// Local helpers
// ============================================================================
@@ -44,6 +52,32 @@ static FileHandle* ResolveNandFileHandle(const char* who, uint32_t fileInfoPtr)
// The synchronous RVL NAND* library
// ============================================================================
static bool RenameNoReplace(const std::filesystem::path& from,
const std::filesystem::path& to,
std::error_code& error) {
#ifdef _WIN32
if (MoveFileExW(from.c_str(), to.c_str(), MOVEFILE_WRITE_THROUGH)) {
error.clear();
return true;
}
error = std::error_code(static_cast<int>(GetLastError()), std::system_category());
return false;
#elif defined(__linux__)
const int result = syscall(SYS_renameat2, AT_FDCWD, from.c_str(), AT_FDCWD, to.c_str(), RENAME_NOREPLACE);
if (result == 0) {
error.clear();
return true;
}
error = std::error_code(errno, std::generic_category());
return false;
#else
(void)from;
(void)to;
error = std::make_error_code(std::errc::operation_not_supported);
return false;
#endif
}
extern "C" int32_t NANDInit_HLE(void) {
// Initialize ISFS
ISFS_OpenLib_Initialize(&GetPersistentCpuContext());
@@ -348,6 +382,11 @@ extern "C" int32_t NANDCreateDir_HLE(uint32_t pathPtr, uint32_t perm, uint32_t a
PPC_NATIVE_OVERRIDE(8019BBE0, NANDCreateDir_HLE, int32_t, (uint32_t pathPtr, uint32_t perm, uint32_t attr), (pathPtr, perm, attr));
extern "C" int32_t NANDMove_HLE(uint32_t srcPathPtr, uint32_t dstPathPtr) {
// A cross-mount move is implemented as several host operations. Keep two
// guest moves from interleaving those operations and corrupting recovery.
static std::mutex moveMutex;
std::lock_guard<std::mutex> lock(moveMutex);
const char* srcPath = srcPathPtr ? (const char*)Memory::GetPointer(srcPathPtr) : nullptr;
const char* dstPath = dstPathPtr ? (const char*)Memory::GetPointer(dstPathPtr) : nullptr;
@@ -383,6 +422,112 @@ extern "C" int32_t NANDMove_HLE(uint32_t srcPathPtr, uint32_t dstPathPtr) {
return NAND_RESULT_OK;
}
// Flatpak can expose the managed NAND and an external Riivolution save
// directory as separate mounts. Linux cannot rename across mounts, but
// nandMove must still work for files such as banner.bin. Preserve the
// operation's semantics with a copy followed by source removal.
if (ec == std::errc::cross_device_link) {
static std::atomic<uint64_t> moveSequence{0};
#ifdef _WIN32
const auto processId = GetCurrentProcessId();
#else
const auto processId = getpid();
#endif
std::filesystem::path scratchHost;
std::error_code scratchEc;
for (unsigned attempt = 0; attempt < 128; ++attempt) {
const auto name = ".nandmove-" + std::to_string(processId) + "-" +
std::to_string(moveSequence.fetch_add(1)) + "-" +
std::to_string(attempt);
const auto candidate = dstDirectoryHost / name;
scratchEc.clear();
if (std::filesystem::create_directory(candidate, scratchEc)) {
scratchHost = candidate;
break;
}
if (scratchEc && scratchEc != std::errc::file_exists) {
LogNandError("NANDMove", "failed to claim temporary directory '%s': %s",
HostPathText(candidate).c_str(), scratchEc.message().c_str());
return NAND_RESULT_UNKNOWN;
}
}
if (scratchHost.empty()) {
LogNandError("NANDMove", "could not claim a unique temporary directory");
return NAND_RESULT_UNKNOWN;
}
const bool sourceIsDirectory = IsDirectory(srcHost);
const std::filesystem::path tempHost = scratchHost / srcName;
const auto cleanupScratch = [&]() {
std::error_code cleanupEc;
std::filesystem::remove_all(scratchHost, cleanupEc);
if (cleanupEc) {
LogNandError("NANDMove", "failed to clean up temporary directory '%s': %s",
HostPathText(scratchHost).c_str(), cleanupEc.message().c_str());
}
};
std::error_code copyEc;
if (sourceIsDirectory) {
std::filesystem::copy(srcHost, tempHost,
std::filesystem::copy_options::recursive, copyEc);
} else {
std::filesystem::copy_file(srcHost, tempHost, copyEc);
}
if (copyEc) {
LogNandError("NANDMove", "cross-mount copy failed: %s", copyEc.message().c_str());
cleanupScratch();
return NAND_RESULT_UNKNOWN;
}
std::error_code publishEc;
if (sourceIsDirectory) {
RenameNoReplace(tempHost, dstHost, publishEc);
} else {
// link(2) and CreateHardLink do not replace an existing destination,
// unlike rename(2) on POSIX. Both paths are already on the target
// filesystem, so the link is a no-replace publication operation.
std::filesystem::create_hard_link(tempHost, dstHost, publishEc);
}
if (publishEc) {
LogNandError("NANDMove", "failed to publish cross-mount copy: %s",
publishEc.message().c_str());
cleanupScratch();
return NAND_RESULT_UNKNOWN;
}
cleanupScratch();
std::error_code removeEc;
std::filesystem::remove_all(srcHost, removeEc);
if (!removeEc) {
LogNandWarning("NANDMove", "used copy/remove fallback across mounts");
return NAND_RESULT_OK;
}
// Keep the source as the authoritative copy when cleanup fails. The
// destination was published atomically on its own mount; regular files
// are rolled back below, while directories keep the complete copy when
// their source removal was only partial. Cross-mount moves cannot
// provide crash-atomicity, so this is best effort.
LogNandError("NANDMove", "copy succeeded but source removal failed: %s",
removeEc.message().c_str());
if (sourceIsDirectory) {
// remove_all may have removed only part of a directory tree. Keep
// the complete published copy rather than rolling it back to a
// partially deleted source.
LogNandWarning("NANDMove", "preserving published directory copy after partial source removal");
} else {
std::error_code rollbackEc;
std::filesystem::remove_all(dstHost, rollbackEc);
if (rollbackEc) {
LogNandError("NANDMove", "failed to roll back destination '%s': %s",
HostPathText(dstHost).c_str(), rollbackEc.message().c_str());
}
}
return NAND_RESULT_UNKNOWN;
}
LogNandError("NANDMove", "FAILED error=%d message='%s'", ec.value(), ec.message().c_str());
return NAND_RESULT_UNKNOWN;
}
+4
View File
@@ -1551,6 +1551,10 @@ int RuntimeMain(int argc, char** argv) {
WiiRemoteInput::ConfigureSdlHints(RuntimeConfigFile::WiiRemotesEnabled(true));
const AuroraInfo auroraInfo = aurora_initialize(0, nullptr, &auroraConfig);
if (auroraInfo.initializationStatus != AURORA_INITIALIZATION_SUCCESS) {
throw std::runtime_error(auroraInfo.initializationError != nullptr
? auroraInfo.initializationError : "No supported graphics backend is available");
}
if (requestedBackend != BACKEND_AUTO && auroraInfo.backend != requestedBackend) {
RT_LOG(RT_TAG_RUNTIME) << "graphics_api=\"" << backend
<< "\" is not available on this system; aurora fell back to \""
+1 -1
View File
@@ -48,7 +48,7 @@ std::optional<std::filesystem::path> ExecutableDirectory() noexcept {
return (ec ? std::filesystem::path(path) : resolved).parent_path();
#elif defined(__ANDROID__)
// Bundled read-only runtime resources (wii_bootstrap/, dsp_coef.bin,
// initial_pipeline_cache.db) unpacked from the APK by the activity. Stands
// initial_pipeline_cache.db, cacert.pem) unpacked from the APK by the activity. Stands
// in for the executable directory the desktop builds look next to.
if (const char* resources = std::getenv("MKW_ANDROID_RESOURCES_DIR"); resources && *resources) {
return std::filesystem::path(resources);
+124
View File
@@ -11,6 +11,7 @@
#include "music_attenuation.h"
#include "runtime_config.h"
#include "runtime_log.h"
#include "update_check.h"
#include "vr/camera_toggle.h"
#include "vr/mkw_vr_culling.h"
#include "vr/mkw_vr_first_person.h"
@@ -159,6 +160,7 @@ int g_vrFoveation = static_cast<int>(RuntimeConfigFile::VrFoveationLevelIndex(Ru
bool g_vrEyeTrackedFoveation = RuntimeConfigFile::VrEyeTrackedFoveation();
#endif
bool g_vrRepeatFrames = RuntimeConfigFile::VrRepeatFrames();
bool g_vrAdaptiveResolution = RuntimeConfigFile::VrAdaptiveResolution();
bool g_vrFirstPerson = RuntimeConfigFile::VrFirstPerson(false);
bool g_vrFirstPersonToggleClick = RuntimeConfigFile::VrFirstPersonToggleClick();
// Set from any thread by the right-thumbstick click, applied on the game thread.
@@ -1568,6 +1570,18 @@ void DrawVrSettings() {
"fill the gaps itself, which doubles the HUD and the menu screen as you turn your head "
"(SteamVR on the Steam Frame). Applies immediately.");
}
#if !defined(_WIN32)
// Only the Vulkan backends show part of an eye image; the PC's copy whole eyes.
if (ImGui::Checkbox("Adaptive resolution (experimental)", &g_vrAdaptiveResolution)) {
RuntimeConfigFile::SetVrAdaptiveResolution(g_vrAdaptiveResolution);
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip(
"During races, lowers the eyes' resolution a step at a time, down to 70%%, while new "
"frames fall behind the game's 60 FPS, and raises it again once they keep up. Each change "
"rebuilds the foveation maps. Applies immediately.");
}
#endif
if (ImGui::Combo("VR frame interpolation (experimental)", &g_vrFrameInterpolationMode,
kVrInterpolationLabels.data(), static_cast<int>(kVrInterpolationLabels.size()))) {
const auto target = kVrInterpolationFps[static_cast<size_t>(g_vrFrameInterpolationMode)];
@@ -2081,6 +2095,107 @@ void DrawDiagnosticsSettings() {
}
}
bool g_updatePromptOpen = false;
std::string g_updateError;
void DrawUpdatePrompt() {
constexpr const char* kTitle = "Update";
if (g_updatePromptOpen && !ImGui::IsPopupOpen(kTitle)) ImGui::OpenPopup(kTitle);
if (!ImGui::BeginPopupModal(kTitle, &g_updatePromptOpen, ImGuiWindowFlags_AlwaysAutoResize)) return;
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + Scaled(380.0f));
ImGui::TextUnformatted("The update is built here on the Frame, in the background, which takes a "
"while: keep the Frame on its charger. You can keep playing meanwhile, "
"though the game may stutter while it compiles. Close the game whenever "
"you like: the update carries on and opens it again when it is done.");
ImGui::PopTextWrapPos();
if (ImGui::Button("Start the update", ImVec2(Scaled(180.0f), 0.0f))) {
update_check::StartUpdate(g_updateError);
g_updatePromptOpen = false;
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(Scaled(120.0f), 0.0f))) g_updatePromptOpen = false;
if (!g_updatePromptOpen) ImGui::CloseCurrentPopup();
ImGui::EndPopup();
}
void DrawUpdateSettings() {
const update_check::Status status = update_check::Current();
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + Scaled(380.0f));
if (status.installedRelease.empty()) {
ImGui::TextUnformatted("This build came from a source tree rather than a release.");
} else {
ImGui::Text("Release %s", status.installedRelease.c_str());
}
const bool busy = status.state == update_check::State::Checking ||
status.state == update_check::State::Updating;
switch (status.state) {
case update_check::State::PcInstall:
ImGui::TextDisabled("The PC that built this installs its updates. Run the installer there "
"again with --update.");
break;
case update_check::State::Idle:
break;
case update_check::State::Checking:
ImGui::TextDisabled("Looking for a newer release...");
break;
case update_check::State::UpToDate:
ImGui::TextDisabled("%s", status.detail.c_str());
break;
case update_check::State::Available:
ImGui::TextUnformatted(status.detail.c_str());
break;
case update_check::State::Updating:
ImGui::Text("Updating: %s", status.detail.c_str());
ImGui::TextDisabled("Keep playing, or close the game: the update carries on and opens it "
"again when it is done.");
break;
case update_check::State::Failed:
ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.35f, 1.0f), "%s", status.detail.c_str());
break;
}
if (!g_updateError.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.35f, 1.0f), "%s", g_updateError.c_str());
}
if (status.restartNeeded && status.state != update_check::State::Updating) {
// The update replaced the build on disk; this process is still the old one.
ImGui::TextUnformatted("The update is installed. Quit and start the game again to use it.");
}
ImGui::PopTextWrapPos();
if (status.state == update_check::State::PcInstall) {
return;
}
if (status.restartNeeded && status.state != update_check::State::Updating) {
if (ImGui::Button("Quit")) g_exitPromptOpen = true;
ImGui::SameLine();
}
ImGui::BeginDisabled(busy);
if (ImGui::Button(status.state == update_check::State::Idle ? "Check for updates" : "Check again")) {
g_updateError.clear();
update_check::StartCheck();
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Asks github.com for the newest release, and Retro Rewind's server for\n"
"its newest pack when this install has one. Nothing is downloaded\n"
"until you choose to update.");
}
if (status.state == update_check::State::Available) {
ImGui::SameLine();
if (ImGui::Button("Update now")) {
g_updateError.clear();
g_updatePromptOpen = true;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Builds the update here on the Frame, in the background. The game\n"
"can stay open and shows the progress here.");
}
}
ImGui::EndDisabled();
// The prompt itself is drawn at the top level, as the exit prompt is: the tab lives both in the
// headset's panel and in a desktop menu, and a modal must outlive whichever opened it.
}
void DrawFpsOverlay() {
AuroraPresentTiming presentTiming{};
aurora_get_present_timing(&presentTiming);
@@ -2278,6 +2393,11 @@ void DrawTopBar() {
ImGui::EndMenu();
}
if (update_check::Relevant(update_check::Current()) && ImGui::BeginMenu("Updates")) {
DrawUpdateSettings();
ImGui::EndMenu();
}
const ImGuiStyle& style = ImGui::GetStyle();
const float hideWidth = ImGui::CalcTextSize("Hide (F10)").x + style.FramePadding.x * 2.0f;
const float exitWidth = ImGui::CalcTextSize("X").x + style.FramePadding.x * 2.0f;
@@ -2466,6 +2586,9 @@ void DrawVrSettingsPanelWindow() {
tab("Controllers", DrawControllerSettings);
tab("Audio", DrawAudioSettings);
tab("Diagnostics", DrawDiagnosticsSettings);
if (update_check::Relevant(update_check::Current())) {
tab("Updates", DrawUpdateSettings);
}
ImGui::EndTabBar();
}
}
@@ -2674,6 +2797,7 @@ void Draw() noexcept {
DrawFpsOverlay();
DrawTopBar();
DrawExitPrompt();
DrawUpdatePrompt();
controller_mapping_wizard::Draw();
// The wizard captures raw presses; keep them out of the game.
const bool inputBlocked = controller_mapping_wizard::IsActive() || g_rebind.active;
+368
View File
@@ -0,0 +1,368 @@
// SPDX-License-Identifier: GPL-3.0-or-later
#include "update_check.h"
#include "runtime_config.h"
#include <array>
#include <charconv>
#include <chrono>
#include <cstdio>
#include <cstdlib>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <mutex>
#include <string>
#include <string_view>
#include <system_error>
#include <thread>
// Updating itself is the Frame's build, installed by Launcher/steam-frame-install.sh: a desktop
// Linux game that holds its own build directory. Everywhere else the tab only reports the release
// it is running, which needs none of the machinery below.
#if defined(__linux__) && !defined(__ANDROID__)
#define MKW_UPDATE_CHECK_SUPPORTED 1
#include <sys/wait.h>
#else
#define MKW_UPDATE_CHECK_SUPPORTED 0
#endif
namespace update_check {
namespace {
// Written by Launcher/steam-frame-install.sh when it built on this machine, naming itself and the
// service that runs it. Its absence is what tells the tab this install is updated from a PC.
constexpr std::string_view kConfigFileName = "update.conf";
// An update's progress, and a check's answer. Separate files, so a check never overwrites the
// result of the update that opened the game.
constexpr std::string_view kStatusFileName = "update-status";
constexpr std::string_view kCheckStatusFileName = "update-status-check";
// What the Update button leaves for the update to pick up.
constexpr std::string_view kRequestFileName = "update-request";
// Stamped beside the executable by the install; absent for a build from a source tree.
constexpr std::string_view kReleaseTagFileName = ".release-tag";
// A finished update's status belongs on screen when the game opens right afterwards, which is what
// the update does. Older than this it is history, and the tab starts clean.
constexpr auto kStatusLifetime = std::chrono::hours(1);
// A running update rewrites its status at every step and every percent of its build, so one that
// has said nothing for this long was stopped without a chance to say so (the Frame lost power).
constexpr auto kRunningStatusLifetime = std::chrono::hours(2);
// The tab is drawn every frame; the files behind it are not read anywhere near that often.
constexpr auto kReadInterval = std::chrono::seconds(1);
std::string Trimmed(std::string_view text) {
const auto first = text.find_first_not_of(" \t\r\n");
if (first == std::string_view::npos) {
return {};
}
return std::string(text.substr(first, text.find_last_not_of(" \t\r\n") - first + 1));
}
std::string ReadFirstLine(const std::filesystem::path& file) {
std::ifstream stream(file);
std::string line;
if (!stream || !std::getline(stream, line)) {
return {};
}
return Trimmed(line);
}
struct Config {
std::filesystem::path script;
// The install's work directory, which holds the build the update reuses. The script defaults to
// the same place, but an install given --work-dir does not live there.
std::filesystem::path workDir;
std::string service;
bool Usable() const { return !script.empty() && !service.empty(); }
};
Config ReadConfig() {
Config config;
#if !MKW_UPDATE_CHECK_SUPPORTED
return config;
#else
std::ifstream stream(RuntimeConfigFile::ApplicationDataDirectory() / kConfigFileName);
if (!stream) {
return config;
}
std::string line;
while (std::getline(stream, line)) {
const auto separator = line.find('=');
if (line.empty() || line.front() == '#' || separator == std::string::npos) {
continue;
}
const std::string key = Trimmed(std::string_view(line).substr(0, separator));
const std::string value = Trimmed(std::string_view(line).substr(separator + 1));
if (key == "script") {
config.script = value;
} else if (key == "work_dir") {
config.workDir = value;
} else if (key == "service") {
config.service = value;
}
}
std::error_code ec;
if (!config.script.empty() && !std::filesystem::is_regular_file(config.script, ec)) {
// The work directory was removed, so there is nothing here to update from any more.
config.script.clear();
}
return config;
#endif
}
std::string InstalledRelease() {
if (const auto executableDirectory = RuntimeConfigFile::ExecutableDirectory()) {
return ReadFirstLine(*executableDirectory / kReleaseTagFileName);
}
return {};
}
// What this session has been told, which outranks the files until the game is next started: a check
// or update it asked for, and what came back.
std::mutex g_mutex;
bool g_sessionStateSet = false;
State g_sessionState = State::Idle;
std::string g_sessionDetail;
// What was last read from disk, and when, so drawing the tab does not re-read it every frame.
std::chrono::steady_clock::time_point g_lastRead;
bool g_haveRead = false;
bool g_haveFileState = false;
State g_fileState = State::Idle;
std::string g_fileDetail;
bool g_canUpdate = false;
// The release this process was started from, read once: an update replaces the stamp on disk while
// the old build is still the one running. The stamp as it is now tells whether that has happened.
std::string g_runningRelease;
bool g_haveRunningRelease = false;
std::string g_releaseOnDisk;
void SetSessionState(State state, std::string detail) {
const std::lock_guard<std::mutex> lock(g_mutex);
g_sessionStateSet = true;
g_sessionState = state;
g_sessionDetail = std::move(detail);
}
std::string ShellQuoted(const std::string& text) {
std::string quoted = "'";
for (const char character : text) {
if (character == '\'') {
quoted += "'\\''";
} else {
quoted += character;
}
}
quoted += '\'';
return quoted;
}
// Runs `command`, returning its exit status and keeping the last line of its output for a message.
int Run(const std::string& command, std::string& lastLine) {
lastLine.clear();
#if !MKW_UPDATE_CHECK_SUPPORTED
(void)command;
return -1;
#else
FILE* pipe = popen(command.c_str(), "r");
if (pipe == nullptr) {
return -1;
}
std::array<char, 512> buffer{};
while (std::fgets(buffer.data(), static_cast<int>(buffer.size()), pipe) != nullptr) {
if (const std::string line = Trimmed(buffer.data()); !line.empty()) {
lastLine = line;
}
}
const int status = pclose(pipe);
if (status == -1 || !WIFEXITED(status)) {
return -1;
}
return WEXITSTATUS(status);
#endif
}
// Reads a "<state>\t<unix time>\t<text>" line the script wrote. False when there is none, it is too
// old to be about now, or it cannot be understood.
bool ReadStatusFile(const std::filesystem::path& file, State& state, std::string& detail) {
const std::string line = ReadFirstLine(file);
if (line.empty()) {
return false;
}
const auto firstTab = line.find('\t');
const auto secondTab = line.find('\t', firstTab + 1);
if (firstTab == std::string::npos || secondTab == std::string::npos) {
return false;
}
const std::string written = line.substr(0, firstTab);
long long seconds = 0;
const char* const secondsBegin = line.data() + firstTab + 1;
if (std::from_chars(secondsBegin, line.data() + secondTab, seconds).ec != std::errc{}) {
return false;
}
const auto age = std::chrono::system_clock::now() -
std::chrono::system_clock::time_point(std::chrono::seconds(seconds));
const auto lifetime = written == "running" ? kRunningStatusLifetime : kStatusLifetime;
if (age > lifetime || age < -lifetime) {
return false;
}
if (written == "running") {
state = State::Updating;
} else if (written == "available") {
state = State::Available;
} else if (written == "uptodate" || written == "done") {
state = State::UpToDate;
} else if (written == "failed") {
state = State::Failed;
} else {
return false;
}
detail = line.substr(secondTab + 1);
return true;
}
} // namespace
Status Current() {
const std::lock_guard<std::mutex> lock(g_mutex);
// Drawn every frame, so the files behind it are read on a timer instead.
const auto now = std::chrono::steady_clock::now();
if (!g_haveRead || now - g_lastRead > kReadInterval) {
g_releaseOnDisk = InstalledRelease();
if (!g_haveRunningRelease) {
g_runningRelease = g_releaseOnDisk;
g_haveRunningRelease = true;
}
g_lastRead = now;
g_haveRead = true;
g_canUpdate = ReadConfig().Usable();
g_fileState = State::Idle;
g_fileDetail.clear();
g_haveFileState = ReadStatusFile(RuntimeConfigFile::ApplicationDataDirectory() / kStatusFileName,
g_fileState, g_fileDetail);
}
Status status;
status.installedRelease = g_runningRelease;
status.restartNeeded = g_releaseOnDisk != g_runningRelease;
if (!g_canUpdate) {
status.state = State::PcInstall;
return status;
}
// An update's own reports outrank what this session last said: one started here (the session
// says Updating until the update writes its first step), or one this game was reopened after.
const bool followUpdate = !g_sessionStateSet || g_sessionState == State::Updating;
if (followUpdate && g_haveFileState) {
status.state = g_fileState;
status.detail = g_fileDetail;
} else if (g_sessionStateSet) {
status.state = g_sessionState;
status.detail = g_sessionDetail;
} else {
status.state = State::Idle;
}
return status;
}
void StartCheck() {
{
const std::lock_guard<std::mutex> lock(g_mutex);
if (g_sessionStateSet && (g_sessionState == State::Checking || g_sessionState == State::Updating)) {
return;
}
}
const Config config = ReadConfig();
if (!config.Usable()) {
return;
}
SetSessionState(State::Checking, "Asking github.com for the newest release");
// Detached: it talks to the network and must not hold up a frame, and there is no shutdown
// ordering to manage because it touches nothing the game owns.
std::thread([config] {
const auto statusFile = RuntimeConfigFile::ApplicationDataDirectory() / kCheckStatusFileName;
std::error_code ec;
std::filesystem::remove(statusFile, ec);
std::string command = "WIICOMPILED_UPDATE_STATUS=" + ShellQuoted(statusFile.string()) + ' ' +
ShellQuoted(config.script.string()) + " --check";
if (!config.workDir.empty()) {
command += " --work-dir " + ShellQuoted(config.workDir.string());
}
command += " 2>&1";
std::string lastLine;
const int exitStatus = Run(command, lastLine);
State state = State::Failed;
std::string detail;
if (ReadStatusFile(statusFile, state, detail)) {
SetSessionState(state, detail);
} else if (exitStatus == 0) {
// It ran and said nothing this can read, which is still an answer: ask again later.
SetSessionState(State::Idle, "The check said nothing this version understands");
} else {
std::cerr << "[update] the check failed (exit " << exitStatus << "): " << lastLine << std::endl;
SetSessionState(State::Failed,
lastLine.empty() ? "The check could not be run" : lastLine);
}
std::filesystem::remove(statusFile, ec);
}).detach();
}
bool StartUpdate(std::string& error) {
error.clear();
const Config config = ReadConfig();
if (!config.Usable()) {
error = "This build was installed from a PC, so the update is run there.";
return false;
}
const auto dataDirectory = RuntimeConfigFile::ApplicationDataDirectory();
std::error_code ec;
std::filesystem::create_directories(dataDirectory, ec);
// How the update opens the game again when it is done. Steam names the running title; without
// one (a build started from a terminal) the update still runs and the game is started by hand.
std::string steamGameId;
for (const char* variable : {"SteamGameId", "SteamAppId"}) {
if (const char* value = std::getenv(variable); value != nullptr && *value != '\0') {
steamGameId = value;
break;
}
}
{
std::ofstream request(dataDirectory / kRequestFileName, std::ios::trunc);
if (!request) {
error = "Could not write to " + dataDirectory.string();
return false;
}
request << "# Written by the game's Update button; the update removes it.\n";
if (!steamGameId.empty()) {
request << "steam_game_id=" << steamGameId << '\n';
}
}
// The previous update's result must not be read as this one's before it has written anything.
std::filesystem::remove(dataDirectory / kStatusFileName, ec);
// The update must outlive the game if the player closes it meanwhile, and Steam ends the game's
// own processes when it closes, so it runs as a service of its own. --no-block: started, not
// waited for.
std::string lastLine;
const std::string command =
"systemctl --user start --no-block " + ShellQuoted(config.service) + " 2>&1";
if (const int exitStatus = Run(command, lastLine); exitStatus != 0) {
std::filesystem::remove(dataDirectory / kRequestFileName, ec);
std::cerr << "[update] could not start " << config.service << " (exit " << exitStatus
<< "): " << lastLine << std::endl;
error = lastLine.empty() ? "Could not start the update service" : lastLine;
return false;
}
SetSessionState(State::Updating, "Starting the update");
// Read the files again at once, rather than show the removed status for up to a second.
const std::lock_guard<std::mutex> lock(g_mutex);
g_haveRead = false;
return true;
}
} // namespace update_check
#undef MKW_UPDATE_CHECK_SUPPORTED
+37 -1
View File
@@ -9,6 +9,7 @@
#include "runtime_config.h"
#include "gx_thread.h"
#include "runtime_log.h"
#include "vr/adaptive_resolution.h"
#include "vr/eye_gaze.h"
#include "vr/mkw_vr_culling.h"
#include "vr/mkw_vr_first_person.h"
@@ -111,6 +112,15 @@ inline constexpr bool kWindowShapedEyesSupported = true;
inline constexpr bool kWindowShapedEyesSupported = false;
#endif
// Whether the immersive eyes can be rendered smaller than their swapchain images for
// [vr] adaptive_resolution: the backend copies them into a corner of the image and its projection
// layer shows that corner. The Vulkan backends do; the PC's D3D12 one copies whole eyes.
#if defined(_WIN32)
inline constexpr bool kScaledEyesSupported = false;
#else
inline constexpr bool kScaledEyesSupported = true;
#endif
struct Quaternion {
float x = 0.0f;
float y = 0.0f;
@@ -1506,6 +1516,15 @@ private:
destination.eyes[eye].height = source.render_height[eye];
}
}
// The backend shows the part of each image this size fills, so the field of view is kept.
if (const float scale = adaptive_scale_.load(std::memory_order_relaxed); kScaledEyesSupported && scale < 1.0f) {
for (uint32_t eye = 0; eye < kOpenXREyeCount; ++eye) {
source.render_width[eye] = AdaptiveResolution::Scaled(source.render_width[eye], scale);
source.render_height[eye] = AdaptiveResolution::Scaled(source.render_height[eye], scale);
destination.eyes[eye].width = source.render_width[eye];
destination.eyes[eye].height = source.render_height[eye];
}
}
// Read once so both eyes are built from the same angle even if the
// settings slider moves between them.
const float lean_back_radians =
@@ -1879,7 +1898,21 @@ private:
const auto now = std::chrono::steady_clock::now();
const float elapsed = std::chrono::duration<float>(now - timing_start_).count();
if (elapsed >= 1.0f) {
rendered_fps_.store(static_cast<float>(timing_submissions_) / elapsed, std::memory_order_relaxed);
const float fps = static_cast<float>(timing_submissions_) / elapsed;
rendered_fps_.store(fps, std::memory_order_relaxed);
// Measured during races only: menus and loading screens run below 60 on their own.
// The target is the game's 60 FPS, or the headset's rate when frames are interpolated.
const bool adaptive = kScaledEyesSupported && RuntimeConfigFile::VrAdaptiveResolution();
if (!adaptive || last_immersive_) {
const float target = aurora_get_stereo_frame_interpolation() ? hz : std::min(hz, 60.0f);
const float previous = adaptive_resolution_.Scale();
const float scale = adaptive_resolution_.Observe(fps, target, adaptive);
adaptive_scale_.store(scale, std::memory_order_relaxed);
if (scale != previous) {
RT_LOG(RT_TAG_RUNTIME) << "OpenXR: adaptive resolution " << static_cast<int>(scale * 100.0f + 0.5f)
<< "% (" << fps << " of " << target << " FPS)" << std::endl;
}
}
timing_start_ = now;
timing_submissions_ = 0;
}
@@ -2031,6 +2064,9 @@ private:
std::atomic<float> rendered_fps_{0};
std::chrono::steady_clock::time_point timing_start_ = std::chrono::steady_clock::now();
uint32_t timing_submissions_ = 0;
// [vr] adaptive_resolution: measured on the pacing thread, read where eyes are published.
AdaptiveResolution adaptive_resolution_;
std::atomic<float> adaptive_scale_{1.0f};
PFN_xrGetDisplayRefreshRateFB get_display_refresh_rate_ = nullptr;
PFN_xrEnumerateDisplayRefreshRatesFB enumerate_refresh_rates_ = nullptr;
PFN_xrRequestDisplayRefreshRateFB request_refresh_rate_ = nullptr;
+3 -2
View File
@@ -744,10 +744,11 @@ public:
views[eye].pose.position = frame.xr_frame.views[eye].pose.position;
views[eye].fov = frame.xr_frame.views[eye].fov;
views[eye].subImage.swapchain = retained_swapchains_[eye].handle;
// The eyes may fill only a corner of the image ([vr] adaptive_resolution).
views[eye].subImage.imageRect = {
{0, 0},
{static_cast<int32_t>(retained_swapchains_[eye].width),
static_cast<int32_t>(retained_swapchains_[eye].height)}};
{static_cast<int32_t>(std::min(frame.render_width[eye], retained_swapchains_[eye].width)),
static_cast<int32_t>(std::min(frame.render_height[eye], retained_swapchains_[eye].height))}};
views[eye].subImage.imageArrayIndex = 0;
}
XrCompositionLayerProjection projection{XR_TYPE_COMPOSITION_LAYER_PROJECTION};
+123
View File
@@ -0,0 +1,123 @@
// The AX mix kernels' vector forms (AVX2 on x86-64, NEON on arm64) must be bit-exact with the
// scalar reference loops they replace. Random blocks at every tail length, plus the ramp and
// clamp extremes; on a build with neither vector form this compares the scalar loops with
// themselves.
#include "../src/hle/audio/ax_mix_kernels.h"
#include <cstdint>
#include <cstring>
#include <iostream>
#include <random>
#include <vector>
namespace {
int g_failures = 0;
void Fail(const char* kernel, uint32_t count, uint32_t volume, uint32_t delta) {
if (++g_failures <= 10) {
std::cerr << kernel << " differs from the scalar loop: count " << count << ", volume "
<< volume << ", delta " << delta << '\n';
}
}
template <typename T>
std::vector<T> RandomBlock(std::mt19937& rng, uint32_t count, int64_t low, int64_t high) {
std::uniform_int_distribution<int64_t> dist(low, high);
std::vector<T> block(count);
for (auto& value : block) {
value = static_cast<T>(dist(rng));
}
return block;
}
void CheckRamps(std::mt19937& rng, uint32_t count, uint16_t volume, uint16_t delta) {
const auto input = RandomBlock<int16_t>(rng, count, INT16_MIN, INT16_MAX);
const auto bus = RandomBlock<int32_t>(rng, count, -(1 << 24), 1 << 24);
auto expectedOut = bus;
auto actualOut = bus;
int16_t expectedDpop = 1234;
int16_t actualDpop = 1234;
const uint16_t expectedVolume =
AxMixKernels::MixAddRampScalar(expectedOut.data(), input.data(), count, volume, delta, expectedDpop);
const uint16_t actualVolume =
AxMixKernels::MixAddRamp(actualOut.data(), input.data(), count, volume, delta, actualDpop);
if (expectedOut != actualOut || expectedDpop != actualDpop || expectedVolume != actualVolume) {
Fail("MixAddRamp", count, volume, delta);
}
auto expectedSamples = input;
auto actualSamples = input;
const uint16_t expectedScaled = AxMixKernels::ScaleRampScalar(expectedSamples.data(), count, volume, delta);
const uint16_t actualScaled = AxMixKernels::ScaleRamp(actualSamples.data(), count, volume, delta);
if (expectedSamples != actualSamples || expectedScaled != actualScaled) {
Fail("ScaleRamp", count, volume, delta);
}
}
void CheckAccumAndMarshal(std::mt19937& rng, uint32_t count) {
const auto src = RandomBlock<int32_t>(rng, count, INT32_MIN, INT32_MAX);
const auto ramp = RandomBlock<uint16_t>(rng, count, 0, UINT16_MAX);
const auto bus = RandomBlock<int32_t>(rng, count, -(1 << 24), 1 << 24);
auto expected = bus;
auto actual = bus;
AxMixKernels::MixAccumRamp32Scalar(expected.data(), src.data(), ramp.data(), count);
AxMixKernels::MixAccumRamp32(actual.data(), src.data(), ramp.data(), count);
if (expected != actual) {
Fail("MixAccumRamp32", count, 0, 0);
}
std::vector<uint8_t> expectedBytes(count * 4);
std::vector<uint8_t> actualBytes(count * 4);
AxMixKernels::StoreBigEndian32Scalar(expectedBytes.data(), src.data(), count);
AxMixKernels::StoreBigEndian32(actualBytes.data(), src.data(), count);
if (expectedBytes != actualBytes) {
Fail("StoreBigEndian32", count, 0, 0);
}
std::vector<int32_t> expectedWords(count);
std::vector<int32_t> actualWords(count);
AxMixKernels::LoadBigEndian32Scalar(expectedWords.data(), expectedBytes.data(), count);
AxMixKernels::LoadBigEndian32(actualWords.data(), expectedBytes.data(), count);
if (expectedWords != actualWords || expectedWords != src) {
Fail("LoadBigEndian32", count, 0, 0);
}
}
} // namespace
int main() {
std::mt19937 rng(0x41584D58u);
std::uniform_int_distribution<uint32_t> any16(0, UINT16_MAX);
const uint16_t edges[] = {0, 1, 0x7FFF, 0x8000, 0x8001, 0xFFFE, 0xFFFF};
// Every tail length around the vector widths, and the AX frame sizes (96 per 3 ms frame,
// 160 at the 5 ms subframe the AXWii list can use).
for (uint32_t count = 0; count <= 40; ++count) {
for (uint16_t volume : edges) {
for (uint16_t delta : edges) {
CheckRamps(rng, count, volume, delta);
}
}
for (int trial = 0; trial < 64; ++trial) {
CheckRamps(rng, count, static_cast<uint16_t>(any16(rng)), static_cast<uint16_t>(any16(rng)));
}
CheckAccumAndMarshal(rng, count);
}
for (uint32_t count : {96u, 160u, 255u}) {
for (int trial = 0; trial < 256; ++trial) {
CheckRamps(rng, count, static_cast<uint16_t>(any16(rng)), static_cast<uint16_t>(any16(rng)));
CheckAccumAndMarshal(rng, count);
}
}
if (g_failures != 0) {
std::cerr << g_failures << " mismatches\n";
return 1;
}
std::cout << "ax mix kernels match the scalar loops (avx2 " << MKW_AX_MIX_AVX2 << ", neon "
<< MKW_AX_MIX_NEON << ")\n";
return 0;
}
@@ -0,0 +1,56 @@
// SPDX-License-Identifier: GPL-3.0-or-later
#include "vr/adaptive_resolution.h"
#include <cmath>
#include <cstdio>
#include <cstdlib>
using mkw::vr::AdaptiveResolution;
namespace {
void Check(bool condition, const char* what) {
if (!condition) {
std::fprintf(stderr, "vr_adaptive_resolution_tests: %s\n", what);
std::exit(1);
}
}
void CheckNear(float value, float expected, const char* what) {
Check(std::fabs(value - expected) <= 1.0e-5f, what);
}
} // namespace
int main() {
{
AdaptiveResolution adaptive;
CheckNear(adaptive.Observe(40.0f, 60.0f, false), 1.0f, "off stays at full size");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 1.0f, "on time at full size stays there");
}
{
AdaptiveResolution adaptive;
CheckNear(adaptive.Observe(45.0f, 60.0f, true), 0.9f, "a short second lowers a step");
CheckNear(adaptive.Observe(45.0f, 60.0f, true), 0.8f, "another lowers another");
CheckNear(adaptive.Observe(45.0f, 60.0f, true), 0.7f, "and another");
CheckNear(adaptive.Observe(10.0f, 60.0f, true), 0.7f, "never below the minimum");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.7f, "one second on time is not enough");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.7f, "two are not enough");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.8f, "three raise a step");
CheckNear(adaptive.Observe(55.0f, 60.0f, true), 0.8f, "between the thresholds holds");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.8f, "and restarts the on-time count");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.8f, "still counting");
CheckNear(adaptive.Observe(60.0f, 60.0f, true), 0.9f, "three more raise again");
for (int second = 0; second < 30; ++second) adaptive.Observe(60.0f, 60.0f, true);
Check(adaptive.Scale() == 1.0f, "back at exactly full size");
CheckNear(adaptive.Observe(0.0f, 60.0f, true), 1.0f, "a second with no measurement changes nothing");
CheckNear(adaptive.Observe(30.0f, 0.0f, true), 1.0f, "nor one with no target");
adaptive.Observe(30.0f, 60.0f, true);
CheckNear(adaptive.Observe(30.0f, 60.0f, false), 1.0f, "turning it off restores full size");
}
Check(AdaptiveResolution::Scaled(2064, 1.0f) == 2064, "full size is unchanged");
Check(AdaptiveResolution::Scaled(2000, 0.7f) == 1400, "scaled size");
Check(AdaptiveResolution::Scaled(2, 0.7f) == 2, "never below two pixels");
std::puts("vr_adaptive_resolution_tests: ok");
return 0;
}
+3
View File
@@ -84,6 +84,9 @@ int main() {
Require(Parse("[vr]\nrepeat_frames = false\n").vrRepeatFrames == false);
Require(!Parse("[vr]\nrepeat_frames = 1\n").vrRepeatFrames.has_value());
Require(!Parse("[vr]\n").vrRepeatFrames.has_value());
// [vr] adaptive_resolution: off unless set.
Require(Parse("[vr]\nadaptive_resolution = true\n").vrAdaptiveResolution == true);
Require(!Parse("[vr]\n").vrAdaptiveResolution.has_value());
#if defined(MKW_HEADSET_STEAM_FRAME)
Require(RuntimeConfigFile::kVrRepeatFramesDefault);
Require(std::string_view(MKW_VR_REPEAT_FRAMES_DEFAULT_TOML) == "true");
@@ -27,7 +27,8 @@ public sealed partial class CxxLinearCodeGenerator
IReadOnlyDictionary<uint, GuestAbiContract> stateFreeAbiContracts,
IReadOnlyDictionary<uint, string> stateFreeCallSymbols,
IReadOnlyDictionary<GuestStateFreeCallSiteKey, GuestStateFreeCallVariant> stateFreeCallSiteVariants,
IReadOnlySet<uint> modOverridableCallTargets)
IReadOnlySet<uint> modOverridableCallTargets,
bool shareLrContinuationDispatch)
{
if (ins is IrPhi)
{
@@ -410,11 +411,18 @@ public sealed partial class CxxLinearCodeGenerator
fallbackPad = IndentPad(indent + 1);
}
EmitLocalLrContinuationDispatch(sb, fallbackPad, labelNames);
sb.AppendLine($"{fallbackPad}if (TranslatedFunctionRegistry::FindByAddressPtr(ctx->lr) != nullptr) {{");
sb.AppendLine($"{fallbackPad} InvokeIndirectCpu(ctx->lr, ctx);");
sb.AppendLine($"{fallbackPad}}}");
sb.AppendLine($"{fallbackPad}return;");
if (shareLrContinuationDispatch)
{
sb.AppendLine($"{fallbackPad}goto lr_continuation_dispatch;");
}
else
{
EmitLocalLrContinuationDispatch(sb, fallbackPad, labelNames);
sb.AppendLine($"{fallbackPad}if (TranslatedFunctionRegistry::FindByAddressPtr(ctx->lr) != nullptr) {{");
sb.AppendLine($"{fallbackPad} InvokeIndirectCpu(ctx->lr, ctx);");
sb.AppendLine($"{fallbackPad}}}");
sb.AppendLine($"{fallbackPad}return;");
}
if (localFallthroughLr.HasValue)
{
sb.AppendLine($"{pad}}}");
@@ -241,12 +241,14 @@ public sealed partial class CxxLinearCodeGenerator
var labelNames = func.Blocks.ToDictionary(b => b.Label, b => SanitizeLabel(b.Label), StringComparer.OrdinalIgnoreCase);
var instructionContinuationLabels = new Dictionary<uint, string>();
var needsInstructionContinuationLabels = func.Blocks
var continuationCallCount = func.Blocks
.SelectMany(static block => block.Instructions)
.OfType<IrCall>()
.Any(call =>
.Count(call =>
TryParseAddress(call.Target, out var target) &&
(nonReturningCallTargets.Contains(target) || lrContinuationCallTargets.Contains(target)));
var needsInstructionContinuationLabels = continuationCallCount > 0;
var shareLrContinuationDispatch = continuationCallCount > 1;
if (needsInstructionContinuationLabels)
{
foreach (var trace in func.Blocks.SelectMany(static block => block.Instructions).OfType<IrTracePpc>())
@@ -405,7 +407,7 @@ public sealed partial class CxxLinearCodeGenerator
_activeGpuFifoBurstSlot = gpuFifoBurstPlan.Slot(block.Label, i);
try
{
EmitInstruction(block.Label, directCallOrdinal, block.Instructions[i], body, bufferBaseLength, 1, cfg, labelNames, types, signature, localPaired, _guestAbiProvider, knownConstants, localConstants, linkedAddressRemap, nonReturningCallTargets, lrContinuationCallTargets, stackFacts, inlineGuestThunkStackBase, localFallthroughLr, guestAbiContracts, stateFreeAbiContracts, stateFreeCallSymbols, stateFreeCallSiteVariants, modOverridableCallTargets);
EmitInstruction(block.Label, directCallOrdinal, block.Instructions[i], body, bufferBaseLength, 1, cfg, labelNames, types, signature, localPaired, _guestAbiProvider, knownConstants, localConstants, linkedAddressRemap, nonReturningCallTargets, lrContinuationCallTargets, stackFacts, inlineGuestThunkStackBase, localFallthroughLr, guestAbiContracts, stateFreeAbiContracts, stateFreeCallSymbols, stateFreeCallSiteVariants, modOverridableCallTargets, shareLrContinuationDispatch);
}
finally
{
@@ -423,7 +425,7 @@ public sealed partial class CxxLinearCodeGenerator
switch (term)
{
case IrUndefined undef:
EmitInstruction(block.Label, -1, undef, body, bufferBaseLength, 1, cfg, labelNames, types, signature, localPaired, _guestAbiProvider, knownConstants, localConstants, linkedAddressRemap, nonReturningCallTargets, lrContinuationCallTargets, stackFacts, inlineGuestThunkStackBase: false, localFallthroughLr: null, guestAbiContracts, stateFreeAbiContracts, stateFreeCallSymbols, stateFreeCallSiteVariants, modOverridableCallTargets);
EmitInstruction(block.Label, -1, undef, body, bufferBaseLength, 1, cfg, labelNames, types, signature, localPaired, _guestAbiProvider, knownConstants, localConstants, linkedAddressRemap, nonReturningCallTargets, lrContinuationCallTargets, stackFacts, inlineGuestThunkStackBase: false, localFallthroughLr: null, guestAbiContracts, stateFreeAbiContracts, stateFreeCallSymbols, stateFreeCallSiteVariants, modOverridableCallTargets, shareLrContinuationDispatch);
AppendFlush(body, " ");
body.AppendLine(" return;");
break;
@@ -509,6 +511,18 @@ public sealed partial class CxxLinearCodeGenerator
body.AppendLine();
}
if (shareLrContinuationDispatch)
{
// Every call site has already reloaded the callee's state.
// Keep the complete local target set, but emit it only once.
body.AppendLine(" return;");
body.AppendLine("[[maybe_unused]] lr_continuation_dispatch:");
EmitLocalLrContinuationDispatch(body, " ", labelNames);
body.AppendLine(" if (TranslatedFunctionRegistry::FindByAddressPtr(ctx->lr) != nullptr) {");
body.AppendLine(" InvokeIndirectCpu(ctx->lr, ctx);");
body.AppendLine(" }");
body.AppendLine(" return;");
}
body.Append('}');
// The residency discovery pass only exists for its side effects
// on the recorder; materializing its text costs a full copy of
@@ -1942,6 +1942,22 @@ public sealed partial class PpcLifter
new IrCall(string.Empty, TargetLabel(ins, validAddresses, preferFallthrough: false), blArgs)
};
case "bltl":
{
var crField = "cr0";
if (ops.Count > 0 && ops[0] is PpcConditionRegisterOperand crOp)
{
crField = NormalizeRegister(crOp.Name);
}
return new IrInstruction[]
{
new IrAssign("lr", IrValue.Imm((int)ins.EndAddress)),
new IrBranch("blt", TargetLabel(ins, validAddresses, preferFallthrough: false),
$"0x{ins.EndAddress:X8}", crField)
};
}
case "bcl":
{
var rawInstr = ReadRawInstruction(ins);
@@ -0,0 +1,70 @@
using System.Security.Cryptography;
using WiiCompiled.Setup.Linux;
using Xunit;
namespace Translator.Tests;
public sealed class LinuxDiscExtractionTests
{
private sealed class Reporter : IInstallReporter
{
public void Progress(string stage, string message, int percent) { }
public void Diagnostic(string line) { }
}
[Theory]
[InlineData("valid")]
[InlineData("wrong-hash")]
[InlineData("failed")]
[InlineData("cancelled")]
[InlineData("recovery")]
public async Task ExtractionPreservesLiveDataUntilValidationSucceeds(string mode)
{
if (!OperatingSystem.IsLinux()) return;
var root = Path.Combine(Path.GetTempPath(), "linux-disc-test-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(root);
try
{
var assets = Path.Combine(root, "Assets");
var data = Path.Combine(assets, "DATA");
Directory.CreateDirectory(data);
File.WriteAllText(Path.Combine(data, "old"), "working install");
if (mode == "recovery") Directory.Move(data, data + ".replaced");
var tool = Path.Combine(root, "nodtool");
File.WriteAllText(tool, """
#!/bin/bash
if [[ "$1" == info ]]; then echo 'Game ID: RMCP01'; exit 0; fi
mkdir -p "$3/sys" "$3/files/rel"
printf dol > "$3/sys/main.dol"
printf rel > "$3/files/rel/StaticR.rel"
""" + "\n" + (mode is "failed" or "recovery" ? "exit 1\n" : mode == "cancelled" ? "sleep 30\n" : "exit 0\n"));
File.SetUnixFileMode(tool, UnixFileMode.UserRead | UnixFileMode.UserWrite | UnixFileMode.UserExecute);
var manifest = new ProjectManifest
{
GameId = "RMCP01", Region = "P",
DolSha256 = mode == "wrong-hash" ? new string('0', 64) : Hash("dol"),
RelSha256 = Hash("rel")
};
using var cancellation = new CancellationTokenSource();
if (mode == "cancelled") cancellation.CancelAfter(TimeSpan.FromMilliseconds(200));
var task = DiscTool.ValidateAndExtractAsync("disc.iso", manifest, assets, root, tool, new Reporter(), cancellation.Token);
if (mode == "valid")
{
await task;
Assert.False(File.Exists(Path.Combine(data, "old")));
Assert.Equal("dol", File.ReadAllText(Path.Combine(data, "sys", "main.dol")));
Assert.Equal("rel", File.ReadAllText(Path.Combine(assets, "StaticR.rel")));
}
else
{
await Assert.ThrowsAnyAsync<Exception>(() => task);
Assert.Equal("working install", File.ReadAllText(Path.Combine(data, "old")));
}
Assert.False(Directory.Exists(data + ".extracting"));
Assert.False(Directory.Exists(data + ".replaced"));
}
finally { Directory.Delete(root, recursive: true); }
}
private static string Hash(string text) => Convert.ToHexString(SHA256.HashData(System.Text.Encoding.UTF8.GetBytes(text))).ToLowerInvariant();
}
@@ -14,6 +14,23 @@ public class PpcLifterAdditionalCoverageTests
private static PpcInstruction Instruction(uint raw, string mnemonic, params PpcOperand[] operands)
=> PpcInstruction.Synthetic(0x80000000, raw, mnemonic, operands);
[Fact]
public void LinkedConditionalBranchSetsLrBeforeEitherPath()
{
var branch = PpcDecoder.Decode(0x80004394, 0x41800029);
var ir = Assert.Single(new PpcLifter().Lift(new[] { branch })).Ir;
Assert.Equal("bltl", branch.Mnemonic);
var lr = Assert.IsType<IrAssign>(ir[0]);
Assert.Equal("lr", lr.Destination);
Assert.Equal(unchecked((int)0x80004398u), lr.Value.Constant);
var decision = Assert.IsType<IrBranch>(ir[1]);
Assert.Equal("blt", decision.Condition);
Assert.Equal("0x800043BC", decision.TrueLabel);
Assert.Equal("0x80004398", decision.FalseLabel);
}
[Fact]
public void LiftsAdditionalNonDotArithmeticAndLogicalForms()
{
@@ -35,6 +35,23 @@ public class RetroWfcPayloadLoweringTests
Assert.Equal("moduleFunction", pointer.TargetKind);
}
[Fact]
public void AlteredProductionPayloadFailsSignatureValidation()
{
var root = Path.Combine(Path.GetTempPath(), "payload-validation-" + Guid.NewGuid().ToString("N"));
try
{
var payload = File.ReadAllBytes(Path.Combine(AppContext.BaseDirectory,
"TestAssets", "RetroWfcPayload", "binary", "payload.RMCPD00.bin"));
payload[^1] ^= 1;
Directory.CreateDirectory(Path.Combine(root, "binary"));
File.WriteAllBytes(Path.Combine(root, "binary", "payload.RMCPD00.bin"), payload);
Assert.Throws<InvalidDataException>(() =>
WiiCompiled.Setup.Common.RetroWfcPayload.ValidateStagedRetroWfcPayloadDirectory(root));
}
finally { Directory.Delete(root, recursive: true); }
}
[Fact]
public void ProductionPayloadValidatesAndTranslatesEverySupportedPatch()
{
@@ -0,0 +1,52 @@
using Translator.Core.Analysis.Ssa;
using Translator.Core.Analysis.Representation;
using Translator.Core.CodeGen;
using Translator.Core.Ir;
using Translator.Core.Representation;
using Xunit;
namespace Translator.Tests;
public class SharedLrContinuationCodeGenTests
{
[Theory]
[InlineData(2)]
[InlineData(20)]
public void MultipleHooksShareOneCompleteDispatchAndKeepNormalFallthrough(int callCount)
{
var instructions = new List<IrInstruction>();
for (var i = 0; i < callCount; i++)
{
instructions.Add(new IrAssign("lr", IrValue.Imm(unchecked((int)(0x80001004u + (uint)i * 4u)))));
instructions.Add(new IrCall(string.Empty, "0x81800000", Array.Empty<IrValue>()));
}
instructions.Add(new IrAssign("r3", IrValue.Imm(8)));
instructions.Add(new IrReturn(null));
var function = new IrFunction("shared_lr_continuation", "0x80001000", new[]
{
new IrBasicBlock("0x80001000", instructions),
new IrBasicBlock("0x80001100", new IrInstruction[]
{
new IrAssign("r3", IrValue.Imm(1)), new IrReturn(null)
})
});
var types = new RepresentationEnvironment(new Dictionary<string, ValueRepresentation>
{
["lr"] = ValueRepresentation.UInt32, ["r3"] = ValueRepresentation.UInt32
});
var code = new CxxLinearCodeGenerator().Emit(0x80001000,
new SsaTransformer().Convert(function),
new FunctionAbiClassification("shared_lr_continuation", ValueRepresentation.Void), types,
lrContinuationCallTargets: new HashSet<uint> { 0x81800000u });
Assert.Equal(1, code.Split("switch (ctx->lr)").Length - 1);
Assert.Equal(callCount, code.Split("goto lr_continuation_dispatch;").Length - 1);
Assert.Equal(callCount, code.Split("if (ctx->lr != ").Length - 1);
Assert.Contains("case 0x80001100u:", code);
Assert.Contains("goto loc_80001100;", code);
Assert.Contains("InvokeIndirectCpu(ctx->lr, ctx);", code);
var sharedLabel = code.IndexOf("lr_continuation_dispatch:", StringComparison.Ordinal);
Assert.True(code.IndexOf("r3 = 8;", StringComparison.Ordinal) < sharedLabel);
Assert.True(code.IndexOf("case 0x80001100u:", StringComparison.Ordinal) > sharedLabel);
}
}
@@ -27,6 +27,7 @@
<ProjectReference Include="..\..\src\Translator.Core\Translator.Core.csproj" />
<ProjectReference Include="..\..\src\Translator.Cli\Translator.Cli.csproj" />
<ProjectReference Include="..\..\..\Launcher\WiiCompiled.Setup.Common\WiiCompiled.Setup.Common.csproj" />
<ProjectReference Include="../../../Launcher/WiiCompiled.Setup.Linux/WiiCompiled.Setup.Linux.csproj" />
</ItemGroup>
<ItemGroup>