spoopyghosty0
d02ff3c9aa
Vulkan shim: leave out Lepton's Fossilize layer, blank shaders for refused pipelines ( #349 )
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Transformers Beyond Reality: Redux ended its first frames with Unreal's "Shader compilation failures are
Fatal." With Lepton's Fossilize layer loaded every graphics pipeline failed with
VK_ERROR_OUT_OF_HOST_MEMORY, even a constant-colour one; the pipeline cache, the app's CPU allocator and
Valve's FDM/RPO layers were ruled out on the device. Without Fossilize a few multiview vertex shaders
still fail in Turnip.
- adapter.vk_no_fossilize: the shim removes VK_LAYER_fossilize from GraphicsEnv's debug layer list when
the engine loads it (library constructor, same GraphicsEnv calls as zinkfix)
- adapter.vk_pipeline_fallback: a refused graphics pipeline is created again with a blank fragment
shader, then blank vertex + fragment shaders
- catalog entry (status unknown, headless only), triage vulkan-pipeline-refused, PLAYBOOK, DEVICE_NOTES
Headless on the dev Frame: RUNNING after 78 s at 72 fps (was: exit within 21 s). Headset check pending.
2026-10-17 21:34:00 -04:00
spoopyghosty0
9772b9a17f
Vulkan shim: vk_pipeline_log diagnostics (failing pipeline creations, Y'CbCr conversions; GitHub #349 )
2026-10-17 02:19:08 -04:00
spoopyghosty0
6fb4a52051
Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140 )
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Adapter setting vk_shader_dump=1: every distinct module once to files/fp_vk_shaders/<size>_<sha256>.spv, each
vkCreateShaderModule as one index.txt line (order, time), to find the shader behind a GPU hang for a vk_shader_fix.
Agent v72 collect_diag returns the newest dumped modules (Vulkan and OpenGL ES dumps); diagnostics bundle them.
Triage gpu-hang suggests the dump for the session's graphics API (FrameBridge's swapchain formats).
2026-10-10 15:56:01 -04:00
UnicronNL
0744a126cb
Vulkan shim: drop depth resolves of subpasses without depth, leave out null-image barriers and refuse null-image views (vk_spec_fixes), vk_hide_fdm hides fragment density maps (Metro Awakening crashed in the Frame's Vulkan driver, GitHub #65 )
2026-10-06 13:46:52 -04:00
spoopyghosty0
13069db28a
Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve; found with the validation layer in Into The Radius 2
2026-10-05 18:19:11 -04:00
spoopyghosty0
7058105056
Launch tests wait for a first boot after an APK change (agent v54: Lepton's transient 'is not a running context' stopped them); Vulkan shim vk_validation (diagnostics: adds Khronos' validation layer, bundled in a test APK, to the game's instance; a global debug.vulkan.layers property kills Lepton's container)
2026-10-05 17:59:03 -04:00
spoopyghosty0
cf900cd9d4
vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template
2026-10-05 16:37:10 -04:00
spoopyghosty0
ef21b33ca2
Vulkan shim: vk_query_slots (per game) gives occlusion queries one slot per eye; in multiview passes the Frame's Mesa driver writes the second eye's zero result into the next query, culling visible objects (Into The Radius 2's popping models; not yet confirmed in a headset). Sidebar: Sleep / Restart / Shut down below the Frame card
2026-10-05 16:30:07 -04:00
spoopyghosty0
67c991ca4f
Fixes from user reports, round 2: VR4 campaign hang (one shader reads an uninitialized loop counter; the Vulkan shim's new vk_shader_fix setting inserts the zeroing stores, matched by size + SHA-256, from #10 's capture); I Am Cat multipass (the getter is inlined: the field read in OculusLoader.Initialize is rewritten, verified on a Frame); builds remember their recipe (recipe_fp, Patch.revision) so changed recipes show Update on Frame; a Frame that got a new address is found again by its SSH host key; packaged apps show library artwork ( #16 ); diagnostics include this boot's kernel log; the Game settings dialog keeps text settings; recipes from #13 , #14 , #15 , #17
2026-10-04 10:21:30 -04:00
spoopyghosty0
428e8ffe05
Quest binary fixes, PC VR launch modes + SteamVR tuning, file sending, GUI scaling
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Quest (Frame):
- frame.swapchain_limit (default on): overport's dispatcher aborted on swapchains
> 4096 px (4XVR's 7680x3840 theatre textures); guard raised to 16384.
- frame.vk_sanitize (default on, Unreal): Vulkan shim (native/vkshim) that drops
invalid render-pass pNext pointers; Lepton's Fossilize layer crashed Deadpool VR on them.
- FrameBridge: cylinder layers (curved menus / movie screens) shown as flat quad
strips (setting cylinder_strips). Equirect (360°) layers still can't be shown.
- Launch tests read Lepton's crash logcat (agent v24); triage signatures for both crashes.
- Send files to Lepton apps (frameport frame send/storage, GUI "Send files"):
~/Videos, ~/Downloads, ~/Documents = /sdcard/Movies, Download, Documents in every app.
PC VR:
- Launch modes from the game files (repack with bundled Revive -> run directly,
dual-API builds -> launch args, Oculus-only -> Revive); patches pcvr.repack_launcher,
pcvr.launch_args; Platform SDK games routed to the PC.
- pcvr.steamvr_tuning (default on): reads SteamVR's session summary (dropped frames
+ compositor timeouts, fpsVR if installed) and sets per-app refresh rate / motion
smoothing via fp_vrsettings.exe (OpenVR IVRSettings).
GUI: upload speed / ETA, UI scale (auto from Windows DPI under WSL, Settings ->
Appearance), fixed grey box in Problems & feedback.
2026-09-30 21:51:37 -04:00