Commit Graph
106 Commits
Author SHA1 Message Date
spoopyghosty0 5e087a7d6a Diagnose missing MR rooms and unsupported scene discovery 2026-10-18 19:56:11 -04:00
spoopyghosty0 427a2d79af Enable scene emulation for scene and spatial anchor games 2026-10-18 19:56:10 -04:00
spoopyghosty0 12025e73dd Catalog: Test Quest MR (works)
Verified on the Frame 2026-10-18 with 0.2.1 (room, planes, mesh and anchors through FramePort; with frame.meta_permissions and scene_emul, the MR heuristics' picks).
2026-10-18 19:36:03 -04:00
spoopyghosty0 8d4fb7b6e1 Catalog: KillerFrequency and cubism (works)
Closes #402
Closes #403
2026-10-18 14:23:19 -04:00
spoopyghosty0 4b513e195f Gamepad for 2D apps: own button layout (swap sticks, swap A/B, own .kl lines) and Steam's controller log in diagnostics (#162); fix main's CI
Steam Input's per-game remapping doesn't reach a 2D app; device.steam_gamepad's options now change the buttons
inside the app: the launcher exports FRAMEPORT_GAMEPAD_LAYOUT/_KEYS, the agent's Podman wrapper mounts a per-game
key layout (agent v103). Diagnostics of such games carry gamepad.log and Steam's controller activation lines. The
game page shows a patch's on/off options under it while it's on.
CI: locales template refreshed; frame.main_process counts as a patch that works on the 32-bit bridge.
2026-10-18 12:57:04 -04:00
spoopyghosty0 104c003c44 frame.main_process: run a game activity that has its own process in the main one (#178)
Halo CE VR's HaloActivity runs in :halo_game; Lepton starts it directly and watches only the main process, which
never exists, so it closed the game about a minute in ('Target app ... did not start'). Analysis field
separate_process (ANALYSIS_VERSION 23), default-on patch, triage app-separate-process, PLAYBOOK row.
2026-10-18 12:35:48 -04:00
spoopyghosty0 b281cd5fdb Catalog: HardBullet (issues: cube loading screen, view freezes during loads)
Closes #385
2026-10-18 12:17:35 -04:00
spoopyghosty0 4fec0656ff OpenGL ES shader dump/fix offered for Unity games whose boot.config mentions Vulkan; either setting brings in the shader-fix layer (#382)
SynthRiders is analysed as 'Vulkan (Unity boot.config)' but renders with GLES on Zink, so the dump was hidden in
Game settings and session triage's suggestion was dropped; the dump setting alone also never added the layer.
2026-10-18 12:14:42 -04:00
spoopyghosty0 33bb14e034 FrameBridge: cube-only frames as quads (#385); CI: lint, foveation test
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.

Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
2026-10-17 21:52:39 -04:00
spoopyghosty0 358db1360f quest_buttons: rebuild the adapter on current main, regenerate patch docs and translations 2026-10-17 21:44:01 -04:00
spoopyghosty0 d02ff3c9aa Vulkan shim: leave out Lepton's Fossilize layer, blank shaders for refused pipelines (#349)
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 a32e48367a Catalog: PrimedGun v2 without the Vulkan library rename (#254)
frame.vk_sanitize rewrote "libvulkan.so" in the game's library, but the game builds that name from two pieces, so it
asked for "libfp_vkn.so", Dawn found no Vulkan, fell back to OpenGL ES and left VR. Status stays unknown until it is
checked in the headset.
2026-10-17 21:28:09 -04:00
spoopyghosty0 95a226d54f Catalog: five working recipes from players (#395 #396 #397 #399 #401)
Summer Sports, Black Hole Pool, The Wizards, Surviving Mars: Pioneer and Survival Nation, all played in the headset.
Foveation choices left out (experimental, per player).

Closes #395
Closes #396
Closes #397
Closes #399
Closes #401
2026-10-17 21:19:06 -04:00
spoopyghosty0 01ad5e6b97 Foveation area size: use Valve's FOVE_LEVEL presets (#394)
The old radius setting exported FOVE_INNER/FOVE_OUTER, which Lepton doesn't pass into the container and Valve's
foveation layer doesn't read, so every size looked the same. Game settings now offers Default (large) / Large /
Medium / Small, exported as FOVE_LEVEL=lo/med/hi (the layer's own preset names); saved radius choices map to the
nearest preset. The agent's launcher update accepts FOVE_LEVEL.
2026-10-17 20:56:27 -04:00
spoopyghosty0 e0a9b5f7cb Catalog: Table Troopers (works)
Closes #391
2026-10-17 16:52:13 -04:00
spoopyghosty0 3e906d55cf Catalog: Spectre (works)
Closes #390
2026-10-17 16:51:02 -04:00
Lucas-Mathieu 78fc926a48 Fix Batman audio geometry input lifetime across background loading 2026-10-17 16:47:05 -04:00
spoopyghosty0 d7f0d51472 Foveation as a per-game setting; "Sharpness" is "Render resolution" (#365)
Foveation (Default / Eye-tracked / Fixed / Off, radius, test) moves from Customize to Game settings →
Picture. It's a user preference, not part of the recipe: existing recipes are migrated once and Share
working config leaves it out. Agent v98 set_settings rewrites only the launcher's foveation exports, so a
change applies at the next game start without a rebuild (checked on the Frame: Fixed adds the FDM exports,
Default removes them). The APK-side parts (Batman allocation fix, Climb 2 bridge) stay in the build.
The scale setting's label is now "Render resolution (supersampling)". ui_smoke: game-settings-dialog step.
2026-10-17 15:46:35 -04:00
spoopyghosty0 1e1c435191 Headset model per game, Quest 3 by default (#373)
Games saw a Quest 2: OVRPort's dispatcher hardcodes the system name "Oculus Quest2" and a Quest 2
headset UUID (XR_META_headset_id), and OVRPlugin decides the headset type from the UUID first, then the
name. device.headset_model (Customize; Quest 3 default for every Quest game, also Quest 3S, Quest Pro,
Quest 2) rewrites both in the dispatcher after checking the original bytes; Quest 2 leaves the build
byte-identical. FrameBridge reports the same name to games that call the runtime directly. A library
migration adds the default to existing recipes (installed games show Update on Frame).
Lepton's ro.product.model ("Lepton") can't be overridden by boot properties, so Build.MODEL is unchanged.

Verified on the Frame: OVRPlugin logs "systemName Meta Quest 3" (was "Oculus Quest2").
2026-10-17 15:18:45 -04:00
spoopyghosty0 7d4e20844f FrameBridge: XR_FB_color_space for games that require it (#336)
OutRun Quest VR quits before its VR session with "Rec.709 color space unavailable": the Frame's runtime
has no XR_FB_color_space. Adapter setting fb_color_space (off by default; triage color-space-missing
suggests it) offers the extension when the runtime lacks it, reports Rec.709 and accepts any colour
space without converting. OVRPort's dispatcher can't forward the new functions, so it isn't on for every
game. Not yet tried on the device.
2026-10-17 14:56:59 -04:00
spoopyghosty0 3c43b0fb5d Per-game language setting (device.language, #354)
Lepton's Android is set to English (US), so games that follow the system language start in English.
device.language (Customize -> Game language) sets persist.sys.locale through its own LEPTON_GFXRECON_*
boot-property line, like device.hide_navbar. Verified on the Frame: the container reports de-DE and the
game's VM starts with user.locale=de-DE.
2026-10-17 14:32:16 -04:00
spoopyghosty0 8e8b3c819c Catalog: ToyTrains (works)
Closes #384
2026-10-17 14:08:28 -04:00
spoopyghosty0 434e614d6c Catalog: BattleTalent (issues; MR mode missing, multiplayer untested)
Closes #381
2026-10-17 13:56:44 -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 542e54882d Add opt-in dispatcher-level Quest Vulkan foveation suppression 2026-10-17 02:19:06 -04:00
spoopyghosty0 d7810d28b7 Unreal Binned3 reservations with MAP_NORESERVE (frame.unreal_noreserve, GitHub #349)
Transformers Beyond Reality (UE5, FMallocBinned3) reserves 76 GiB with one
mmap(NULL, size, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS) while libUnreal.so's
static constructors run. Quest grants it; the Frame's kernel (overcommit mode 0) refuses a
writable private mapping larger than RAM + swap, and Unreal's out-of-memory handler then
dereferences its not yet created log: SIGSEGV fault addr 0x10 inside System.loadLibrary.

The patch adds MAP_NORESERVE to every anonymous read/write mmap call site of the engine
library (mov w3, #0x22 -> #0x4022 before a bl to mmap's PLT stub, with x0 = 0 and w2 = 3
in the window), suggested from analysis unreal_binned3 (ANALYSIS_VERSION 22 on main). Triage
unreal-reserve-refused, PLAYBOOK row, tests. Headless on the dev Frame the game now gets
past loading to its OpenXR session and first frames.

ELF helpers find .dynsym/.dynstr/.dynamic by section type and link instead of by name: this
game's libOVRPlugin.so has a scrambled section name table, so add_needed raised
"produced NEEDED=[...]" and the build failed in frame.unreal_ovrp_entrypoints, and
dyn_symbols returned nothing (every ovrp_* lookup then counted as missing).

# Conflicts:
#	docs/PATCHES.md
#	src/frameport/analysis/detect.py
2026-10-17 02:19:03 -04:00
spoopyghosty0 8986aa7040 FrameBridge: answer xrGetDisplayRefreshRateFB with the real rate (PreyVR black menu, #306)
The Frame's runtime has no XR_FB_display_refresh_rate (-7); OVRPort's dispatcher still
offers it and answered 0 Hz. Team Beef's idTech 4 ports run USERCMD_MSEC = 1000 / refresh,
so PreyVR had 0 ms tics: the async thread spun (~1.9M tics/s), com_frameTime stayed 0 and
the main menu's timeline never got past its first step (black backdrop + cursor only).
FrameBridge now always answers with 1 / predictedDisplayPeriod (else the refresh_rate
setting, else 72 Hz). Headless: menu drawn (snapshot mean 68 vs 0.1 before), clocks advance.

- glmv: gl_mv_debug=2 traces draws (state, GL errors per framebuffer), failed texture
  uploads/copies/compiles and idTech 4 clocks; how this was found
- triage: a single xrEndFrame -16 is info, not the black-menu error it was blamed for
- PLAYBOOK row, CLAUDE.md fact, host test for the fallback rate
2026-10-17 02:19:00 -04:00
spoopyghosty0 2e1622c56b FrameBridge: unique controller action names (#323)
Scared By Squares (Unreal 4.27, OpenXR) creates two actions named "turn"
(an action mapping and an axis mapping called Turn). The Frame's runtime
accepts the duplicate, then vrserver fails to load the input manifest it
builds ("SetXrInputConfig failed. Failed to load manifest"), drops the
app's connection and treats it as exited: black, then the home environment
while the game keeps running with sound. Headless the app reconnected as a
plain OpenXR instance, got throttled to 10 fps and the compositor received
no presents.

- action_dedup (adapter setting, default on): a later duplicate action name
  or localized name in a set is created as "<name>_N" / "<Localized> N"
  (native/adapter/action_names.h, host-tested). Headless on the dev Frame:
  manifest loads, 72 fps, 2808 presents in 45 s (before: 10 fps, none).
- input_diag logs every action set and action (escaped names).
- force_render (hidden diagnostic): xrWaitFrame reports shouldRender=TRUE so
  headless runs exercise engines that skip layers when not visible; FrameBridge
  logs shouldRender changes.
- Triage: space-warp-used only on the motion-vector swapchain (format 97);
  D24S8 (129) eye depth falsely matched. New info finding duplicate-action-renamed.
- Catalog entry (status unknown, min_app 1.2.1), PLAYBOOK row.
2026-10-17 02:18:56 -04:00
spoopyghosty0 1d586d370b FrameBridge profile_remap: leave Meta's detached-controller paths out (#328)
Meta's Unity OpenXR features add Detached Touch/Touch Plus/Pro devices on
/user/detached_controller_meta/left|right. Unity merges same-named actions of all devices, so the
first such action (thumbstick) failed with XR_ERROR_PATH_UNSUPPORTED on the Frame (no
XR_META_detached_controllers), Unity attached no action set and neither Unity nor OVRPlugin got
controller input: hands on the floor (Spatial Zombies). Without the extension in the runtime, these
paths are now left out of xrCreateAction subaction paths and suggested bindings, and
xrGetCurrentInteractionProfile answers no profile for them. Headless: actions created, Touch
bindings accepted, action spaces created, no ACTIONSET_NOT_ATTACHED.
2026-10-17 01:55:30 -04:00
spoopyghosty0 e439623baa FrameBridge profile_remap: report the game's own profile for remapped hands (#327, #328)
Games that suggest controller bindings only for Meta's Touch Plus/Pro profiles got them moved to
oculus/touch_controller, but xrGetCurrentInteractionProfile then answered oculus/touch_controller,
a profile they never suggested. Unity's OpenXR input creates its devices by the reported profile,
found none and left the controllers unconnected: hands lying on the floor, no buttons (Hotel
Infinity). Such hands are now reported with the game's own (last remapped) profile; games that
suggest Touch themselves are unchanged. Logic moved to profile_report.c with a host test.
2026-10-17 01:55:00 -04:00
spoopyghosty0 a294359a4e FrameBridge: emulate inverse alpha blending with passthrough (#329)
Star Wars: Beyond Victory's mixed reality showed the room on the game's
objects and black where the room should be. Unreal keeps 1 - coverage in
the scene alpha, and OVRPlugin chains XrCompositionLayerAlphaBlendFB
(colour ONE_MINUS_SRC_ALPHA / SRC_ALPHA) to the eye layer; the Frame's
runtime ignores the struct and blends with the plain texture alpha.

New adapter setting alpha_blend_emul (default on, Vulkan): while
passthrough is emulated and the projection layer asks for inverse
blending, the alpha of the eye image rectangles is inverted in place
(alpha-only blend pass, once per acquired image, queued ahead of the
runtime's submission). layer_debug now also logs the blend factors.
Headless on the Frame: factors (3,2/3,2) seen, inversion runs, 72 fps,
no rejected frames. Not yet checked in the headset.
2026-10-17 01:54:01 -04:00
spoopyghosty0 9cacc0eacc Unity IL2CPP fixes warn when they find nothing; FrameBridge fills empty image rects (#293)
- Il2cppReturnPatch (unity_runtime_msaa_off, unity_multipass, unity_text_input, ...): a patch that is turned on
  but whose methods Cpp2IL doesn't find in the game now logs it and adds a WARN build check naming the patch
  ("not applied (<id>): code not found in this game ...") instead of skipping silently. ApkContext.checks =
  checks a patch reports while applying; apply_frame_fixes adds them to the build's checks (job/CLI output,
  build record). WARN only: the build still succeeds.
- FrameBridge rect_clamp: an empty projection/quad image rect (BattleTalent's first frames: 0,0 0x0 ->
  xrEndFrame -25 twice, then OVRPlugin stops submitting) becomes the whole swapchain image when its size is
  known; counted as swapped, logged ("rect_clamp: view N empty image rect -> full swapchain WxH"). Adapter
  revision unchanged; artifacts rebuilt.
- triage swapchain-rect-invalid, PLAYBOOK row, setting texts, PATCHES.md, i18n template.
2026-10-17 01:52:16 -04:00
Nick Leach a8d56567c8 Fix Quest refresh rate overrides through SteamVR
Apply saved refresh rates through SteamVR before Lepton starts, preserve launcher upgrade ordering, and cover the behavior with regression tests. Update the setting documentation and fix repository lint errors blocking CI.
2026-10-17 01:42:54 -04:00
spoopyghosty0 d9ddc85a93 Docs: regenerate PATCHES.md and the site's patch map 2026-10-17 01:34:18 -04:00
spoopyghosty0 728a009f22 a32 translator: end JIT blocks before the exit-stub table is full (GitHub #342)
Pinball FX2 VR (32-bit, through the a32 bridge) died ~2 s after its loading
screen with "a32: block at 0xf68587a0 overflowed the code buffer" (exit 127):
OpenSSL's sha1_block_data_order_armv8 (reached from RAND_poll) has ~60 SHA-1
crypto instructions in a row, each translated through the interpreter with
its own exit stub, and the block loop only stopped at 96 instructions or half
the code buffer, so the 64-entry stub table overflowed and fatal() ended the
process. The loop now also ends a block while 8 stubs are left.

Headless on the dev Frame the game now runs on past that point (menu-size
swapchains, recenter, its save files written) instead of exiting.
tests/programs/sha1ce.c (72 crypto instructions in a row + an unrolled SHA-1)
failed with the old a32run and passes with the new one, JIT = interpreter.
Triage signature a32-jit-overflow, PLAYBOOK row; frame.a32_bridge marks only
Pinball FX2 VR "Update on Frame" (package_revisions).
2026-10-17 01:33:03 -04:00
spoopyghosty0 0f964b8483 frame.cortopia_org_id: Cortopia games stuck on the loading screen (GitHub #360)
Escaping Wonderland's Meta start-up (OculusPlatform.<Initialize>d__13) awaits
Users.GetOrgScopedID after the licence check and the logged-in user, when on
Wi-Fi, only for its analytics id. OVRPort's ovr_User_GetOrgScopedID returns
request id 0, Meta's C# wrapper logs "An unknown error occurred. Request
failed." and never calls back, so the game waits forever. The patch takes the
game's own no-Wi-Fi path for that request (b.ne after cmp w0,#2 on
get_internetReachability -> b, found with Cpp2IL). Analysis flag
cortopia_org_id (ANALYSIS_VERSION 20), triage cortopia-org-id-wait, PLAYBOOK
row, tests. Headless on the dev Frame: past the loading screen into the intro
scene (adventurer spawned), 72 fps.
2026-10-17 01:31:53 -04:00
spoopyghosty0 0775d32255 Photon Voice: skip Android 12 audio routing (GitHub #362, #325)
Photon Voice's AudioInAEC.updateAudioDevice calls getAvailableCommunicationDevices/setCommunicationDevice with no version check; on Lepton's Android 11 the microphone thread dies with NoSuchMethodError (Table Troopers at the tutorial). New patch frame.photon_voice_audio_route (analysis photon_voice_api31, ANALYSIS_VERSION 20) makes it return at once, sharing vivox_audio_route's helper; Vivox's patch is unchanged. Triage vivox-api31 / photon-voice-api31 now look for the SDK in the stack; other libraries fall to audio-api31 (report).
2026-10-17 01:31:26 -04:00
spoopyghosty0 441388873a Catalog: Star Wars Tales GPU hang at a loading screen fixed with zink_shader_fix (#369)
The reporter's read-before-write fix for module 16800_8dbab031 (12 int Function
variables loaded before any store, the same bug as Vader Immortal's lightspeed
shaders), headset-verified: past the loading screen, ~28 min at 72 fps.
2026-10-17 01:23:34 -04:00
spoopyghosty0 4efccba8ea Catalog: 6 community recipes (OrbusVR, Vampire: The Masquerade - Justice, The Walking Dead: Saints & Sinners, EndoparasiticVR, FGO VR, The 7th Guest VR)
From working-recipe issues #378, #377, #376, #375, #364, #363 (validated with
scripts/catalog_from_issue.py). The 7th Guest VR: the foveation darkening
diagnostic (foveation_test) left out, title spaced, notes shortened to the
game-specific findings. FGO VR: scale rounded to 1.2.

Closes #378
Closes #377
Closes #376
Closes #375
Closes #364
Closes #363
2026-10-17 01:05:40 -04:00
spoopyghosty0 3434ce6c0e Catalog: Puzzling Places (issues), I Expect You To Die 2 (works)
Closes #359
Closes #358
2026-10-16 14:23:43 -04:00
spoopyghosty0 91bc6af2b7 Catalog: SmartTube (issues; tested 32.56 on the Frame)
Closes #350
2026-10-16 10:02:44 -04:00
spoopyghosty0 04faa0be65 Catalog: The Climb (works)
Closes #341
2026-10-16 09:39:49 -04:00
spoopyghosty0 1399d7c5a3 Catalog: Attack on Titan VR: Unbreakable works with its asset files (was Freedom, issues)
Closes #337
2026-10-16 09:36:24 -04:00
spoopyghosty0 fa5c5b32ce Catalog: Sclerosis (works)
Closes #339
2026-10-16 09:33:54 -04:00
spoopyghosty0 0228516a2a Catalog: 7 community recipes (Breathedge VR, Cities: VR, Lawn Mowing Simulator VR, Exploding Kittens VR, Lost Recipes, Neko Atsume Purrfect, Real VR Fishing)
Closes #347
Closes #345
Closes #344
Closes #343
Closes #340
Closes #338
Closes #333
2026-10-16 09:31:12 -04:00
spoopyghosty0 e9720f83d2 Catalog: Crisis Zone VR (works)
Closes #331
2026-10-16 00:14:17 -04:00
spoopyghosty0 939845d379 Catalog: Clockwork is The Last Clockwinder (Meta's store name; reported in #110) 2026-10-15 19:51:45 -04:00
spoopyghosty0 5647e266bd Catalog: Unity text-input fix for 17 recipes verified before it existed (from detection, not headset-verified) 2026-10-15 19:07:46 -04:00
spoopyghosty0 ae228ea4ea Refine Unity heuristics for IL2CPP support, XR routing and thread keys 2026-10-15 19:07:40 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00