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.
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.
On the Frame the atomic-branch detours never installed ("installation failed"): an mmap hint isn't honoured,
so the stub landed out of B range. Stubs now go into free gaps from /proc/self/maps within +-128 MiB of the
entry, mapped with MAP_FIXED_NOREPLACE (a relocated result is rejected); no gap = no hook. Every failure logs
the target and the failing step.
The detour helper from PR #34 (used by the metadata hook and PR #389's two geometry hooks) wrote a 16-byte
branch + literal in two steps while game threads may run the function (installation is retried from
xrPollEvent). Each hook now publishes a single aligned release-atomic AArch64 B to a stub within +-128 MiB;
the trampoline replays the one verified instruction and returns to entry+4. Every mprotect is checked;
failures before publication free the stub and trampoline and leave the function untouched; no stub in range =
no hook. Adapter artifacts rebuilt by us (the PR's binary isn't shipped).
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").
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.
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
Frames without a projection layer (e.g. PreyVR's menu, a cylinder layer only) gave no snapshot. The snapshot now
takes the first quad/cylinder layer's image instead and logs the layer type, image area, array index and the mean/max
brightness of the submitted area, so a black image shows in the log without fetching the file (#306).
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.
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.
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.
Unity's Oculus XR plugin asks for SUBSAMPLED eye images through
XR_META_vulkan_swapchain_create_info. With device.foveation on, Valve's
injected FDM leaves their coarse areas in the subsampled layout and the
compositor shows them as garbage around the sharp area (Medieval
Dynasty: black with scattered coloured blocks). foveation_fix=1 only
dropped the XrSwapchainCreateInfoFoveationFB nodes.
The adapter's storage fix (clear SUBSAMPLED from the META node) now runs
whenever foveation_storage_fix is set, also with foveation_fix, and
device.foveation tracked/fixed sets it. Generic form of Batman's
OVRPlugin allocation fix. Adapter rebuilt; revision not bumped.
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.
- 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.
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).
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).
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).
Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
Rebuilt libvrapi.so and libvrapi_foveation.so without the local NDK paths a worktree build left in their debug info; a test checks that no artifact contains a local path.
Holding the Frame's menu button turned 32-bit (and other VrApi bridge)
games 90-120 degrees to the side. The bridge's app space is LOCAL plus
the head's yaw at the start; the runtime's recenter moves LOCAL to the
head, so that old yaw was applied again. On a LOCAL reference space
change (and on vrapi_RecenterPose, ignored before) the origin is taken
from the head again in the first frame after the change, and VrApi's
recenter count goes up. Owner-verified with Gunjack.
The upstream patches are regenerated against OVRPort 5e7df52 (they
were missing the FOV cache changes).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sports Scramble (a 32-bit Santa Cruz build: UE 4.21, OVRPlugin on VrApi 1.21)
now plays in the headset with both controllers.
a32 bridge:
- AAsset_getBuffer: the host buffer lies above 4 GiB, so the guest gets a
copy in its own memory, freed in AAsset_close (Unreal read its
UE4CommandLine.txt this way and aborted on the NULL it got before)
- AKeyEvent_getFlags and the remaining AConfiguration getters
- Touch controllers for Quest builds: apps that require 6DoF head tracking
(uses-feature android.hardware.vr.headtracking version 1) get
assets/fp_a32_headset.txt = "quest" at conversion; the bridge then passes
both Frame controllers through (input devices, caps, state, tracking,
vibration; struct tails per VrApi minor) and sends no synthetic touchpad
events. Gear VR / Go games keep the remote emulation. A32_TOUCH=1/0
overrides.
Analysis: detect.requires_6dof, headset "quest" for such 32-bit apps
(ANALYSIS_VERSION 13).
Agent 82: Unreal restarts the app once after its first-run shader precompile
(the "optimizing" screen): it starts its own launcher activity and exits, and
Lepton ends the container with the first process. Skipping the restart or
turning it off (r.ProgramBinaryCache.RestartAndroidAfterPrecompile=0) left
the game on that screen for good. launch.sh now starts Lepton once more when
the system log shows the app's own LAUNCHER start right before its
System.exit(0) (_restart_requested; first run kept as
launch-before-restart.log; FRAMEPORT_NO_RESTART=1 turns it off).
upgrade_launchers adds it to existing launchers. Crashes, quitting from the
game and Steam's Exit game don't match.
Catalog: Sports Scramble works (owner, headset, 2026-10-13).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Profiled Gunjack and Spunky Dungeon on the Frame with perf and a new
A32_PERFMAP option (a perf map of the translated code: block bodies, exit
stubs, FPCR writes). FPCR switches turned out negligible (8 of 86k samples,
none in Gunjack). The cost was elsewhere:
- The run loop took the translation mutex on every dispatch and walked a hash
chain under it (Gunjack: jit_run 23.6 % of all samples, pthread_mutex_*
about 7 %, plus futex time in the kernel).
- The inline lookup table for indirect branches was only written at
translation, so a hot return target lost its slot for good to any block
translated later into the same slot and went through the run loop ever after.
- Every dispatch did an atomic add/sub on a counter all threads share (4.7 %).
- jit_invalidate scanned every block on each cacheflush that touched a code
page: Unity's Mono JIT does that constantly (72 % of Spunky Dungeon's main
thread in one run).
Now:
- the run loop looks blocks up without the lock (inline table first, then
the hash chains, published with release stores); the lock is only taken to
translate or to chain the exit it came from
- it refills the inline table with every block it dispatches; the refill and
invalidate_block are fenced against each other, so an invalidated block
never stays reachable
- HASH_BITS / LTAB_BITS 16 -> 18 (Gunjack translates well over 100k blocks)
- a per-thread in_jit_section flag + fence instead of the shared counter;
flush_cache sets flush_pending and waits for the flags (threads_any_in_jit)
- per-guest-page block lists: an invalidation visits only the blocks on the
affected pages and drops invalid ones from the lists on the way
Results on the Frame (same build otherwise, same launch conditions):
- Gunjack, 25-45 s after start with OVP_HEADLESS_TEST: 100,462 -> about
45,000 samples in 20 s (about 55 % less CPU), jit_run 23.6 % -> 1.6 %,
pthread_mutex_lock about 7 % -> 0.4 %
- Gunjack, 12-27 s: 72 fps in both, 11,306 -> 9,801 samples, jit_run
10.4 % -> 1.0 %
- Spunky Dungeon, 12-27 s: 72 fps in both; translated code is only 2-3 %
there, so no change. The jit_invalidate phase wasn't reproducible headless
under identical conditions: not yet measured in a played session.
- bench.c (single thread, few dispatches): unchanged.
Tests: run_programs.py (jit + interp, and A32_CACHE_KB=300), bridge harness,
fuzz.py arm-dp / t32 / arm-vfp / arm-neon (0 mismatches), pytest. Both games
pass their launch tests at 72 fps with the final build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gunjack (UE 4.10, Gear VR) has no separate reload or special-weapon input on
the touchpad: every swipe goes to UE4's Gesture_Flick, and
ATDPlayerController::OnFlick reads the flick angle. Below 45 or above 315
degrees (+X, a swipe towards the back of the Gear VR touchpad) it reloads;
135 to 225 degrees (-X, a swipe forward) fires the special weapon. Up and down
swipes do nothing. The bridge sent the stick's up/down as Y swipes, so in
Gunjack those directions did nothing.
For games that read their AInputQueue (NativeActivity), the right stick's
up/down now swipe along the touchpad's own X axis: up = swipe forward
(special weapon), down = swipe back (reload). Left/right are unchanged.
Unity games (AFFECTED, Spunky Dungeon) keep their mapping.
Rebuilt liba32bridge.so. Gunjack was rebuilt and installed on the dev Frame;
the headless launch test passes. Not yet tried in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gunjack (UE 4.10, Gear VR) imports no vrapi input functions: it reads the
Gear VR touchpad and back button as Android input events from its
AInputQueue (native_app_glue). The bridge delivered its controller events
through Activity.dispatchKeyEvent, which never reaches native code, so no
control worked at all.
input.c now queues synthetic events in front of the game's AInputQueue:
- AInputQueue_attachLooper (without a callback) registers the queue;
ALooper_pollAll/pollOnce return its ident while a synthetic event waits
(ALooper_wake ends a blocking poll), AInputQueue_getEvent hands it out,
finishEvent frees it.
- The AInputQueue/AInputEvent/AKeyEvent/AMotionEvent imports are written
by hand ("!" in imports.txt) and answer for synthetic events; real
events go to libandroid as before.
- Touch positions are scaled to the activity's window size
(native_activity.c records it).
Mapping (right controller, as for AFFECTED: The Manor): trigger = hold
the touchpad, A = tap, right stick = swipe, B / left menu = back. Unity
and other Java-delivered games are unchanged. A new input_start (VR
re-entry) ends the previous poll thread.
Also: the libandroid functions the host side calls directly are weak
references again, so the PC test harness links (it broke with the
AAsset calls of the signature loader); bridge/test/run.py passes.
Headless on the Frame: "controllers: the game reads its AInputQueue",
72 fps. Not yet verified in the headset.
Gunjack (CCP, UE 4.10, Gear VR) quit after loading because AndroidMain compares
GameActivity.AndroidThunkJava_GetSignature() with the original signing
certificate, and then crashed in the Frame's runtime when it entered VR again.
a32 bridge:
- frame.a32_bridge: original_signature() = Base64.DEFAULT(SHA-1(signing
certificate DER)) of the original APK (META-INF/*.RSA|DSA|EC), stored as
assets/fp_a32_signature.txt for libUE4.so games (convert(), shared with
bridge/convert.py)
- the bridge loads it at activity creation and answers guest calls on the
method ID of AndroidThunkJava_GetSignature()Ljava/lang/String; with it
(replaces the unused hex/OpenSSL prototype)
VrApi bridge: after loading, Unreal leaves VR mode and enters it again on the
same GL context; the first frame of a second OpenXR session there aborted in
vrclient (CSharedSemaphoreLinux::WaitFromGPU from the GL binding's
PreBeginFrame). vrapi_LeaveVrMode now keeps a running GLES session and
vrapi_EnterVrMode reuses it for the same context (another context still gets
a new session; Vulkan unchanged). upstream-patches/runtime.cpp.patch updated,
libvrapi.so and liba32bridge.so rebuilt.
Verified on the Frame: headless launch test passes (72 fps after re-entry);
owner-verified in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32-bit-only APKs (Gear VR / Oculus Go games) are no longer "unsupported": the
recipe engine suggests frame.a32_bridge, which converts the APK with the
translator bridge (convert() shared with bridge/convert.py) and ships
liba32bridge.so / liba32rt.so / liba32stub.so (native/build.py --only a32).
FramePort:
- engine._a32: overport off (OVRPort is 64-bit only; the patch ships OVRPort's
loader chain + its 32-bit platform dispatcher, overport.ensure_runtime_lib),
only frame.a32_bridge/adapter/launcher of the frame patches, 64-bit-only
adapter settings dropped, device.text_input_window for Unity; such patches
are hidden in the UI
- analysis extra.headset (ANALYSIS_VERSION 9): quest / go / gearvr ->
"Gear VR" / "Oculus Go" platform + Steam tag; catalog `headset:` field
- expects_obb ignores Unreal's OBB-inside-the-APK (assets/main.obb.png)
- catalog: com.fallen.affected, net.mobilemischief.spunkydungeon
Bridge / translator:
- VrApi 1.31 + Unity 2019 (no-config EGL contexts, LOCAL_FLOOR/STAGE tracking
space), GL buffer mappings per buffer object (fixes a ~10 MB/s guest leak and
garbled vertices), Go controller mapped to the right Frame controller
- native_app_glue imports (ALooper/AInputQueue/AConfiguration/AAsset*) for
UE4 NativeActivity games (Gunjack: runs, then quits on its own APK signature
check, which FramePort doesn't defeat)
- debugging aids: A32_BREAK, A32_STRACE to logcat, lifecycle/LeaveVrMode logs
vrapi-bridge: honours LOCAL_FLOOR/STAGE, picks a window/RGBA8 ES3 config for
no-config contexts; upstream patch updated, libvrapi.so rebuilt.
Verified on the Frame: Spunky Dungeon (Unity 2019.2, OVRPlugin 1.46) plays at
72 fps; AFFECTED The Manor still runs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32-bit ARM (armeabi-v7a) libraries run inside a normal 64-bit Android app on the
Steam Frame, without Android's native-bridge mechanism (no Lepton changes): each
libX.so becomes libX.a32.so plus a 64-bit stub, next to liba32bridge.so (the
translator + host glue) and liba32rt.so (a 32-bit static-PIE runtime with bionic's
libc/libm/libz/libstdc++ and a loader for the game's libraries). Guest and host
talk through hypercalls (SVC 0, r7 = 0x0a32xxxx).
Bridge (native/a32translator/bridge):
- JNI both ways: generated + hand-written JNIEnv/JavaVM, RegisterNatives and
Java_* exports through AAPCS64 -> AAPCS32 trampolines, handles for references,
arrays/strings shared when below 4 GiB, else copied
- NativeActivity glue, libandroid imports (weak, generated from imports.txt)
- GLES 3.2 + extensions + EGL: 996 functions generated from the NDK headers
- OpenSL ES output implemented in the guest, played through AAudio
- VrApi 1.x (Gear VR era) translated to the 64-bit VrApi -> OpenXR bridge,
including OVRPlugin 1.12's frame layout and its wrapped (app texture) chains
- controller input as Gear VR touchpad/back/gamepad events (UnityPlayer.injectEvent)
- convert.py: prototype of the APK conversion (FramePort patch to follow)
- PC harness with a fake JVM (32 checks, qemu or native) and an on-device test APK
Translator fixes found on the way: guest signals during blocking system calls
and in host code (Boehm GC deadlock in Unity's Mono), static-PIE start files and
PT_TLS/PT_GNU_RELRO bias, host fault chaining, stderr to logcat in bridge mode.
vrapi-bridge: OVP_HEADLESS_TEST=1 skips the wait for a tracked head (automated
tests without a worn headset); upstream-patches/runtime.cpp.patch updated.
Verified on the Frame (2026-10-10): AFFECTED The Manor (Unity 5.6 + Mono,
OVRPlugin 1.12) runs in the headset with picture and sound; controls in progress.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Interpreter + JIT for ARM, Thumb-2, VFPv4 and NEON, ARM EABI syscall
translation, signals, threads and self-modifying code. Runs static bionic
programs on the Frame. Tests: A64 encoders vs llvm-mc, a differential
instruction fuzzer and program tests against qemu-arm. Not shipped; the
README lists the steps towards running 32-bit-only APKs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>