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.
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.
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).
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
Klownicle's five fixes for Vader Immortal: Episode I, reimplemented as FramePort patches (found by Klownicle,
GitHub #49; their prebuilt APK is not used):
- frame.unreal_quest_precompile: UVRUtils::GetQuestShaderPrecompilePercent returned 0.0 on its non-Quest branch, so
the menu waited forever on the loading card; that branch now returns 1.0. Located by symbol, every instruction
around it checked (bl IsRunningOnSantaCruz; tbz w0,#0; fmov s0,wzr; ldp; ret); other builds stay untouched.
- frame.unreal_quest_keymap: the RPOC key selector (shared by AddAxisMapping and AddActionMapping, so both mapping
kinds were affected) picked the empty Gear VR key set for an Oculus HMD; the tbz to it becomes a nop. Located as
the common callee of both functions, pattern-checked.
- frame.zink_shader_fix + native/zinkfix (libVkLayer_fp_shaderfix.so): a Vulkan layer under Zink for GLES games
that applies zink_shader_fix entries (vk_shader_fix format) to the SPIR-V Zink generates; it adds itself to
GraphicsEnv's debug layer list from a constructor (the engine library loads it first). zink_shader_dump=1
captures modules. Vader's recipe carries the two lightspeed-shader fixes (12 OpStores each).
- adapter proximity_emul (FrameBridge): OVRPlugin's thumb/index proximity actions get bindings to the capacitive
touch inputs when the runtime lacks XR_FB_touch_controller_proximity (OVRPort offers the extension anyway):
generic replacement for the libUE4 ThumbUp patch.
- Vader's recipe: pose_time_fix + proximity_emul, status unknown (to test in the headset), min_app 0.12.1.
Analysis records unreal_quest_gates (ANALYSIS_VERSION 4). Star Wars: Tales from the Galaxy's Edge (same studio)
has neither gate (different engine build) and gets a catalog entry with pose_time_fix + proximity_emul.
Headless on the dev Frame (Lepton 3.0.5): the layer loads into Zink's instances, the proximity bindings are
accepted, and the game passes the loading card to the "guardian smaller than recommended, press any button" screen.
Budget Cuts Ultimate asks for a 2048x2048 cube swapchain (faces=6); the Frame's runtime has no cube layers and refuses it (-2), OVRPlugin carries on with no images and crashes in ovrp_EndFrame4 (memset). cube_standin (default on, GLES) serves it as a GL cube map in the game's context and drops its layers. Triage cube-swapchain-refused (supersedes unity-render-crash/native-crash). Verified headless: the game runs on at ~70 fps.
BattleSisters' hands lagged behind the controllers (also with ovrp_hold_physics on or off). pose_debug=1 (new,
FrameBridge: per 5 s and per located space, the requested time minus the predicted display time) showed on the dev
Frame (SteamOS 0.4.5): XrTime runs 2.56 s ahead of CLOCK_MONOTONIC, the hand spaces were located at -2564 ms (the
monotonic "now" passed on as an XrTime: OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1 and
FrameBridge's emulation is never asked) and the head at XrTime 0.1 s (~1450 xrLocateViews/xrLocateSpace per 5 s).
pose_time_fix (default off; suggested for Unity built-in OVRPlugin games): in xrLocateSpace(s)/xrLocateViews a time
nearer the monotonic clock than XrTime's "now" is moved by the offset measured at xrWaitFrame, one more than 0.5 s
before the display time goes to "now". Headless with it on: every far-past request moved, located times -9.8..0 ms
from the display time. Host unit test for the time rules; PLAYBOOK row.