fix(vdisplay/gamescope): a fresh dedicated launch streams from the first second
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A freshly spawned headless gamescope never delivered a single PipeWire
buffer when a game was launched: gamescope only composites (and only on a
composite pushes a capture buffer) when a client paints, and a nested
Steam bootstrap paints nothing until its UI's first frame — far longer
than the 10 s first-frame budget. The native plane's retry ladder then
killed the half-booted Steam on every attempt and started from zero; the
GameStream plane died on its single wait. Reused live displays worked,
which pointed away from the real cause (root-caused on .41 with a raw
pw_stream probe: `sleep infinity` nested → 0 buffers ever, `vkcube`
nested → 60/s immediately).

Every bare spawn now backgrounds the host's own splash client
(`gamescope-splash`, hidden subcommand) beside the nested app: a dark
window with a subtle breathing bar painted at ~2.5 Hz — damage from the
first second, so capture gets its first frame within the budget on both
planes. In `--steam` mode gamescope composites only windows whose appid
is in the root `GAMESCOPECTRL_BASELAYER_APPID` list (live-proven: even a
painting vkcube gets zero composites without it), so the splash declares
itself as the Steam UI (STEAM_GAME=769) and seeds the baselayer iff
unset; Steam's own rewrite at game launch hands composite focus to the
game with no action on our side. PUNKTFUNK_GAMESCOPE_SPLASH=0 is the
escape hatch.

The dedicated Steam launch is also shaped with `-gamepadui` instead of
`-silent`: the nested Steam is Big Picture — the identity gamescope's
`--steam` integration is built around — so the boot shows the gamepad UI
instead of the desktop client window flashing through the stream, and
gamescope's focus rules (game outranks the Steam UI appid) cover what
`-silent` was working around.

On-glass on .41 (Bazzite, RTX 5070 Ti, gamescope c31743d): cold connect +
Balatro launch delivers frames on the first attempt on both a cold and a
torn-down-then-fresh spawn; Big Picture boot → game handover confirmed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-27 00:28:59 +02:00
co-authored by Claude Fable 5
parent 980b399ea8
commit 0323158a3e
7 changed files with 285 additions and 38 deletions
Generated
+1
View File
@@ -3048,6 +3048,7 @@ dependencies = [
"wayland-client", "wayland-client",
"wayland-scanner", "wayland-scanner",
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)", "windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
"x11rb",
] ]
[[package]] [[package]]
+11
View File
@@ -115,6 +115,14 @@ pub struct HostConfig {
/// injected pointer. Default OFF: it forces relative mode, which breaks absolute-pointer titles /// injected pointer. Default OFF: it forces relative mode, which breaks absolute-pointer titles
/// and menus, so it's opt-in per host until validated on-glass. /// and menus, so it's opt-in per host until validated on-glass.
pub gamescope_grab_cursor: bool, pub gamescope_grab_cursor: bool,
/// `PUNKTFUNK_GAMESCOPE_SPLASH` — run the host's built-in splash client inside every bare
/// headless gamescope spawn. gamescope only composites (and only then pushes a PipeWire capture
/// buffer) when a client paints, and a dedicated Steam launch paints NOTHING
/// for the whole Steam bootstrap — so without the splash a fresh spawn's capture starves: format
/// negotiated, zero buffers, first-frame timeout, and every retry kills the booting Steam and
/// starts over (the "fresh gamescope output never delivers frames" field failure). Default ON;
/// explicit-off grammar (`=0` disables, the on-glass A/B + emergency escape hatch).
pub gamescope_splash: bool,
/// `PUNKTFUNK_RECOVER_SESSION_CMD` — operator hook fired (debounced) when a client connects while NO /// `PUNKTFUNK_RECOVER_SESSION_CMD` — operator hook fired (debounced) when a client connects while NO
/// graphical session is live for this uid: the state a compositor crash leaves behind (gnome-shell /// graphical session is live for this uid: the state a compositor crash leaves behind (gnome-shell
/// SIGSEGV → GDM greeter, whose auto-login is once-per-boot, so the box would otherwise need a walk-up /// SIGSEGV → GDM greeter, whose auto-login is once-per-boot, so the box would otherwise need a walk-up
@@ -177,6 +185,9 @@ impl HostConfig {
"1" | "true" | "yes" | "on" "1" | "true" | "yes" | "on"
) )
}), }),
// Default ON, explicit-off grammar: the splash is what makes a fresh bare spawn deliver
// its first frames at all; `=0` is the A/B + escape hatch.
gamescope_splash: env_on("PUNKTFUNK_GAMESCOPE_SPLASH").unwrap_or(true),
recover_session_cmd: val("PUNKTFUNK_RECOVER_SESSION_CMD") recover_session_cmd: val("PUNKTFUNK_RECOVER_SESSION_CMD")
.filter(|s| !s.trim().is_empty()), .filter(|s| !s.trim().is_empty()),
on_connect_cmd: val("PUNKTFUNK_ON_CONNECT_CMD").filter(|s| !s.trim().is_empty()), on_connect_cmd: val("PUNKTFUNK_ON_CONNECT_CMD").filter(|s| !s.trim().is_empty()),
+3
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@@ -48,6 +48,9 @@ wayland-backend = "0.3"
# wayland-scanner emits `bitflags::bitflags!` for the KDE output-device protocol's bitfield enums # wayland-scanner emits `bitflags::bitflags!` for the KDE output-device protocol's bitfield enums
# (kde-output-device-v2 `capability`/`flags`); needs the crate in scope (kwin_output_mgmt.rs). # (kde-output-device-v2 `capability`/`flags`); needs the crate in scope (kwin_output_mgmt.rs).
bitflags = "2" bitflags = "2"
# The gamescope bare-spawn splash client (gamescope/splash.rs): pure-Rust X11 core protocol (the
# same no-libxcb-link stance as pf-capture's XFixes cursor source), no extension features needed.
x11rb = { version = "0.13", default-features = false }
[target.'cfg(target_os = "windows")'.dependencies] [target.'cfg(target_os = "windows")'.dependencies]
# The host<->driver wire contract for the pf-vdisplay IddCx backend (control IOCTLs + Pod structs). # The host<->driver wire contract for the pf-vdisplay IddCx backend (control IOCTLs + Pod structs).
+10
View File
@@ -425,6 +425,16 @@ pub fn effective_topology() -> policy::Topology {
#[path = "vdisplay/linux/gamescope.rs"] #[path = "vdisplay/linux/gamescope.rs"]
mod gamescope; mod gamescope;
/// Entry point for the hidden `gamescope-splash` host subcommand: the tiny X11 client every bare
/// gamescope spawn backgrounds beside its nested app, so the fresh compositor composites — and its
/// PipeWire node delivers frames — from the first second instead of starving the first-frame wait
/// while the nested Steam bootstrap paints nothing (see `vdisplay/linux/gamescope/splash.rs`).
/// Blocks for the session's lifetime; gamescope's reaper tears it down with the session.
#[cfg(target_os = "linux")]
pub fn gamescope_splash_client() -> anyhow::Result<()> {
gamescope::splash_run()
}
// Platform-neutral per-client stable display-id map (Stage 3): Windows seeds the monitor EDID + // Platform-neutral per-client stable display-id map (Stage 3): Windows seeds the monitor EDID +
// ConnectorIndex from the id; KWin names its output from it. `allow(dead_code)` because only Windows // ConnectorIndex from the id; KWin names its output from it. `allow(dead_code)` because only Windows
// consumes it in non-test code today — the KWin wiring is the next Stage-3 step. // consumes it in non-test code today — the KWin wiring is the next Stage-3 step.
@@ -21,6 +21,8 @@ use std::time::{Duration, Instant};
#[path = "gamescope/discovery.rs"] #[path = "gamescope/discovery.rs"]
mod discovery; mod discovery;
#[path = "gamescope/splash.rs"]
mod splash;
use discovery::{ use discovery::{
check_gamescope_version, find_gamescope_eis_socket, find_gamescope_node, check_gamescope_version, find_gamescope_eis_socket, find_gamescope_node,
gamescope_node_present, poll_managed_node, wait_for_node, gamescope_node_present, poll_managed_node, wait_for_node,
@@ -29,6 +31,7 @@ pub(crate) use discovery::{
game_session_exited, is_available, steam_appid_from_launch, wait_for_steam_game_exit, game_session_exited, is_available, steam_appid_from_launch, wait_for_steam_game_exit,
SteamGameWatch, SteamGameWatch,
}; };
pub(crate) use splash::run as splash_run;
/// The gamescope virtual-display driver. Three modes by env, in precedence order: /// The gamescope virtual-display driver. Three modes by env, in precedence order:
/// * `PUNKTFUNK_GAMESCOPE_SESSION=<client>` — host-MANAGE a `gamescope-session-plus` session /// * `PUNKTFUNK_GAMESCOPE_SESSION=<client>` — host-MANAGE a `gamescope-session-plus` session
@@ -1963,11 +1966,6 @@ pub fn ei_socket_file() -> std::path::PathBuf {
crate::with_env_lock(pf_paths::gamescope_ei_socket_file) crate::with_env_lock(pf_paths::gamescope_ei_socket_file)
} }
/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-silent` inserted so
/// the game is the gamescope focus with no Steam client window to navigate
/// (`design/gamemode-and-dedicated-sessions.md` §5.3). Operator-typed custom commands and non-Steam
/// launches are returned unchanged. Idempotent (never double-inserts `-silent`). Pure + unit-tested.
/// Does this resolved launch command start Steam (`steam … steam://…`)? Such a launch needs Steam's /// Does this resolved launch command start Steam (`steam … steam://…`)? Such a launch needs Steam's
/// single instance free before a dedicated spawn (B1). Pure + unit-tested. /// single instance free before a dedicated spawn (B1). Pure + unit-tested.
fn is_steam_launch(cmd: &str) -> bool { fn is_steam_launch(cmd: &str) -> bool {
@@ -1975,12 +1973,21 @@ fn is_steam_launch(cmd: &str) -> bool {
it.next() == Some("steam") && cmd.contains("steam://") it.next() == Some("steam") && cmd.contains("steam://")
} }
/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-gamepadui` inserted
/// so the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built
/// around (it's what SteamOS/Bazzite game mode runs): the boot shows the gamepad UI instead of the
/// desktop Steam client window (field report 2026-07-27: the desktop UI flashing through the
/// stream "looks bad"), and gamescope's focus rules already prefer the game window over the Steam
/// UI appid, which is what the previous `-silent` shaping was working around. Operator-typed
/// custom commands and non-Steam launches are returned unchanged. Idempotent (never
/// double-inserts). Pure + unit-tested.
fn shape_dedicated_command(app: &str) -> String { fn shape_dedicated_command(app: &str) -> String {
let mut it = app.split_whitespace(); let mut it = app.split_whitespace();
if it.next() == Some("steam") { if it.next() == Some("steam") {
let rest: Vec<&str> = it.collect(); let rest: Vec<&str> = it.collect();
if !rest.contains(&"-silent") && rest.iter().any(|t| t.starts_with("steam://")) { if !rest.contains(&"-gamepadui") && rest.iter().any(|t| t.starts_with("steam://")) {
return format!("steam -silent {}", rest.join(" ")); return format!("steam -gamepadui {}", rest.join(" "));
} }
} }
app.to_string() app.to_string()
@@ -2016,7 +2023,11 @@ fn add_bare_gamescope_args(
/// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session). /// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session).
/// stdout/stderr go to `log` (this spawn's per-instance log, A5). The app is launched through a tiny /// stdout/stderr go to `log` (this spawn's per-instance log, A5). The app is launched through a tiny
/// shell wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`] /// shell wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`]
/// so the input injector can connect to gamescope's EIS server from outside. /// so the input injector can connect to gamescope's EIS server from outside — and (unless
/// `PUNKTFUNK_GAMESCOPE_SPLASH=0`) backgrounds the host's splash client first, so the fresh
/// compositor has a painting window from the first second: gamescope pushes capture buffers only
/// when it composites, and a nested Steam bootstrap paints nothing until the gamepad UI's first
/// frame — far longer than any first-frame budget (see `gamescope/splash.rs`).
fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> Result<Child> { fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> Result<Child> {
// A non-empty per-session command (set via `set_launch_command`) wins; else the // A non-empty per-session command (set via `set_launch_command`) wins; else the
// `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps // `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps
@@ -2033,8 +2044,9 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
// cursor-grab flag below. // cursor-grab flag below.
let game_launch = app.is_some(); let game_launch = app.is_some();
let app = app.unwrap_or_else(|| "sleep infinity".to_string()); let app = app.unwrap_or_else(|| "sleep infinity".to_string());
// Dedicated-launch command shaping (Part B): a Steam URI runs with `-silent` so the game is the // Dedicated-launch command shaping (Part B): a Steam URI runs with `-gamepadui` so the nested
// gamescope focus with no Steam client window to navigate. // Steam is Big Picture — the identity gamescope's `--steam` mode is built around — instead of
// the desktop client window.
let app = shape_dedicated_command(&app); let app = shape_dedicated_command(&app);
let relay = ei_socket_file(); let relay = ei_socket_file();
let _ = std::fs::remove_file(&relay); // stale socket path from a previous session let _ = std::fs::remove_file(&relay); // stale socket path from a previous session
@@ -2047,18 +2059,26 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
// cursor, which some FPS titles never signal over the injected pointer — grabbing fixes mouselook. // cursor, which some FPS titles never signal over the injected pointer — grabbing fixes mouselook.
// Default OFF (it forces relative mode, which would break absolute-pointer games/menus). // Default OFF (it forces relative mode, which would break absolute-pointer games/menus).
let grab_cursor = game_launch && pf_host_config::config().gamescope_grab_cursor; let grab_cursor = game_launch && pf_host_config::config().gamescope_grab_cursor;
// The splash client (see `gamescope/splash.rs`): without a painting client gamescope pushes NO
// capture buffers, and a nested Steam bootstrap paints nothing for far longer than any
// first-frame budget — so every bare spawn backgrounds the host's own splash beside the nested
// app. Skipped only via the PUNKTFUNK_GAMESCOPE_SPLASH=0 escape hatch (or if the host can't
// name its own executable, where the old starve-prone behaviour is still better than no spawn).
let splash_exe = pf_host_config::config()
.gamescope_splash
.then(std::env::current_exe)
.and_then(|r| {
r.map_err(|e| tracing::warn!(error = %e, "gamescope: current_exe failed — no splash"))
.ok()
});
let mut cmd = Command::new("gamescope"); let mut cmd = Command::new("gamescope");
add_bare_gamescope_args(&mut cmd, w, h, hz, steam_mode, grab_cursor); add_bare_gamescope_args(&mut cmd, w, h, hz, steam_mode, grab_cursor);
cmd.args([ let script = nested_wrapper_script(&relay, splash_exe.is_some());
"sh", cmd.args(["sh", "-c", &script, "sh"]);
"-c", if let Some(exe) = &splash_exe {
&format!( cmd.arg(exe);
"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"", }
relay.display() cmd.args(app.split_whitespace())
),
"sh",
])
.args(app.split_whitespace())
// Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box). // Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box).
.env("__GLX_VENDOR_LIBRARY_NAME", "nvidia") .env("__GLX_VENDOR_LIBRARY_NAME", "nvidia")
// A HEADLESS gamescope must never attach to a parent compositor. A host (re)started after // A HEADLESS gamescope must never attach to a parent compositor. A host (re)started after
@@ -2077,11 +2097,34 @@ fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> R
} else { } else {
cmd.stdout(Stdio::null()).stderr(Stdio::null()); cmd.stdout(Stdio::null()).stderr(Stdio::null());
} }
tracing::info!(w, h, hz, steam_mode, %app, log = %log.display(), "spawning gamescope (headless)"); tracing::info!(
w, h, hz, steam_mode,
splash = splash_exe.is_some(),
%app,
log = %log.display(),
"spawning gamescope (headless)"
);
cmd.spawn() cmd.spawn()
.context("spawn gamescope (is it installed? `apt install gamescope`)") .context("spawn gamescope (is it installed? `apt install gamescope`)")
} }
/// The nested-command wrapper script for a bare spawn: relay gamescope's `LIBEI_SOCKET` to the
/// injector's file, optionally background the splash client (`"$1"` is the host executable — passed
/// as an argv so its path never needs shell-escaping), then exec the real app. Pure + unit-tested.
fn nested_wrapper_script(relay: &std::path::Path, with_splash: bool) -> String {
if with_splash {
format!(
"printf %s \"$LIBEI_SOCKET\" > '{}'; \"$1\" gamescope-splash & shift; exec \"$@\"",
relay.display()
)
} else {
format!(
"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"",
relay.display()
)
}
}
/// Owns the spawned gamescope process (and its per-instance log, A5); killing it tears the virtual /// Owns the spawned gamescope process (and its per-instance log, A5); killing it tears the virtual
/// output down. /// output down.
struct GamescopeProc { struct GamescopeProc {
@@ -2105,9 +2148,24 @@ impl Drop for GamescopeProc {
mod tests { mod tests {
use super::{ use super::{
cgroup_is_punktfunk_owned, connected_connector_under, display_manager_unit_under, cgroup_is_punktfunk_owned, connected_connector_under, display_manager_unit_under,
dm_survives_masked_unit, is_steam_launch, shape_dedicated_command, dm_survives_masked_unit, is_steam_launch, nested_wrapper_script, shape_dedicated_command,
}; };
#[test]
fn nested_wrapper_script_shapes() {
let relay = std::path::Path::new("/run/user/1000/pf-ei");
// Plain: relay + exec, no splash machinery.
let plain = nested_wrapper_script(relay, false);
assert!(plain.contains("/run/user/1000/pf-ei"));
assert!(plain.ends_with("exec \"$@\""));
assert!(!plain.contains("gamescope-splash"));
// Splash: `"$1"` is the host exe (an argv, never shell-interpolated), backgrounded and
// shifted away so `exec "$@"` still runs the untouched app tokens.
let splash = nested_wrapper_script(relay, true);
assert!(splash.contains("\"$1\" gamescope-splash &"));
assert!(splash.contains("shift; exec \"$@\""));
}
#[test] #[test]
fn display_manager_flavor_detection() { fn display_manager_flavor_detection() {
let base = std::env::temp_dir().join(format!("pf-dm-scan-{}", std::process::id())); let base = std::env::temp_dir().join(format!("pf-dm-scan-{}", std::process::id()));
@@ -2169,15 +2227,15 @@ mod tests {
#[test] #[test]
fn dedicated_command_shaping() { fn dedicated_command_shaping() {
// Steam URI → -silent inserted so the game is the gamescope focus. // Steam URI → -gamepadui inserted so the nested Steam is Big Picture (not the desktop UI).
assert_eq!( assert_eq!(
shape_dedicated_command("steam steam://rungameid/570"), shape_dedicated_command("steam steam://rungameid/570"),
"steam -silent steam://rungameid/570" "steam -gamepadui steam://rungameid/570"
); );
// Idempotent: an already-silent command is left alone. // Idempotent: an already-gamepadui command is left alone.
assert_eq!( assert_eq!(
shape_dedicated_command("steam -silent steam://rungameid/570"), shape_dedicated_command("steam -gamepadui steam://rungameid/570"),
"steam -silent steam://rungameid/570" "steam -gamepadui steam://rungameid/570"
); );
// Non-Steam launches and operator custom commands are untouched. // Non-Steam launches and operator custom commands are untouched.
assert_eq!(shape_dedicated_command("vkcube"), "vkcube"); assert_eq!(shape_dedicated_command("vkcube"), "vkcube");
@@ -0,0 +1,159 @@
//! The bare-spawn **splash client** — the reason a fresh headless gamescope delivers frames at all.
//!
//! gamescope only composites (and only on a composite pushes a buffer to its PipeWire capture
//! node) when a client paints. A dedicated Steam launch paints NOTHING for the whole Steam
//! bootstrap (no window maps until the gamepad UI's first frame) — so a fresh
//! spawn's capture negotiated a format, reached `Streaming`, and then starved: zero buffers, the
//! 10 s first-frame timeout, teardown — and every native-plane retry killed the half-booted Steam
//! and started from zero, while the GameStream plane died on its single wait (the "fresh gamescope
//! output never delivers frames" field failure; root-caused on-box 2026-07-27 with a raw pw_stream
//! probe: `sleep infinity` nested → 0 buffers ever, `vkcube` nested → 60/s immediately).
//!
//! This client runs INSIDE the spawned gamescope (the nested-command wrapper backgrounds it before
//! exec'ing the real app) and guarantees damage from the first second: a dark window with a subtle
//! breathing bar painted at ~2.5 Hz. Two gamescope focus facts, both live-proven on c31743d:
//!
//! * In `--steam` mode gamescope composites ONLY windows whose Steam appid is listed in the root
//! window's `GAMESCOPECTRL_BASELAYER_APPID` property (a plain mapped+painting window — even
//! vkcube — gets zero composites). So the splash declares itself as the Steam client UI
//! (`STEAM_GAME=769`) and seeds the baselayer with that appid iff nobody has written it yet.
//! When Steam finishes booting it rewrites the baselayer as part of launching the game, which
//! hands composite focus to the real game window with no action on our side (verified: 2.5 Hz
//! splash cadence → 60 Hz game cadence on the same capture stream, no gap).
//! * In plain (non-`--steam`) mode any mapped painting window composites; the atoms are inert.
//!
//! The splash never exits on its own while the session lives: after the game takes focus it keeps
//! painting unfocused (damage on an unfocused window schedules no composite — harmless), so if the
//! game's window briefly goes away (Steam updater closed, level-load window swap) and gamescope
//! re-focuses the splash, liveness returns instead of a frozen last frame. It dies with the session:
//! gamescope's reaper kills it at teardown, and any X error (the connection dropping) exits cleanly.
use anyhow::{Context, Result};
use std::time::Duration;
use x11rb::connection::Connection;
use x11rb::protocol::xproto::{
AtomEnum, ChangeGCAux, ConnectionExt, CreateGCAux, CreateWindowAux, PropMode, Rectangle,
WindowClass,
};
use x11rb::rust_connection::RustConnection;
use x11rb::wrapper::ConnectionExt as _;
/// The Steam client UI's appid — the identity the splash borrows so `--steam`-mode gamescope
/// treats it as focusable before (and beneath) any real game.
const STEAM_UI_APPID: u32 = 769;
/// Window/bar palette: near-black background, greys the bar breathes through.
const BG: u32 = 0x0d0d0d;
/// How often the splash repaints (each paint is the damage that makes gamescope push a capture
/// buffer). 400 ms ≈ 2.5 fps — far inside every first-frame budget, invisible in CPU terms.
const TICK: Duration = Duration::from_millis(400);
/// Entry point for the hidden `gamescope-splash` host subcommand. Blocks for the session's
/// lifetime; returns (or errors) only when the X connection is gone or never came up.
pub(crate) fn run() -> Result<()> {
// gamescope execs its nested command only once Xwayland is ready and DISPLAY is set, so the
// first attempt normally lands — the retry covers a slow Xwayland under driver-init load.
let (conn, screen_num) = connect_with_retry()?;
let screen = &conn.setup().roots[screen_num];
let (w, h) = (screen.width_in_pixels, screen.height_in_pixels);
let win = conn.generate_id()?;
conn.create_window(
x11rb::COPY_DEPTH_FROM_PARENT,
win,
screen.root,
0,
0,
w,
h,
0,
WindowClass::INPUT_OUTPUT,
screen.root_visual,
&CreateWindowAux::new().background_pixel(BG),
)?;
conn.change_property8(
PropMode::REPLACE,
win,
AtomEnum::WM_NAME,
AtomEnum::STRING,
b"Punktfunk",
)?;
// STEAM_GAME on the window + GAMESCOPECTRL_BASELAYER_APPID on the root — the pair that makes a
// `--steam` gamescope composite us. Seed the baselayer only while unset: once Steam is up it
// owns that property (its rewrite at game launch is exactly the handover we want).
let steam_game = conn.intern_atom(false, b"STEAM_GAME")?.reply()?.atom;
conn.change_property32(
PropMode::REPLACE,
win,
steam_game,
AtomEnum::CARDINAL,
&[STEAM_UI_APPID],
)?;
let baselayer = conn
.intern_atom(false, b"GAMESCOPECTRL_BASELAYER_APPID")?
.reply()?
.atom;
let existing = conn
.get_property(false, screen.root, baselayer, AtomEnum::CARDINAL, 0, 4)?
.reply()?;
if existing.value_len == 0 {
conn.change_property32(
PropMode::REPLACE,
screen.root,
baselayer,
AtomEnum::CARDINAL,
&[STEAM_UI_APPID],
)?;
}
conn.map_window(win)?;
let gc = conn.generate_id()?;
conn.create_gc(gc, win, &CreateGCAux::new().foreground(BG))?;
conn.flush()?;
tracing::info!(
w,
h,
seeded_baselayer = existing.value_len == 0,
"gamescope splash: mapped"
);
// The breathing bar. Server-side fills generate the damage; the background pixel handles
// exposures, so no event loop is needed. Any request failing = the session (or its Xwayland)
// is gone = a clean exit.
let bar_w = 120i16;
let bar_h = 8i16;
let bar = Rectangle {
x: (w as i16) / 2 - bar_w / 2,
y: (h as i16) / 2 - bar_h / 2,
width: bar_w as u16,
height: bar_h as u16,
};
let mut t: u32 = 0;
loop {
// 8-step triangle pulse through dark greys (0x1a…0x40 per channel).
let phase = (t % 8) as i32;
let tri = if phase < 4 { phase } else { 8 - phase };
let grey = 0x1a + 0x0c * tri as u32;
let colour = (grey << 16) | (grey << 8) | grey;
conn.change_gc(gc, &ChangeGCAux::new().foreground(colour))?;
conn.poly_fill_rectangle(win, gc, &[bar])?;
conn.flush()
.context("gamescope splash: X connection lost")?;
t = t.wrapping_add(1);
std::thread::sleep(TICK);
}
}
/// Connect to the session's `DISPLAY`, retrying briefly — gamescope sets the variable before
/// exec'ing the nested command, but a slow Xwayland under cold driver init gets a grace window.
fn connect_with_retry() -> Result<(RustConnection, usize)> {
let deadline = std::time::Instant::now() + Duration::from_secs(10);
loop {
match x11rb::connect(None) {
Ok(ok) => return Ok(ok),
Err(e) if std::time::Instant::now() >= deadline => {
return Err(e).context("gamescope splash: could not connect to the session DISPLAY")
}
Err(_) => std::thread::sleep(Duration::from_millis(200)),
}
}
}
+5
View File
@@ -333,6 +333,11 @@ fn real_main() -> Result<()> {
// names the inherited socketpair end. // names the inherited socketpair end.
#[cfg(target_os = "linux")] #[cfg(target_os = "linux")]
Some("zerocopy-worker") => zerocopy::worker::run_from_args(&args[1..]), Some("zerocopy-worker") => zerocopy::worker::run_from_args(&args[1..]),
// Hidden: the splash client every bare gamescope spawn backgrounds beside its nested app,
// so a fresh headless gamescope composites (and its PipeWire node delivers frames) from
// the first second — never run by hand; it needs a gamescope session's DISPLAY.
#[cfg(target_os = "linux")]
Some("gamescope-splash") => vdisplay::gamescope_splash_client(),
// NV12 colour self-test (no display/capture needed): convert a known RGBA pattern to NV12 // NV12 colour self-test (no display/capture needed): convert a known RGBA pattern to NV12
// on the GPU and compare against a BT.709 limited-range reference. Validates the Tier 2A // on the GPU and compare against a BT.709 limited-range reference. Validates the Tier 2A
// `PUNKTFUNK_NV12` convert is colour-correct. Prints PASS/FAIL + max Y/U/V error. // `PUNKTFUNK_NV12` convert is colour-correct. Prints PASS/FAIL + max Y/U/V error.