fix(client-linux): Deck Gaming Mode — auto pad type, real chrome-less fullscreen, leave-to-Gaming-Mode, colour bisect
- "Automatic" gamepad type resolves to the virtual Steam Deck pad on Deck
hardware (env SteamDeck / DMI Jupiter|Galileo): the built-in 28DE:1205
identity is invisible at Hello time — the Valve HIDAPI drivers run
in-session only and Steam Input shadows the pad with its virtual X360 —
so auto always fell through to Xbox 360. "steamdeck" is now also
selectable in Settings.
- Chrome-less launches flatten the window CSS (border-radius/box-shadow)
and fullscreen at startup: gamescope never ACKs the xdg fullscreen
state, so adwaita kept the floating-CSD rounded corners + shadow
visible over the stream.
- Gaming-Mode --connect launches quit on session end, so Steam ends the
"game" and the Deck returns to Gaming Mode — previously the app popped
to its own hosts page, stranding the user fullscreen and making the
escape chord read as broken.
- The capture hint is controller-aware; the chromeless hint teaches the
hold-chord ("hold L1+R1+Start+Select to leave") and a quick chord press
re-flashes it.
- Colour bisect for the reported off-colours on the VAAPI dmabuf path:
graphics offload defaults OFF under gamescope (a subsurface hands the
NV12 CSC to the compositor), PUNKTFUNK_OFFLOAD=1|0 overrides, and each
colour-signaling change logs whether GDK accepted the BT.709-narrow
color state (fallback = GDK's BT.601 dmabuf default).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -30,6 +30,10 @@ const CSS: &str = "
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.pf-poster { border-radius: 10px; background: alpha(currentColor, 0.08); }
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.pf-poster-monogram { font-size: 2.4em; font-weight: bold; color: alpha(currentColor, 0.45); }
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.pf-store-badge { color: white; background: rgba(0, 0, 0, 0.55); }
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/* Gaming-Mode launches: gamescope displays the window fullscreen but never ACKs the
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xdg_toplevel fullscreen state, so GTK keeps the floating-CSD styling — libadwaita's
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rounded corners + shadow margin stay visible over the stream. Flatten them outright. */
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window.pf-chromeless { border-radius: 0; box-shadow: none; }
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";
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pub struct App {
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@@ -44,6 +48,10 @@ pub struct App {
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pub busy: std::cell::Cell<bool>,
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/// Steam Deck / Gaming-Mode launch: fullscreen the window (chrome-less) when a stream starts.
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pub fullscreen: bool,
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/// Quit when the session ends (Gaming-Mode `--connect` launch): the app IS the stream —
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/// exiting ends the Steam "game" so the Deck returns to Gaming Mode instead of stranding
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/// the user on the client's own hosts page.
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pub quit_on_session_end: bool,
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/// The hosts page handle (banner + per-card connecting spinner), set right after the
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/// page is built — `None` only during construction.
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pub hosts: RefCell<Option<Rc<HostsUi>>>,
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@@ -116,6 +124,14 @@ fn build_ui(gtk_app: &adw::Application) {
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.content(&toasts)
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.build();
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let fullscreen = crate::cli::fullscreen_mode();
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if fullscreen {
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// Chrome-less shell: no CSD rounding/shadow (see CSS — gamescope never ACKs the
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// fullscreen state, so GTK would keep them), and ask for fullscreen up front.
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window.add_css_class("pf-chromeless");
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window.fullscreen();
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}
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let app = Rc::new(App {
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window: window.clone(),
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nav: nav.clone(),
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@@ -124,7 +140,8 @@ fn build_ui(gtk_app: &adw::Application) {
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identity,
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gamepad: crate::gamepad::GamepadService::start(),
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busy: std::cell::Cell::new(false),
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fullscreen: crate::cli::fullscreen_mode(),
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fullscreen,
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quit_on_session_end: fullscreen && crate::cli::cli_connect_request().is_some(),
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hosts: RefCell::new(None),
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});
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@@ -114,6 +114,21 @@ fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
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}
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}
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/// Best-effort "this machine is a Steam Deck". The Gaming-Mode env short-circuits; desktop
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/// mode falls back to DMI (Valve board, Jupiter = LCD / Galileo = OLED — readable inside the
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/// flatpak sandbox). Cached: the answer can't change while we run.
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pub fn is_steam_deck() -> bool {
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static DECK: std::sync::OnceLock<bool> = std::sync::OnceLock::new();
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*DECK.get_or_init(|| {
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if std::env::var_os("SteamDeck").is_some() {
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return true;
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}
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let dmi = |f: &str| std::fs::read_to_string(format!("/sys/class/dmi/id/{f}"));
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dmi("board_vendor").is_ok_and(|v| v.trim() == "Valve")
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&& dmi("product_name").is_ok_and(|p| matches!(p.trim(), "Jupiter" | "Galileo"))
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})
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}
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enum Ctl {
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Attach(Arc<NativeClient>),
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Detach,
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@@ -197,8 +212,19 @@ impl GamepadService {
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/// What "Automatic" resolves to right now — the virtual pad matching the physical one
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/// (Swift parity); no pad connected leaves the host's own default.
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///
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/// **Steam Deck special case:** this is read at session start, *before* attach — but the
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/// Deck's built-in controller is only enumerable with its real 28DE:1205 identity while
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/// the Valve HIDAPI drivers run, and those are enabled on attach only (see
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/// [`set_valve_hidapi`]); with Steam Input on, SDL sees nothing but Steam's virtual
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/// X360 pad anyway. Both cases used to fall through to Xbox 360. On a Deck, a virtual
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/// pad (or no pad at all) means the physical controller behind it IS the built-in one —
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/// resolve to the Steam Deck virtual pad so the paddles/trackpads/gyro have somewhere
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/// to land. A real external controller still wins (it's the one that gets forwarded).
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pub fn auto_pref(&self) -> GamepadPref {
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match self.active() {
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Some(p) if !p.steam_virtual => p.pref,
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_ if is_steam_deck() => GamepadPref::SteamDeck,
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Some(p) => p.pref,
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None => GamepadPref::Auto,
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}
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@@ -266,6 +266,9 @@ impl SessionUi {
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inhibit_shortcuts: self.inhibit,
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show_stats: self.show_stats,
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chromeless: self.app.fullscreen,
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// The attach just went out, so a Deck's built-in pad may not have enumerated
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// yet — chromeless (controller-first) shows the chord hint regardless.
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pad_connected: self.app.gamepad.active().is_some(),
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title,
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});
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self.app.nav.push(&p.page);
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@@ -311,6 +314,16 @@ impl SessionUi {
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fn on_ended(&mut self, err: Option<String>) {
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self.close_waiting();
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self.app.gamepad.detach();
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// Gaming-Mode `--connect` launch: the app IS the stream. Quit so Steam ends the
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// "game" and the Deck returns to Gaming Mode — popping to our own hosts page would
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// strand the user in a fullscreen shell with no way back.
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if self.app.quit_on_session_end {
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if let Some(e) = err {
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tracing::warn!(error = %e, "session ended");
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}
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self.app.window.close();
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return;
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}
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self.app.nav.pop_to_tag("hosts");
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if let Some(h) = self.app.hosts_ui() {
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h.set_connecting(None);
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@@ -16,7 +16,14 @@ const RESOLUTIONS: &[(u32, u32)] = &[
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];
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/// `0` = the monitor's native refresh, resolved at connect.
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const REFRESH: &[u32] = &[0, 30, 60, 90, 120, 144, 165, 240];
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const GAMEPADS: &[&str] = &["auto", "xbox360", "dualsense", "xboxone", "dualshock4"];
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const GAMEPADS: &[&str] = &[
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"auto",
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"xbox360",
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"dualsense",
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"xboxone",
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"dualshock4",
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"steamdeck",
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];
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const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"];
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/// Codec setting values (persisted) paired with their display labels below.
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const CODECS: &[&str] = &["auto", "hevc", "h264", "av1"];
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@@ -403,6 +410,7 @@ pub fn show(
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"DualSense",
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"Xbox One",
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"DualShock 4",
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"Steam Deck",
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],
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);
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let inhibit_row = adw::SwitchRow::builder()
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@@ -84,6 +84,9 @@ pub struct StreamPageArgs {
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/// reveal-on-notify chrome hiding) may never fire — the title bar would stay drawn
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/// over the stream. Chrome-less by construction cannot regress that way.
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pub chromeless: bool,
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/// A controller is connected right now — the capture hint mentions the escape chord.
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/// (Chromeless implies a controller-first device, so the chord shows there regardless.)
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pub pad_connected: bool,
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pub title: String,
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}
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@@ -197,9 +200,10 @@ pub fn new(args: StreamPageArgs) -> StreamPage {
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inhibit_shortcuts,
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show_stats,
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chromeless,
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pad_connected,
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title,
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} = args;
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let w = build_widgets(&window, &title, chromeless);
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let w = build_widgets(&window, &title, chromeless, pad_connected);
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w.stats_label.set_visible(show_stats);
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let capture = Rc::new(Capture {
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@@ -230,7 +234,7 @@ pub fn new(args: StreamPageArgs) -> StreamPage {
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attach_edge_reveal(&w.toolbar, &w.overlay, &window, &capture);
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}
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let active_handler = attach_capture_lifecycle(&w.overlay, &window, &capture);
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let escape_future = spawn_escape_watch(&window, &capture, escape_rx);
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let escape_future = spawn_escape_watch(&window, &capture, escape_rx, &w.fs_hint, chromeless);
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let disconnect_future = spawn_disconnect_watch(&window, &capture, &stop, disconnect_rx);
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wire_teardown(
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&w.page,
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@@ -254,6 +258,9 @@ struct PageWidgets {
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picture: gtk::Picture,
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stats_label: gtk::Label,
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hint: gtk::Label,
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/// The transient chord/fullscreen-exit hint — the escape watch re-flashes it in
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/// chromeless mode.
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fs_hint: gtk::Label,
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overlay: gtk::Overlay,
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toolbar: adw::ToolbarView,
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page: adw::NavigationPage,
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@@ -264,7 +271,12 @@ struct PageWidgets {
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/// The offloaded picture under an overlay (stats HUD, capture hint, fullscreen hint), a
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/// header bar with the fullscreen toggle, and the window's fullscreen behavior.
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/// `chromeless` (Gaming Mode) builds NO header bar at all — see `StreamPageArgs`.
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fn build_widgets(window: &adw::ApplicationWindow, title: &str, chromeless: bool) -> PageWidgets {
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fn build_widgets(
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window: &adw::ApplicationWindow,
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title: &str,
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chromeless: bool,
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pad_connected: bool,
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) -> PageWidgets {
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let picture = gtk::Picture::new();
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picture.set_content_fit(gtk::ContentFit::Contain);
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@@ -273,6 +285,22 @@ fn build_widgets(window: &adw::ApplicationWindow, title: &str, chromeless: bool)
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// no-op wrapper. Black letterboxing keeps fullscreen scanout-eligible.
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let offload = gtk::GraphicsOffload::new(Some(&picture));
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offload.set_black_background(true);
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// Whether the raw video dmabuf may be handed to the compositor as a subsurface.
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// Under gamescope (chromeless) default OFF: a subsurface makes the COMPOSITOR do the
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// NV12→RGB conversion, and gamescope's matrix/range choice for it is outside our
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// control (off-colours reported on the Deck) — GTK compositing it itself applies the
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// stream's own BT.709-narrow color state. `PUNKTFUNK_OFFLOAD=1|0` overrides either
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// way, which also makes the colour question bisectable in one run: offload-off heals →
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// compositor conversion; still off → GTK/Mesa import (then try PUNKTFUNK_DECODER=software).
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let offload_on = match std::env::var("PUNKTFUNK_OFFLOAD").ok().as_deref() {
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Some("0") => false,
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Some(_) => true,
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None => !chromeless,
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};
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if !offload_on {
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offload.set_enabled(gtk::GraphicsOffloadEnabled::Disabled);
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tracing::info!("graphics offload disabled — GTK composites the video itself");
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}
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let stats_label = gtk::Label::new(None);
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stats_label.add_css_class("osd");
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@@ -282,9 +310,16 @@ fn build_widgets(window: &adw::ApplicationWindow, title: &str, chromeless: bool)
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stats_label.set_margin_start(12);
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stats_label.set_margin_top(12);
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let hint = gtk::Label::new(Some(
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"Click the stream to capture input · Ctrl+Alt+Shift+Q releases · Ctrl+Alt+Shift+D disconnects · Ctrl+Alt+Shift+S stats",
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));
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// The capture hint speaks the input devices actually present: on a controller-first
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// device (chromeless) or with a pad connected it must surface the chord — keyboard-only
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// text on a Deck told the user nothing they could press.
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let hint = gtk::Label::new(Some(if chromeless {
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"Tap the stream to capture input · hold L1 + R1 + Start + Select to leave"
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} else if pad_connected {
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"Click the stream to capture input · Ctrl+Alt+Shift+Q releases · Ctrl+Alt+Shift+D disconnects · hold L1 + R1 + Start + Select to leave"
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} else {
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"Click the stream to capture input · Ctrl+Alt+Shift+Q releases · Ctrl+Alt+Shift+D disconnects · Ctrl+Alt+Shift+S stats"
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}));
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hint.add_css_class("osd");
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hint.set_halign(gtk::Align::Center);
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hint.set_valign(gtk::Align::End);
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@@ -296,7 +331,7 @@ fn build_widgets(window: &adw::ApplicationWindow, title: &str, chromeless: bool)
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// devices; the L1+R1+Start+Select chord on a controller). Gaming Mode has no F11,
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// no header to reveal, and Steam owns window management — only the chord applies.
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let fs_hint = gtk::Label::new(Some(if chromeless {
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"L1 + R1 + Start + Select — leave the stream (hold to disconnect)"
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"Hold L1 + R1 + Start + Select — leave the stream"
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} else {
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"F11 · mouse to the top edge · L1 + R1 + Start + Select — exit fullscreen (hold to disconnect)"
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}));
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@@ -372,6 +407,7 @@ fn build_widgets(window: &adw::ApplicationWindow, title: &str, chromeless: bool)
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picture,
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stats_label,
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hint,
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fs_hint,
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overlay,
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toolbar,
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page,
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@@ -461,11 +497,15 @@ impl ColorStateCache {
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});
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}
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let state = cicp.build_color_state().ok();
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if state.is_none() {
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tracing::warn!(
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// One line per signaling change — the on-glass colour bisect reads this to tell
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// "state applied" from "GDK fell back to its YUV default (BT.601)".
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match &state {
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Some(_) => tracing::info!(?desc, rgb, "colour signaling → GDK color state"),
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None => tracing::warn!(
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?desc,
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"GDK can't represent this colour signaling — using default"
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);
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rgb,
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"GDK can't represent this colour signaling — using default (YUV: BT.601)"
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),
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}
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self.0 = Some((desc, state.clone()));
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state
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@@ -772,20 +812,30 @@ fn attach_capture_lifecycle(
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/// Controller escape chord (gamepad service) → leave fullscreen + release capture. The
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/// chord is the only fullscreen exit a controller has (no F11 key; fullscreen hides the
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/// chrome). Aborted on page-hidden so a stale future can't act on the shared window.
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/// chrome). In chromeless mode there is nothing visible to release INTO — a quick press
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/// re-flashes the hold-to-leave hint instead, so an experimenting user learns the hold.
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/// Aborted on page-hidden so a stale future can't act on the shared window.
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fn spawn_escape_watch(
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window: &adw::ApplicationWindow,
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capture: &Rc<Capture>,
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escape_rx: async_channel::Receiver<()>,
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fs_hint: >k::Label,
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chromeless: bool,
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) -> glib::JoinHandle<()> {
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let window = window.clone();
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let cap = capture.clone();
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let fs_hint = fs_hint.clone();
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glib::spawn_future_local(async move {
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while escape_rx.recv().await.is_ok() {
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if window.is_fullscreen() {
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window.unfullscreen();
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}
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cap.release();
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if chromeless {
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fs_hint.set_visible(true);
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let fs_hint = fs_hint.clone();
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glib::timeout_add_seconds_local_once(4, move || fs_hint.set_visible(false));
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}
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}
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})
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}
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Reference in New Issue
Block a user