//! gamescope virtual-display backend. //! //! Unlike KWin/Mutter (which create a virtual output at runtime via a protocol), gamescope is a //! micro-compositor we *spawn*: `gamescope --backend headless -W w -H h -r hz -- `. It runs //! the app nested, composites at the requested size/refresh (so the source rate is the client's //! rate natively — no separate refresh step), and exports a built-in PipeWire node named //! `gamescope` (media.class `Video/Source`, BGRx/NV12, dmabuf or shm) on the user's PipeWire //! daemon. We discover that node and capture it like any other; the gamescope *process* is the //! keepalive — dropping the [`VirtualOutput`] kills it (tearing the output down). //! //! Requirements: gamescope built with PipeWire + libei input emulation (distro packages are); //! a usable Vulkan device (the NVIDIA render node). Headless capture on the proprietary NVIDIA //! driver is plausible-by-architecture but not a well-trodden path — validate empirically. //! Input is a gamescope-specific libei/EIS socket (`LIBEI_SOCKET`), wired separately (TODO). use super::{Mode, VirtualDisplay, VirtualOutput}; use anyhow::{anyhow, Context, Result}; use std::process::{Child, Command, Stdio}; use std::time::{Duration, Instant}; /// The gamescope virtual-display driver. Each [`create`](VirtualDisplay::create) spawns one /// headless gamescope process sized to the requested mode. pub struct GamescopeDisplay; impl GamescopeDisplay { pub fn new() -> Result { Ok(GamescopeDisplay) } } impl VirtualDisplay for GamescopeDisplay { fn name(&self) -> &'static str { "gamescope" } fn create(&mut self, mode: Mode) -> Result { // Attach to an already-running gamescope (debug / Steam-launched session) instead of // spawning one: PUNKTFUNK_GAMESCOPE_NODE=. if let Ok(id) = std::env::var("PUNKTFUNK_GAMESCOPE_NODE") { let node_id: u32 = id .parse() .context("PUNKTFUNK_GAMESCOPE_NODE must be a node id")?; tracing::info!(node_id, "gamescope: attaching to existing PipeWire node"); return Ok(VirtualOutput { node_id, remote_fd: None, preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), keepalive: Box::new(()), }); } let proc = GamescopeProc(spawn(mode.width, mode.height, mode.refresh_hz.max(1))?); // gamescope creates its PipeWire node a moment after start; poll for it (the proc is held // alive meanwhile, and killed if we give up). let node_id = wait_for_node(Duration::from_secs(15)).ok_or_else(|| { anyhow!( "gamescope PipeWire node did not appear within 15s — gamescope may have failed to \ start or headless capture is unsupported on this GPU/driver (see /tmp/punktfunk-gamescope.log)" ) })?; tracing::info!( node_id, w = mode.width, h = mode.height, hz = mode.refresh_hz, "gamescope virtual output ready" ); Ok(VirtualOutput { node_id, remote_fd: None, preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)), keepalive: Box::new(proc), }) } } /// File where the wrapper below writes gamescope's `LIBEI_SOCKET` (its EIS server socket), /// read by the libei injector to drive input into the nested app. See [`crate::inject`]. pub const EI_SOCKET_FILE: &str = "/tmp/punktfunk-gamescope-ei"; /// Spawn `gamescope --backend headless -W w -H h -r hz -- `. The app comes from /// `PUNKTFUNK_GAMESCOPE_APP` (default a no-op that just keeps gamescope alive — set it to a real /// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session). /// stdout/stderr go to `/tmp/punktfunk-gamescope.log`. The app is launched through a tiny 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. fn spawn(w: u32, h: u32, hz: u32) -> Result { let app = std::env::var("PUNKTFUNK_GAMESCOPE_APP").unwrap_or_else(|_| "sleep infinity".to_string()); let _ = std::fs::remove_file(EI_SOCKET_FILE); // stale socket path from a previous session let mut cmd = Command::new("gamescope"); cmd.args(["--backend", "headless"]) .args(["-W", &w.to_string()]) .args(["-H", &h.to_string()]) .args(["-r", &hz.to_string()]) .args(["--xwayland-count", "1", "--"]) .args([ "sh", "-c", &format!("printf %s \"$LIBEI_SOCKET\" > {EI_SOCKET_FILE}; exec \"$@\""), "sh", ]) .args(app.split_whitespace()) // Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box). .env("__GLX_VENDOR_LIBRARY_NAME", "nvidia"); if let Ok(log) = std::fs::File::create("/tmp/punktfunk-gamescope.log") { if let Ok(log2) = log.try_clone() { cmd.stdout(Stdio::from(log)).stderr(Stdio::from(log2)); } } else { cmd.stdout(Stdio::null()).stderr(Stdio::null()); } tracing::info!(w, h, hz, %app, "spawning gamescope (headless)"); cmd.spawn() .context("spawn gamescope (is it installed? `apt install gamescope`)") } /// Wait for gamescope to report its PipeWire node. Authoritative source: gamescope's own log /// line `stream available on node ID: N` (its node carries `node.name=gamescope` on TWO objects /// — the adapter and the inner stream — and only the advertised id is the correct capture /// target). Falls back to `pw-dump` discovery if the log line doesn't show. fn wait_for_node(timeout: Duration) -> Option { let deadline = Instant::now() + timeout; loop { if let Some(id) = node_from_log() { return Some(id); } if Instant::now() >= deadline { return find_gamescope_node(); // last-resort fallback } std::thread::sleep(Duration::from_millis(300)); } } /// Parse `stream available on node ID: N` from the spawned gamescope's log (ANSI-colored). fn node_from_log() -> Option { let log = std::fs::read_to_string("/tmp/punktfunk-gamescope.log").ok()?; for line in log.lines().rev() { if let Some(pos) = line.find("stream available on node ID:") { let tail = &line[pos + "stream available on node ID:".len()..]; let digits: String = tail.chars().filter(|c| c.is_ascii_digit()).collect(); if let Ok(id) = digits.parse() { return Some(id); } } } None } /// Find the `gamescope` `Video/Source` node id in a `pw-dump` snapshot of the default daemon. fn find_gamescope_node() -> Option { let out = Command::new("pw-dump").output().ok()?; let dump: serde_json::Value = serde_json::from_slice(&out.stdout).ok()?; for obj in dump.as_array()? { if obj.get("type").and_then(|t| t.as_str()) != Some("PipeWire:Interface:Node") { continue; } let props = obj.get("info").and_then(|i| i.get("props")); let name = props .and_then(|p| p.get("node.name")) .and_then(|n| n.as_str()) .unwrap_or(""); let class = props .and_then(|p| p.get("media.class")) .and_then(|n| n.as_str()) .unwrap_or(""); if name == "gamescope" || (class == "Video/Source" && name.contains("gamescope")) { return obj.get("id").and_then(|i| i.as_u64()).map(|x| x as u32); } } None } /// Owns the spawned gamescope process; killing it tears the virtual output down. struct GamescopeProc(Child); impl Drop for GamescopeProc { fn drop(&mut self) { let _ = self.0.kill(); let _ = self.0.wait(); } }