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NOT TESTED
Co-authored-by: Uwie <Uwie>
Co-authored-by: HttpAnimations <shawndouglasyt@gmail.com>
bob
) * vr: capture the microphone for voice chat on Build 2998 On the vr branch Roblox 2.736.1408 joins voice chat and plays other players, but never opens a microphone: its FmodAudioDevice capture methods have no working host path, and main's native capture (537828a "Fix vc") is pinned to 2.738 RVAs. Port main's NativeInputCapture and interpose the FmodAudioDevice capture slots for Build 2998. 2.738 inserted two device-list slots (7 and 11), so the capture methods sit at {4, 11..15} here instead of {4, 13..17}. The input-device slots {8, 9, 10, 16}, checked against main's input RVAs for this image, anchor that layout before anything is patched, and each capture slot must be a distinct method next to the input-device code. The voice sink is called through its own vtable after checking that the vtable and its PCM entry point lie in libroblox, and the retained shared_ptr is released through the libc++ control-block ABI, so no further Build 2998 RVAs are needed. If any check fails, capture stays off and the output routes still work. MOCKTAIL_NATIVE_INPUT_CAPTURE=0 turns the capture interposition off, and audio.input_device: disabled reports no microphone to Roblox. * Requested fix at PR 181
Also fix openxr shit
…ore FMOD profile functions
SteamVR (vrclient.so) binds its Vulkan renderer to the lifetime of the XrInstance. When Roblox destroys the LuaApp Vulkan device and creates a second VkInstance/VkDevice for UGC experiences, reusing the original XrInstance causes SteamVR to dereference freed device handles in xrEndFrame. Tear down and recreate the XrInstance whenever a new guest Vulkan instance is initialized, resetting session state, spaces, and controller actions.
# Conflicts: # stubs/libandroid_stub.cc
…ark mode vr.frame_rate_limit / MOCKTAIL_VR_FRAME_RATE_LIMIT replaces graphics.frame_rate_limit while VR is active and takes the same values. It defaults to unlimited so xrWaitFrame paces Roblox at the headset refresh rate instead of Roblox's own 60 FPS cap. MOCKTAIL_VR_RENDER_SCALE scales the runtime's recommended eye extent. SteamVR's recommendation for a Quest 2 at 90 Hz (2244x2352 per eye) missed the 11.1 ms budget and halved the rate to 45 FPS. MOCKTAIL_VR_UNPACED=1 stops guest frames from blocking in xrWaitFrame: the open XR frame spans several guest frames and is submitted once per display period, for measuring maximum render rate.
When Roblox asks for a keyboard (showKeyboard), a world-locked panel opens below eye level as an OpenXR quad layer. Controllers point at keys and the trigger types; text and key presses go through the same platform events as the desktop keyboard, so the focused TextBox edits identically. The layout is US QWERTY without the function row or Ctrl/Alt, with one-shot Shift, Caps Lock, Tab, Backspace auto-repeat, Enter and Close. A trigger aimed at the panel is withheld from Roblox so a key press is not also a click. A text field above the keys mirrors the focused TextBox, whose desktop overlay never reaches the eye images. MOCKTAIL_VR_KEYBOARD=0 turns it off.
Mark the 3092 profile experimental. It still runs when selected with --roblox-lib, but it no longer becomes the preferred update target for every x86_64 user, so the shipped payload metadata (2998) is again the preferred profile. Select the 2998 entry by Build ID in the partial-input profile test instead of relying on manifest order, and drop the shipped 3092 entry before the test re-identifies 2998 as 3092. Align the example config's VR build wording with the bootstrap template.
VR now stays off at runtime in every build until --vr or vr.enabled: true, so a normal launch on a VR-capable build never tries to reach an OpenXR runtime and no longer exits when none is running. MOCKTAIL_ENABLE_VR defaults to AUTO: OpenXR support is built when the third_party/OpenXR-SDK submodule is present and skipped with a notice otherwise, so source packages that do not fetch submodules (Nix, AUR) keep building. ON still requires the submodule. mocktail-vr-probe is only built and installed in VR builds. CI gains an x86_64 job that builds and tests with MOCKTAIL_ENABLE_VR=OFF. The config docs and README describe the new defaults.
An explicit --vr on a Roblox build without VR support now exits with the build's version and Build ID, the builds VR supports, and how to select one (--roblox-lib). When VR is only enabled in the config, the launch continues without VR and logs the same details. The bridge's own Install error names both as well. The verified build contracts carry their version labels and move to namespace scope so they can be listed.
Queue and device-idle locks in the Vulkan adapter are now taken only after an armed OpenXR backend calls mocktail_vulkan_enable_queue_sharing(). The guest synchronizes its own queue use; only the runtime and the eye copies add a second user. Without VR, and in builds without it, submits and presents take no locks. FFlagDebugEnableVREmulator is only written when VR is active, so a user's own fflags.json value is no longer overridden on every launch. Config loading is back after the single-instance lock and the support bundle guard. A non-VR build still rejects --vr before creating any data or state directories, from the command line alone; a vr.enabled config in such a build is rejected once the config is loaded.
- Every frame error, including the swapchain-image and copy-fence timeouts, now tears the session down recoverably instead of ending XR output for the rest of the run. - Session recovery backs off (1, 2, 4, 8 s) and recreates the XrInstance after an instance-loss event, an instance/runtime failure, or three failed attempts, so VR returns after SteamVR or WiVRn restarts instead of retrying forever. - While no XR session runs (headset idle, session not READY, recovering) presents are paced at 60 Hz outside the backend lock instead of running unthrottled. - A PrepareHostPresent failure that consumed nothing (copy resources unavailable, failed fence reset or submit) presents normally instead of failing the guest's vkQueuePresentKHR; only device loss is propagated. - A runtime/guest GPU mismatch falls back to the plain host device and keeps the game running without headset output, naming both GPUs. - A failed EGL attach on the GLES path no longer makes window init fail; the game runs without headset output and the bind is not retried.
- Once the guest eye format is known, the eye swapchains are recreated once in the format that keeps its bytes: the eye format, else its UNORM/SRGB sibling (raw copy), else the other channel order with the same sRGB-ness (a blit that only swizzles). Mixed order-and-gamma cases no longer go through a gamma-converting blit; if only that remains, it is logged. - The desktop mirror segment is created with O_EXCL after removing our own stale segment (a crashed run's leftover), and must be private to this user before eye images are written to it. - A new frame_mutex_ is held for the whole XR frame cycle and by every path that can destroy the session (taken before mutex_). That lets the cycle release mutex_ while it blocks in xrWaitFrame, so guest render-thread hooks no longer wait out the runtime's pacing. Swapchain-image and fence waits stay under mutex_; they return promptly unless the GPU or compositor stalls, and they run while guest eye bindings are copied.
…reads - MOCKTAIL_VR_HAND_POSE_SOURCE=grip now rotates hand records from the grip pose. base_ori started as the identity quaternion, so the norm check never fell back to it and hand rotation was dropped. - Hand records cancel the engine's stored hand pitch (read from hand_pitch_storage_rva by the pointer hook, 20 until read) instead of a hard-coded 20, so they agree with the pointer ray. - Shutdown never rewrites the aim-pointer prologue while guest threads may be executing it; the jump stays and only forwards once the bridge is gone, and a later activation reuses it. - Guest hooks count themselves in flight before loading the bridge pointer; Shutdown unpublishes the bridge and waits for in-flight calls to drain, so no hook keeps a pointer to a destroyed bridge. - Roblox's original state and eye getters are kept for the process lifetime. A hook reached with no bridge, including after a failed vtable restore, forwards to them instead of returning an unfilled state buffer. Restoring the vtable no longer depends on the pointer hook. - The activation log names the vtable slots in the right order.
- Remove the MOCKTAIL_VR_TEST_SESSION_LOSS_AFTER fault injection; nothing used it. - The scripted head pose and the eye evidence dumper only work in builds configured with -DMOCKTAIL_VR_DIAGNOSTICS=ON (default OFF); release builds ignore their environment variables. - Remove FindFmodInputCaptureProfile and HasExpectedFmodInputCaptureVtable (only their own tests called them) and the never-defined PrepareCaptureLocked declaration; the audio bridge files match upstream again. - docs/VR.md lists every MOCKTAIL_VR_* variable with its default, linked from the README.
# Conflicts: # include/runtime/roblox_desktop_app_policy.h # src/runtime/roblox_desktop_app_policy.cc # tests/roblox_desktop_app_policy_test.cc
The origin/main merge (d8f6718) resolved bionic_vulkan_loader_adapter.cc by taking main's file wholesale, discarding the vr branch's OpenXR hooks, queue locking, and desktop-mirror barrier ordering. Re-merge the file keeping both sides. Barriers are normalized for the VR desktop mirror first and then routed through ETC2 emulation, and the VR image-view destroy note runs inside the ETC2 vkDestroyImageView wrapper.
Roblox no longer lets these x86_64 builds join games. Saved profiles for them are refused too. The Python deriver now handles 2.746.
Pins the 2.746.1266 GitHub source.
# Conflicts: # config/roblox_compatibility.json # src/compat/host_abi_profile.cc # tests/build_profile_test.cc # tests/host_abi_profile_test.cc
Log Roblox's saved graphics quality at startup.
VR on Roblox 2.746.1266
# Conflicts: # tests/fixtures/host_abi_regression/20836.json
* main loop: message pump off by default and paced in unthrottled mode * assets: open reads nothing until the data is asked for * texture overrides: off unless the folder has pngs * etc2: stream uploads out of write-combined staging memory
# Conflicts: # CHANGELOG.md # src/legacy/legacy_runtime.cc # src/ui/mocktail_settings.cc # src/window/window_pointer_capture_owner.h
# Conflicts: # README.md # config/mocktail.example.yaml # config/roblox_compatibility.json # include/mocktail/audio/roblox_output_device_bridge.h # scripts/find_roblox_vr_offsets.py # src/audio/roblox_output_device_bridge.cc # src/audio/roblox_output_device_bridge_internal.h # src/compat/host_abi_profile.cc # src/graphics/bionic_vulkan_loader_adapter.cc # src/graphics/texture_override.cc # src/graphics/vulkan_etc2_emulation.cc # src/legacy/legacy_runtime.cc # src/libc_shim/vulkan_etc1_sky_transcoder.cc # src/runtime/performance_policy.cc # src/runtime/runtime_config.cc # src/runtime/runtime_config_bootstrap.cc # src/runtime/runtime_config_file.cc # src/vr/openxr_backend.cc # src/vr/roblox_vr_device_bridge.cc # src/vr/roblox_vr_device_bridge_internal.h # stubs/libandroid_stub.cc # tests/build_profile_test.cc # tests/vr/roblox_vr_device_bridge_test.cc
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Adds VR support.