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nixos/opengamepadui: init
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3 changed files with 274 additions and 0 deletions
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@ -121,6 +121,8 @@
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- [nvidia-gpu](https://github.com/utkuozdemir/nvidia_gpu_exporter), a Prometheus exporter that scrapes `nvidia-smi` for GPU metrics. Available as [services.prometheus.exporters.nvidia-gpu](#opt-services.prometheus.exporters.nvidia-gpu.enable).
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- [OpenGamepadUI](https://github.com/ShadowBlip/OpenGamepadUI/), an open source gamepad-native game launcher and overlay for Linux. Available as [programs.opengamepadui](#opt-programs.opengamepadui.enable).
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- [InputPlumber](https://github.com/ShadowBlip/InputPlumber/), an open source input router and remapper daemon for Linux. Available as [services.inputplumber](#opt-services.inputplumber.enable).
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- [PowerStation](https://github.com/ShadowBlip/PowerStation/), an open source TDP control and performance daemon with DBus interface for Linux. Available as [services.powerstation](#opt-services.powerstation.enable).
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@ -267,6 +267,7 @@
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./programs/ns-usbloader.nix
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./programs/oblogout.nix
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./programs/oddjobd.nix
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./programs/opengamepadui.nix
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./programs/openvpn3.nix
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./programs/obs-studio.nix
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./programs/partition-manager.nix
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271
nixos/modules/programs/opengamepadui.nix
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271
nixos/modules/programs/opengamepadui.nix
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{
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config,
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lib,
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pkgs,
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...
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}:
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let
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cfg = config.programs.opengamepadui;
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gamescopeCfg = config.programs.gamescope;
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opengamepadui-gamescope =
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let
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exports = lib.mapAttrsToList (n: v: "export ${n}=${v}") cfg.gamescopeSession.env;
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in
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# Based on gamescope-session-plus from ChimeraOS
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pkgs.writeShellScriptBin "opengamepadui-gamescope" ''
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${builtins.concatStringsSep "\n" exports}
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# Enable Mangoapp
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export MANGOHUD_CONFIGFILE=$(mktemp /tmp/mangohud.XXXXXXXX)
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export RADV_FORCE_VRS_CONFIG_FILE=$(mktemp /tmp/radv_vrs.XXXXXXXX)
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# Plop GAMESCOPE_MODE_SAVE_FILE into $XDG_CONFIG_HOME (defaults to ~/.config).
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export GAMESCOPE_MODE_SAVE_FILE="''${XDG_CONFIG_HOME:-$HOME/.config}/gamescope/modes.cfg"
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export GAMESCOPE_PATCHED_EDID_FILE="''${XDG_CONFIG_HOME:-$HOME/.config}/gamescope/edid.bin"
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# Make path to gamescope mode save file.
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mkdir -p "$(dirname "$GAMESCOPE_MODE_SAVE_FILE")"
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touch "$GAMESCOPE_MODE_SAVE_FILE"
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# Make path to Gamescope edid patched file.
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mkdir -p "$(dirname "$GAMESCOPE_PATCHED_EDID_FILE")"
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touch "$GAMESCOPE_PATCHED_EDID_FILE"
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# Initially write no_display to our config file
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# so we don't get mangoapp showing up before OpenGamepadUI initializes
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# on OOBE and stuff.
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mkdir -p "$(dirname "$MANGOHUD_CONFIGFILE")"
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echo "no_display" >"$MANGOHUD_CONFIGFILE"
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# Prepare our initial VRS config file
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# for dynamic VRS in Mesa.
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mkdir -p "$(dirname "$RADV_FORCE_VRS_CONFIG_FILE")"
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echo "1x1" >"$RADV_FORCE_VRS_CONFIG_FILE"
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# To play nice with the short term callback-based limiter for now
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export GAMESCOPE_LIMITER_FILE=$(mktemp /tmp/gamescope-limiter.XXXXXXXX)
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ulimit -n 524288
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# Setup socket for gamescope
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# Create run directory file for startup and stats sockets
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tmpdir="$([[ -n ''${XDG_RUNTIME_DIR+x} ]] && mktemp -p "$XDG_RUNTIME_DIR" -d -t gamescope.XXXXXXX)"
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socket="''${tmpdir:+$tmpdir/startup.socket}"
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stats="''${tmpdir:+$tmpdir/stats.pipe}"
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# Fail early if we don't have a proper runtime directory setup
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if [[ -z $tmpdir || -z ''${XDG_RUNTIME_DIR+x} ]]; then
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echo >&2 "!! Failed to find run directory in which to create stats session sockets (is \$XDG_RUNTIME_DIR set?)"
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exit 0
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fi
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export GAMESCOPE_STATS="$stats"
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mkfifo -- "$stats"
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mkfifo -- "$socket"
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# Start gamescope compositor, log it's output and background it
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echo gamescope ${lib.escapeShellArgs cfg.gamescopeSession.args} -R $socket -T $stats >"$HOME"/.gamescope-cmd.log
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gamescope ${lib.escapeShellArgs cfg.gamescopeSession.args} -R $socket -T $stats >"$HOME"/.gamescope-stdout.log 2>&1 &
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gamescope_pid="$!"
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if read -r -t 3 response_x_display response_wl_display <>"$socket"; then
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export DISPLAY="$response_x_display"
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export GAMESCOPE_WAYLAND_DISPLAY="$response_wl_display"
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# We're done!
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else
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echo "gamescope failed"
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kill -9 "$gamescope_pid"
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wait -n "$gamescope_pid"
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exit 1
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# Systemd or Session manager will have to restart session
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fi
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# If we have mangoapp binary start it
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if command -v mangoapp >/dev/null; then
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(while true; do
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sleep 1
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mangoapp >"$HOME"/.mangoapp-stdout.log 2>&1
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done) &
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fi
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# Start OpenGamepadUI
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opengamepadui ${lib.escapeShellArgs cfg.args}
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# When the client exits, kill gamescope nicely
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kill $gamescope_pid
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'';
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gamescopeSessionFile =
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(pkgs.writeTextDir "share/wayland-sessions/opengamepadui.desktop" ''
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[Desktop Entry]
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Name=opengamepadui
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Comment=OpenGamepadUI Session
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Exec=${opengamepadui-gamescope}/bin/opengamepadui-gamescope
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Type=Application
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'').overrideAttrs
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(_: {
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passthru.providedSessions = [ "opengamepadui" ];
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});
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in
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{
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options.programs.opengamepadui = {
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enable = lib.mkEnableOption "opengamepadui";
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args = lib.mkOption {
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type = lib.types.listOf lib.types.str;
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default = [ ];
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description = ''
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Arguments to be passed to OpenGamepadUI
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'';
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};
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package = lib.mkPackageOption pkgs "OpenGamepadUI" {
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default = [ "opengamepadui" ];
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};
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extraPackages = lib.mkOption {
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type = lib.types.listOf lib.types.package;
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default = [ ];
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example = lib.literalExpression ''
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with pkgs; [
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gamescope
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]
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'';
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description = ''
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Additional packages to add to the OpenGamepadUI environment.
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'';
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};
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fontPackages = lib.mkOption {
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type = lib.types.listOf lib.types.package;
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default = config.fonts.packages;
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defaultText = lib.literalExpression "builtins.filter lib.types.package.check config.fonts.packages";
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example = lib.literalExpression "with pkgs; [ source-han-sans ]";
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description = ''
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Font packages to use in OpenGamepadUI.
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Defaults to system fonts, but could be overridden to use other fonts — useful for users who would like to customize CJK fonts used in opengamepadui. According to the [upstream issue](https://github.com/ValveSoftware/opengamepadui-for-linux/issues/10422#issuecomment-1944396010), opengamepadui only follows the per-user fontconfig configuration.
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'';
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};
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gamescopeSession = lib.mkOption {
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description = "Run a GameScope driven OpenGamepadUI session from your display-manager";
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default = { };
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type = lib.types.submodule {
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options = {
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enable = lib.mkEnableOption "GameScope Session";
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args = lib.mkOption {
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type = lib.types.listOf lib.types.str;
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default = [
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"--prefer-output"
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"*,eDP-1"
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"--xwayland-count"
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"2"
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"--default-touch-mode"
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"4"
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"--hide-cursor-delay"
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"3000"
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"--fade-out-duration"
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"200"
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"--steam"
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];
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description = ''
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Arguments to be passed to GameScope for the session.
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'';
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};
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env = lib.mkOption {
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type = lib.types.attrsOf lib.types.str;
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default = { };
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description = ''
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Environmental variables to be passed to GameScope for the session.
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'';
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};
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};
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};
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};
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inputplumber.enable = lib.mkEnableOption ''
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Run InputPlumber service for input management and gamepad configuration.
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'';
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powerstation.enable = lib.mkEnableOption ''
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Run PowerStation service for TDP control and performance settings.
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'';
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};
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config = lib.mkIf cfg.enable {
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hardware.graphics = {
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# this fixes the "glXChooseVisual failed" bug, context: https://github.com/NixOS/nixpkgs/issues/47932
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enable = true;
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enable32Bit = pkgs.stdenv.hostPlatform.isx86_64;
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};
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security.wrappers = lib.mkIf (cfg.gamescopeSession.enable && gamescopeCfg.capSysNice) {
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# needed or steam plugin fails
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bwrap = {
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owner = "root";
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group = "root";
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source = lib.getExe pkgs.bubblewrap;
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setuid = true;
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};
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};
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programs.opengamepadui.extraPackages = cfg.fontPackages;
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programs.gamescope.enable = true;
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services.displayManager.sessionPackages = lib.mkIf cfg.gamescopeSession.enable [
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gamescopeSessionFile
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];
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programs.opengamepadui.gamescopeSession.env = {
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# Fix intel color corruption
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# might come with some performance degradation but is better than a corrupted
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# color image
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INTEL_DEBUG = "norbc";
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mesa_glthread = "true";
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# This should be used by default by gamescope. Cannot hurt to force it anyway.
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# Reported better framelimiting with this enabled
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ENABLE_GAMESCOPE_WSI = "1";
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# Force Qt applications to run under xwayland
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QT_QPA_PLATFORM = "xcb";
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# Some environment variables by default (taken from Deck session)
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SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS = "0";
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# There is no way to set a color space for an NV12
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# buffer in Wayland. And the color management protocol that is
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# meant to let this happen is missing the color range...
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# So just workaround this with an ENV var that Remote Play Together
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# and Gamescope will use for now.
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GAMESCOPE_NV12_COLORSPACE = "k_EStreamColorspace_BT601";
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# Workaround older versions of vkd3d-proton setting this
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# too low (desc.BufferCount), resulting in symptoms that are potentially like
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# swapchain starvation.
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VKD3D_SWAPCHAIN_LATENCY_FRAMES = "3";
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# To expose vram info from radv
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WINEDLLOVERRIDES = "dxgi=n";
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# Don't wait for buffers to idle on the client side before sending them to gamescope
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vk_xwayland_wait_ready = "false";
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# Temporary crutch until dummy plane interactions / etc are figured out
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GAMESCOPE_DISABLE_ASYNC_FLIPS = "1";
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};
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# optionally enable 32bit pulseaudio support if pulseaudio is enabled
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services.pulseaudio.support32Bit = config.services.pulseaudio.enable;
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services.pipewire.alsa.support32Bit = config.services.pipewire.alsa.enable;
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hardware.steam-hardware.enable = true;
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services.inputplumber.enable = lib.mkDefault cfg.inputplumber.enable;
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services.powerstation.enable = lib.mkDefault cfg.powerstation.enable;
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environment.pathsToLink = [ "/share" ];
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environment.systemPackages = [
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cfg.package
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] ++ lib.optional cfg.gamescopeSession.enable opengamepadui-gamescope;
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};
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meta.maintainers = with lib.maintainers; [ shadowapex ];
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}
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