League enters relative mouse mode on GNOME (Xwayland) and inside gamescope, but
keeps a visible cursor and warps it every frame at its own mouse speed. Xwayland
cannot move a visible pointer, so those warps never took effect: the virtual
cursor, where clicks land, drifted hundreds of pixels from the cursor on screen
and never reached the screen edges, which also stopped edge panning.
Where warps are not honoured, the virtual cursor now follows the physical
pointer and the game's warps leave it in place. With a hidden cursor, or on a
server that honours warps, nothing changes. The host model test gains a case
replaying the drift from an in-game trace.
Tested manually in the practice tool under gamescope 3.16.31 on GNOME 51 with
AMD RADV: clicks land on the cursor and edge panning works.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Port the fullscreen policy omitted when adapting PR #12. Track requested fullscreen state across frame and style changes, exclude unmanaged windows, and use EWMH REMOVE when leaving fullscreen.
Extend the native geometry probe and document passive tracing for the reported vertical click offset, whose cause remains unconfirmed.
CGDisplayScreenSize returned 0x0 for any display with EDID (upstream left
that branch unimplemented). League divides by it for its camera aspect
ratio, so the view-projection x row became NaN: every 3D vertex was
discarded, the scene showed only its blue clear colour, and world clicks
were ignored. Read the size from the EDID detailed timing (mm) or basic
parameters (cm), fall back to 96 dpi, and use the main display for an
unknown id.
CGDisplayCopyAllDisplayModes returned NULL for display 0 (a window off
every screen), which League passes straight to CFArrayGetCount. Fall back
to the main display, then to an empty array.
Add riot-display-modes-check covering both for the main display,
display 0 and an unknown id.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Adapt the geometry fix from PR #12 to the current relative-mouse implementation. Keep display IDs independent of primary-first screen ordering, translate window and pointer coordinates consistently, and invalidate geometry on both RandR event types.
Handle failed RandR snapshots and free EDID data. Add isolated native geometry regression coverage and use the configured SDK when linking the X11 probe.
Validated all 30 component patches, the X11 and CoreGraphics builds, six native geometry groups, and the existing relative-mouse checks. The user confirmed the installed fix works on 2026-10-16.
Co-authored-by: Maka <[email protected]>
CGAssociateMouseAndMouseCursorPosition(false) used to warp the pointer to the
window center, freeze the reported position there and treat the game's own
CGWarpMouseCursorPosition calls as motion. On Xwayland, which ignores warps
while the cursor is visible, this left League's cursor stuck in the middle.
The backend now keeps a frozen virtual cursor: physical motion only produces
deltas (deltaY positive downwards), application warps move the virtual cursor
and their echoes are dropped, mouseLocation returns it, and the pointer is only
warped back where the server honours warps. The grab no longer uses the
invalid FocusChangeMask and is released and retaken across focus changes.
setCursor: no longer re-sends XDefineCursor/XFlush when the window already has
that cursor; League set it about 190 times per second.
Also carries the opt-in input trace (/tmp/rclol-input-trace in the guest).
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Traverse the layer tree before compositing so nested Metal layers consume queued drawables and recycle their pool. Add a nested presentation probe covering pool reuse and Vulkan-to-OpenGL pixel readback.
NVIDIA's GL rejects GL_LINEAR_TILING_EXT with GL_INVALID_VALUE, so the
linear internal image could not be imported and the window stayed black.
Pick the tiling by GL_VENDOR; other drivers keep linear.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
NSApplication's attention timer calls -[CGWindow flashWindow], which X11Window
did not override; the base class raised an uncaught abstract-invocation
exception and LeagueClientUx aborted (and restarted every ~50s). Mark the
window as demanding attention through _NET_WM_STATE instead.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
League sets framebufferOnly=NO on its CAMetalLayer, and QuartzCore read
that as needing host-visible coherent memory, so the game's final
render target and the linear image handed to OpenGL both lived in
system RAM (type 2 on the RX 6600) and crossed PCIe every frame.
framebufferOnly=NO only lets Metal sample or blit the texture: nothing
maps either image (replaceRegion aborts, getBytes is a stub, Indium
maps only Shared/Managed buffers).
Drawables now take the first allowed DEVICE_LOCAL type whatever
framebufferOnly says; the guest file /tmp/metal-no-drawable-vram
restores the old placement. metal-device.log shows drawable-vram=on and
storage=vram.
A native EGL/RADV test exported the drawable's linear image from VRAM
and imported it into GL with no errors and identical pixels. In a
practice-tool baron fight on the RX 6600 with the same champion it ran
about 20 FPS faster and the same when idle; not yet measured in an ARAM.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Indium and QuartzCore took the first memory type a resource allowed. The
Vulkan spec orders a type with no flags before every DEVICE_LOCAL type,
and NVIDIA exposes such system-RAM types, so on NVIDIA private buffers,
textures and framebufferOnly drawables could land in system RAM. They
now take the first allowed DEVICE_LOCAL type and fall back to the old
choice; shared and managed resources are unchanged.
The drawable's exported image is a dedicated Vulkan allocation, but the
OpenGL import never set GL_DEDICATED_MEMORY_OBJECT_EXT, which
EXT_external_objects requires. Mesa ignores it; it is the suspected
cause of the black screen on NVIDIA in issue #3. The import's GL errors
were never checked (reportGLErrors is compiled out), so a failure was
silent.
/tmp/metal-device.log now lists the selected device's memory heaps and
types, the memory type chosen per resource kind (with the old choice and
changed=yes/no), and the result of the first drawable and semaphore
imports into OpenGL (later ones only on failure).
Practice match on the RX 6600: all choices changed=no, import
dedicated=yes with no GL errors, semaphore ok, match=yes. Not run on
NVIDIA.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
On a hybrid laptop (issue #3) Indium took whichever Vulkan device the
loader listed first, usually the integrated GPU, and still created a
VkDevice on every other supported GPU, waking a discrete GPU it never
used. Drawables reach the presenting OpenGL context as opaque FDs, which
only work on one physical device, and nothing checked that.
Indium now appends the device list, the selected device and the reason
to guest /tmp/metal-device.log, and creates a VkDevice for the selected
device only (/tmp/metal-all-devices restores the old behaviour).
/tmp/metal-gpu or METAL_INDIUM_GPU selects a device by index or name
for diagnosis. QuartzCore logs the presenting GL renderer and compares
its device UUID with the Vulkan device's (match=yes / MISMATCH); it
queries Vulkan itself, so it needs no new libindium export.
On the RX 6600 desktop the game selected RADV, created 1 VkDevice of 2
supported (lavapipe no longer gets one) and logged match=yes in a match.
Running on NVIDIA through prime-run is documented but not validated.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Fix X11 presentation handoff after resizing, preserve NSView size callbacks, and correct content and backing-layer geometry. Add CoreText font enumeration for the language dropdown and rebuild/install the matching runtime overlays.
Correct CarbonCore Gestalt version queries and roll back proc_listpids for Vanguard testing. Document that VAN -101 can still recur. Include accumulated CoreAudio stream and AudioUnit corrections.
Add standalone font, version, resize and publisher-handoff regressions. Record manual confirmation of the language dropdown and window resizing; all 29 pinned patches and the source/script audit validate.
setHiddenUntilMouseMoves: only hid or showed the cursor, so the flag set
by setHiddenUntilMouseMoves:YES was never cleared when the user moved the
pointer. Track and clear it in NSDisplay instead of NSCursor: add
setCursorHiddenUntilMouseMoves: and pointerMoved to the display, let the
X11 backend report genuine motion (after its synthetic warp filter), and
have NSCursor forward to the display. The idempotency guard keeps the
hide/show state balanced and preserves an explicit [NSCursor hide].
Electron 22.3.27's NativeWindowMac::IsVisible() compares the window's
occlusion state for exact equality with NSWindowOcclusionStateVisible:
bool occluded = [window occlusionState] == NSWindowOcclusionStateVisible;
Apple's contract is a bitmask: an on-screen window's state *includes* that bit
(tested with &). The exact == test is inverted, so an Apple-correct value made
every ordered-in window look occluded and the client's visible/not-minimized
checks failed. The previous workaround byte-patched Riot's shipped Electron
Framework to flip that comparison.
Fix it in Darling's AppKit instead: -[NSWindow occlusionState] now also reports
the reserved 1 << 2 bit for an on-screen window. &-based readers (Electron's own
windowDidChangeOcclusionState:, Chromium) still see NSWindowOcclusionStateVisible
set, while the exact == test is false, so unpatched Electron resolves
IsVisible() correctly. No Riot binary is modified.
Delete tools/patch-riot-electron-visibility.py and its call in
install-riot-gpu-runtime.sh; sync README and docs/STATUS, which already
described the binary patch as excluded.
LaunchServices now hands http, https and mailto URLs to the host desktop
itself instead of NSWorkspace writing them to a spool that nothing in
the normal workflow drains. It loads the host libsystemd through the ELF
loader and calls xdg-desktop-portal OpenURI on the session bus, falling
back to xdg-open in a transient systemd user unit, so the browser starts
outside Darling's namespaces. LSGetApplicationForURL reports the host
opener for these schemes because Electron checks for a handler before
opening a link. NSWorkspace goes through LSOpenCFURLRef.
Tested with a host-side D-Bus regression (79 checks) and in a fresh
guest prefix through open(1) and NSWorkspace, both reaching the portal
with the exact URL.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Two matches with the Indium hand-off round (narrow present wait, deferred
blits, worker-side command-buffer lease, skipping CPU Vulkan devices) ran
slower than before, with more main-thread futex waiting. Each change is now
behind a guest flag file and off by default, so the default libindium matches
the round-3 build (vertex-descriptor dirty masks, cheaper resource setters).
The wait counters stay opt-in, write a "waits enabled" line when they are on
and keep their state per image. The docs explain that flag files created from
the host while Darling runs may stay invisible through the overlay mount.
Also adds a passive cursor watcher. The stuck in-game cursor is Hyprland's
direct scanout, not Darling. The first match with direct scanout off averaged
135 FPS. STATUS, TROUBLESHOOTING and README are updated with the new matches.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Preserve floating-point arguments in GL resolvers, retain presentation across differently sized windows, export AppKit click and URL fixes, and guard nullable LaunchServices errors. Include compiler/build and installer corrections for the new PC.
Reuse server receive buffers with descriptor-safe exception cleanup and avoid disabled debug-string allocation. Translate Darwin free/reuse memory hints, add atomic server/library installers with separate user-owned memory backups, and preserve active processes until a manual namespace restart.
Remove automatic inspectors, client helpers and forced unlimited UI frames from normal launches. Retain historical hooks with offline mocks and document their exclusion, unresolved installer handoff, activation requirements and unmeasured FPS/RAM benefits.
Validation: all 29 pinned patches apply; all 461 exported source files match; host receive and memory checks, launcher and JavaScript mocks, syntax and documentation-link checks pass. No live client/game was controlled or restarted.