Move the PC-streaming layer into pc-streaming/, apart from the Steam Frame build

The PC compositor-layer work (the Direct3D 11 proxy, its installer, its notes) now lives in pc-streaming/, clearly
separate and marked experimental, so the main project is the Steam Frame build and the fixes that help it. The PC
layer can't change the Steam Frame's home (the Steam Frame renders it on the headset), and this keeps it from
crowding the Steam Frame release while preserving it for a tethered PC headset.

The shared Windows renderer support (src/, behind #ifdef _WIN32 / FRAME_HOME_PC) stays put: it only compiles into a
PC build and never touches the Steam Frame build. Build and README references updated to the new paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
ToastconcernandClaude Opus 4.8 committed 2026-10-21 21:39:02 -05:00
1 parent cda415d8a4
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@@ -56,8 +56,8 @@ jobs:
cmake -S . -B build/pc-win64 -G Ninja -DCMAKE_BUILD_TYPE=Release -DFRAME_HOME_PC=ON -DCMAKE_TOOLCHAIN_FILE=cmake/llvm-mingw.cmake -DWINDOWS_ARCH=x86_64 -DLLVM_MINGW="$HOME/llvm-mingw"
cmake --build build/pc-win64 --target frame-home frame-switcher d3d11.dll --parallel
mkdir -p "build/stage/FrameHome-PC-windows-x64" dist
cp build/pc-win64/frame-home.exe build/pc-win64/frame-switcher.exe build/pc-win64/d3d11.dll frame/pc/install-frame-home-pc.ps1 \
"frame/pc/Install Frame Home on this PC.bat" "frame/pc/Remove Frame Home from this PC.bat" "build/stage/FrameHome-PC-windows-x64/"
cp build/pc-win64/frame-home.exe build/pc-win64/frame-switcher.exe build/pc-win64/d3d11.dll pc-streaming/install-frame-home-pc.ps1 \
"pc-streaming/Install Frame Home on this PC.bat" "pc-streaming/Remove Frame Home from this PC.bat" "build/stage/FrameHome-PC-windows-x64/"
cp LICENSE build/stage/FrameHome-PC-windows-x64/LICENSE.txt
(cd build/stage && zip -qr ../../dist/FrameHome-PC-windows-x64.zip FrameHome-PC-windows-x64)
- uses: actions/upload-artifact@v4
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@@ -142,9 +142,9 @@ if(NOT FRAME_HOME_PC)
endif()
# The Windows compositor layer: a proxy d3d11.dll that wraps vrcompositor's Direct3D 11 device and draws the home in
# Aurora's place (layer/frame_home_layer_d3d11.cpp). The .def forwards every other d3d11 export to the real library.
# Aurora's place (pc-streaming/frame_home_layer_d3d11.cpp). The .def forwards every other d3d11 export to the real library.
if(WIN32 AND FRAME_HOME_PC)
add_library(frame-home-d3d11 MODULE layer/frame_home_layer_d3d11.cpp layer/d3d11_proxy.def)
add_library(frame-home-d3d11 MODULE pc-streaming/frame_home_layer_d3d11.cpp pc-streaming/d3d11_proxy.def)
set_target_properties(frame-home-d3d11 PROPERTIES OUTPUT_NAME d3d11 PREFIX "")
target_include_directories(frame-home-d3d11 PRIVATE src)
target_link_libraries(frame-home-d3d11 PRIVATE dxguid uuid)
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@@ -50,10 +50,11 @@ very largest homes may not fit.
thermal governor that keeps the headset cool.
- Safe: a compositor layer that steps aside if Frame Home stops, and a one-file off switch.
**On a PC with SteamVR**
**On a PC with SteamVR (experimental, separate)**
- The same Frame Home as SteamVR's environment on Windows and Linux, switched from the Steam menu, showing what you
save in Studio ([guide](docs/pc-steamvr.md)).
- A PC-side compositor layer that aims to make your homes SteamVR's environment on a desktop PC, kept apart in
[`pc-streaming/`](pc-streaming/README.md). It is for a tethered PC headset; it does **not** work for the Steam
Frame, which renders its home on the headset itself.
**Frame Studio (on your computer)**
@@ -78,7 +79,7 @@ very largest homes may not fit.
| [Performance](docs/performance.md) | Reaching 120 fps, checking it, fixing stutter |
| [Frame Studio guide](docs/studio-guide.md) | The Studio window, tools and panels |
| [Bundles](docs/bundles.md) | Several environments in one `.fbundle` |
| [Frame Home on a PC](docs/pc-steamvr.md) | Your homes as SteamVR's environment on a Windows or Linux PC |
| [Frame Home on a PC](pc-streaming/README.md) | Experimental PC-side layer (separate; not for the Steam Frame) |
| [Building from source](docs/building.md) | Building on each system, CI, the headset side |
| [Troubleshooting](docs/troubleshooting.md) | Symptoms and fixes, logs, the self-test |
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@@ -0,0 +1,35 @@
# PC streaming environments (experimental — not for the Steam Frame)
This folder holds Frame Home's **PC-side** attempt to make your environments SteamVR's environment on a desktop PC,
separate from the Steam Frame build. It is kept apart on purpose: it does **not** work for the Steam Frame, and the
main project ships without it.
## What's here
| File | What |
|---|---|
| `frame_home_layer_d3d11.cpp` | A proxy `d3d11.dll` that wraps SteamVR's Windows compositor and draws the home where it draws Aurora — the Direct3D 11 counterpart of the Steam Frame's Vulkan layer (`../layer/frame_home_layer.cpp`). |
| `d3d11_proxy.def` | The proxy's exports: `D3D11CreateDevice` is ours, every other export forwards to the real `d3d11.dll`. |
| `install-frame-home-pc.ps1`, `*.bat` | The Windows installer that places the layer beside SteamVR's compositor. |
| `pc-steamvr.md` | Notes on how it was meant to work. |
The renderer's Windows support (importing the compositor's textures, the named-pipe hand-over, the `--system` path)
lives in the shared sources under `src/` behind `#ifdef _WIN32` / the `FRAME_HOME_PC` CMake option, so it only
compiles into a PC build and never affects the Steam Frame build.
## Why it's set aside
The compositor layer is the right design for a **tethered** PC headset (Index, Vive, Reverb), and likely for standard
streaming (e.g. a Quest over Steam Link), where the **PC** renders the SteamVR environment. It was never confirmed on
such hardware.
It **cannot** work for the **Steam Frame**. Tracing every PC process showed the Steam Frame renders its home
environment **on the headset itself** — `vrcompositor.exe` draws nothing and the `vrlink` streaming driver makes none
of the environment's shaders; only game video is streamed. So there is nothing on the PC to replace. The home on the
Steam Frame belongs to the **headset-side Frame Home** (the Vulkan layer in `../layer/`), which runs inside the Steam
Frame's own compositor.
## Building it
With the main project configured for a PC (`FRAME_HOME_PC=ON`, the default on Windows/x86-64), the `frame-home-d3d11`
target builds `d3d11.dll` from this folder. `install-frame-home-pc.ps1` installs it.
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@@ -72,8 +72,8 @@ stage_pc() {
case "$target" in
windows-x64) mkdir -p "$stage/pc"
cp "$home/frame-home.exe" "$home/frame-switcher.exe" "$home/d3d11.dll" "$stage/pc/"
cp "$ROOT/frame/pc/install-frame-home-pc.ps1" "$ROOT/frame/pc/Install Frame Home on this PC.bat" \
"$ROOT/frame/pc/Remove Frame Home from this PC.bat" "$stage/pc/" ;;
cp "$ROOT/pc-streaming/install-frame-home-pc.ps1" "$ROOT/pc-streaming/Install Frame Home on this PC.bat" \
"$ROOT/pc-streaming/Remove Frame Home from this PC.bat" "$stage/pc/" ;;
linux-x64) mkdir -p "$stage/pc/bin" "$stage/pc/layer"
cp "$home/frame-home" "$home/frame-switcher" "$stage/pc/bin/"
${CXX:-g++} -O2 -shared -fPIC -std=c++17 -fvisibility=hidden -I"$ROOT/third_party/vulkan-headers/include" -I"$ROOT/src" \