From c1ff8874777920e57c9d98dde1158ca8c7482811 Mon Sep 17 00:00:00 2001 From: Toastconcern Date: Wed, 21 Oct 2026 23:59:40 -0500 Subject: [PATCH] Remove the pc-streaming folder Deletes pc-streaming/ (the experimental Windows D3D11 compositor proxy that tried to make a home SteamVR's environment on a tethered PC, with its .def, installer .ps1/.bat and notes) and everything that pointed at its files: - CMakeLists: the frame-home-d3d11 proxy target. - build-studio.sh: the Windows pc/ staging and the d3d11.dll build step. - CI: the pc-home-windows job and the Windows Studio job's download/staging of FrameHome-PC-windows-x64. - Studio: the Windows branch of the "This PC" installer (it ran the deleted .ps1); the feature is now Linux-only, where it installs the Vulkan layer. - README and docs: the Windows PC download row, the PC-streaming highlight, and the dead Frame-Home-on-a-PC / pc-steamvr.md links. FRAME_HOME_PC and the runtime OpenVR/Vulkan loader stay, so Frame Home still builds for a PC; only the pc-streaming folder and its wiring are gone. The Linux PC layer (layer/) and its install path are untouched. Co-Authored-By: Claude Opus 4.8 --- .github/workflows/build.yml | 40 +- CMakeLists.txt | 10 - README.md | 8 - docs/README.md | 1 - docs/studio-guide.md | 4 +- .../Install Frame Home on this PC.bat | 6 - pc-streaming/README.md | 35 - .../Remove Frame Home from this PC.bat | 4 - pc-streaming/d3d11_proxy.def | 57 -- pc-streaming/frame_home_layer_d3d11.cpp | 786 ------------------ pc-streaming/install-frame-home-pc.ps1 | 122 --- pc-streaming/pc-steamvr.md | 72 -- scripts/build-studio.sh | 18 +- studio/studio.cpp | 15 +- 14 files changed, 13 insertions(+), 1165 deletions(-) delete mode 100644 pc-streaming/Install Frame Home on this PC.bat delete mode 100644 pc-streaming/README.md delete mode 100644 pc-streaming/Remove Frame Home from this PC.bat delete mode 100644 pc-streaming/d3d11_proxy.def delete mode 100644 pc-streaming/frame_home_layer_d3d11.cpp delete mode 100644 pc-streaming/install-frame-home-pc.ps1 delete mode 100644 pc-streaming/pc-steamvr.md diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 29af7d4..cb7efeb 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -38,36 +38,8 @@ jobs: name: FrameStudio-linux-${{ matrix.arch }} path: dist/FrameStudio-linux-${{ matrix.arch }}.tar.gz - # Frame Home for SteamVR on a Windows PC (frame-home.exe, frame-switcher.exe and the PC installer), cross-built with - # llvm-mingw as it's developed: the pc/ folder of the Windows x64 Studio, and a download of its own. - pc-home-windows: - name: Frame Home for Windows PCs - runs-on: ubuntu-24.04 - steps: - - uses: actions/checkout@v4 - - name: llvm-mingw - run: | - sudo apt-get update && sudo apt-get install -y ninja-build cmake - url=$(curl -s https://api.github.com/repos/mstorsjo/llvm-mingw/releases/latest | grep -o 'https://[^"]*ucrt-ubuntu-[0-9.]*-x86_64\.tar\.xz' | head -1) - curl -sL "$url" | tar -xJ -C "$HOME" && mv "$HOME"/llvm-mingw-* "$HOME/llvm-mingw" - - name: Build - run: | - export PATH="$HOME/llvm-mingw/bin:$PATH" - cmake -S . -B build/pc-win64 -G Ninja -DCMAKE_BUILD_TYPE=Release -DFRAME_HOME_PC=ON -DCMAKE_TOOLCHAIN_FILE=cmake/llvm-mingw.cmake -DWINDOWS_ARCH=x86_64 -DLLVM_MINGW="$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 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 - with: - name: FrameHome-PC-windows-x64 - path: dist/FrameHome-PC-windows-x64.zip - windows: name: Windows ${{ matrix.arch }} - needs: [pc-home-windows] strategy: fail-fast: false matrix: @@ -75,11 +47,6 @@ jobs: runs-on: windows-latest steps: - uses: actions/checkout@v4 - - uses: actions/download-artifact@v4 - if: matrix.arch == 'x64' - with: - name: FrameHome-PC-windows-x64 - path: pc - name: Build (MSVC) shell: cmd run: studio\build_windows.bat ${{ matrix.arch }} "%GITHUB_WORKSPACE%\build\windows-${{ matrix.arch }}" @@ -92,11 +59,6 @@ jobs: Copy-Item "build/windows-${{ matrix.arch }}/Frame Studio.exe" $stage Copy-Item -Recurse "build/windows-${{ matrix.arch }}/frame" "$stage/frame" Copy-Item LICENSE "$stage/LICENSE.txt" - if ("${{ matrix.arch }}" -eq "x64") { # Frame Home for this PC's SteamVR, beside Studio - Expand-Archive "pc/FrameHome-PC-windows-x64.zip" -DestinationPath build/pc - Copy-Item -Recurse "build/pc/FrameHome-PC-windows-x64" "$stage/pc" - Remove-Item "$stage/pc/LICENSE.txt" - } New-Item -ItemType Directory -Force dist | Out-Null Compress-Archive -Path $stage -DestinationPath "dist/$name.zip" -Force - uses: actions/upload-artifact@v4 @@ -140,7 +102,7 @@ jobs: name: Publish # (also when a platform failed: "latest" gets every build that worked; a version release needs them all) if: ${{ !cancelled() && (startsWith(github.ref, 'refs/tags/v') || github.ref == 'refs/heads/main') }} - needs: [linux, windows, macos, frame-home, pc-home-windows] + needs: [linux, windows, macos, frame-home] runs-on: ubuntu-24.04 permissions: contents: write diff --git a/CMakeLists.txt b/CMakeLists.txt index 0c44685..50df305 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -141,16 +141,6 @@ if(NOT FRAME_HOME_PC) set_target_properties(frame-home PROPERTIES BUILD_RPATH "${OPENVR_LIB_DIR}" INSTALL_RPATH "${OPENVR_LIB_DIR}") endif() -# The Windows compositor layer: a proxy d3d11.dll that wraps vrcompositor's Direct3D 11 device and draws the home in -# 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 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) - target_link_options(frame-home-d3d11 PRIVATE -static -static-libgcc -static-libstdc++) -endif() - # fenv-tool: convert homes and models into .fenv environments. add_executable(fenv-tool src/fenv_tool.cpp) target_link_libraries(fenv-tool PRIVATE frame-scene) diff --git a/README.md b/README.md index b464711..285d116 100644 --- a/README.md +++ b/README.md @@ -33,7 +33,6 @@ Artifacts). | Mac with Apple Silicon (M1 and later) | `FrameStudio-macos-arm64.zip` | | Mac with Intel | `FrameStudio-macos-x64.zip` | | Frame Home only, installed from any computer | `FrameHome-installer.zip` | -| Frame Home for SteamVR on a Windows PC, without Studio | `FrameHome-PC-windows-x64.zip` (Studio's Windows x64 and Linux x64 downloads include it) | Studio needs a GPU with Vulkan 1.2: any recent NVIDIA, AMD or Intel driver on Windows and Linux. On a Mac, Vulkan runs on Metal through MoltenVK, which comes inside the app. The 32-bit builds have at most 4 GB to work in, so the @@ -50,12 +49,6 @@ 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 (experimental, separate)** - -- 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)** - Opens Meta homes (HSL, Clay, glTF), `.fenv` environments and Blender or Unity models; pairs rooms with vistas. @@ -81,7 +74,6 @@ 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](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 | diff --git a/docs/README.md b/docs/README.md index 50c7abd..b16b3e2 100644 --- a/docs/README.md +++ b/docs/README.md @@ -10,6 +10,5 @@ | [Performance](performance.md) | How Frame Home reaches 120 fps, checking it, fixing stutter, Studio's own pacing | | [Frame Studio guide](studio-guide.md) | The Studio window, tools and panels | | [Bundles](bundles.md) | Several environments in one `.fbundle` file | -| [Frame Home on a PC](pc-steamvr.md) | Your homes as SteamVR's environment on a Windows or Linux PC | | [Building from source](building.md) | Building on each system, the CI, the headset side, the repository layout | | [Troubleshooting](troubleshooting.md) | Symptoms and fixes, logs, the self-test | diff --git a/docs/studio-guide.md b/docs/studio-guide.md index d5e0e56..e4b6dbe 100644 --- a/docs/studio-guide.md +++ b/docs/studio-guide.md @@ -163,8 +163,8 @@ The **Headset** tab (or the **Headset** menu): - **Send to Frame** makes the open environment the headset's current one, saved or not. - **Install Frame Home** puts Frame Home itself on the headset, with the environments and bundles you list under **Environments to install**. **Restore SteamVR's Environment** takes it off again. -- **This PC** (Windows and Linux): **Install Frame Home on This PC** makes your environments SteamVR's environment on - the computer Studio runs on. See [pc-steamvr.md](pc-steamvr.md). +- **This PC** (Linux): **Install Frame Home on This PC** makes your environments SteamVR's environment on the + computer Studio runs on. - The **Headset** field is the headset's address: an SSH alias such as `frame`, or `steamos@
`. See [headset-setup.md](headset-setup.md) and [install-frame-home.md](install-frame-home.md). diff --git a/pc-streaming/Install Frame Home on this PC.bat b/pc-streaming/Install Frame Home on this PC.bat deleted file mode 100644 index 34f8147..0000000 --- a/pc-streaming/Install Frame Home on this PC.bat +++ /dev/null @@ -1,6 +0,0 @@ -@echo off -rem Makes Frame Home SteamVR's environment on this PC (your homes from Frame Studio's My Environments, switched -rem in the Steam menu's Environments panel). Run it again after updating Frame Studio. -powershell -NoProfile -ExecutionPolicy Bypass -File "%~dp0install-frame-home-pc.ps1" -if errorlevel 1 (echo. ^& echo Frame Home was NOT installed: see the messages above.) else (echo. ^& echo Done.) -pause diff --git a/pc-streaming/README.md b/pc-streaming/README.md deleted file mode 100644 index 82fe3f7..0000000 --- a/pc-streaming/README.md +++ /dev/null @@ -1,35 +0,0 @@ -# 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. diff --git a/pc-streaming/Remove Frame Home from this PC.bat b/pc-streaming/Remove Frame Home from this PC.bat deleted file mode 100644 index 78f2ab5..0000000 --- a/pc-streaming/Remove Frame Home from this PC.bat +++ /dev/null @@ -1,4 +0,0 @@ -@echo off -rem Gives SteamVR its own environment back on this PC (your environments are kept). -powershell -NoProfile -ExecutionPolicy Bypass -File "%~dp0install-frame-home-pc.ps1" -Uninstall -pause diff --git a/pc-streaming/d3d11_proxy.def b/pc-streaming/d3d11_proxy.def deleted file mode 100644 index 549125d..0000000 --- a/pc-streaming/d3d11_proxy.def +++ /dev/null @@ -1,57 +0,0 @@ -; Frame Home's d3d11.dll proxy (layer/frame_home_layer_d3d11.cpp): D3D11CreateDevice is ours, so we can wrap the -; SteamVR compositor's device and draw the home where it would draw Aurora. Every other export forwards to the real -; d3d11.dll, copied beside us as fh_d3d11real.dll by the installer, so the compositor behaves exactly as before in -; every way we don't touch, and so does any other program that happens to load this proxy. -LIBRARY d3d11 -EXPORTS - D3D11CreateDevice - CreateDirect3D11DeviceFromDXGIDevice = fh_d3d11real.CreateDirect3D11DeviceFromDXGIDevice - CreateDirect3D11SurfaceFromDXGISurface = fh_d3d11real.CreateDirect3D11SurfaceFromDXGISurface - D3D11CoreCreateDevice = fh_d3d11real.D3D11CoreCreateDevice - D3D11CoreCreateLayeredDevice = fh_d3d11real.D3D11CoreCreateLayeredDevice - D3D11CoreGetLayeredDeviceSize = fh_d3d11real.D3D11CoreGetLayeredDeviceSize - D3D11CoreRegisterLayers = fh_d3d11real.D3D11CoreRegisterLayers - D3D11CreateDeviceAndSwapChain = fh_d3d11real.D3D11CreateDeviceAndSwapChain - D3D11CreateDeviceForD3D12 = fh_d3d11real.D3D11CreateDeviceForD3D12 - D3D11On12CreateDevice = fh_d3d11real.D3D11On12CreateDevice - D3DKMTCloseAdapter = fh_d3d11real.D3DKMTCloseAdapter - D3DKMTCreateAllocation = fh_d3d11real.D3DKMTCreateAllocation - D3DKMTCreateContext = fh_d3d11real.D3DKMTCreateContext - D3DKMTCreateDevice = fh_d3d11real.D3DKMTCreateDevice - D3DKMTCreateSynchronizationObject = fh_d3d11real.D3DKMTCreateSynchronizationObject - D3DKMTDestroyAllocation = fh_d3d11real.D3DKMTDestroyAllocation - D3DKMTDestroyContext = fh_d3d11real.D3DKMTDestroyContext - D3DKMTDestroyDevice = fh_d3d11real.D3DKMTDestroyDevice - D3DKMTDestroySynchronizationObject = fh_d3d11real.D3DKMTDestroySynchronizationObject - D3DKMTEscape = fh_d3d11real.D3DKMTEscape - D3DKMTGetContextSchedulingPriority = fh_d3d11real.D3DKMTGetContextSchedulingPriority - D3DKMTGetDeviceState = fh_d3d11real.D3DKMTGetDeviceState - D3DKMTGetDisplayModeList = fh_d3d11real.D3DKMTGetDisplayModeList - D3DKMTGetMultisampleMethodList = fh_d3d11real.D3DKMTGetMultisampleMethodList - D3DKMTGetRuntimeData = fh_d3d11real.D3DKMTGetRuntimeData - D3DKMTGetSharedPrimaryHandle = fh_d3d11real.D3DKMTGetSharedPrimaryHandle - D3DKMTLock = fh_d3d11real.D3DKMTLock - D3DKMTOpenAdapterFromHdc = fh_d3d11real.D3DKMTOpenAdapterFromHdc - D3DKMTOpenResource = fh_d3d11real.D3DKMTOpenResource - D3DKMTPresent = fh_d3d11real.D3DKMTPresent - D3DKMTQueryAdapterInfo = fh_d3d11real.D3DKMTQueryAdapterInfo - D3DKMTQueryAllocationResidency = fh_d3d11real.D3DKMTQueryAllocationResidency - D3DKMTQueryResourceInfo = fh_d3d11real.D3DKMTQueryResourceInfo - D3DKMTRender = fh_d3d11real.D3DKMTRender - D3DKMTSetAllocationPriority = fh_d3d11real.D3DKMTSetAllocationPriority - D3DKMTSetContextSchedulingPriority = fh_d3d11real.D3DKMTSetContextSchedulingPriority - D3DKMTSetDisplayMode = fh_d3d11real.D3DKMTSetDisplayMode - D3DKMTSetDisplayPrivateDriverFormat = fh_d3d11real.D3DKMTSetDisplayPrivateDriverFormat - D3DKMTSetGammaRamp = fh_d3d11real.D3DKMTSetGammaRamp - D3DKMTSetVidPnSourceOwner = fh_d3d11real.D3DKMTSetVidPnSourceOwner - D3DKMTSignalSynchronizationObject = fh_d3d11real.D3DKMTSignalSynchronizationObject - D3DKMTUnlock = fh_d3d11real.D3DKMTUnlock - D3DKMTWaitForSynchronizationObject = fh_d3d11real.D3DKMTWaitForSynchronizationObject - D3DKMTWaitForVerticalBlankEvent = fh_d3d11real.D3DKMTWaitForVerticalBlankEvent - D3DPerformance_BeginEvent = fh_d3d11real.D3DPerformance_BeginEvent - D3DPerformance_EndEvent = fh_d3d11real.D3DPerformance_EndEvent - D3DPerformance_GetStatus = fh_d3d11real.D3DPerformance_GetStatus - D3DPerformance_SetMarker = fh_d3d11real.D3DPerformance_SetMarker - EnableFeatureLevelUpgrade = fh_d3d11real.EnableFeatureLevelUpgrade - OpenAdapter10 = fh_d3d11real.OpenAdapter10 - OpenAdapter10_2 = fh_d3d11real.OpenAdapter10_2 diff --git a/pc-streaming/frame_home_layer_d3d11.cpp b/pc-streaming/frame_home_layer_d3d11.cpp deleted file mode 100644 index b2609d2..0000000 --- a/pc-streaming/frame_home_layer_d3d11.cpp +++ /dev/null @@ -1,786 +0,0 @@ -// Frame Home's Direct3D 11 compositor layer (Windows): the same idea as the Vulkan layer on the Frame and Linux -// (layer/frame_home_layer.cpp), but SteamVR's Windows compositor is Direct3D 11, so this lives inside it as a proxy -// d3d11.dll. D3D11CreateDevice is ours (d3d11_proxy.def forwards every other export to the real d3d11.dll, copied -// beside us as fh_d3d11real.dll), so when vrcompositor creates its device we wrap it and swap only the environment: -// where the compositor draws Aurora's sky we draw the newest frame Frame Home (frame-home --system) rendered of your -// home, looked up per pixel by direction (rotation reprojection), and Aurora's floor and stars we leave undrawn. -// Everything else the compositor does is untouched, so the home shows at boot, during game loads, behind the Steam -// menu, with the controllers and passthrough, exactly as Aurora would. Outside vrcompositor this is pure pass-through. -// -// Hand-over (env_share.h): Frame Home connects to our named pipe and sends its shared State's handle and the size it -// wants; we make kSlots shared textures, hand it their NT handles, and it renders the home into them over Vulkan. -// -// Safety: -// active only inside a process named vrcompositor.exe; everywhere else D3D11CreateDevice just calls the real one -// no published frame, or one older than half a second (Frame Home stopped or crashed): Aurora as usual -// %LOCALAPPDATA%\Frame Home\layer\off: pass-through (checked at start and each second) -// twice the compositor started with us swapping and never got a healthy frame in: we write `off` ourselves -// deleting fh_d3d11real.dll / this d3d11.dll from SteamVR's bin\win64 removes us entirely (the installer does) -#ifndef WIN32_LEAN_AND_MEAN -#define WIN32_LEAN_AND_MEAN -#endif -#include -#include -#include -#include - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include - -#include "../src/env_share.h" - -namespace fs = std::filesystem; - -namespace { - -// ── process / files ────────────────────────────────────────────────────────────────────────────── - -bool processIs(const wchar_t* exe) { - wchar_t path[MAX_PATH] = {}; - GetModuleFileNameW(nullptr, path, MAX_PATH); - const wchar_t* base = wcsrchr(path, L'\\'); - return _wcsicmp(base ? base + 1 : path, exe) == 0; -} -bool isCompositor() { static const int v = processIs(L"vrcompositor.exe"); return v; } -bool isVrServer() { static const int v = processIs(L"vrserver.exe"); return v; } - -// %LOCALAPPDATA%\Frame Home (home_platform.h's root() on Windows), where the logs live. -fs::path dir() { - wchar_t* p = nullptr; - size_t n = 0; - _wdupenv_s(&p, &n, L"LOCALAPPDATA"); - fs::path d = p ? fs::path(p) / L"Frame Home" : fs::path(L"Frame Home"); - free(p); - return d; -} -// The layer's own folder (root\layer): its off switch and crash guard, the same names and place the Environments -// panel uses (rootDir()/layer/off, .../crashes, .../starting) and the installer makes to mark the layer present. -fs::path layerDir() { return dir() / L"layer"; } -bool fileExists(const fs::path& p) { std::error_code ec; return fs::exists(p, ec); } - -std::mutex g_logMutex; -void logf(const char* fmt, ...) { - std::lock_guard l(g_logMutex); - std::error_code ec; - fs::create_directories(dir() / "logs", ec); - FILE* f = nullptr; - if (_wfopen_s(&f, (dir() / "logs" / "frame-layer.log").wstring().c_str(), L"a") || !f) return; - SYSTEMTIME t; - GetLocalTime(&t); - std::fprintf(f, "%02d:%02d:%02d ", t.wHour, t.wMinute, t.wSecond); - va_list ap; - va_start(ap, fmt); - std::vfprintf(f, fmt, ap); - va_end(ap); - std::fputc('\n', f); - std::fclose(f); -} - -bool g_diagnostic = false; // this process (vrserver) only watches what the streaming driver draws; it replaces nothing -void probef(const char* fmt, ...) { - std::lock_guard l(g_logMutex); - std::error_code ec; - fs::create_directories(dir() / "logs", ec); - FILE* f = nullptr; - if (_wfopen_s(&f, (dir() / "logs" / "frame-d3d-probe.log").wstring().c_str(), L"a") || !f) return; - SYSTEMTIME t; - GetLocalTime(&t); - std::fprintf(f, "%02d:%02d:%02d ", t.wHour, t.wMinute, t.wSecond); - va_list ap; - va_start(ap, fmt); - std::vfprintf(f, fmt, ap); - va_end(ap); - std::fputc('\n', f); - std::fclose(f); -} - -std::vector readFile(const fs::path& p) { - std::ifstream in(p, std::ios::binary); - return {std::istreambuf_iterator(in), std::istreambuf_iterator()}; -} - -uint64_t fnv(const void* data, size_t n) { - uint64_t h = 1469598103934665603ull; - const unsigned char* b = static_cast(data); - for (size_t i = 0; i < n; ++i) { h ^= b[i]; h *= 1099511628211ull; } - return h; -} - -// ── Aurora shaders, by the bytecode the compositor hands CreatePixelShader ───────────────────────── -// The compositor loads SteamVR's compiled pixel shaders (resources\shaders\d3d11\*.fxo) and creates them with the -// file's bytes. We hash each file whose name marks it part of the environment and, at CreatePixelShader, tag the -// ID3D11PixelShader it returns: the sky (and horizon) we replace with the home; the floor and stars we skip. -enum class Kind { None, Replace, Skip }; -std::unordered_map g_shaderKinds; // bytecode hash -> what to do - -std::unordered_map g_shaderName; // bytecode hash -> .fxo name, every pixel shader (diagnostic) - -void scanAuroraShaders() { - wchar_t path[MAX_PATH] = {}; - GetModuleFileNameW(nullptr, path, MAX_PATH); // ...\SteamVR\bin\win64\vrcompositor.exe - fs::path shaders = fs::path(path).parent_path().parent_path().parent_path() / L"resources" / L"shaders" / L"d3d11"; - std::error_code ec; - int replace = 0, skip = 0; - for (auto& e : fs::directory_iterator(shaders, ec)) { - if (e.path().extension() != ".fxo") continue; - const std::string name = e.path().filename().string(); - if (name.find("_ps.fxo") == std::string::npos) continue; - const std::vector b = readFile(e.path()); - if (b.empty()) continue; - const uint64_t h = fnv(b.data(), b.size()); - g_shaderName[h] = name; // every pixel shader, so a draw can be named (diagnostic) - if (name.find("aurora") == std::string::npos && name.find("motes") == std::string::npos) continue; - // Aurora's sky and horizon (what you look out at) we draw the home into; its floor and its stars (the motes - // "sky" that is really the floor's ground glow) we leave off, as the Vulkan layer does. - Kind k = name.find("floor") != std::string::npos || name.find("motes") != std::string::npos ? Kind::Skip : Kind::Replace; - g_shaderKinds[h] = k; - (k == Kind::Replace ? replace : skip) += 1; - } - logf("aurora shaders: %d replaced, %d skipped, %zu pixel shaders named (from %s)", replace, skip, g_shaderName.size(), shaders.string().c_str()); -} - -// ── the home: shared state, the compositor's textures, and our draw resources ────────────────────── - -// Two locks, never held in the reverse order: g_shaderMutex guards the recognised shaders (written as the compositor -// creates them, read at each draw); g_texMutex guards the shared textures (rebuilt by the pipe thread when Frame Home -// connects or resizes, read while a draw is replaced). A replaced draw holds g_texMutex across the draw so the pipe -// thread can't free a texture mid-draw — the race that crashed the compositor. -std::mutex g_shaderMutex, g_texMutex; -std::atomic g_off{false}; -std::atomic g_connected{false}; -std::atomic g_replaced{0}, g_skipped{0}; // draws swapped for the home / left undrawn (a diagnostic) -std::atomic g_drawsHere{0}, g_drawsOther{0}; // every draw on a hooked context (any shader), for diagnosis -std::atomic g_deviceCount{0}, g_deferredCount{0}; // distinct devices / deferred contexts the compositor made - -envshare::State* g_state = nullptr; // Frame Home's shared State (it owns it; we map its handle) -HANDLE g_stateMap = nullptr; - -ID3D11Device* g_device = nullptr; // the compositor's device (not addref'd: it outlives us) -ID3D11DeviceContext* g_context = nullptr; // its immediate context - -uint32_t g_generation = 0; // bumped each time Frame Home asks for new textures -uint32_t g_texW = 0, g_texH = 0; -struct SharedTex { ID3D11Texture2D* tex = nullptr; ID3D11ShaderResourceView* srv = nullptr; HANDLE handle = nullptr; }; -std::vector g_tex; // kSlots, on the compositor's device -int g_lastGood = -1; // newest slot drawn (held while Frame Home makes new textures) - -// Our draw resources on the compositor's device. -ID3D11PixelShader* g_homePs = nullptr; -ID3D11Buffer* g_homeCb = nullptr; // HomeCb below (b13): reprojection + brightness -ID3D11SamplerState* g_sampler = nullptr; -bool g_resourcesTried = false, g_resourcesOk = false; - -constexpr UINT kSrvSlot = 13, kCbSlot = 13, kSampSlot = 13; // high slots the compositor's own shaders don't use - -struct HomeCb { // matches the cbuffer in the replacement shader (b13) - float col[envshare::kSlots == 0 ? 1 : 2][4][4]; // per eye: the 4 columns of projection*viewRotation - float eye[2][4]; // per eye position (xyz) - float params[4]; // x: brightness (fade), y: 1 when there's something to show -}; - -// Per command buffer? D3D's immediate context is one object; the pixel shader bound on it, tracked by PSSetShader. -ID3D11PixelShader* g_boundPs = nullptr; -std::unordered_map g_psName; // every recognised shader's .fxo name (diagnostic) -std::unordered_map g_boundByCtx; // the pixel shader bound on each context - -// Which slot to draw this compositor frame: picked at the first replaced draw and held briefly, so both eyes and -// every aurora piece in the frame show the same home frame (frameSlot in the Vulkan layer). -int g_latchSlot = -1; -uint64_t g_latchNs = 0; -bool g_latchStamped = false; -constexpr uint64_t kLatchNs = 4000000ull; - -int liveSlot() { // the newest published slot, or -1 for Aurora (Frame Home gone or frozen 5 s) - if (g_off || !g_state || g_tex.empty()) return -1; - const uint64_t now = envshare::nowNs(); - if (now - g_state->publishNs.load() > 5000000000ull && now > g_state->busyUntilNs.load()) return -1; - const uint32_t k = g_state->latest.load(std::memory_order_acquire); - if (k < envshare::kSlots && g_state->slot[k].generation == g_generation) g_lastGood = static_cast(k); - return g_lastGood; -} -int frameSlot() { - const uint64_t now = envshare::nowNs(); - if (g_latchNs && now - g_latchNs < kLatchNs) return g_latchSlot; - g_latchSlot = liveSlot(); - g_latchNs = now; - g_latchStamped = false; - return g_latchSlot; -} - -// ── health: off switch and crash guard (mirrors the Vulkan layer) ────────────────────────────────── -std::atomic g_armed{false}; -uint64_t g_healthyFrames = 0; - -void startHealth() { - std::error_code ec; - fs::create_directories(layerDir(), ec); - if (fileExists(layerDir() / "off")) { g_off = true; logf("off: Aurora as usual (delete %s\\off to turn Frame Home back on)", dir().string().c_str()); return; } - int crashes = 0; - if (fileExists(layerDir() / "starting")) { - const std::vector c = readFile(layerDir() / "crashes"); - crashes = c.empty() ? 1 : std::atoi(std::string(c.begin(), c.end()).c_str()) + 1; - if (FILE* f = nullptr; !_wfopen_s(&f, (layerDir() / "crashes").wstring().c_str(), L"w") && f) { std::fprintf(f, "%d\n", crashes); std::fclose(f); } - } - if (crashes >= 2) { - if (FILE* f = nullptr; !_wfopen_s(&f, (layerDir() / "off").wstring().c_str(), L"w") && f) std::fclose(f); - DeleteFileW((layerDir() / "starting").wstring().c_str()); - g_off = true; - logf("the compositor stopped twice before a healthy frame: turned myself off (Aurora as usual)"); - } -} -void arm() { // we are about to start swapping Aurora: a crash from here that never got healthy counts - if (g_armed.exchange(true)) return; - if (FILE* f = nullptr; !_wfopen_s(&f, (layerDir() / "starting").wstring().c_str(), L"w") && f) std::fclose(f); -} -void healthy() { // a frame drawn and shown: the compositor got this far, so a later crash isn't ours - if (++g_healthyFrames == 30 && g_armed.exchange(false)) { - DeleteFileW((layerDir() / "starting").wstring().c_str()); - DeleteFileW((layerDir() / "crashes").wstring().c_str()); - } -} - -// ── the replacement pixel shader, compiled at startup ────────────────────────────────────────────── -// Reads the compositor's own constant buffer (b0) for this eye's position, forms the direction from the eye to the -// drawn point, looks it up in the home frame (projection * view rotation, column major, as Frame Home rendered it) -// and samples that eye's layer. The same maths as layer/env_ps.frag. -const char* kHlsl = R"( -Texture2DArray home : register(t13); -SamplerState samp : register(s13); -cbuffer Aurora : register(b0) { float4 _pad0[28]; float4 g_vEyePositionWs; } // g_vEyePositionWs at offset 448 -cbuffer Home : register(b13) { - float4 uCol[8]; // per eye (0: 0..3, 1: 4..7): the 4 columns of projection*viewRotation, tracking space - float4 uEyePos[2]; // per eye position Frame Home rendered from, tracking space (xyz) - float4 uParams; // x: brightness, y: 1 when there's something to show -}; -struct PSIn { float4 pos : SV_Position; float3 worldPos : TEXCOORD1; }; -float4 main(PSIn i) : SV_Target { - float3 eye = g_vEyePositionWs.xyz; - float3 dir = normalize(i.worldPos - eye); - int k = distance(eye, uEyePos[0].xyz) <= distance(eye, uEyePos[1].xyz) ? 0 : 1; - int b = k * 4; - float4 c = uCol[b + 0] * dir.x + uCol[b + 1] * dir.y + uCol[b + 2] * dir.z; - float3 rgb = float3(0, 0, 0); - if (c.w > 1e-5 && uParams.y > 0.5) { - float2 uv = (c.xy / c.w) * 0.5 + 0.5; - rgb = home.SampleLevel(samp, float3(uv, (float)k), 0.0).rgb; - } - return float4(rgb * uParams.x, 1.0); -} -)"; - -ID3DBlob* compileHlsl() { - HMODULE comp = LoadLibraryW(L"d3dcompiler_47.dll"); - if (!comp) { logf("no d3dcompiler_47.dll: Aurora stays"); return nullptr; } - using Fn = HRESULT(WINAPI*)(LPCVOID, SIZE_T, LPCSTR, const D3D_SHADER_MACRO*, ID3DInclude*, LPCSTR, LPCSTR, UINT, UINT, ID3DBlob**, ID3DBlob**); - auto d3dCompile = reinterpret_cast(GetProcAddress(comp, "D3DCompile")); - if (!d3dCompile) return nullptr; - ID3DBlob* code = nullptr; - ID3DBlob* err = nullptr; - const HRESULT hr = d3dCompile(kHlsl, std::strlen(kHlsl), "frame_home_env", nullptr, nullptr, "main", "ps_5_0", 0, 0, &code, &err); - if (FAILED(hr)) { logf("replacement shader failed to compile (0x%08lx): %s", hr, err ? static_cast(err->GetBufferPointer()) : ""); if (err) err->Release(); return nullptr; } - if (err) err->Release(); - return code; -} - -bool ensureResources() { - if (g_resourcesTried) return g_resourcesOk; - g_resourcesTried = true; - ID3DBlob* code = compileHlsl(); - if (!code) return false; - if (FAILED(g_device->CreatePixelShader(code->GetBufferPointer(), code->GetBufferSize(), nullptr, &g_homePs))) { code->Release(); logf("CreatePixelShader for the home failed"); return false; } - code->Release(); - D3D11_BUFFER_DESC bd = {}; - bd.ByteWidth = sizeof(HomeCb); - bd.Usage = D3D11_USAGE_DYNAMIC; - bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (FAILED(g_device->CreateBuffer(&bd, nullptr, &g_homeCb))) { logf("home cbuffer failed"); return false; } - D3D11_SAMPLER_DESC sd = {}; - sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - sd.MaxLOD = D3D11_FLOAT32_MAX; - if (FAILED(g_device->CreateSamplerState(&sd, &g_sampler))) { logf("home sampler failed"); return false; } - g_resourcesOk = true; - logf("home draw resources ready"); - return true; -} - -void fillCb(ID3D11DeviceContext* ctx, int slot) { // mapped on the recording context (the environment's deferred one) - if (!g_homeCb) return; - const envshare::Slot& s = g_state->slot[slot]; - HomeCb cb = {}; - for (int e = 0; e < 2; ++e) { - std::memcpy(cb.col[e], s.viewProj[e], sizeof(float) * 16); // column major: 4 columns of 4 floats - for (int c = 0; c < 4; ++c) cb.eye[e][c] = s.eyePos[e][c]; - } - cb.params[0] = g_state->fade.load() / 1000.0f; - cb.params[1] = g_state->show.load() ? 1.0f : 0.0f; - D3D11_MAPPED_SUBRESOURCE m; - if (SUCCEEDED(ctx->Map(g_homeCb, 0, D3D11_MAP_WRITE_DISCARD, 0, &m))) { - std::memcpy(m.pData, &cb, sizeof cb); - ctx->Unmap(g_homeCb, 0); - } -} - -// ── the hooks: CreatePixelShader + CreateDeferredContext on the device, PSSetShader + the draws on contexts ───────── -// -// The compositor records the environment on a *deferred* context, which in D3D11 is a different object with its own -// vtable than the immediate context — hooking the immediate one alone saw nothing. So we hook every context's vtable -// (the immediate one, and each deferred one as the device makes it), keeping that vtable's own originals. A few -// vtables at most (immediate, deferred), found per call by the context's vtable pointer. - -using PFN_CreatePixelShader = HRESULT(STDMETHODCALLTYPE*)(ID3D11Device*, const void*, SIZE_T, ID3D11ClassLinkage*, ID3D11PixelShader**); -using PFN_CreateDeferredContext = HRESULT(STDMETHODCALLTYPE*)(ID3D11Device*, UINT, ID3D11DeviceContext**); -using PFN_CreateDeferredContext1 = HRESULT(STDMETHODCALLTYPE*)(ID3D11Device1*, UINT, ID3D11DeviceContext1**); -using PFN_PSSetShader = void(STDMETHODCALLTYPE*)(ID3D11DeviceContext*, ID3D11PixelShader*, ID3D11ClassInstance* const*, UINT); -using PFN_Draw = void(STDMETHODCALLTYPE*)(ID3D11DeviceContext*, UINT, UINT); -using PFN_DrawIndexed = void(STDMETHODCALLTYPE*)(ID3D11DeviceContext*, UINT, UINT, INT); -using PFN_DrawInstanced = void(STDMETHODCALLTYPE*)(ID3D11DeviceContext*, UINT, UINT, UINT, UINT); -using PFN_DrawIndexedInstanced = void(STDMETHODCALLTYPE*)(ID3D11DeviceContext*, UINT, UINT, UINT, INT, UINT); - -PFN_CreatePixelShader g_realCreatePixelShader = nullptr; -PFN_CreatePixelShader g_serverRealCreatePixelShader = nullptr; // vrserver probe (diagnostic) -PFN_CreateDeferredContext g_realCreateDeferredContext = nullptr; -PFN_CreateDeferredContext1 g_realCreateDeferredContext1 = nullptr; - -// One per hooked context vtable, with that vtable's own original draw/PSSetShader functions. -struct CtxHooks { - void* vtbl = nullptr; - PFN_PSSetShader psSetShader = nullptr; - PFN_Draw draw = nullptr; - PFN_DrawIndexed drawIndexed = nullptr; - PFN_DrawInstanced drawInstanced = nullptr; - PFN_DrawIndexedInstanced drawIndexedInstanced = nullptr; -}; -CtxHooks g_ctxHooks[8]; -std::atomic g_ctxHookCount{0}; -std::mutex g_hookMutex; - -CtxHooks* hooksFor(void* ctx) { - void* vt = *reinterpret_cast(ctx); - const int n = g_ctxHookCount.load(std::memory_order_acquire); - for (int i = 0; i < n; ++i) if (g_ctxHooks[i].vtbl == vt) return &g_ctxHooks[i]; - return nullptr; -} - -std::unordered_map g_psKind; // shaders the compositor made that we recognised - -HRESULT STDMETHODCALLTYPE CreatePixelShader_hook(ID3D11Device* dev, const void* code, SIZE_T len, ID3D11ClassLinkage* link, ID3D11PixelShader** out) { - const HRESULT hr = g_realCreatePixelShader(dev, code, len, link, out); - if (SUCCEEDED(hr) && out && *out && code && len) { - const uint64_t h = fnv(code, len); - std::lock_guard l(g_shaderMutex); - if (auto it = g_shaderKinds.find(h); it != g_shaderKinds.end()) g_psKind[*out] = it->second; - if (auto it = g_shaderName.find(h); it != g_shaderName.end()) g_psName[*out] = it->second; - static std::unordered_set devices; // how many distinct devices the compositor makes shaders on - if (devices.insert(dev).second) { g_deviceCount.store(static_cast(devices.size())); logf("pixel shader created on device %p (%s)%s", (void*)dev, dev == g_device ? "ours" : "another", g_device ? "" : " [before wrap]"); } - } - return hr; -} - -// vrserver probe: log whether the streaming driver creates the environment's own pixel shaders here. -HRESULT STDMETHODCALLTYPE CreatePixelShaderProbe_hook(ID3D11Device* dev, const void* code, SIZE_T len, ID3D11ClassLinkage* link, ID3D11PixelShader** out) { - const HRESULT hr = g_serverRealCreatePixelShader(dev, code, len, link, out); - if (SUCCEEDED(hr) && code && len) { - static std::atomic total{0}; - total.fetch_add(1); - const uint64_t h = fnv(code, len); - auto it = g_shaderName.find(h); - if (it != g_shaderName.end()) { - static std::unordered_set seen; - static std::mutex m; - std::lock_guard l(m); - if (seen.insert(it->second).second) probef("vrserver creates %s%s", it->second.c_str(), g_shaderKinds.count(h) ? " <-- AN ENVIRONMENT SHADER (home could be drawn here)" : ""); - } - if (total.load() == 1 || total.load() == 300) probef("vrserver has created %d pixel shaders", total.load()); - } - return hr; -} - -void STDMETHODCALLTYPE PSSetShader_hook(ID3D11DeviceContext* ctx, ID3D11PixelShader* ps, ID3D11ClassInstance* const* inst, UINT n) { - if (ctx == g_context) g_boundPs = ps; - { std::lock_guard l(g_shaderMutex); g_boundByCtx[ctx] = ps; } // per context (the environment uses a deferred one) - if (CtxHooks* h = hooksFor(ctx)) h->psSetShader(ctx, ps, inst, n); -} - -// Diagnostic: the first time each known pixel shader is drawn, note it and the context, so one headset session shows -// exactly what the compositor draws the environment with (and whether it's our immediate context or another). -std::unordered_set g_seenHere, g_seenOther; -std::atomic g_seenCount{0}; -void noteDraw(ID3D11DeviceContext* ctx) { - static std::atomic calls{0}; - if (g_off || calls.fetch_add(1, std::memory_order_relaxed) > 500000 || g_seenCount.load(std::memory_order_relaxed) >= 200) return; // a few seconds of draws, then nothing - std::string name; - { - std::lock_guard l(g_shaderMutex); - auto b = g_boundByCtx.find(ctx); - if (b == g_boundByCtx.end() || !b->second) return; - auto it = g_psName.find(b->second); - if (it == g_psName.end()) return; - auto& seen = ctx == g_context ? g_seenHere : g_seenOther; - if (!seen.insert(it->second).second) return; - name = it->second; - ++g_seenCount; - } - logf("compositor draws %s%s", name.c_str(), ctx == g_context ? "" : " (on another context, not the one we track)"); -} - -// The pixel shader bound on this context, and what it means for us (any context the device made, not just immediate). -Kind classify(ID3D11DeviceContext* ctx, ID3D11PixelShader*& bound) { - bound = nullptr; - if (g_off) return Kind::None; - std::lock_guard l(g_shaderMutex); - auto b = g_boundByCtx.find(ctx); - if (b == g_boundByCtx.end() || !b->second) return Kind::None; - bound = b->second; - auto it = g_psKind.find(bound); - return it == g_psKind.end() ? Kind::None : it->second; -} - -// Binds the home over the compositor's state for one draw (on this context, through its own vtable), then restores. -struct HomeBind { - ID3D11DeviceContext* ctx; - CtxHooks* h; - ID3D11PixelShader* restore; - ID3D11ShaderResourceView* srv; - HomeBind(ID3D11DeviceContext* c, CtxHooks* hooks, int slot, ID3D11PixelShader* r) : ctx(c), h(hooks), restore(r), srv(g_tex[slot].srv) { - h->psSetShader(ctx, g_homePs, nullptr, 0); - ctx->PSSetShaderResources(kSrvSlot, 1, &srv); - ctx->PSSetConstantBuffers(kCbSlot, 1, &g_homeCb); - ctx->PSSetSamplers(kSampSlot, 1, &g_sampler); - } - ~HomeBind() { - h->psSetShader(ctx, restore, nullptr, 0); // the compositor's aurora shader back, so our tracking holds - healthy(); - } -}; - -// Runs the compositor's draw, swapping the home in for an Aurora sky draw or dropping an Aurora floor/stars draw. -// The texture lock is held across a replaced draw so the pipe thread can't free the texture under it. -template -void replaceDraw(ID3D11DeviceContext* ctx, CtxHooks* h, Draw&& draw) { - (ctx == g_context ? g_drawsHere : g_drawsOther).fetch_add(1, std::memory_order_relaxed); // every draw we see - noteDraw(ctx); // diagnostic: what the compositor draws, and on which context - ID3D11PixelShader* bound = nullptr; - const Kind k = classify(ctx, bound); - if (k == Kind::None) { draw(); return; } - if (k == Kind::Skip) { g_skipped.fetch_add(1, std::memory_order_relaxed); return; } - std::unique_lock lock(g_texMutex); - const int slot = frameSlot(); - if (slot < 0 || !ensureResources() || slot >= static_cast(g_tex.size()) || !g_tex[slot].srv) { lock.unlock(); draw(); return; } - fillCb(ctx, slot); - if (!g_latchStamped) { g_latchStamped = true; g_state->sampledNs.store(g_latchNs); } - g_replaced.fetch_add(1, std::memory_order_relaxed); - arm(); // only now (we actually swap Aurora) does a compositor crash without a healthy frame count as ours - HomeBind b(ctx, h, slot, bound); - draw(); -} - -void STDMETHODCALLTYPE Draw_hook(ID3D11DeviceContext* ctx, UINT n, UINT start) { - CtxHooks* h = hooksFor(ctx); - if (!h) return; - replaceDraw(ctx, h, [&] { h->draw(ctx, n, start); }); -} -void STDMETHODCALLTYPE DrawIndexed_hook(ID3D11DeviceContext* ctx, UINT n, UINT start, INT base) { - CtxHooks* h = hooksFor(ctx); - if (!h) return; - replaceDraw(ctx, h, [&] { h->drawIndexed(ctx, n, start, base); }); -} -void STDMETHODCALLTYPE DrawInstanced_hook(ID3D11DeviceContext* ctx, UINT vpi, UINT inst, UINT sv, UINT si) { - CtxHooks* h = hooksFor(ctx); - if (!h) return; - replaceDraw(ctx, h, [&] { h->drawInstanced(ctx, vpi, inst, sv, si); }); -} -void STDMETHODCALLTYPE DrawIndexedInstanced_hook(ID3D11DeviceContext* ctx, UINT ipi, UINT inst, UINT si, INT bv, UINT sinst) { - CtxHooks* h = hooksFor(ctx); - if (!h) return; - replaceDraw(ctx, h, [&] { h->drawIndexedInstanced(ctx, ipi, inst, si, bv, sinst); }); -} - -// Swaps one vtable entry for our hook, keeping the original. (All objects of a concrete class share one vtable, so -// hooking the device's vtable, and each context vtable, covers every such object in the process.) -template -void hookSlot(void* obj, int index, void* hook, T* real) { - void** vtable = *reinterpret_cast(obj); - DWORD old = 0; - if (VirtualProtect(&vtable[index], sizeof(void*), PAGE_EXECUTE_READWRITE, &old)) { - *real = reinterpret_cast(vtable[index]); - vtable[index] = hook; - VirtualProtect(&vtable[index], sizeof(void*), old, &old); - } -} -void patchSlot(void** vtable, int index, void* hook) { - DWORD old = 0; - if (VirtualProtect(&vtable[index], sizeof(void*), PAGE_EXECUTE_READWRITE, &old)) { - vtable[index] = hook; - VirtualProtect(&vtable[index], sizeof(void*), old, &old); - } -} - -// Hooks a context's vtable once (the immediate one, or a deferred one as the device makes it): remembers its own -// originals, publishes the entry, then redirects PSSetShader and the four draws to our hooks. -void hookContext(ID3D11DeviceContext* ctx) { - void* vt = *reinterpret_cast(ctx); - std::lock_guard l(g_hookMutex); - for (int i = 0; i < g_ctxHookCount.load(); ++i) if (g_ctxHooks[i].vtbl == vt) return; - const int idx = g_ctxHookCount.load(); - if (idx >= 8) return; - CtxHooks& h = g_ctxHooks[idx]; - void** vtable = reinterpret_cast(vt); - h.vtbl = vt; - h.psSetShader = reinterpret_cast(vtable[9]); - h.drawIndexed = reinterpret_cast(vtable[12]); - h.draw = reinterpret_cast(vtable[13]); - h.drawIndexedInstanced = reinterpret_cast(vtable[20]); - h.drawInstanced = reinterpret_cast(vtable[21]); - g_ctxHookCount.store(idx + 1, std::memory_order_release); // findable before the slots point at our hooks - patchSlot(vtable, 9, reinterpret_cast(PSSetShader_hook)); - patchSlot(vtable, 12, reinterpret_cast(DrawIndexed_hook)); - patchSlot(vtable, 13, reinterpret_cast(Draw_hook)); - patchSlot(vtable, 20, reinterpret_cast(DrawIndexedInstanced_hook)); - patchSlot(vtable, 21, reinterpret_cast(DrawInstanced_hook)); - logf("hooked context vtable #%d (draws on it are seen now)", idx + 1); -} - -HRESULT STDMETHODCALLTYPE CreateDeferredContext_hook(ID3D11Device* dev, UINT flags, ID3D11DeviceContext** out) { - const HRESULT hr = g_realCreateDeferredContext(dev, flags, out); - if (SUCCEEDED(hr) && out && *out) { g_deferredCount.fetch_add(1); logf("CreateDeferredContext: device %p (%s)", (void*)dev, dev == g_device ? "ours" : "another"); if (dev == g_device) hookContext(*out); } - return hr; -} -HRESULT STDMETHODCALLTYPE CreateDeferredContext1_hook(ID3D11Device1* dev, UINT flags, ID3D11DeviceContext1** out) { - const HRESULT hr = g_realCreateDeferredContext1(dev, flags, out); - if (SUCCEEDED(hr) && out && *out) { g_deferredCount.fetch_add(1); logf("CreateDeferredContext1: device %p (%s)", (void*)dev, reinterpret_cast(dev) == g_device ? "ours" : "another"); if (reinterpret_cast(dev) == g_device) hookContext(*out); } - return hr; -} - -// ── the hand-over pipe: Frame Home asks for textures, we make them and share them ────────────────── - -void destroyTextures() { - for (SharedTex& t : g_tex) { - if (t.srv) t.srv->Release(); - if (t.tex) t.tex->Release(); - if (t.handle) CloseHandle(t.handle); - } - g_tex.clear(); - g_lastGood = -1; -} - -bool makeTextures(uint32_t w, uint32_t h) { - destroyTextures(); - g_tex.resize(envshare::kSlots); - for (uint32_t i = 0; i < envshare::kSlots; ++i) { - D3D11_TEXTURE2D_DESC td = {}; - td.Width = w; - td.Height = h; - td.MipLevels = 1; - td.ArraySize = 2; // one layer per eye - td.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; - td.SampleDesc.Count = 1; - td.Usage = D3D11_USAGE_DEFAULT; - td.BindFlags = D3D11_BIND_SHADER_RESOURCE; - td.MiscFlags = D3D11_RESOURCE_MISC_SHARED_NTHANDLE | D3D11_RESOURCE_MISC_SHARED; - if (FAILED(g_device->CreateTexture2D(&td, nullptr, &g_tex[i].tex))) { logf("shared texture %u failed", i); destroyTextures(); return false; } - D3D11_SHADER_RESOURCE_VIEW_DESC vd = {}; - vd.Format = td.Format; - vd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; - vd.Texture2DArray.MipLevels = 1; - vd.Texture2DArray.ArraySize = 2; - if (FAILED(g_device->CreateShaderResourceView(g_tex[i].tex, &vd, &g_tex[i].srv))) { logf("shared srv %u failed", i); destroyTextures(); return false; } - IDXGIResource1* res = nullptr; - if (FAILED(g_tex[i].tex->QueryInterface(__uuidof(IDXGIResource1), reinterpret_cast(&res))) || - FAILED(res->CreateSharedHandle(nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr, &g_tex[i].handle))) { - if (res) res->Release(); - logf("shared handle %u failed", i); - destroyTextures(); - return false; - } - res->Release(); - } - g_texW = w; - g_texH = h; - return true; -} - -void adapterLuid(uint8_t out[8]) { - std::memset(out, 0, 8); - IDXGIDevice* dxgi = nullptr; - IDXGIAdapter* adapter = nullptr; - if (SUCCEEDED(g_device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast(&dxgi))) && SUCCEEDED(dxgi->GetAdapter(&adapter))) { - DXGI_ADAPTER_DESC d; - if (SUCCEEDED(adapter->GetDesc(&d))) std::memcpy(out, &d.AdapterLuid, 8); - } - if (adapter) adapter->Release(); - if (dxgi) dxgi->Release(); -} - -void handleRequest(HANDLE pipe, DWORD clientDefaultPid) { - envshare::WinRequest req = {}; - DWORD got = 0; - if (!ReadFile(pipe, &req, sizeof req, &got, nullptr) || got != sizeof req || req.magic != envshare::kMagic) return; - envshare::WinReply reply = {}; - reply.magic = envshare::kMagic; - reply.generation = req.generation; - - std::lock_guard l(g_texMutex); // the draw path reads g_state and g_tex under this - // Frame Home's shared State: the handle it duplicated into us. Map it (a new mapping replaces an old one). - if (req.state) { - if (g_state) { UnmapViewOfFile(g_state); g_state = nullptr; } - if (g_stateMap) { CloseHandle(g_stateMap); g_stateMap = nullptr; } - g_stateMap = reinterpret_cast(static_cast(req.state)); - g_state = static_cast(MapViewOfFile(g_stateMap, FILE_MAP_ALL_ACCESS, 0, 0, req.stateSize ? req.stateSize : sizeof(envshare::State))); - if (!g_state) { logf("could not map Frame Home's state"); } - } - if (g_device && g_state && makeTextures(req.width, req.height)) { - g_generation = req.generation; - g_lastGood = -1; - DWORD pid = req.pid ? req.pid : clientDefaultPid; - HANDLE client = OpenProcess(PROCESS_DUP_HANDLE, FALSE, pid); - bool ok = client != nullptr; - for (uint32_t i = 0; i < envshare::kSlots && ok; ++i) { - HANDLE dup = nullptr; - ok = DuplicateHandle(GetCurrentProcess(), g_tex[i].handle, client, &dup, 0, FALSE, DUPLICATE_SAME_ACCESS); - reply.texture[i] = reinterpret_cast(dup); - } - if (client) CloseHandle(client); - if (ok) { - adapterLuid(reply.deviceLUID); - reply.ok = 1; - logf("Frame Home connected: %ux%u, generation %u", req.width, req.height, req.generation); - } else { - logf("could not share the textures with Frame Home (pid %lu)", pid); - } - } - DWORD wrote = 0; - WriteFile(pipe, &reply, sizeof reply, &wrote, nullptr); - FlushFileBuffers(pipe); -} - -void serve() { - g_connected = false; - for (;;) { - if (fileExists(layerDir() / "off")) { g_off = true; return; } - HANDLE pipe = CreateNamedPipeA(envshare::kPipeName, PIPE_ACCESS_DUPLEX, - PIPE_TYPE_MESSAGE | PIPE_READMODE_MESSAGE | PIPE_WAIT, 1, - sizeof(envshare::WinReply) + 64, sizeof(envshare::WinRequest) + 64, 0, nullptr); - if (pipe == INVALID_HANDLE_VALUE) { std::this_thread::sleep_for(std::chrono::seconds(1)); continue; } - if (ConnectNamedPipe(pipe, nullptr) || GetLastError() == ERROR_PIPE_CONNECTED) { - ULONG pid = 0; - GetNamedPipeClientProcessId(pipe, &pid); - g_connected = true; - handleRequest(pipe, pid); - // Hold the connection: when it breaks, Frame Home has gone and we drop to Aurora. - char b; - DWORD n; - while (ReadFile(pipe, &b, 0, &n, nullptr) || GetLastError() == ERROR_MORE_DATA) { - if (fileExists(layerDir() / "off")) break; - } - g_connected = false; - } - DisconnectNamedPipe(pipe); - CloseHandle(pipe); - } -} - -// Watches the off switch each second (turn Frame Home off/on without restarting SteamVR). -void watchOff() { - uint64_t sec = 0; - for (;;) { - std::this_thread::sleep_for(std::chrono::seconds(1)); - const bool off = fileExists(layerDir() / "off"); - if (off != g_off.load()) { g_off = off; logf(off ? "turned off: Aurora as usual" : "turned back on"); } - // A heartbeat (every 5 s) of what the layer is doing, for testing without a headset to look through. - if (++sec % 5 == 0) { - const uint64_t r = g_replaced.exchange(0), s = g_skipped.exchange(0); - const uint64_t dh = g_drawsHere.exchange(0), dohter = g_drawsOther.exchange(0); - size_t here, other; - { std::lock_guard l(g_shaderMutex); here = g_seenHere.size(); other = g_seenOther.size(); } - logf("heartbeat: replaced %llu, skipped %llu; draws seen here=%llu other=%llu (5 s); named shaders here=%zu other=%zu; devices=%d deferred=%d hookedCtx=%d; connected=%d", - (unsigned long long)r, (unsigned long long)s, (unsigned long long)dh, (unsigned long long)dohter, here, other, - g_deviceCount.load(), g_deferredCount.load(), g_ctxHookCount.load(), g_connected.load() ? 1 : 0); - } - } -} - -void wrap(ID3D11Device* dev, ID3D11DeviceContext* ctx) { - static std::once_flag once; - std::call_once(once, [&] { - g_device = dev; - g_context = ctx; - g_device->AddRef(); // our own long-lived references (the context's is the one GetImmediateContext gave us), - // so the vtables we hook stay valid however the compositor manages its own copies - startHealth(); - if (g_off) { logf("vrcompositor device wrapped, but Frame Home is off: Aurora as usual"); return; } - scanAuroraShaders(); - hookSlot(dev, 15, reinterpret_cast(CreatePixelShader_hook), &g_realCreatePixelShader); - hookSlot(dev, 27, reinterpret_cast(CreateDeferredContext_hook), &g_realCreateDeferredContext); // the environment's context - ID3D11Device1* dev1 = nullptr; // CreateDeferredContext1 (slot 44) only if the device is a Device1 - if (SUCCEEDED(dev->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast(&dev1))) && dev1) { - hookSlot(dev, 44, reinterpret_cast(CreateDeferredContext1_hook), &g_realCreateDeferredContext1); - dev1->Release(); - } - hookContext(ctx); // the immediate context (deferred ones are hooked as they're made) - std::thread(serve).detach(); - std::thread(watchOff).detach(); - logf("vrcompositor device wrapped: Frame Home is the environment"); - }); -} - -// ── the real d3d11.dll and our D3D11CreateDevice ─────────────────────────────────────────────────── - -using PFN_D3D11CreateDevice = HRESULT(WINAPI*)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, const D3D_FEATURE_LEVEL*, UINT, UINT, - ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**); -PFN_D3D11CreateDevice realCreateDevice() { - static PFN_D3D11CreateDevice f = [] { - HMODULE m = LoadLibraryW(L"fh_d3d11real.dll"); // the real d3d11.dll, copied beside us by the installer - return m ? reinterpret_cast(GetProcAddress(m, "D3D11CreateDevice")) : nullptr; - }(); - return f; -} - -} // namespace - -extern "C" HRESULT WINAPI D3D11CreateDevice( // exported by layer/d3d11_proxy.def - IDXGIAdapter* adapter, D3D_DRIVER_TYPE driverType, HMODULE software, UINT flags, - const D3D_FEATURE_LEVEL* levels, UINT numLevels, UINT sdk, - ID3D11Device** device, D3D_FEATURE_LEVEL* level, ID3D11DeviceContext** context) { - PFN_D3D11CreateDevice real = realCreateDevice(); - if (!real) return E_FAIL; - // Exactly as the caller asked (no tampering with its device/context or their lifetimes). If it's the compositor - // and it got a device, we take our own reference to the device and its immediate context (wrap() AddRefs them) - // and keep them for the process — so hooking their vtables is safe however the compositor manages its copies. - const HRESULT hr = real(adapter, driverType, software, flags, levels, numLevels, sdk, device, level, context); - if (SUCCEEDED(hr) && isCompositor() && device && *device) { - ID3D11DeviceContext* immediate = nullptr; - (*device)->GetImmediateContext(&immediate); // +1 ref, kept by wrap() - if (immediate) wrap(*device, immediate); - } - // Probe: the Steam Frame streams, and its home may be rendered by the vrlink driver in vrserver, not the - // compositor. In vrserver, hook CreatePixelShader to see whether the environment's own shaders are made there - // (if so, that's where to draw the home for a streamed headset). Diagnostic only — nothing is replaced here. - if (SUCCEEDED(hr) && isVrServer() && device && *device) { - static std::once_flag once; - std::call_once(once, [&] { - g_diagnostic = true; - scanAuroraShaders(); - hookSlot(*device, 15, reinterpret_cast(CreatePixelShaderProbe_hook), &g_serverRealCreatePixelShader); - probef("vrserver: watching for the environment's shaders (%zu aurora shaders known)", g_shaderKinds.size()); - }); - } - return hr; -} - -BOOL WINAPI DllMain(HINSTANCE, DWORD reason, LPVOID) { - if (reason == DLL_PROCESS_ATTACH && isCompositor()) realCreateDevice(); // load the real one early - return TRUE; -} diff --git a/pc-streaming/install-frame-home-pc.ps1 b/pc-streaming/install-frame-home-pc.ps1 deleted file mode 100644 index 908e0f4..0000000 --- a/pc-streaming/install-frame-home-pc.ps1 +++ /dev/null @@ -1,122 +0,0 @@ -# Frame Home on a Windows PC running SteamVR: your environments become SteamVR's environment itself — drawn where -# Aurora would be, so they show at boot, during game loads and behind the Steam menu, with the controllers and -# passthrough. The Environments panel in the Steam menu switches them. It shows the environments in Frame Studio's -# My Environments (Documents\Frame Studio\Environments): save one in Studio and it's there. -# -# powershell -ExecutionPolicy Bypass -File install-frame-home-pc.ps1 install or update -# powershell -ExecutionPolicy Bypass -File install-frame-home-pc.ps1 -Uninstall SteamVR's own Aurora back -# -# How: a small Direct3D 11 layer (d3d11.dll beside SteamVR's compositor) draws the home in Aurora's place, fed by -# frame-home --system; the real d3d11.dll is kept beside it as fh_d3d11real.dll and every call it makes passes -# straight through. The Environments panel runs frame-home --system and switches homes. -Uninstall takes the layer -# off (deleting those two files) and SteamVR is exactly as before. -param([switch]$Uninstall) -$ErrorActionPreference = 'Stop' - -$here = Split-Path -Parent $MyInvocation.MyCommand.Path -$root = $(if ($env:FRAME_HOME_ROOT) { $env:FRAME_HOME_ROOT } else { Join-Path $env:LOCALAPPDATA 'Frame Home' }) # (FRAME_HOME_ROOT: tests) -$bin = Join-Path $root 'bin' -$layer = Join-Path $root 'layer' -function Say($m) { Write-Host "frame-install: $m" } - -# SteamVR, from OpenVR's own record of where things are: its config folder and where it's installed (for the compositor). -$vrpath = Join-Path $env:LOCALAPPDATA 'openvr\openvrpaths.vrpath' -if (-not (Test-Path $vrpath)) { Say "SteamVR isn't installed on this PC (no $vrpath). Install SteamVR from Steam first."; exit 1 } -$openvr = Get-Content $vrpath -Raw | ConvertFrom-Json -$cfg = @($openvr.config)[0] -$runtime = @($openvr.runtime)[0] -if (-not $cfg -or -not $runtime) { Say "SteamVR's folders aren't listed in $vrpath"; exit 1 } -$bin64 = Join-Path $runtime 'bin\win64' -$proxy = Join-Path $bin64 'd3d11.dll' -$real = Join-Path $bin64 'fh_d3d11real.dll' -$running = [bool](Get-Process vrserver -ErrorAction SilentlyContinue) - -function StopHome { Get-Process frame-home, frame-switcher -ErrorAction SilentlyContinue | Stop-Process -Force; Start-Sleep -Milliseconds 400 } - -# JSON as SteamVR writes it: UTF-8 without a byte-order mark. -function Load($p) { if (-not (Test-Path $p)) { return [pscustomobject]@{} } try { return Get-Content $p -Raw | ConvertFrom-Json } catch { Say "$p does not read: left as it is"; exit 1 } } -function Save($p, $o) { - New-Item -ItemType Directory -Force -Path (Split-Path -Parent $p) | Out-Null - [IO.File]::WriteAllText("$p.tmp", ($o | ConvertTo-Json -Depth 32), (New-Object Text.UTF8Encoding $false)) - Move-Item -Force "$p.tmp" $p -} -function SetProp($o, $name, $value) { if ($o.PSObject.Properties[$name]) { $o.$name = $value } else { $o | Add-Member -NotePropertyName $name -NotePropertyValue $value } } - -# enableHomeApp off (no separate home app) and environmentMode 1 (the compositor draws Aurora, which the layer -# replaces). Saved once as they were, put back on -Uninstall. Also the panel keeps them so while SteamVR runs. -$before = Join-Path $root 'steamvr-before.json' -function Settings($install) { - $vs = Join-Path $cfg 'steamvr.vrsettings' - $s = Load $vs - if (-not $s.PSObject.Properties['steamvr']) { SetProp $s 'steamvr' ([pscustomobject]@{}) } - $sv = $s.steamvr - if ($install) { - if (-not (Test-Path $before)) { - Save $before ([pscustomobject]@{ - enableHomeApp = [bool]$sv.enableHomeApp - environmentMode = $(if ($sv.PSObject.Properties['environmentMode']) { [int]$sv.environmentMode } else { 1 }) - }) - } - SetProp $sv 'enableHomeApp' $false - SetProp $sv 'environmentMode' 1 - } else { - $was = $(if (Test-Path $before) { Get-Content $before -Raw | ConvertFrom-Json } else { $null }) - SetProp $sv 'enableHomeApp' $(if ($was) { [bool]$was.enableHomeApp } else { $false }) - SetProp $sv 'environmentMode' $(if ($was) { [int]$was.environmentMode } else { 1 }) - Remove-Item -Force -ErrorAction SilentlyContinue $before - } - Save $vs $s -} - -# The panel, registered with SteamVR (frame-switcher --install) or, when SteamVR isn't running, in its config files. -$switcherManifest = Join-Path $root 'frame-switcher.vrmanifest' -function PanelOffline($install) { - $ac = Join-Path $cfg 'appconfig.json' - $a = Load $ac - if (-not $a.PSObject.Properties['manifest_paths']) { SetProp $a 'manifest_paths' @() } - $paths = [System.Collections.ArrayList]@($a.manifest_paths) - if ($install -and -not $paths.Contains($switcherManifest)) { [void]$paths.Add($switcherManifest) } - if (-not $install -and $paths.Contains($switcherManifest)) { $paths.Remove($switcherManifest) } - $a.manifest_paths = @($paths) - Save $ac $a - Save (Join-Path $cfg 'vrappconfig\framehome.switcher.vrappconfig') ([pscustomobject]@{ autolaunch = [bool]$install; last_launch_time = '0' }) -} - -if ($Uninstall) { - StopHome - if ($running) { & (Join-Path $bin 'frame-switcher.exe') --uninstall } else { PanelOffline $false } - Settings $false - Remove-Item -Force -ErrorAction SilentlyContinue $proxy # the layer off: SteamVR loads the system d3d11 again - Remove-Item -Force -ErrorAction SilentlyContinue $real - Remove-Item -Recurse -Force -ErrorAction SilentlyContinue $layer - Say "Frame Home is off: SteamVR's own environment is back (restart SteamVR to see it). Your environments are kept in Documents\Frame Studio\Environments" - exit 0 -} - -foreach ($x in 'frame-home.exe', 'frame-switcher.exe', 'd3d11.dll') { - if (-not (Test-Path (Join-Path $here $x))) { Say "this installer has no $x"; exit 1 } -} -# Frame Home runs on this PC (a missing Vulkan driver shows up now, not as a black world later). -& (Join-Path $here 'frame-home.exe') --version | Out-Null -if ($LASTEXITCODE -ne 0) { Say "Frame Home can't run on this PC (Vulkan driver?): nothing was changed"; exit 1 } - -StopHome -New-Item -ItemType Directory -Force -Path $bin, $layer, (Join-Path ([Environment]::GetFolderPath('MyDocuments')) 'Frame Studio\Environments') | Out-Null -foreach ($x in 'frame-home.exe', 'frame-switcher.exe') { Copy-Item -Force (Join-Path $here $x) (Join-Path $bin $x) } - -# The compositor layer: keep the real d3d11.dll (from System32 — SteamVR's bin\win64 has none of its own) as -# fh_d3d11real.dll, then drop our proxy in as d3d11.dll. (We copy the real one only once, never our own proxy.) -if (-not (Test-Path $bin64)) { Say "SteamVR's compositor folder isn't where $vrpath says ($bin64)"; exit 1 } -if (-not (Test-Path $real)) { Copy-Item -Force (Join-Path $env:windir 'System32\d3d11.dll') $real } -Copy-Item -Force (Join-Path $here 'd3d11.dll') $proxy - -Settings $true -if ($running) { - & (Join-Path $bin 'frame-switcher.exe') --install # registers the panel, auto-launches it, starts it now - Say "installed. SteamVR is running, so restart it (or your headset) once to load the environment layer; the Environments panel is in the Steam menu." -} else { - & (Join-Path $bin 'frame-switcher.exe') --install | Out-Null - PanelOffline $true - Say "installed: your environment becomes SteamVR's when SteamVR next starts." -} -exit 0 diff --git a/pc-streaming/pc-steamvr.md b/pc-streaming/pc-steamvr.md deleted file mode 100644 index aaf2c9f..0000000 --- a/pc-streaming/pc-steamvr.md +++ /dev/null @@ -1,72 +0,0 @@ -# Frame Home on a PC (SteamVR) - -Frame Home also runs on a PC with SteamVR, exactly the way it runs on the Steam Frame: a small layer inside SteamVR's -compositor draws your home where it would draw Aurora, so your home *is* the SteamVR environment — it shows at boot, -during game loads and behind the Steam menu, with the controllers and passthrough, never a separate app that launches -and hands off. The **Environments** panel in the Steam menu switches homes, as on the headset. It works with any -headset SteamVR drives, including a Steam Frame streaming from the PC. - -On a PC, Frame Home shows the environments in Frame Studio's **My Environments** (`Documents\Frame Studio\Environments`): -save something in Studio and it's in VR straight away. Bundles (`.fbundle`) dropped there are unpacked by the panel. - -## Install - -**From Frame Studio:** **Properties > Headset**, section **This PC**: **Install Frame Home on This PC**. The same button -updates it after you update Studio; **Remove from This PC** takes it off. - -**Without Studio (Windows):** download `FrameHome-PC-windows-x64.zip` from the -[latest build](https://github.com/Toastconcern/FrameStudio/releases), unzip it, and double-click -**Install Frame Home on this PC.bat** (or **Remove Frame Home from this PC.bat**). From a terminal: - -```powershell -powershell -ExecutionPolicy Bypass -File install-frame-home-pc.ps1 # install or update -powershell -ExecutionPolicy Bypass -File install-frame-home-pc.ps1 -Uninstall # SteamVR's own environment back -``` - -SteamVR can be running or not: running, the change happens at once; not running, it's written to SteamVR's settings -and takes effect when SteamVR starts. - -## How it works - -Both platforms work the Steam Frame's way: a layer inside SteamVR's compositor draws your home in Aurora's place, and -`frame-home --system` (which the Environments panel starts and keeps running) renders it. Because the swap happens -inside the compositor, your home shows wherever Aurora would — at boot, during game loads, behind the Steam menu, -with the controllers and passthrough — and steps aside for a game the instant it opens, coming back when it quits. - -**Windows.** SteamVR's compositor is Direct3D 11, so the layer is a proxy `d3d11.dll` placed beside the compositor -(`SteamVR\bin\win64`). It wraps the compositor's device, finds Aurora's own draws by their shader bytecode and draws -the home over them; every other Direct3D call passes straight through to the real `d3d11.dll`, kept beside it as -`fh_d3d11real.dll`. Frame Home renders in Vulkan and shares each frame to the compositor as a Direct3D 11 texture. - -**Linux.** The same, as a Vulkan layer in the compositor (`layer/frame_home_layer.cpp`), since the Linux compositor -is Vulkan. (Linux PCs are supported but haven't been tested on a desktop yet.) - -If the layer ever can't draw the home — Frame Home isn't running, or has stopped for more than half a second — the -compositor draws Aurora as usual, so Frame Home stopping or crashing never blanks the headset. The layer turns itself -off if the compositor starts twice without a healthy frame, and `%LOCALAPPDATA%\Frame Home\layer\off` turns it off by -hand. The installer saves the SteamVR settings it changes (`enableHomeApp`, `environmentMode`) and puts them back, -and removing the two files from `SteamVR\bin\win64` takes the layer off entirely. - -## Files - -| Where | What | -|---|---| -| `%LOCALAPPDATA%\Frame Home\bin` | `frame-home.exe`, `frame-switcher.exe` | -| `%LOCALAPPDATA%\Frame Home\current` | the environment shown | -| `%LOCALAPPDATA%\Frame Home\settings.json` | Frame Home's settings (the panel's Settings page) | -| `%LOCALAPPDATA%\Frame Home\logs` | logs (`frame-home.log` the renderer, `frame-layer.log` the compositor layer) | -| `%LOCALAPPDATA%\Frame Home\layer` | the layer's off switch and crash guard; its folder marks the layer installed | -| `Documents\Frame Studio\Environments` | the environments | -| `SteamVR\bin\win64\d3d11.dll`, `fh_d3d11real.dll` | the compositor layer and the real Direct3D 11 beside it | - -On Linux everything is in `~/frame-home`, as on the headset. - -## Troubleshooting - -- **Aurora still shows after installing:** the layer loads when the compositor starts, so restart SteamVR (or your - headset) once after installing. If it still shows, see `frame-layer.log`. -- **Nothing in the Steam menu:** the panel starts with SteamVR. In SteamVR's settings, **Startup / Shutdown > Choose - Startup Overlay Apps** should list **Environments** switched on. -- **Black world:** Frame Home needs a GPU with Vulkan 1.2. Its log is `%LOCALAPPDATA%\Frame Home\logs\frame-home.log`. -- **Turn it off without uninstalling:** make a file `%LOCALAPPDATA%\Frame Home\layer\off` (the layer checks every - second and draws Aurora); delete it to turn the home back on. diff --git a/scripts/build-studio.sh b/scripts/build-studio.sh index 2ff5bae..c30a970 100755 --- a/scripts/build-studio.sh +++ b/scripts/build-studio.sh @@ -52,7 +52,7 @@ build() { "$CMAKE" --build "$dir" --target frame-studio --parallel } -# Frame Home for SteamVR on the computer itself (Windows x64, Linux x64), built from the top-level project into +# Frame Home for SteamVR on the computer itself (Linux x64), built from the top-level project into # $BUILD/-home. $1 target, then extra cmake arguments. build_pc_home() { target=$1; shift @@ -60,20 +60,15 @@ build_pc_home() { say "building Frame Home for $target's SteamVR" "$CMAKE" -S "$ROOT" -B "$dir" -DCMAKE_BUILD_TYPE=Release -DFRAME_HOME_PC=ON "$@" > "$dir.configure.log" 2>&1 || { tail -20 "$dir.configure.log"; say "$target: Frame Home configure failed (full log: $dir.configure.log)"; exit 1; } - "$CMAKE" --build "$dir" --target frame-home frame-switcher $([ "$target" = windows-x64 ] && echo d3d11.dll) --parallel + "$CMAKE" --build "$dir" --target frame-home frame-switcher --parallel } -# pc/ beside Studio: Frame Home for this computer's SteamVR and its installer (Studio's Headset tab runs it). Both -# platforms the Steam Frame's way now — the compositor layer draws the home in Aurora's place. Windows: the layer is -# a proxy d3d11.dll (install-frame-home-pc.ps1 puts it beside SteamVR's compositor). Linux: the Vulkan layer, with -# the headset's own install.sh. +# pc/ beside Studio: Frame Home for this computer's SteamVR and its installer (Studio's Headset tab runs it), the Steam +# Frame's way — the Vulkan compositor layer draws the home in Aurora's place, installed with the headset's own +# install.sh (Linux only). stage_pc() { target=$1 stage=$2 home="$BUILD/$1-home" case "$target" in - windows-x64) mkdir -p "$stage/pc" - cp "$home/frame-home.exe" "$home/frame-switcher.exe" "$home/d3d11.dll" "$stage/pc/" - cp "$ROOT/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" \ @@ -135,8 +130,7 @@ for t in $TARGETS; do linux-arm64) build "$t" -G Ninja && package "$t" ;; linux-x86) build "$t" -G Ninja -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 -DCMAKE_SYSTEM_PROCESSOR=i686 \ -DCMAKE_LIBRARY_ARCHITECTURE=i386-linux-gnu && package "$t" ;; - windows-x64) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=x86_64 && - build_pc_home "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=x86_64 && package "$t" ;; + windows-x64) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=x86_64 && package "$t" ;; windows-x86) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=i686 && package "$t" ;; windows-arm64) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=aarch64 && package "$t" ;; macos-arm64) build "$t" -G Ninja -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 && package "$t" ;; diff --git a/studio/studio.cpp b/studio/studio.cpp index 8631872..cf2d88b 100644 --- a/studio/studio.cpp +++ b/studio/studio.cpp @@ -5354,17 +5354,15 @@ struct Studio { } // ── This PC: Frame Home as SteamVR's environment on the computer Studio runs on (the installer beside Studio, - // pc/: install-frame-home-pc.ps1 on Windows, install.sh on Linux). It shows My Environments, so what's saved here - // is in VR straight away; the Environments panel in the Steam menu switches them. + // pc/install.sh, Linux only). It shows My Environments, so what's saved here is in VR straight away; the + // Environments panel in the Steam menu switches them. std::thread pcJob; std::atomic pcBusy{false}; std::string pcStatus; // (statusMutex) fs::path pcPayload() const { return exeDir() / L"pc"; } bool pcAvailable() const { -#if defined(_WIN32) - return fs::exists(pcPayload() / L"install-frame-home-pc.ps1"); -#elif defined(__APPLE__) - return false; // (no SteamVR for macOS) +#if defined(_WIN32) || defined(__APPLE__) + return false; // (Linux only: no SteamVR on macOS; no PC compositor layer on Windows) #else return fs::exists(pcPayload() / L"install.sh"); #endif @@ -5385,12 +5383,7 @@ struct Studio { pcBusy = true; { std::lock_guard l(statusMutex); pcStatus = uninstall ? "Giving SteamVR its own environment back\u2026" : "Installing\u2026"; } pcJob = std::thread([this, uninstall] { -#ifdef _WIN32 - const std::string cmd = "powershell -NoProfile -ExecutionPolicy Bypass -File \"" + narrow((pcPayload() / L"install-frame-home-pc.ps1").wstring()) + "\"" + - (uninstall ? " -Uninstall" : ""); -#else const std::string cmd = "sh \"" + narrow((pcPayload() / L"install.sh").wstring()) + "\"" + (uninstall ? " uninstall" : ""); -#endif std::string out; const int rc = platform::run(cmd, pcPayload(), out); std::string msg = lastLine(out); // the installer's verdict: its last "frame-install:" line