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Frame Studio and Frame Home: cross-platform builds
Frame Studio now builds for Windows (x64, x86, ARM64), Linux (x64, x86, ARM64)
and macOS (Apple Silicon, Intel):
- studio/platform.h with Win32 and POSIX implementations (dialogs through
tinyfiledialogs on Linux/macOS), a GLFW window beside the Win32 one, and a
platform-neutral frame pacer
- MoltenVK support in the renderer (portability enumeration) and bundled in
the macOS app
- 32-bit builds: large-address-aware, LZMA packing within a 32-bit address space
- unaligned file reads in the loaders go through loadUnaligned (no UB)
- scripts/build-studio.sh, studio/build_windows.bat [x64|x86|arm64],
cmake/llvm-mingw.cmake, and a GitHub Actions workflow building every target
Frame Home installs without Studio: frame/install-frame-home.{sh,ps1} and
"Install Frame Home.bat" (packaged as FrameHome-installer.zip).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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#version 450
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// Debug views (HslRenderer::setDebugView): any mesh, drawn by its position alone in a flat colour per draw.
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#extension GL_EXT_multiview : require
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layout(location = 0) in vec3 position;
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struct Draw { mat4 clipFromModel[2]; mat4 worldFromModel; vec4 color; };
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layout(std430, set = 0, binding = 0) readonly buffer Draws { Draw d[]; } draws; // one per draw (firstInstance)
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layout(location = 0) out vec3 vWorld;
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layout(location = 1) flat out vec4 vColor;
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void main() {
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gl_Position = draws.d[gl_InstanceIndex].clipFromModel[gl_ViewIndex] * vec4(position, 1.0);
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vWorld = (draws.d[gl_InstanceIndex].worldFromModel * vec4(position, 1.0)).xyz;
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vColor = draws.d[gl_InstanceIndex].color;
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}
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