mirror of
https://github.com/Toastconcern/FrameStudio.git
synced 2026-10-29 00:02:23 +01:00
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 <noreply@anthropic.com>
142 lines
7.7 KiB
Bash
Executable File
142 lines
7.7 KiB
Bash
Executable File
#!/bin/sh
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# Builds Frame Studio for one or more computers and packages each into dist/, ready to hand out.
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#
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# scripts/build-studio.sh TARGET... [--build-dir DIR]
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#
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# Targets (each needs the matching compiler; GitHub Actions builds all of them: .github/workflows/build.yml):
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# linux-x64 linux-x86 linux-arm64 on Linux: the native compiler (x86: gcc-multilib / g++-multilib); X11
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# headers (libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev)
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# windows-x64 windows-x86 windows-arm64 on Linux with llvm-mingw (cmake/llvm-mingw.cmake; $LLVM_MINGW)
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# (on Windows itself: studio\build_windows.bat x64|x86|arm64)
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# macos-arm64 macos-x64 on a Mac with Xcode's command line tools; MoltenVK is bundled into the
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# app from $MOLTENVK (a libMoltenVK.dylib) or Homebrew's molten-vk
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# frame-home the Steam Frame installer on its own (no Studio needed): the headset
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# files from frame/payload and the install scripts
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# all every target this computer can build
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# Output: dist/FrameStudio-<target>.zip (.tar.gz on Linux) and dist/FrameHome-installer.zip.
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set -eu
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ROOT=$(cd "$(dirname "$0")/.." && pwd)
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DIST="$ROOT/dist"
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BUILD="$ROOT/build"
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CMAKE=${CMAKE:-cmake}
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TARGETS=""
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while [ $# -gt 0 ]; do
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case "$1" in
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--build-dir) BUILD=$2; shift 2 ;;
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-h|--help) sed -n '2,19p' "$0"; exit 0 ;;
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*) TARGETS="$TARGETS $1"; shift ;;
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esac
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done
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[ -n "$TARGETS" ] || { sed -n '2,19p' "$0"; exit 1; }
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mkdir -p "$DIST" "$BUILD"
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say() { echo "build-studio: $*"; }
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if [ "$TARGETS" = " all" ]; then
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case "$(uname -s)" in
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Darwin) TARGETS="macos-arm64 macos-x64 frame-home" ;;
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*) case "$(uname -m)" in
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aarch64|arm64) TARGETS="linux-arm64 frame-home" ;;
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*) TARGETS="linux-x64 linux-x86 frame-home" ;;
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esac
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[ -x "${LLVM_MINGW:-$HOME/.local/opt/llvm-mingw}/bin/x86_64-w64-mingw32-clang" ] && TARGETS="$TARGETS windows-x64 windows-x86 windows-arm64" ;;
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esac
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fi
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# configure + build one target; $1 target, then extra cmake arguments
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build() {
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target=$1; shift
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dir="$BUILD/$target"
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say "building $target"
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"$CMAKE" -S "$ROOT/studio" -B "$dir" -DCMAKE_BUILD_TYPE=Release "$@" > "$dir.configure.log" 2>&1 || {
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tail -20 "$dir.configure.log"; say "$target: configure failed (full log: $dir.configure.log)"; exit 1; }
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"$CMAKE" --build "$dir" --target frame-studio --parallel
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}
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# Frame Home for SteamVR on the computer itself (Linux x64), built from the top-level project into
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# $BUILD/<target>-home. $1 target, then extra cmake arguments.
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build_pc_home() {
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target=$1; shift
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dir="$BUILD/$target-home"
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say "building Frame Home for $target's SteamVR"
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"$CMAKE" -S "$ROOT" -B "$dir" -DCMAKE_BUILD_TYPE=Release -DFRAME_HOME_PC=ON "$@" > "$dir.configure.log" 2>&1 || {
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tail -20 "$dir.configure.log"; say "$target: Frame Home configure failed (full log: $dir.configure.log)"; exit 1; }
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"$CMAKE" --build "$dir" --target frame-home frame-switcher --parallel
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}
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# pc/ beside Studio: Frame Home for this computer's SteamVR and its installer (Studio's Headset tab runs it), the Steam
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# Frame's way — the Vulkan compositor layer draws the home in Aurora's place, installed with the headset's own
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# install.sh (Linux only).
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stage_pc() {
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target=$1 stage=$2 home="$BUILD/$1-home"
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case "$target" in
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linux-x64) mkdir -p "$stage/pc/bin" "$stage/pc/layer"
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cp "$home/frame-home" "$home/frame-switcher" "$stage/pc/bin/"
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${CXX:-g++} -O2 -shared -fPIC -std=c++17 -fvisibility=hidden -I"$ROOT/third_party/vulkan-headers/include" -I"$ROOT/src" \
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"$ROOT/layer/frame_home_layer.cpp" -o "$stage/pc/layer/libframe_home_layer.so" -lpthread
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cp "$ROOT/frame/payload/layer/env_ps.spv" "$stage/pc/layer/"
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cp "$ROOT/frame/payload/install.sh" "$stage/pc/" && chmod +x "$stage/pc/install.sh" "$stage"/pc/bin/* ;;
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esac
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}
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# dist/FrameStudio-<target>: the program and, beside it, frame/ (the headset side Studio installs) and pc/ (Frame Home
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# for this computer's SteamVR, where there is one)
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package() {
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target=$1 dir="$BUILD/$1" name="FrameStudio-$1"
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stage="$BUILD/stage/$name"
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rm -rf "$stage" && mkdir -p "$stage"
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cp "$ROOT/LICENSE" "$stage/LICENSE.txt"
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case "$target" in
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windows-*) cp "$dir/Frame Studio.exe" "$stage/" && cp -R "$dir/frame" "$stage/frame"
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stage_pc "$target" "$stage"
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(cd "$BUILD/stage" && rm -f "$DIST/$name.zip" && zip -qr "$DIST/$name.zip" "$name") ;;
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linux-*) cp "$dir/Frame Studio" "$stage/" && cp -R "$dir/frame" "$stage/frame"
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stage_pc "$target" "$stage"
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tar -czf "$DIST/$name.tar.gz" -C "$BUILD/stage" "$name" ;;
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macos-*) cp -R "$dir/Frame Studio.app" "$stage/"
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bundle_moltenvk "$stage/Frame Studio.app"
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(cd "$BUILD/stage" && rm -f "$DIST/$name.zip" && ditto -c -k --keepParent "$name" "$DIST/$name.zip") ;;
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esac
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say "$target -> dist/$(ls "$DIST" | grep "^$name\." | head -1)"
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}
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# MoltenVK (Vulkan on Metal) inside the app: Contents/Frameworks/libMoltenVK.dylib, which Studio loads itself when
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# the Mac has no Vulkan loader installed.
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bundle_moltenvk() {
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app=$1
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lib=${MOLTENVK:-}
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[ -n "$lib" ] || { command -v brew > /dev/null && lib="$(brew --prefix molten-vk 2>/dev/null)/lib/libMoltenVK.dylib"; } || true
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if [ -n "$lib" ] && [ -f "$lib" ]; then
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mkdir -p "$app/Contents/Frameworks" && cp "$lib" "$app/Contents/Frameworks/"
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else
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say "warning: no MoltenVK found (set MOLTENVK or: brew install molten-vk): the app needs the Vulkan SDK installed to run"
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fi
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}
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# dist/FrameHome-installer.zip: Frame Home for the Steam Frame, installed without Frame Studio
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package_frame_home() {
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stage="$BUILD/stage/FrameHome-installer"
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rm -rf "$stage" && mkdir -p "$stage"
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cp -R "$ROOT/frame/payload" "$stage/payload"
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cp "$ROOT/LICENSE" "$stage/LICENSE.txt"
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cp "$ROOT/frame/install-frame-home.sh" "$ROOT/frame/install-frame-home.ps1" "$ROOT/frame/Install Frame Home.bat" "$ROOT/frame/README-frame-home.txt" "$stage/"
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chmod +x "$stage/install-frame-home.sh" "$stage/payload/install.sh" "$stage"/payload/bin/* 2>/dev/null || true
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(cd "$BUILD/stage" && rm -f "$DIST/FrameHome-installer.zip" && zip -qr "$DIST/FrameHome-installer.zip" FrameHome-installer)
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say "frame-home -> dist/FrameHome-installer.zip"
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}
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for t in $TARGETS; do
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case "$t" in
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linux-x64) build "$t" -G Ninja && build_pc_home "$t" -G Ninja && package "$t" ;;
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linux-arm64) build "$t" -G Ninja && package "$t" ;;
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linux-x86) build "$t" -G Ninja -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 -DCMAKE_SYSTEM_PROCESSOR=i686 \
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-DCMAKE_LIBRARY_ARCHITECTURE=i386-linux-gnu && package "$t" ;;
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windows-x64) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=x86_64 && package "$t" ;;
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windows-x86) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=i686 && package "$t" ;;
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windows-arm64) build "$t" -G Ninja -DCMAKE_TOOLCHAIN_FILE="$ROOT/cmake/llvm-mingw.cmake" -DWINDOWS_ARCH=aarch64 && package "$t" ;;
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macos-arm64) build "$t" -G Ninja -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 && package "$t" ;;
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macos-x64) build "$t" -G Ninja -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 && package "$t" ;;
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frame-home) package_frame_home ;;
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*) say "unknown target: $t (see --help)"; exit 1 ;;
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esac
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done
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