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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>
36 lines
2.1 KiB
Markdown
36 lines
2.1 KiB
Markdown
# PC streaming environments (experimental — not for the Steam Frame)
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This folder holds Frame Home's **PC-side** attempt to make your environments SteamVR's environment on a desktop PC,
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separate from the Steam Frame build. It is kept apart on purpose: it does **not** work for the Steam Frame, and the
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main project ships without it.
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## What's here
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| File | What |
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|---|---|
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| `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`). |
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| `d3d11_proxy.def` | The proxy's exports: `D3D11CreateDevice` is ours, every other export forwards to the real `d3d11.dll`. |
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| `install-frame-home-pc.ps1`, `*.bat` | The Windows installer that places the layer beside SteamVR's compositor. |
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| `pc-steamvr.md` | Notes on how it was meant to work. |
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The renderer's Windows support (importing the compositor's textures, the named-pipe hand-over, the `--system` path)
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lives in the shared sources under `src/` behind `#ifdef _WIN32` / the `FRAME_HOME_PC` CMake option, so it only
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compiles into a PC build and never affects the Steam Frame build.
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## Why it's set aside
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The compositor layer is the right design for a **tethered** PC headset (Index, Vive, Reverb), and likely for standard
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streaming (e.g. a Quest over Steam Link), where the **PC** renders the SteamVR environment. It was never confirmed on
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such hardware.
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It **cannot** work for the **Steam Frame**. Tracing every PC process showed the Steam Frame renders its home
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environment **on the headset itself** — `vrcompositor.exe` draws nothing and the `vrlink` streaming driver makes none
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of the environment's shaders; only game video is streamed. So there is nothing on the PC to replace. The home on the
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Steam Frame belongs to the **headset-side Frame Home** (the Vulkan layer in `../layer/`), which runs inside the Steam
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Frame's own compositor.
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## Building it
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With the main project configured for a PC (`FRAME_HOME_PC=ON`, the default on Windows/x86-64), the `frame-home-d3d11`
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target builds `d3d11.dll` from this folder. `install-frame-home-pc.ps1` installs it.
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