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Toastconcern--FrameStudio/scripts/build-studio.sh
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ToastconcernandClaude Opus 4.8 d22cc04cb3 Frame Home as the real SteamVR environment on a PC (Windows too), not a home app
On the Steam Frame a layer inside SteamVR's compositor draws the home where it would draw Aurora, so the home is the
environment itself: at boot, during game loads, behind the Steam menu, with the controllers and passthrough, and it
steps aside for a game the instant it opens. On a PC this was faked with SteamVR's home-app slot and a flat 360 photo
in the gaps, which launched and handed off like an app and showed a picture, not the live home. This does it properly
on any PC that runs SteamVR, the Frame's way:

- Windows: the compositor is Direct3D 11, so the layer is a proxy d3d11.dll beside the compositor (layer/
  frame_home_layer_d3d11.cpp, built from the .def that forwards every other export to the real d3d11.dll, kept as
  fh_d3d11real.dll). It wraps the compositor's device, finds Aurora's draws by their shader bytecode and draws the
  home over the sky, leaving the floor and stars off; everything else passes straight through. Pure pass-through in
  any process that isn't vrcompositor.
- The home's frames cross from Frame Home (Vulkan) to the compositor (D3D11): the layer owns kSlots shared textures
  and hands Frame Home their NT handles over a named pipe; Frame Home imports them (VK_KHR_external_memory_win32) and
  renders into them. No cross-API lock — a slot is published only once the GPU has finished it and the four rotate,
  as on Linux. The shared State stays Frame Home's.
- The Environments panel runs frame-home --system and keeps it alive (one at a time, a pid file across panel
  restarts), the same systemEnv path as the Frame. The installer places/removes the proxy and marks the layer with a
  root/layer folder, in place of the old home-app registration and background pictures.
- Safe like the Vulkan layer: no home, or one stale over half a second, and the compositor draws Aurora as usual;
  the layer turns itself off after two unhealthy compositor starts, and root/layer/off turns it off by hand.

Linux keeps its Vulkan layer (unchanged). Verified without a headset on the null driver: the proxy loads and wraps
the compositor without crashing, recognises Aurora's shaders, and the frame hand-over completes (Frame Home connects,
imports the textures, renders). The compositor only draws the environment while presenting to a headset, so the final
on-headset image is the one step the null driver can't exercise.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-21 19:39:36 -05:00

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