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https://github.com/Toastconcern/FrameStudio.git
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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>
170 lines
7.8 KiB
CMake
170 lines
7.8 KiB
CMake
cmake_minimum_required(VERSION 3.16)
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project(frame_home LANGUAGES C CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Release)
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endif()
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set(TP "${CMAKE_SOURCE_DIR}/third_party")
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# The Steam Frame build (SteamOS, arm64) links SteamVR's own OpenVR library and the system's Vulkan. A PC build
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# (Windows, or x86-64 Linux) has to run on any PC with SteamVR: it finds SteamVR's OpenVR library at run time
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# (src/openvr_loader.cpp) and loads Vulkan the same way (volk), so it depends on neither at build time.
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if(WIN32 OR CMAKE_SYSTEM_PROCESSOR MATCHES "^(x86_64|AMD64|amd64)$")
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set(FRAME_HOME_PC_DEFAULT ON)
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else()
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set(FRAME_HOME_PC_DEFAULT OFF)
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endif()
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option(FRAME_HOME_PC "Build Frame Home for a PC running SteamVR (OpenVR and Vulkan found at run time)" ${FRAME_HOME_PC_DEFAULT})
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if(FRAME_HOME_PC)
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add_library(volk STATIC "${TP}/volk/volk.c")
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target_include_directories(volk PUBLIC "${TP}/volk" "${TP}/vulkan-headers/include")
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if(NOT WIN32)
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target_link_libraries(volk PUBLIC dl)
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endif()
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add_library(openvr-loader STATIC src/openvr_loader.cpp)
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target_include_directories(openvr-loader PUBLIC "${TP}/openvr")
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target_compile_definitions(openvr-loader PUBLIC OPENVR_BUILD_STATIC)
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if(WIN32)
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target_link_libraries(openvr-loader PUBLIC shell32 ole32)
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else()
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target_link_libraries(openvr-loader PUBLIC dl)
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endif()
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set(FH_VULKAN volk)
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set(FH_OPENVR openvr-loader)
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else()
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# SteamVR ships the OpenVR client library; link against the runtime's own copy.
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set(OPENVR_LIB_DIR "/opt/steamvr/bin/linuxarm64" CACHE PATH "Directory containing libopenvr_api.so")
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find_library(OPENVR_LIB NAMES openvr_api PATHS "${OPENVR_LIB_DIR}" NO_DEFAULT_PATH REQUIRED)
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find_package(Vulkan REQUIRED)
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set(FH_VULKAN Vulkan::Vulkan)
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set(FH_OPENVR "${OPENVR_LIB}")
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endif()
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# ── Editor loader stack (Quest Home Editor: ASMH/HSTF/RENDMESH/MATL/RENDTXTR/RENDSHAD) ──
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add_library(miniz STATIC "${TP}/miniz/miniz.c" "${TP}/miniz/miniz_tdef.c" "${TP}/miniz/miniz_tinfl.c" "${TP}/miniz/miniz_zip.c")
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target_include_directories(miniz PUBLIC "${TP}/miniz")
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# APKs are signed and intact; re-checksumming every extracted asset was ~20% of load time.
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target_compile_definitions(miniz PRIVATE MINIZ_DISABLE_ZIP_READER_CRC32_CHECKS)
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add_library(smolv STATIC "${TP}/smolv/smolv.cpp")
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target_include_directories(smolv PUBLIC "${TP}/smolv")
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# astcenc: decoder for the homes' ASTC textures (LDR + HDR lightmaps).
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set(BUILD_TESTING OFF CACHE BOOL "" FORCE)
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set(ASTCENC_CLI OFF CACHE BOOL "" FORCE)
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set(ASTCENC_DECOMPRESSOR OFF CACHE BOOL "" FORCE)
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set(ASTCENC_UNIVERSAL_BUILD OFF CACHE BOOL "" FORCE)
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if(CMAKE_SYSTEM_PROCESSOR MATCHES "^(aarch64|arm64|ARM64)$")
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set(ASTCENC_ISA_NEON ON CACHE BOOL "" FORCE)
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set(ASTCENC_LIB astcenc-neon-static)
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else()
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set(ASTCENC_ISA_SSE41 ON CACHE BOOL "" FORCE)
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set(ASTCENC_LIB astcenc-sse4.1-static)
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endif()
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add_subdirectory("${TP}/astcenc" astcenc EXCLUDE_FROM_ALL)
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# LZMA SDK (public domain): the .fenv scene coder (src/fenv_lzma.cpp), with its threaded match finder.
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add_library(lzma STATIC "${TP}/lzma/LzmaEnc.c" "${TP}/lzma/LzmaDec.c" "${TP}/lzma/LzFind.c" "${TP}/lzma/LzFindOpt.c"
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"${TP}/lzma/LzFindMt.c" "${TP}/lzma/Threads.c" "${TP}/lzma/CpuArch.c")
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target_include_directories(lzma PUBLIC "${TP}/lzma")
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# The home loader: HSL / Clay / glTF homes, .fenv environments (baked scenes), Blender / Unity models.
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add_library(frame-scene STATIC
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src/hsl_scene.cpp
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src/scene_bake.cpp
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src/anim_bake.cpp
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src/fenv_lzma.cpp
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src/model_import.cpp
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"${TP}/ufbx/ufbx.c"
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"${TP}/qhe/cook/hzanim_acl.cpp"
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"${TP}/stb/stb_image_impl.c")
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target_include_directories(frame-scene PUBLIC
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src
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"${TP}/stb"
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"${TP}/qhe"
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"${TP}/miniz"
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"${TP}/cgltf"
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"${TP}/ufbx"
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"${TP}/acl/includes"
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"${TP}/rtm/includes"
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"${TP}/astcenc/Source")
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if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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set_source_files_properties("${TP}/qhe/cook/hzanim_acl.cpp" PROPERTIES COMPILE_OPTIONS "-flax-vector-conversions")
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endif()
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target_link_libraries(frame-scene PUBLIC miniz lzma smolv ${ASTCENC_LIB} pthread)
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# libdeflate when the system has it (the Frame): APK scene.zips inflate several times faster than with miniz.
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find_library(LIBDEFLATE_LIB deflate)
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find_path(LIBDEFLATE_INC libdeflate.h)
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if(LIBDEFLATE_LIB AND LIBDEFLATE_INC)
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target_compile_definitions(frame-scene PUBLIC QHE_HAVE_LIBDEFLATE)
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target_include_directories(frame-scene PUBLIC "${LIBDEFLATE_INC}")
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target_link_libraries(frame-scene PUBLIC "${LIBDEFLATE_LIB}")
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endif()
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# Ogg Opus ambience (Clay homes' _BACKGROUND_LOOP.ogg, or a sound added in Frame Studio): Xiph libopus + libogg +
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# opusfile (BSD), decode only — as Frame Studio has it, so the headset plays every sound the preview does.
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set(OPUS_BUILD_PROGRAMS OFF CACHE BOOL "" FORCE)
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set(OPUS_BUILD_TESTING OFF CACHE BOOL "" FORCE)
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set(OPUS_INSTALL_PKG_CONFIG_MODULE OFF CACHE BOOL "" FORCE)
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set(OPUS_INSTALL_CMAKE_CONFIG_MODULE OFF CACHE BOOL "" FORCE)
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add_subdirectory("${TP}/opus" opus EXCLUDE_FROM_ALL)
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add_library(ogg STATIC "${TP}/ogg/src/bitwise.c" "${TP}/ogg/src/framing.c")
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target_include_directories(ogg PUBLIC "${TP}/ogg/include")
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add_library(opusfile STATIC "${TP}/opusfile/src/info.c" "${TP}/opusfile/src/internal.c"
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"${TP}/opusfile/src/opusfile.c" "${TP}/opusfile/src/stream.c")
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target_include_directories(opusfile PUBLIC "${TP}/opusfile/include" PRIVATE "${TP}/opusfile/src")
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target_compile_definitions(opusfile PRIVATE OP_DISABLE_HTTP)
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target_link_libraries(opusfile PUBLIC opus ogg)
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add_executable(frame-home
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src/main.cpp
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src/hsl_renderer.cpp
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src/panorama.cpp
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"${TP}/stb/stb_vorbis_impl.c"
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"${TP}/miniaudio/miniaudio_impl.c")
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target_include_directories(frame-home PRIVATE "${TP}/openvr" "${TP}/miniaudio")
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target_link_libraries(frame-home PRIVATE frame-scene opusfile ${FH_VULKAN} ${FH_OPENVR})
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if(FRAME_HOME_PC)
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target_compile_definitions(frame-home PRIVATE FH_USE_VOLK)
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endif()
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if(WIN32)
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target_link_libraries(frame-home PRIVATE psapi ole32 shell32 winmm)
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target_link_options(frame-home PRIVATE -static)
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else()
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target_link_libraries(frame-home PRIVATE dl m)
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endif()
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if(NOT FRAME_HOME_PC)
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set_target_properties(frame-home PROPERTIES BUILD_RPATH "${OPENVR_LIB_DIR}" INSTALL_RPATH "${OPENVR_LIB_DIR}")
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endif()
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# The Windows compositor layer: a proxy d3d11.dll that wraps vrcompositor's Direct3D 11 device and draws the home in
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# Aurora's place (layer/frame_home_layer_d3d11.cpp). The .def forwards every other d3d11 export to the real library.
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if(WIN32 AND FRAME_HOME_PC)
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add_library(frame-home-d3d11 MODULE layer/frame_home_layer_d3d11.cpp layer/d3d11_proxy.def)
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set_target_properties(frame-home-d3d11 PROPERTIES OUTPUT_NAME d3d11 PREFIX "")
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target_include_directories(frame-home-d3d11 PRIVATE src)
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target_link_libraries(frame-home-d3d11 PRIVATE dxguid uuid)
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target_link_options(frame-home-d3d11 PRIVATE -static -static-libgcc -static-libstdc++)
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endif()
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# fenv-tool: convert homes and models into .fenv environments.
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add_executable(fenv-tool src/fenv_tool.cpp)
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target_link_libraries(fenv-tool PRIVATE frame-scene)
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# frame-switcher: the SteamVR dashboard panel that switches the environment.
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add_executable(frame-switcher src/switcher.cpp)
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target_include_directories(frame-switcher PRIVATE src "${TP}/stb" "${TP}/qhe" "${TP}/miniz" "${TP}/openvr")
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if(FRAME_HOME_PC)
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target_include_directories(frame-switcher PRIVATE "${TP}/vulkan-headers/include")
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endif()
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target_link_libraries(frame-switcher PRIVATE frame-scene ${FH_OPENVR})
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if(WIN32)
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target_link_libraries(frame-switcher PRIVATE psapi ole32 shell32)
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target_link_options(frame-switcher PRIVATE -static)
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endif()
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if(NOT FRAME_HOME_PC)
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set_target_properties(frame-switcher PROPERTIES BUILD_RPATH "${OPENVR_LIB_DIR}" INSTALL_RPATH "${OPENVR_LIB_DIR}")
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endif()
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