diff --git a/README.md b/README.md index df5ce1ab..fc47631a 100644 --- a/README.md +++ b/README.md @@ -82,6 +82,10 @@ Moonlight builds for Steam Link are subject to hardware limitations of the Steam * Maximum video bitrate: **40 Mbps** * **HDR streaming is not supported** on the original hardware +### Docker containers +If you want to use Docker for building, look at [this repo](https://github.com/cgutman/moonlight-packaging) containing canonical containers +for different architectures, which handle building deps and extra linking for you. + ### Build Setup Steps 1. Install the latest Qt SDK (and optionally, the Qt Creator IDE) from https://www.qt.io/download * You can install Qt via Homebrew on macOS, but you will need to use `brew install qt --with-debug` to be able to create debug builds of Moonlight. @@ -93,7 +97,8 @@ Moonlight builds for Steam Link are subject to hardware limitations of the Steam * For Windows builds, use `scripts\build-arch.bat` and `scripts\generate-bundle.bat`. Execute these scripts from the root of the repository within a Qt command prompt. Ensure 7-Zip binary directory is on your `%PATH%`. * For macOS builds, use `scripts/generate-dmg.sh`. Execute this script from the root of the repository and ensure Qt's `bin` folder is in your `$PATH`. * For Steam Link builds, run `scripts/build-steamlink-app.sh` from the root of the repository. - * To build from the command line for development use on macOS or Linux, run `qmake6 moonlight-qt.pro` then `make debug` or `make release` + * To build from the command line for development use on macOS or Linux, run `qmake6 moonlight-qt.pro` then `make debug` or `make release`. + * The final binary will be placed in `app/moonlight`. * To create an embedded build for a single-purpose device, use `qmake6 "CONFIG+=embedded" moonlight-qt.pro` and build normally. * This build will lack windowed mode, Discord/Help links, and other features that don't make sense on an embedded device. * For platforms with poor GPU performance, add `"CONFIG+=gpuslow"` to prefer direct KMSDRM rendering over GL/Vulkan renderers. Direct KMSDRM rendering can use dedicated YUV/RGB conversion and scaling hardware rather than slower GPU shaders for these operations.