00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
321 lines
9.5 KiB
Markdown
321 lines
9.5 KiB
Markdown
# OpenXR / VR Development with SDL
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This document covers how to build OpenXR (VR/AR) applications using SDL's GPU API with OpenXR integration.
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## Overview
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SDL3 provides OpenXR integration through the GPU API, allowing you to render to VR/AR headsets using a unified interface across multiple graphics backends (Vulkan, D3D12, Metal).
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**Key features:**
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- Automatic OpenXR instance and session management
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- Swapchain creation and image acquisition
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- Support for multi-pass stereo rendering
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- Works with desktop VR runtimes (SteamVR, Oculus, Windows Mixed Reality) and standalone headsets (Meta Quest, Pico)
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## Desktop Development
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### Requirements
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1. **OpenXR Loader** (`openxr_loader.dll` / `libopenxr_loader.so`)
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- On Windows: Usually installed with VR runtime software (Oculus, SteamVR)
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- On Linux: Install via package manager (e.g., `libopenxr-loader1` on Ubuntu)
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- Can also use `SDL_HINT_OPENXR_LIBRARY` to specify a custom loader path
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2. **OpenXR Runtime**
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- At least one OpenXR runtime must be installed and active
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- Examples: SteamVR, Oculus Desktop, Monado (Linux)
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3. **VR Headset**
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- Connected and recognized by the runtime
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### Basic Usage
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```c
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#include <openxr/openxr.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_openxr.h>
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// These will be populated by SDL
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XrInstance xr_instance = XR_NULL_HANDLE;
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XrSystemId xr_system_id = 0;
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// Create GPU device with XR enabled
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_ENABLE_BOOLEAN, true);
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SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_INSTANCE_POINTER, &xr_instance);
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SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_SYSTEM_ID_POINTER, &xr_system_id);
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// Optional: Override app name/version (defaults to SDL_SetAppMetadata values if not set)
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_NAME_STRING, "My VR App");
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SDL_SetNumberProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_VERSION_NUMBER, 1);
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SDL_GPUDevice *device = SDL_CreateGPUDeviceWithProperties(props);
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SDL_DestroyProperties(props);
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// xr_instance and xr_system_id are now populated by SDL
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```
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See `test/testgpu_spinning_cube_xr.c` for a complete example.
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---
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## Android Development
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Building OpenXR applications for Android standalone headsets (Meta Quest, Pico, etc.) requires additional manifest configuration beyond standard Android apps.
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### Android Manifest Requirements
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The manifest requirements fall into three categories:
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1. **OpenXR Standard (Khronos)** - Required for all OpenXR apps
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2. **Platform-Specific** - Required for specific headset platforms
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3. **Optional Features** - Enable additional capabilities
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---
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### OpenXR Standard Requirements (All Platforms)
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These are required by the Khronos OpenXR specification for Android:
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#### Permissions
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```xml
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<!-- OpenXR runtime broker communication -->
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<uses-permission android:name="org.khronos.openxr.permission.OPENXR" />
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<uses-permission android:name="org.khronos.openxr.permission.OPENXR_SYSTEM" />
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```
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#### Queries (Android 11+)
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Required for the app to discover OpenXR runtimes:
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```xml
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<queries>
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<provider android:authorities="org.khronos.openxr.runtime_broker;org.khronos.openxr.system_runtime_broker" />
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<intent>
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<action android:name="org.khronos.openxr.OpenXRRuntimeService" />
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</intent>
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<intent>
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<action android:name="org.khronos.openxr.OpenXRApiLayerService" />
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</intent>
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</queries>
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```
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#### Hardware Features
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```xml
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<!-- VR head tracking (standard OpenXR requirement) -->
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<uses-feature android:name="android.hardware.vr.headtracking"
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android:required="true"
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android:version="1" />
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<!-- Touchscreen not required for VR -->
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<uses-feature android:name="android.hardware.touchscreen"
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android:required="false" />
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<!-- Graphics requirements -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true" />
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<uses-feature android:name="android.hardware.vulkan.level"
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android:required="true"
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android:version="1" />
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<uses-feature android:name="android.hardware.vulkan.version"
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android:required="true"
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android:version="0x00401000" />
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```
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#### Intent Category
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```xml
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<activity ...>
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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<!-- Khronos OpenXR immersive app category -->
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<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
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</intent-filter>
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</activity>
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```
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---
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### Meta Quest Requirements
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These are **required** for apps to run properly on Meta Quest devices. Without these, your app may launch in "pancake" 2D mode instead of VR.
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#### VR Intent Category (Critical!)
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- CRITICAL: Without this, app launches in 2D mode on Quest! -->
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<category android:name="com.oculus.intent.category.VR" />
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</intent-filter>
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</activity>
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```
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#### Supported Devices
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```xml
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<application ...>
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<!-- Required: Specifies which Quest devices are supported -->
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<meta-data android:name="com.oculus.supportedDevices"
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android:value="quest|quest2|questpro|quest3|quest3s" />
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</application>
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```
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#### Focus Handling (Recommended)
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```xml
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<application ...>
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<!-- Properly handles when user opens the Quest system menu -->
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<meta-data android:name="com.oculus.vr.focusaware"
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android:value="true" />
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</application>
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```
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#### Hand Tracking (Optional)
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```xml
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<!-- Feature declaration -->
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<uses-feature android:name="oculus.software.handtracking"
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android:required="false" />
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<application ...>
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<!-- V2.0 allows app to launch without controllers -->
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<meta-data android:name="com.oculus.handtracking.version"
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android:value="V2.0" />
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<meta-data android:name="com.oculus.handtracking.frequency"
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android:value="HIGH" />
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</application>
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```
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#### VR Splash Screen (Optional)
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```xml
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<application ...>
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<meta-data android:name="com.oculus.ossplash"
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android:value="true" />
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<meta-data android:name="com.oculus.ossplash.colorspace"
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android:value="QUEST_SRGB_NONGAMMA" />
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<meta-data android:name="com.oculus.ossplash.background"
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android:resource="@drawable/vr_splash" />
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</application>
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```
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---
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### Pico Requirements
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For Pico Neo, Pico 4, and other Pico headsets:
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#### VR Intent Category
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- Pico VR category -->
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<category android:name="com.picovr.intent.category.VR" />
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</intent-filter>
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</activity>
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```
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#### Supported Devices (Optional)
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```xml
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<application ...>
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<!-- Pico device support -->
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<meta-data android:name="pvr.app.type"
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android:value="vr" />
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</application>
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```
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---
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### HTC Vive Focus / VIVE XR Elite
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- HTC Vive category -->
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<category android:name="com.htc.intent.category.VRAPP" />
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</intent-filter>
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</activity>
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```
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---
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## Quick Reference Table
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| Declaration | Purpose | Scope |
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| `org.khronos.openxr.permission.OPENXR` | Runtime communication | All OpenXR |
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| `android.hardware.vr.headtracking` | Marks app as VR | All OpenXR |
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| `org.khronos.openxr.intent.category.IMMERSIVE_HMD` | Khronos standard VR category | All OpenXR |
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| `com.oculus.intent.category.VR` | Launch in VR mode | Meta Quest |
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| `com.oculus.supportedDevices` | Device compatibility | Meta Quest |
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| `com.oculus.vr.focusaware` | System menu handling | Meta Quest |
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| `com.picovr.intent.category.VR` | Launch in VR mode | Pico |
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| `com.htc.intent.category.VRAPP` | Launch in VR mode | HTC Vive |
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---
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## Example Manifest
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SDL provides an example XR manifest template at:
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`test/android/cmake/AndroidManifest.xr.xml.cmake`
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This template includes:
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- All Khronos OpenXR requirements
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- Meta Quest support (configurable via `SDL_ANDROID_XR_META_SUPPORT` CMake option)
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- Proper intent filters for VR launching
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---
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## Common Issues
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### App launches in 2D "pancake" mode
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**Cause:** Missing platform-specific VR intent category.
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**Solution:** Add the appropriate category for your target platform:
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- Meta Quest: `com.oculus.intent.category.VR`
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- Pico: `com.picovr.intent.category.VR`
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- HTC: `com.htc.intent.category.VRAPP`
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### "No OpenXR runtime found" error
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**Cause:** The OpenXR loader can't find a runtime.
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**Solutions:**
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- **Desktop:** Ensure VR software (SteamVR, Oculus) is installed and running
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- **Android:** Ensure your manifest has the correct `<queries>` block for runtime discovery
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- **Linux:** Install `libopenxr-loader1` and configure the active runtime
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### OpenXR loader not found
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**Cause:** `openxr_loader.dll` / `libopenxr_loader.so` is not in the library path.
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**Solutions:**
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- Install the Khronos OpenXR SDK
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- On Windows, VR runtimes typically install this, but may not add it to PATH
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- Use `SDL_HINT_OPENXR_LIBRARY` to specify the loader path explicitly
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### Vulkan validation errors on shutdown
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**Cause:** GPU resources destroyed while still in use.
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**Solution:** Call `SDL_WaitForGPUIdle(device)` before releasing any GPU resources or destroying the device.
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---
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## Additional Resources
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- [Khronos OpenXR Specification](https://www.khronos.org/openxr/)
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- [Meta Quest Developer Documentation](https://developer.oculus.com/documentation/)
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- [Pico Developer Documentation](https://developer.pico-interactive.com/)
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- [SDL GPU API Documentation](https://wiki.libsdl.org/)
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- Example code: `test/testgpu_spinning_cube_xr.c`
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