mirror of
https://github.com/mitch030504/Wiicompiled_VR_Frame.git
synced 2026-10-04 22:00:08 +02:00
Run the same-device Vulkan OpenXR backend on desktop Linux
Lepton's Vulkan driver has no external memory or sync fd extensions, so the Steam Frame gets a native SteamOS build instead. Its backend is the PC's: OpenXR creates Dawn's own Vulkan instance and device, and the eyes are copied into the swapchain on Dawn's queue, with nothing shared between devices. - openxr_vulkan_win32 and Aurora's vulkan_win32_interop now compile on desktop Linux. Dawn links statically there, so the bridge calls the patched package's hooks directly, and exists only when the package's aurora-dawn.json declares the Vulkan hook ABI (AuroraDawnProvider turns AuroraVulkanAbi into AURORA_DAWN_VULKAN_HOOKS); a stock Dawn keeps the stubs and VR falls back to the desktop. - openxr_integration.cpp gains a Linux branch: XR_KHR_vulkan_enable2, the timespec clock, refresh rate, performance level, the Frame controllers and eye gaze; fragment density maps are requested on Linux as on the Quest (fdm.cpp and gpu.cpp, AURORA_FDM=0/1 overrides). - Controller motion uses XR_KHR_convert_timespec_time on any Linux. - CMake: Vulkan headers are fetched for Linux OpenXR builds, the headset option is MKW_HEADSET on Android and Linux, and Linux aarch64 builds take MKW_LINUX_CPU (cortex-x4 for the Steam Frame, else native). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
This commit is contained in:
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@@ -187,7 +187,7 @@ android {
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}
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// Valve's Steam Frame, through Lepton (SteamOS's Android layer) and SteamVR's Android
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// OpenXR runtime. Its manifest (src/steamFrame) drops the Horizon OS entries, and
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// MKW_ANDROID_HEADSET gives the runtime the Frame's defaults (runtime_config.h).
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// MKW_HEADSET gives the runtime the Frame's defaults (runtime_config.h).
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create("steamFrame") {
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dimension = "headset"
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// Horizon OS only; src/steamFrame/AndroidManifest.xml removes the entry.
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@@ -199,7 +199,7 @@ android {
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cmake {
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arguments += listOf(
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"-DMKW_ANDROID_CPU=${headsetCpus.getValue("steamFrame")}",
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"-DMKW_ANDROID_HEADSET=steam_frame",
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"-DMKW_HEADSET=steam_frame",
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)
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}
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}
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@@ -268,7 +268,10 @@ elseif (_aurora_dawn_provider STREQUAL "package")
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# A package built with Aurora's patches (android/Build-QuestDawn.ps1) describes them in
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# aurora-dawn.json. Only such a package has the fragment density map ABI
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# (include/aurora/dawn_fdm_abi.h); aurora_core compiles its callers against it.
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# The Vulkan hook ABI (include/aurora/dawn_vulkan_abi.h) is the other half: a package built by
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# Launcher/build-dawn-linux.sh carries it, and the Linux OpenXR backend needs it.
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set(AURORA_DAWN_FDM_ABI 0 PARENT_SCOPE)
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set(AURORA_DAWN_VULKAN_HOOKS_ABI 0 PARENT_SCOPE)
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if (EXISTS "${_dawn_pkg_dir}/aurora-dawn.json")
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file(READ "${_dawn_pkg_dir}/aurora-dawn.json" _aurora_dawn_manifest)
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string(JSON _aurora_dawn_fdm_abi ERROR_VARIABLE _aurora_dawn_manifest_error
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@@ -277,6 +280,12 @@ elseif (_aurora_dawn_provider STREQUAL "package")
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set(AURORA_DAWN_FDM_ABI ${_aurora_dawn_fdm_abi} PARENT_SCOPE)
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message(STATUS "aurora: Dawn package carries the fragment density map ABI ${_aurora_dawn_fdm_abi}")
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endif ()
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string(JSON _aurora_dawn_vulkan_abi ERROR_VARIABLE _aurora_dawn_manifest_error
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GET "${_aurora_dawn_manifest}" AuroraVulkanAbi)
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if (NOT _aurora_dawn_manifest_error AND _aurora_dawn_vulkan_abi GREATER 0)
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set(AURORA_DAWN_VULKAN_HOOKS_ABI ${_aurora_dawn_vulkan_abi} PARENT_SCOPE)
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message(STATUS "aurora: Dawn package carries the Vulkan hook ABI ${_aurora_dawn_vulkan_abi}")
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endif ()
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endif ()
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_aurora_dawn_set_platform_backends()
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@@ -39,6 +39,14 @@ if (AURORA_ENABLE_GX)
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# of producing unresolved interop references.
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if (CMAKE_SYSTEM_NAME STREQUAL Windows)
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target_sources(aurora_core PRIVATE lib/webgpu/d3d12_interop.cpp lib/webgpu/vulkan_win32_interop.cpp)
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elseif (CMAKE_SYSTEM_NAME STREQUAL Linux)
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# The same-device Vulkan bridge, for the desktop Linux OpenXR backend (SteamOS on the Steam
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# Frame). Static Dawn on Linux is linked directly, so the bridge is compiled in only against
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# a package with Aurora's Vulkan hooks; otherwise the file is its C ABI stubs.
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target_sources(aurora_core PRIVATE lib/webgpu/vulkan_win32_interop.cpp)
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if (AURORA_DAWN_VULKAN_HOOKS_ABI)
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target_compile_definitions(aurora_core PRIVATE AURORA_DAWN_VULKAN_HOOKS=${AURORA_DAWN_VULKAN_HOOKS_ABI})
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endif ()
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endif ()
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# Android/Vulkan counterpart: the AHardwareBuffer stereo bridge. The file
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# compiles to C ABI stubs on every other platform so the runtime's OpenXR
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@@ -6,8 +6,10 @@
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#include <algorithm>
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#include <bit>
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// AURORA_DAWN_FDM carries the ABI version of the Dawn package's patches (AuroraDawnProvider.cmake).
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#if defined(__ANDROID__) && defined(AURORA_DAWN_FDM)
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// AURORA_DAWN_FDM carries the ABI version of the Dawn package's patches (AuroraDawnProvider.cmake):
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// the Quest's (android/Build-QuestDawn.ps1) or desktop Linux's (Launcher/build-dawn-linux.sh), both
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// linked statically.
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#if (defined(__ANDROID__) || defined(__linux__)) && defined(AURORA_DAWN_FDM)
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#include <aurora/dawn_fdm_abi.h>
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static_assert(AURORA_DAWN_FDM == AURORA_DAWN_FDM_ABI,
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"The Dawn package's fragment density map ABI does not match include/aurora/dawn_fdm_abi.h");
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@@ -53,7 +55,7 @@ void device_created() noexcept {
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#else
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if (g_requested) {
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Log.warn("Fragment density maps: unavailable; this build links a Dawn without Aurora's patches "
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"(android/Build-QuestDawn.ps1)");
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"(android/Build-QuestDawn.ps1, Launcher/build-dawn-linux.sh)");
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}
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#endif
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}
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@@ -830,6 +830,13 @@ bool initialize(AuroraBackend auroraBackend) {
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const int fdmOverride = android_debug::property_int("debug.wiicompiled.fdm", -1);
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fdm::request(g_backendType == wgpu::BackendType::Vulkan &&
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(fdmOverride >= 0 ? fdmOverride == 1 : g_config.xrFragmentDensityMap));
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#elif defined(__linux__)
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// Desktop Linux (SteamOS on the Steam Frame), with a Dawn built by Launcher/build-dawn-linux.sh.
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// AURORA_FDM=0 or 1 overrides the settings, as debug.wiicompiled.fdm does on the Quest.
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const char* fdmOverride = std::getenv("AURORA_FDM");
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fdm::request(g_backendType == wgpu::BackendType::Vulkan &&
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(fdmOverride != nullptr && *fdmOverride != '\0' ? std::strcmp(fdmOverride, "1") == 0
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: g_config.xrFragmentDensityMap));
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#endif
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const auto future =
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g_adapter.RequestDevice(&deviceDescriptor, wgpu::CallbackMode::WaitAnyOnly,
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@@ -4,8 +4,27 @@
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#include "../stereo.hpp"
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#include "../stereo_overlay.hpp"
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#include "gpu.hpp"
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#if defined(_WIN32) && defined(WEBGPU_DAWN) && defined(DAWN_ENABLE_BACKEND_VULKAN)
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// Windows loads the patched webgpu_dawn.dll's exports at run time. Desktop Linux (SteamOS on the
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// Steam Frame) links Dawn statically, so there the bridge exists only against a package built with
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// the hooks (AURORA_DAWN_VULKAN_HOOKS, from its aurora-dawn.json) and calls them directly.
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#if defined(WEBGPU_DAWN) && defined(DAWN_ENABLE_BACKEND_VULKAN) && \
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(defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__) && defined(AURORA_DAWN_VULKAN_HOOKS)))
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#if defined(_WIN32)
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#include <windows.h>
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#else
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static_assert(AURORA_DAWN_VULKAN_HOOKS == AURORA_DAWN_VULKAN_ABI,
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"The Dawn package's Vulkan hook ABI does not match include/aurora/dawn_vulkan_abi.h");
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extern "C" {
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uint32_t AuroraDawnVulkanVersion(void);
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int AuroraDawnVulkanConfigure(const AuroraDawnVulkanHooks* hooks);
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int AuroraDawnVulkanGetHandles(void* device, AuroraDawnVulkanHandles* handles);
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void* AuroraDawnVulkanWrap(void* device, const void* textureDescriptor, uint64_t image);
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int AuroraDawnVulkanRelease(void* device, void* const* textures, uint32_t count);
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void* AuroraDawnVulkanLock(void* device);
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void AuroraDawnVulkanUnlock(void* guard);
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int AuroraDawnVulkanDrain(void* device);
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}
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#endif
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#include <algorithm>
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#include <array>
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#include <memory>
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@@ -23,6 +42,17 @@ struct Api {
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AuroraDawnVulkanUnlockFn unlock = nullptr;
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AuroraDawnVulkanDrainFn drain = nullptr;
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bool Load() {
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#if !defined(_WIN32)
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if (AuroraDawnVulkanVersion() != AURORA_DAWN_VULKAN_ABI) return false;
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configure = &AuroraDawnVulkanConfigure;
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handles = &AuroraDawnVulkanGetHandles;
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wrap = &AuroraDawnVulkanWrap;
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release = &AuroraDawnVulkanRelease;
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lock = &AuroraDawnVulkanLock;
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unlock = &AuroraDawnVulkanUnlock;
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drain = &AuroraDawnVulkanDrain;
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return true;
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#else
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HMODULE module = GetModuleHandleW(L"webgpu_dawn.dll");
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if (!module) return false;
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auto version = reinterpret_cast<AuroraDawnVulkanVersionFn>(GetProcAddress(module, "AuroraDawnVulkanVersion"));
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@@ -37,6 +67,7 @@ struct Api {
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LOAD(drain, AuroraDawnVulkanDrainFn, "AuroraDawnVulkanDrain");
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#undef LOAD
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return true;
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#endif
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}
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} api;
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int64_t VkFormat(wgpu::TextureFormat format) {
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@@ -222,8 +253,9 @@ void* aurora_vulkan_win32_lock_queue() {
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void aurora_vulkan_win32_unlock_queue(void* guard) { aurora::vulkan_win32::api.unlock(guard); }
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#else
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// C ABI stubs keep the runtime's OpenXR integration linkable on Windows GX
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// builds whose Dawn has no Vulkan backend; the backend then reports that the
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// bridge is unavailable and the game falls back to the desktop renderer.
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// builds whose Dawn has no Vulkan backend, and on Linux against a Dawn without
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// Aurora's hooks; the backend then reports that the bridge is unavailable and
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// the game falls back to the desktop renderer.
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bool aurora_vulkan_win32_configure(const AuroraDawnVulkanHooks*) { return false; }
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bool aurora_vulkan_win32_get_handles(AuroraDawnVulkanHandles* handles, int64_t* format) {
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if (handles) *handles = {};
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+1
-1
@@ -22,7 +22,7 @@ to a single shared device first.
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| | Quest flavours | `steamFrame` |
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| --- | --- | --- |
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| CPU target (`kit.json` `androidCpu`) | `cortex-a77` (`kryo` on Quest 1) | `cortex-x4` |
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| `MKW_ANDROID_HEADSET` | `quest` | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) |
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| `MKW_HEADSET` | empty | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) |
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| Library entry | `LauncherActivity` (Quest 1: `QuestActivity`) | `FrameEntryActivity` |
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| Horizon OS manifest entries | present | removed |
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| `[vr] refresh_rate` default | `0` (the headset's own) | `120` |
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+19
-16
@@ -37,18 +37,19 @@ option(MKW_BUILD_PRODUCTS "Build translated WiiCompiled product targets" ON)
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# aurora-main and its third-party tree stay unaffected.
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set(MKW_PROJECT_COMPILE_DEFINITIONS NOMINMAX)
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# The Android headset family the build is for (the Gradle flavour passes it). The
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# Steam Frame build runs under SteamVR's Android runtime rather than Horizon OS and
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# takes its own defaults (runtime_config.h) through MKW_HEADSET_STEAM_FRAME. The
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# definition reaches every target below, so the game kit's recorded compile flags
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# carry it too.
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if(MKW_PLATFORM_ANDROID)
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set(MKW_ANDROID_HEADSET "quest" CACHE STRING "Android headset family: quest (Meta Quest, any flavour) or steam_frame")
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set_property(CACHE MKW_ANDROID_HEADSET PROPERTY STRINGS quest steam_frame)
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if(MKW_ANDROID_HEADSET STREQUAL "steam_frame")
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# The headset a standalone build is for: the Android app's Gradle flavour passes
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# it, and so does a native SteamOS build for the Steam Frame
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# (Launcher/local-build.sh --headset steam_frame). The Steam Frame takes its own
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# defaults (runtime_config.h) through MKW_HEADSET_STEAM_FRAME. The definition
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# reaches every target below, so the Quest game kit's recorded compile flags carry
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# it too.
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if(MKW_PLATFORM_ANDROID OR MKW_PLATFORM_LINUX)
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set(MKW_HEADSET "" CACHE STRING "Headset the build targets: empty (a Meta Quest on Android, any PC headset elsewhere) or steam_frame")
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set_property(CACHE MKW_HEADSET PROPERTY STRINGS "" steam_frame)
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if(MKW_HEADSET STREQUAL "steam_frame")
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list(APPEND MKW_PROJECT_COMPILE_DEFINITIONS MKW_HEADSET_STEAM_FRAME=1)
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elseif(NOT MKW_ANDROID_HEADSET STREQUAL "quest")
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message(FATAL_ERROR "MKW_ANDROID_HEADSET must be quest or steam_frame, not '${MKW_ANDROID_HEADSET}'")
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elseif(NOT MKW_HEADSET STREQUAL "")
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message(FATAL_ERROR "MKW_HEADSET must be empty or steam_frame, not '${MKW_HEADSET}'")
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endif()
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endif()
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@@ -148,10 +149,10 @@ set(MKW_TRANSLATED_COMPILE_JOBS 0 CACHE STRING
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Scheduling only - never affects output bytes, so it is deliberately outside the canonical flag fingerprint.")
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set(MKW_CPPWINRT_INCLUDE_DIR "" CACHE PATH "Optional self-contained C++/WinRT include directory")
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# The functional backend is currently Windows D3D12, so only Windows defaults
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# to carrying the loader. Linux keeps the capability-gated Vulkan scaffold
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# available to explicit developer builds without making a nonfunctional SDK
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# fetch part of every normal build.
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# Windows and Android carry the loader by default. Desktop Linux has the
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# same-device Vulkan backend too, but it needs a Dawn built with Aurora's patches
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# (Launcher/build-dawn-linux.sh), so it stays opt-in: Launcher/local-build.sh
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# --openxr, as the Steam Frame's native SteamOS build uses it.
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set(MKW_ENABLE_OPENXR_DEFAULT OFF)
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if(MKW_PLATFORM_WINDOWS OR MKW_PLATFORM_ANDROID)
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set(MKW_ENABLE_OPENXR_DEFAULT ON)
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@@ -301,7 +302,9 @@ if(MKW_PROJECT_COMPILE_DEFINITIONS)
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add_compile_definitions(${MKW_PROJECT_COMPILE_DEFINITIONS})
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endif()
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if(MKW_PLATFORM_WINDOWS AND MKW_ENABLE_OPENXR)
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# The same-device Vulkan backend (openxr_vulkan_win32.cpp, on Windows and desktop
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# Linux) includes vulkan.h; the pin keeps it independent of the build machine.
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if((MKW_PLATFORM_WINDOWS OR MKW_PLATFORM_LINUX) AND MKW_ENABLE_OPENXR)
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include(FetchContent)
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FetchContent_Declare(vulkan_headers
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URL "https://github.com/KhronosGroup/Vulkan-Headers/archive/015e25c3c91b70eb1a754d36fb14c4ba6ad9b0b9.tar.gz"
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@@ -452,7 +452,14 @@ elseif(MKW_PLATFORM_ANDROID)
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set(MKW_ANDROID_CPU "cortex-a77" CACHE STRING "AArch64 -mcpu target for the Android products")
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set(MKW_BASELINE_ARCH_FLAG -mcpu=${MKW_ANDROID_CPU})
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^(aarch64|arm64|ARM64)$")
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set(MKW_BASELINE_ARCH_FLAG -mcpu=native)
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# A cross-build names its CPU; the Steam Frame's Snapdragon 8 Gen 3 exposes SVE (cortex-x4).
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if(MKW_HEADSET STREQUAL "steam_frame")
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set(_mkw_linux_cpu_default "cortex-x4")
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else()
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set(_mkw_linux_cpu_default "native")
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endif()
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set(MKW_LINUX_CPU "${_mkw_linux_cpu_default}" CACHE STRING "AArch64 -mcpu target for the Linux products")
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set(MKW_BASELINE_ARCH_FLAG -mcpu=${MKW_LINUX_CPU})
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else()
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set(MKW_BASELINE_ARCH_FLAG "")
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endif()
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@@ -2,7 +2,9 @@
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#pragma once
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#if defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
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// Despite the name, also the desktop Linux backend (SteamOS on the Steam Frame): nothing in it is
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// Windows-specific. The Quest has its own two-device backend (openxr_vulkan.h).
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#if defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
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#include "vr/openxr_backend.h"
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#include "vr/openxr_runtime.h"
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@@ -112,4 +114,4 @@ private:
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} // namespace mkw::vr
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#endif // defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
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#endif // defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
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@@ -35,6 +35,8 @@
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#if defined(__ANDROID__)
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#include <sys/system_properties.h>
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#endif
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#if defined(__linux__)
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#include <time.h>
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#endif
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@@ -275,6 +277,9 @@ bool Injected(const char*) { return false; }
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#if defined(_WIN32)
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using ConvertNowToXrTime = XrResult(XRAPI_PTR*)(XrInstance, const LARGE_INTEGER*, XrTime*);
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#elif defined(__linux__)
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// Desktop Linux (SteamOS on the Steam Frame); Android declares it with its injection above.
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using ConvertNowToXrTime = XrResult(XRAPI_PTR*)(XrInstance, const struct timespec*, XrTime*);
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#endif
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#endif
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@@ -666,7 +671,7 @@ void OpenXRInput::LoadInputClock() {
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if (enabled("XR_KHR_win32_convert_performance_counter_time")) {
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m_runtime->GetInstanceProcAddress("xrConvertWin32PerformanceCounterToTimeKHR", &function);
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}
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#elif defined(__ANDROID__)
|
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#elif defined(__linux__)
|
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if (enabled("XR_KHR_convert_timespec_time")) {
|
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m_runtime->GetInstanceProcAddress("xrConvertTimespecTimeToTimeKHR", &function);
|
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}
|
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@@ -692,7 +697,7 @@ XrTime OpenXRInput::InputSampleTime(XrTime predicted_display_time) const {
|
||||
&counter, &now))) {
|
||||
return predicted_display_time;
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}
|
||||
#elif defined(__ANDROID__)
|
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#elif defined(__linux__)
|
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timespec spec{};
|
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if (clock_gettime(CLOCK_MONOTONIC, &spec) != 0 ||
|
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XR_FAILED(reinterpret_cast<ConvertNowToXrTime>(m_convert_now_to_xr_time)(m_runtime->Instance(),
|
||||
|
||||
@@ -48,6 +48,14 @@
|
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#define XR_USE_TIMESPEC
|
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#include <openxr/openxr_platform.h>
|
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#define MKW_OPENXR_GRAPHICS_BACKEND 1
|
||||
#elif defined(__linux__)
|
||||
// Desktop Linux, SteamOS on the Steam Frame above all: the PC's same-device Vulkan backend, with
|
||||
// Dawn's own device bound to the session.
|
||||
#include "vr/openxr_vulkan_win32.h"
|
||||
#include <time.h>
|
||||
#define XR_USE_TIMESPEC
|
||||
#include <openxr/openxr_platform.h>
|
||||
#define MKW_OPENXR_GRAPHICS_BACKEND 1
|
||||
#else
|
||||
#define MKW_OPENXR_GRAPHICS_BACKEND 0
|
||||
#endif
|
||||
@@ -85,9 +93,12 @@ void ConfigurePolicy(bool enabled) noexcept {
|
||||
#if defined(_WIN32)
|
||||
using GraphicsBackend = OpenXRWindowsBackend;
|
||||
|
||||
#else
|
||||
#elif defined(__ANDROID__)
|
||||
using GraphicsBackend = OpenXRVulkanBackend;
|
||||
inline constexpr const char* kGraphicsBackendName = "Vulkan";
|
||||
#else
|
||||
using GraphicsBackend = OpenXRWindowsVulkanBackend;
|
||||
inline constexpr const char* kGraphicsBackendName = "Vulkan";
|
||||
#endif
|
||||
|
||||
// Whether the immersive window's eyes can be aimed through the window, so that only the window is
|
||||
@@ -412,6 +423,16 @@ public:
|
||||
"XR_FB_display_refresh_rate", "XR_EXT_performance_settings",
|
||||
"XR_VALVE_frame_controller_interaction"};
|
||||
AddHandMeshExtensions(config);
|
||||
#elif defined(__linux__) && !defined(__ANDROID__)
|
||||
// As the PC's Vulkan binding, plus the clock conversion Linux uses and the Steam Frame's
|
||||
// eye gaze for eye-tracked foveation.
|
||||
config.required_extensions = {"XR_KHR_vulkan_enable2"};
|
||||
config.optional_extensions = {"XR_KHR_convert_timespec_time", "XR_FB_display_refresh_rate",
|
||||
"XR_EXT_performance_settings", "XR_VALVE_frame_controller_interaction"};
|
||||
if (RuntimeConfigFile::VrEyeTrackedFoveation()) {
|
||||
config.optional_extensions.push_back("XR_EXT_eye_gaze_interaction");
|
||||
}
|
||||
AddHandMeshExtensions(config);
|
||||
#else
|
||||
// Either Vulkan binding extension is acceptable; the backend picks
|
||||
// whichever the runtime enabled, preferring enable2.
|
||||
@@ -718,9 +739,10 @@ private:
|
||||
void ApplyGraphicsRequirements(AuroraConfig& aurora_config) {
|
||||
aurora_config.desiredBackend = kRequiredAuroraBackend;
|
||||
aurora_config.xrInterop = true;
|
||||
#if defined(__ANDROID__)
|
||||
// Foveated rendering: fragment density maps are decided with the device. They put a flag on
|
||||
// every render pipeline, so a session launched with foveation off does without them.
|
||||
#if !defined(_WIN32)
|
||||
// Foveated rendering (the Quest's and desktop Linux's patched Dawn): fragment density maps
|
||||
// are decided with the device. They put a flag on every render pipeline, so a session
|
||||
// launched with foveation off does without them.
|
||||
aurora_config.xrFragmentDensityMap = RuntimeConfigFile::VrFoveation() != "off";
|
||||
#endif
|
||||
#if defined(_WIN32)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
#if defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
|
||||
#if defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
|
||||
|
||||
// OpenXR's Vulkan structures are selected when openxr_platform.h is parsed.
|
||||
#define XR_USE_GRAPHICS_API_VULKAN
|
||||
@@ -180,7 +180,11 @@ public:
|
||||
if (XR_FAILED(get(runtime.Instance(), runtime.SystemId(), &requirements))) return Fail("Vulkan requirements query failed");
|
||||
requirements_ = {requirements.minApiVersionSupported, requirements.maxApiVersionSupported};
|
||||
AuroraDawnVulkanHooks hooks{this, CreateInstance, CreateDevice, GetPhysical};
|
||||
#if defined(_WIN32)
|
||||
if (!aurora_vulkan_win32_configure(&hooks)) return Fail("PC Vulkan OpenXR requires the custom Dawn library with Aurora Vulkan ABI 1; rebuild/install it with Launcher/Build-DawnVulkan.ps1");
|
||||
#else
|
||||
if (!aurora_vulkan_win32_configure(&hooks)) return Fail("Linux Vulkan OpenXR requires a Dawn built with Aurora's patches (Aurora Vulkan ABI 1); build it with Launcher/build-dawn-linux.sh");
|
||||
#endif
|
||||
hooks_installed_ = true;
|
||||
{
|
||||
std::lock_guard lock(submission_mutex_);
|
||||
@@ -1315,4 +1319,4 @@ const std::string& OpenXRWindowsVulkanBackend::LastError() const { return m_impl
|
||||
|
||||
} // namespace mkw::vr
|
||||
|
||||
#endif // defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
|
||||
#endif // defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
|
||||
Reference in new issue
Block a user