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:
Claude committed 2026-10-04 09:48:48 +00:00
1 parent da0d13bdd2
commit 28a25108c6
13 files changed
+137 -36

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+2 -2
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@@ -187,7 +187,7 @@ android {
}
// Valve's Steam Frame, through Lepton (SteamOS's Android layer) and SteamVR's Android
// OpenXR runtime. Its manifest (src/steamFrame) drops the Horizon OS entries, and
// MKW_ANDROID_HEADSET gives the runtime the Frame's defaults (runtime_config.h).
// MKW_HEADSET gives the runtime the Frame's defaults (runtime_config.h).
create("steamFrame") {
dimension = "headset"
// Horizon OS only; src/steamFrame/AndroidManifest.xml removes the entry.
@@ -199,7 +199,7 @@ android {
cmake {
arguments += listOf(
"-DMKW_ANDROID_CPU=${headsetCpus.getValue("steamFrame")}",
"-DMKW_ANDROID_HEADSET=steam_frame",
"-DMKW_HEADSET=steam_frame",
)
}
}
@@ -268,7 +268,10 @@ elseif (_aurora_dawn_provider STREQUAL "package")
# A package built with Aurora's patches (android/Build-QuestDawn.ps1) describes them in
# aurora-dawn.json. Only such a package has the fragment density map ABI
# (include/aurora/dawn_fdm_abi.h); aurora_core compiles its callers against it.
# The Vulkan hook ABI (include/aurora/dawn_vulkan_abi.h) is the other half: a package built by
# Launcher/build-dawn-linux.sh carries it, and the Linux OpenXR backend needs it.
set(AURORA_DAWN_FDM_ABI 0 PARENT_SCOPE)
set(AURORA_DAWN_VULKAN_HOOKS_ABI 0 PARENT_SCOPE)
if (EXISTS "${_dawn_pkg_dir}/aurora-dawn.json")
file(READ "${_dawn_pkg_dir}/aurora-dawn.json" _aurora_dawn_manifest)
string(JSON _aurora_dawn_fdm_abi ERROR_VARIABLE _aurora_dawn_manifest_error
@@ -277,6 +280,12 @@ elseif (_aurora_dawn_provider STREQUAL "package")
set(AURORA_DAWN_FDM_ABI ${_aurora_dawn_fdm_abi} PARENT_SCOPE)
message(STATUS "aurora: Dawn package carries the fragment density map ABI ${_aurora_dawn_fdm_abi}")
endif ()
string(JSON _aurora_dawn_vulkan_abi ERROR_VARIABLE _aurora_dawn_manifest_error
GET "${_aurora_dawn_manifest}" AuroraVulkanAbi)
if (NOT _aurora_dawn_manifest_error AND _aurora_dawn_vulkan_abi GREATER 0)
set(AURORA_DAWN_VULKAN_HOOKS_ABI ${_aurora_dawn_vulkan_abi} PARENT_SCOPE)
message(STATUS "aurora: Dawn package carries the Vulkan hook ABI ${_aurora_dawn_vulkan_abi}")
endif ()
endif ()
_aurora_dawn_set_platform_backends()
+8
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@@ -39,6 +39,14 @@ if (AURORA_ENABLE_GX)
# of producing unresolved interop references.
if (CMAKE_SYSTEM_NAME STREQUAL Windows)
target_sources(aurora_core PRIVATE lib/webgpu/d3d12_interop.cpp lib/webgpu/vulkan_win32_interop.cpp)
elseif (CMAKE_SYSTEM_NAME STREQUAL Linux)
# The same-device Vulkan bridge, for the desktop Linux OpenXR backend (SteamOS on the Steam
# Frame). Static Dawn on Linux is linked directly, so the bridge is compiled in only against
# a package with Aurora's Vulkan hooks; otherwise the file is its C ABI stubs.
target_sources(aurora_core PRIVATE lib/webgpu/vulkan_win32_interop.cpp)
if (AURORA_DAWN_VULKAN_HOOKS_ABI)
target_compile_definitions(aurora_core PRIVATE AURORA_DAWN_VULKAN_HOOKS=${AURORA_DAWN_VULKAN_HOOKS_ABI})
endif ()
endif ()
# Android/Vulkan counterpart: the AHardwareBuffer stereo bridge. The file
# compiles to C ABI stubs on every other platform so the runtime's OpenXR
+5 -3
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@@ -6,8 +6,10 @@
#include <algorithm>
#include <bit>
// AURORA_DAWN_FDM carries the ABI version of the Dawn package's patches (AuroraDawnProvider.cmake).
#if defined(__ANDROID__) && defined(AURORA_DAWN_FDM)
// AURORA_DAWN_FDM carries the ABI version of the Dawn package's patches (AuroraDawnProvider.cmake):
// the Quest's (android/Build-QuestDawn.ps1) or desktop Linux's (Launcher/build-dawn-linux.sh), both
// linked statically.
#if (defined(__ANDROID__) || defined(__linux__)) && defined(AURORA_DAWN_FDM)
#include <aurora/dawn_fdm_abi.h>
static_assert(AURORA_DAWN_FDM == AURORA_DAWN_FDM_ABI,
"The Dawn package's fragment density map ABI does not match include/aurora/dawn_fdm_abi.h");
@@ -53,7 +55,7 @@ void device_created() noexcept {
#else
if (g_requested) {
Log.warn("Fragment density maps: unavailable; this build links a Dawn without Aurora's patches "
"(android/Build-QuestDawn.ps1)");
"(android/Build-QuestDawn.ps1, Launcher/build-dawn-linux.sh)");
}
#endif
}
+7
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@@ -830,6 +830,13 @@ bool initialize(AuroraBackend auroraBackend) {
const int fdmOverride = android_debug::property_int("debug.wiicompiled.fdm", -1);
fdm::request(g_backendType == wgpu::BackendType::Vulkan &&
(fdmOverride >= 0 ? fdmOverride == 1 : g_config.xrFragmentDensityMap));
#elif defined(__linux__)
// Desktop Linux (SteamOS on the Steam Frame), with a Dawn built by Launcher/build-dawn-linux.sh.
// AURORA_FDM=0 or 1 overrides the settings, as debug.wiicompiled.fdm does on the Quest.
const char* fdmOverride = std::getenv("AURORA_FDM");
fdm::request(g_backendType == wgpu::BackendType::Vulkan &&
(fdmOverride != nullptr && *fdmOverride != '\0' ? std::strcmp(fdmOverride, "1") == 0
: g_config.xrFragmentDensityMap));
#endif
const auto future =
g_adapter.RequestDevice(&deviceDescriptor, wgpu::CallbackMode::WaitAnyOnly,
@@ -4,8 +4,27 @@
#include "../stereo.hpp"
#include "../stereo_overlay.hpp"
#include "gpu.hpp"
#if defined(_WIN32) && defined(WEBGPU_DAWN) && defined(DAWN_ENABLE_BACKEND_VULKAN)
// Windows loads the patched webgpu_dawn.dll's exports at run time. Desktop Linux (SteamOS on the
// Steam Frame) links Dawn statically, so there the bridge exists only against a package built with
// the hooks (AURORA_DAWN_VULKAN_HOOKS, from its aurora-dawn.json) and calls them directly.
#if defined(WEBGPU_DAWN) && defined(DAWN_ENABLE_BACKEND_VULKAN) && \
(defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__) && defined(AURORA_DAWN_VULKAN_HOOKS)))
#if defined(_WIN32)
#include <windows.h>
#else
static_assert(AURORA_DAWN_VULKAN_HOOKS == AURORA_DAWN_VULKAN_ABI,
"The Dawn package's Vulkan hook ABI does not match include/aurora/dawn_vulkan_abi.h");
extern "C" {
uint32_t AuroraDawnVulkanVersion(void);
int AuroraDawnVulkanConfigure(const AuroraDawnVulkanHooks* hooks);
int AuroraDawnVulkanGetHandles(void* device, AuroraDawnVulkanHandles* handles);
void* AuroraDawnVulkanWrap(void* device, const void* textureDescriptor, uint64_t image);
int AuroraDawnVulkanRelease(void* device, void* const* textures, uint32_t count);
void* AuroraDawnVulkanLock(void* device);
void AuroraDawnVulkanUnlock(void* guard);
int AuroraDawnVulkanDrain(void* device);
}
#endif
#include <algorithm>
#include <array>
#include <memory>
@@ -23,6 +42,17 @@ struct Api {
AuroraDawnVulkanUnlockFn unlock = nullptr;
AuroraDawnVulkanDrainFn drain = nullptr;
bool Load() {
#if !defined(_WIN32)
if (AuroraDawnVulkanVersion() != AURORA_DAWN_VULKAN_ABI) return false;
configure = &AuroraDawnVulkanConfigure;
handles = &AuroraDawnVulkanGetHandles;
wrap = &AuroraDawnVulkanWrap;
release = &AuroraDawnVulkanRelease;
lock = &AuroraDawnVulkanLock;
unlock = &AuroraDawnVulkanUnlock;
drain = &AuroraDawnVulkanDrain;
return true;
#else
HMODULE module = GetModuleHandleW(L"webgpu_dawn.dll");
if (!module) return false;
auto version = reinterpret_cast<AuroraDawnVulkanVersionFn>(GetProcAddress(module, "AuroraDawnVulkanVersion"));
@@ -37,6 +67,7 @@ struct Api {
LOAD(drain, AuroraDawnVulkanDrainFn, "AuroraDawnVulkanDrain");
#undef LOAD
return true;
#endif
}
} api;
int64_t VkFormat(wgpu::TextureFormat format) {
@@ -222,8 +253,9 @@ void* aurora_vulkan_win32_lock_queue() {
void aurora_vulkan_win32_unlock_queue(void* guard) { aurora::vulkan_win32::api.unlock(guard); }
#else
// C ABI stubs keep the runtime's OpenXR integration linkable on Windows GX
// builds whose Dawn has no Vulkan backend; the backend then reports that the
// bridge is unavailable and the game falls back to the desktop renderer.
// builds whose Dawn has no Vulkan backend, and on Linux against a Dawn without
// Aurora's hooks; the backend then reports that the bridge is unavailable and
// the game falls back to the desktop renderer.
bool aurora_vulkan_win32_configure(const AuroraDawnVulkanHooks*) { return false; }
bool aurora_vulkan_win32_get_handles(AuroraDawnVulkanHandles* handles, int64_t* format) {
if (handles) *handles = {};
+1 -1
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@@ -22,7 +22,7 @@ to a single shared device first.
| | Quest flavours | `steamFrame` |
| --- | --- | --- |
| CPU target (`kit.json` `androidCpu`) | `cortex-a77` (`kryo` on Quest 1) | `cortex-x4` |
| `MKW_ANDROID_HEADSET` | `quest` | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) |
| `MKW_HEADSET` | empty | `steam_frame` (defines `MKW_HEADSET_STEAM_FRAME`) |
| Library entry | `LauncherActivity` (Quest 1: `QuestActivity`) | `FrameEntryActivity` |
| Horizon OS manifest entries | present | removed |
| `[vr] refresh_rate` default | `0` (the headset's own) | `120` |
+19 -16
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@@ -37,18 +37,19 @@ option(MKW_BUILD_PRODUCTS "Build translated WiiCompiled product targets" ON)
# aurora-main and its third-party tree stay unaffected.
set(MKW_PROJECT_COMPILE_DEFINITIONS NOMINMAX)
# The Android headset family the build is for (the Gradle flavour passes it). The
# Steam Frame build runs under SteamVR's Android runtime rather than Horizon OS and
# takes its own defaults (runtime_config.h) through MKW_HEADSET_STEAM_FRAME. The
# definition reaches every target below, so the game kit's recorded compile flags
# carry it too.
if(MKW_PLATFORM_ANDROID)
set(MKW_ANDROID_HEADSET "quest" CACHE STRING "Android headset family: quest (Meta Quest, any flavour) or steam_frame")
set_property(CACHE MKW_ANDROID_HEADSET PROPERTY STRINGS quest steam_frame)
if(MKW_ANDROID_HEADSET STREQUAL "steam_frame")
# The headset a standalone build is for: the Android app's Gradle flavour passes
# it, and so does a native SteamOS build for the Steam Frame
# (Launcher/local-build.sh --headset steam_frame). The Steam Frame takes its own
# defaults (runtime_config.h) through MKW_HEADSET_STEAM_FRAME. The definition
# reaches every target below, so the Quest game kit's recorded compile flags carry
# it too.
if(MKW_PLATFORM_ANDROID OR MKW_PLATFORM_LINUX)
set(MKW_HEADSET "" CACHE STRING "Headset the build targets: empty (a Meta Quest on Android, any PC headset elsewhere) or steam_frame")
set_property(CACHE MKW_HEADSET PROPERTY STRINGS "" steam_frame)
if(MKW_HEADSET STREQUAL "steam_frame")
list(APPEND MKW_PROJECT_COMPILE_DEFINITIONS MKW_HEADSET_STEAM_FRAME=1)
elseif(NOT MKW_ANDROID_HEADSET STREQUAL "quest")
message(FATAL_ERROR "MKW_ANDROID_HEADSET must be quest or steam_frame, not '${MKW_ANDROID_HEADSET}'")
elseif(NOT MKW_HEADSET STREQUAL "")
message(FATAL_ERROR "MKW_HEADSET must be empty or steam_frame, not '${MKW_HEADSET}'")
endif()
endif()
@@ -148,10 +149,10 @@ set(MKW_TRANSLATED_COMPILE_JOBS 0 CACHE STRING
Scheduling only - never affects output bytes, so it is deliberately outside the canonical flag fingerprint.")
set(MKW_CPPWINRT_INCLUDE_DIR "" CACHE PATH "Optional self-contained C++/WinRT include directory")
# The functional backend is currently Windows D3D12, so only Windows defaults
# to carrying the loader. Linux keeps the capability-gated Vulkan scaffold
# available to explicit developer builds without making a nonfunctional SDK
# fetch part of every normal build.
# Windows and Android carry the loader by default. Desktop Linux has the
# same-device Vulkan backend too, but it needs a Dawn built with Aurora's patches
# (Launcher/build-dawn-linux.sh), so it stays opt-in: Launcher/local-build.sh
# --openxr, as the Steam Frame's native SteamOS build uses it.
set(MKW_ENABLE_OPENXR_DEFAULT OFF)
if(MKW_PLATFORM_WINDOWS OR MKW_PLATFORM_ANDROID)
set(MKW_ENABLE_OPENXR_DEFAULT ON)
@@ -301,7 +302,9 @@ if(MKW_PROJECT_COMPILE_DEFINITIONS)
add_compile_definitions(${MKW_PROJECT_COMPILE_DEFINITIONS})
endif()
if(MKW_PLATFORM_WINDOWS AND MKW_ENABLE_OPENXR)
# The same-device Vulkan backend (openxr_vulkan_win32.cpp, on Windows and desktop
# Linux) includes vulkan.h; the pin keeps it independent of the build machine.
if((MKW_PLATFORM_WINDOWS OR MKW_PLATFORM_LINUX) AND MKW_ENABLE_OPENXR)
include(FetchContent)
FetchContent_Declare(vulkan_headers
URL "https://github.com/KhronosGroup/Vulkan-Headers/archive/015e25c3c91b70eb1a754d36fb14c4ba6ad9b0b9.tar.gz"
+8 -1
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@@ -452,7 +452,14 @@ elseif(MKW_PLATFORM_ANDROID)
set(MKW_ANDROID_CPU "cortex-a77" CACHE STRING "AArch64 -mcpu target for the Android products")
set(MKW_BASELINE_ARCH_FLAG -mcpu=${MKW_ANDROID_CPU})
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^(aarch64|arm64|ARM64)$")
set(MKW_BASELINE_ARCH_FLAG -mcpu=native)
# A cross-build names its CPU; the Steam Frame's Snapdragon 8 Gen 3 exposes SVE (cortex-x4).
if(MKW_HEADSET STREQUAL "steam_frame")
set(_mkw_linux_cpu_default "cortex-x4")
else()
set(_mkw_linux_cpu_default "native")
endif()
set(MKW_LINUX_CPU "${_mkw_linux_cpu_default}" CACHE STRING "AArch64 -mcpu target for the Linux products")
set(MKW_BASELINE_ARCH_FLAG -mcpu=${MKW_LINUX_CPU})
else()
set(MKW_BASELINE_ARCH_FLAG "")
endif()
+4 -2
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@@ -2,7 +2,9 @@
#pragma once
#if defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
// Despite the name, also the desktop Linux backend (SteamOS on the Steam Frame): nothing in it is
// Windows-specific. The Quest has its own two-device backend (openxr_vulkan.h).
#if defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
#include "vr/openxr_backend.h"
#include "vr/openxr_runtime.h"
@@ -112,4 +114,4 @@ private:
} // namespace mkw::vr
#endif // defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
#endif // defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
+7 -2
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@@ -35,6 +35,8 @@
#if defined(__ANDROID__)
#include <sys/system_properties.h>
#endif
#if defined(__linux__)
#include <time.h>
#endif
@@ -275,6 +277,9 @@ bool Injected(const char*) { return false; }
#if defined(_WIN32)
using ConvertNowToXrTime = XrResult(XRAPI_PTR*)(XrInstance, const LARGE_INTEGER*, XrTime*);
#elif defined(__linux__)
// Desktop Linux (SteamOS on the Steam Frame); Android declares it with its injection above.
using ConvertNowToXrTime = XrResult(XRAPI_PTR*)(XrInstance, const struct timespec*, XrTime*);
#endif
#endif
@@ -666,7 +671,7 @@ void OpenXRInput::LoadInputClock() {
if (enabled("XR_KHR_win32_convert_performance_counter_time")) {
m_runtime->GetInstanceProcAddress("xrConvertWin32PerformanceCounterToTimeKHR", &function);
}
#elif defined(__ANDROID__)
#elif defined(__linux__)
if (enabled("XR_KHR_convert_timespec_time")) {
m_runtime->GetInstanceProcAddress("xrConvertTimespecTimeToTimeKHR", &function);
}
@@ -692,7 +697,7 @@ XrTime OpenXRInput::InputSampleTime(XrTime predicted_display_time) const {
&counter, &now))) {
return predicted_display_time;
}
#elif defined(__ANDROID__)
#elif defined(__linux__)
timespec spec{};
if (clock_gettime(CLOCK_MONOTONIC, &spec) != 0 ||
XR_FAILED(reinterpret_cast<ConvertNowToXrTime>(m_convert_now_to_xr_time)(m_runtime->Instance(),
+26 -4
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@@ -48,6 +48,14 @@
#define XR_USE_TIMESPEC
#include <openxr/openxr_platform.h>
#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)
+6 -2
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@@ -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__)))