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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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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
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@@ -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 {
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&counter, &now))) {
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return predicted_display_time;
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}
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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(),
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@@ -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
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#elif defined(__linux__)
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// Desktop Linux, SteamOS on the Steam Frame above all: the PC's same-device Vulkan backend, with
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// Dawn's own device bound to the session.
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#include "vr/openxr_vulkan_win32.h"
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#include <time.h>
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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
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#else
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#define MKW_OPENXR_GRAPHICS_BACKEND 0
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#endif
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@@ -85,9 +93,12 @@ void ConfigurePolicy(bool enabled) noexcept {
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#if defined(_WIN32)
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using GraphicsBackend = OpenXRWindowsBackend;
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#else
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#elif defined(__ANDROID__)
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using GraphicsBackend = OpenXRVulkanBackend;
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inline constexpr const char* kGraphicsBackendName = "Vulkan";
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#else
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using GraphicsBackend = OpenXRWindowsVulkanBackend;
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inline constexpr const char* kGraphicsBackendName = "Vulkan";
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#endif
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// Whether the immersive window's eyes can be aimed through the window, so that only the window is
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@@ -412,6 +423,16 @@ public:
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"XR_FB_display_refresh_rate", "XR_EXT_performance_settings",
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"XR_VALVE_frame_controller_interaction"};
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AddHandMeshExtensions(config);
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#elif defined(__linux__) && !defined(__ANDROID__)
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// As the PC's Vulkan binding, plus the clock conversion Linux uses and the Steam Frame's
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// eye gaze for eye-tracked foveation.
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config.required_extensions = {"XR_KHR_vulkan_enable2"};
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config.optional_extensions = {"XR_KHR_convert_timespec_time", "XR_FB_display_refresh_rate",
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"XR_EXT_performance_settings", "XR_VALVE_frame_controller_interaction"};
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if (RuntimeConfigFile::VrEyeTrackedFoveation()) {
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config.optional_extensions.push_back("XR_EXT_eye_gaze_interaction");
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}
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AddHandMeshExtensions(config);
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#else
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// Either Vulkan binding extension is acceptable; the backend picks
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// whichever the runtime enabled, preferring enable2.
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@@ -718,9 +739,10 @@ private:
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void ApplyGraphicsRequirements(AuroraConfig& aurora_config) {
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aurora_config.desiredBackend = kRequiredAuroraBackend;
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aurora_config.xrInterop = true;
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#if defined(__ANDROID__)
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// Foveated rendering: fragment density maps are decided with the device. They put a flag on
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// every render pipeline, so a session launched with foveation off does without them.
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#if !defined(_WIN32)
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// Foveated rendering (the Quest's and desktop Linux's patched Dawn): fragment density maps
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// are decided with the device. They put a flag on every render pipeline, so a session
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// launched with foveation off does without them.
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aurora_config.xrFragmentDensityMap = RuntimeConfigFile::VrFoveation() != "off";
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#endif
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#if defined(_WIN32)
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@@ -1,6 +1,6 @@
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// SPDX-License-Identifier: GPL-3.0-or-later
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#if defined(MKW_ENABLE_OPENXR) && defined(_WIN32)
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#if defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
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// OpenXR's Vulkan structures are selected when openxr_platform.h is parsed.
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#define XR_USE_GRAPHICS_API_VULKAN
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@@ -180,7 +180,11 @@ public:
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if (XR_FAILED(get(runtime.Instance(), runtime.SystemId(), &requirements))) return Fail("Vulkan requirements query failed");
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requirements_ = {requirements.minApiVersionSupported, requirements.maxApiVersionSupported};
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AuroraDawnVulkanHooks hooks{this, CreateInstance, CreateDevice, GetPhysical};
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#if defined(_WIN32)
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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");
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#else
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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");
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#endif
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hooks_installed_ = true;
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{
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std::lock_guard lock(submission_mutex_);
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@@ -1315,4 +1319,4 @@ const std::string& OpenXRWindowsVulkanBackend::LastError() const { return m_impl
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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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