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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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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
118 lines
5.6 KiB
C++
118 lines
5.6 KiB
C++
// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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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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#include <array>
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#include <cstdint>
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#include <memory>
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#include <string>
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namespace mkw::vr {
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// Shared frame vocabulary for the Windows pacing and replay paths.
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using OpenXRWindowsVulkanFrameMode = OpenXRFrameMode;
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using OpenXRWindowsVulkanBeginStatus = OpenXRBeginStatus;
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using OpenXRWindowsVulkanSubmissionStatus = OpenXRSubmissionStatus;
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using OpenXRWindowsVulkanPresentation = OpenXRPresentation;
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using OpenXRWindowsVulkanFrame = OpenXRBackendFrame;
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struct OpenXRWindowsVulkanGraphicsRequirements {
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XrVersion min_api_version = 0;
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XrVersion max_api_version = 0;
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};
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// Same-device Dawn/OpenXR Vulkan backend.
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//
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// Startup is deliberately split in two. QueryGraphicsRequirements() runs
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// after OpenXRRuntime::Initialize() but before aurora_initialize(), allowing
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// OpenXR to create Dawn's Vulkan instance/device and select the physical GPU.
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// BindAurora() runs afterwards and checks the device before creating a session.
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//
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// All methods from BeginFrame() through FinishFrame(), plus PollEvents on the
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// associated OpenXRRuntime, belong to one XR pacing thread. Aurora's frame
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// worker never calls OpenXR: its post-submit callback only publishes a token
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// that WaitForSubmission() consumes. This is the synchronization boundary
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// required by the asynchronous sealed-frame renderer.
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class OpenXRWindowsVulkanBackend final {
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public:
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explicit OpenXRWindowsVulkanBackend(OpenXRLogCallback logger = {});
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~OpenXRWindowsVulkanBackend();
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OpenXRWindowsVulkanBackend(const OpenXRWindowsVulkanBackend&) = delete;
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OpenXRWindowsVulkanBackend& operator=(const OpenXRWindowsVulkanBackend&) = delete;
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OpenXRWindowsVulkanBackend(OpenXRWindowsVulkanBackend&&) = delete;
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OpenXRWindowsVulkanBackend& operator=(OpenXRWindowsVulkanBackend&&) = delete;
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bool QueryGraphicsRequirements(OpenXRRuntime& runtime);
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bool BindAurora(OpenXRRuntime& runtime);
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// As OpenXRD3D12Backend::SetRenderScale.
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void SetRenderScale(float scale);
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OpenXRWindowsVulkanBeginStatus BeginFrame(const OpenXRWindowsVulkanPresentation& presentation,
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OpenXRWindowsVulkanFrame& frame);
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// timeout_ms == UINT32_MAX waits until Aurora publishes this token or
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// Shutdown() interrupts the wait. A timeout does not release XR images;
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// the caller may keep pacing with RepeatFrame while Aurora still owns them.
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OpenXRWindowsVulkanSubmissionStatus WaitForSubmission(const OpenXRWindowsVulkanFrame& frame,
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uint32_t timeout_ms = UINT32_MAX);
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// Withdraws this token only if Aurora has not encoded it. On success no GPU
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// command can reference the acquired images, and FinishFrame(frame, false)
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// is required to release them and close the compositor frame.
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bool TryCancelPendingFrame(OpenXRWindowsVulkanFrame& frame);
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// Ends the current compositor cycle with the last completed layer and starts
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// another, without releasing or changing Aurora's pending images/render token.
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// The original render poses remain attached to the pending and retained images.
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bool RepeatFrame(const OpenXRWindowsVulkanFrame& frame);
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// Releases acquired images and calls xrEndFrame. submit_layer must only be
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// true after WaitForSubmission returned Success. Immersive frames submit
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// XrCompositionLayerProjection; virtual-screen frames submit an
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// XrCompositionLayerQuad using the single mono target, placed as the
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// presentation's quad_anchored/quad_pose describe. If no new usable layer is
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// available, resubmits the retained layer using the current display time.
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bool FinishFrame(OpenXRWindowsVulkanFrame& frame, bool submit_layer);
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// Render-first path when interpolation is off. Aurora renders into acquired
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// non-retained XR images while no compositor frame is open. BeginFrameForPacket
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// accepts only a completed packet; CopyRenderedEyes verifies the already queued
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// bridge copy. FinishFrame releases the images and submits their original poses.
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OpenXRBeginStatus PreparePacket(const OpenXRPresentation& presentation, OpenXRBackendFrame& packet);
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bool TryCancelPendingPacket(OpenXRBackendFrame& packet);
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OpenXRBeginStatus BeginFrameForPacket(const OpenXRBackendFrame& packet, OpenXRBackendFrame& frame);
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OpenXRSubmissionStatus CopyRenderedEyes(const OpenXRBackendFrame& frame);
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OpenXRBeginStatus KeepAliveCycle();
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// Call on the XR owner thread after Aurora's worker is idle and before
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// aurora_shutdown(). Safe to repeat. False means a submitted Vulkan command
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// could not be fenced; the caller must retain this backend and its runtime
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// for the process lifetime instead of destroying possibly live resources.
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bool Shutdown();
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bool IsBound() const;
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// False once the settings panel's own layer could not be set up; the panel
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// is then drawn into the eyes again.
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bool PanelLayerAvailable() const;
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const OpenXRWindowsVulkanGraphicsRequirements& GraphicsRequirements() const;
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int64_t SwapchainFormat() const;
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const std::string& LastError() const;
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private:
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class Impl;
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std::unique_ptr<Impl> m_impl;
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};
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} // namespace mkw::vr
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#endif // defined(MKW_ENABLE_OPENXR) && (defined(_WIN32) || (defined(__linux__) && !defined(__ANDROID__)))
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