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# OpenXR / VR Development with SDL
This document covers how to build OpenXR (VR/AR) applications using SDL's GPU API with OpenXR integration.
## Overview
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).
**Key features:**
- Automatic OpenXR instance and session management
- Swapchain creation and image acquisition
- Support for multi-pass stereo rendering
- Works with desktop VR runtimes (SteamVR, Oculus, Windows Mixed Reality) and standalone headsets (Meta Quest, Pico)
## Desktop Development
### Requirements
1. **OpenXR Loader** (`openxr_loader.dll` / `libopenxr_loader.so`)
- On Windows: Usually installed with VR runtime software (Oculus, SteamVR)
- On Linux: Install via package manager (e.g., `libopenxr-loader1` on Ubuntu)
- Can also use `SDL_HINT_OPENXR_LIBRARY` to specify a custom loader path
2. **OpenXR Runtime**
- At least one OpenXR runtime must be installed and active
- Examples: SteamVR, Oculus Desktop, Monado (Linux)
3. **VR Headset**
- Connected and recognized by the runtime
### Basic Usage
```c
#include <openxr/openxr.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_openxr.h>
// These will be populated by SDL
XrInstance xr_instance = XR_NULL_HANDLE;
XrSystemId xr_system_id = 0;
// Create GPU device with XR enabled
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_ENABLE_BOOLEAN, true);
SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_INSTANCE_POINTER, &xr_instance);
SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_SYSTEM_ID_POINTER, &xr_system_id);
// Optional: Override app name/version (defaults to SDL_SetAppMetadata values if not set)
SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_NAME_STRING, "My VR App");
SDL_SetNumberProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_VERSION_NUMBER, 1);
SDL_GPUDevice *device = SDL_CreateGPUDeviceWithProperties(props);
SDL_DestroyProperties(props);
// xr_instance and xr_system_id are now populated by SDL
```
See `test/testgpu_spinning_cube_xr.c` for a complete example.
---
## Android Development
Building OpenXR applications for Android standalone headsets (Meta Quest, Pico, etc.) requires additional manifest configuration beyond standard Android apps.
### Android Manifest Requirements
The manifest requirements fall into three categories:
1. **OpenXR Standard (Khronos)** - Required for all OpenXR apps
2. **Platform-Specific** - Required for specific headset platforms
3. **Optional Features** - Enable additional capabilities
---
### OpenXR Standard Requirements (All Platforms)
These are required by the Khronos OpenXR specification for Android:
#### Permissions
```xml
<!-- OpenXR runtime broker communication -->
<uses-permission android:name="org.khronos.openxr.permission.OPENXR" />
<uses-permission android:name="org.khronos.openxr.permission.OPENXR_SYSTEM" />
```
#### Queries (Android 11+)
Required for the app to discover OpenXR runtimes:
```xml
<queries>
<provider android:authorities="org.khronos.openxr.runtime_broker;org.khronos.openxr.system_runtime_broker" />
<intent>
<action android:name="org.khronos.openxr.OpenXRRuntimeService" />
</intent>
<intent>
<action android:name="org.khronos.openxr.OpenXRApiLayerService" />
</intent>
</queries>
```
#### Hardware Features
```xml
<!-- VR head tracking (standard OpenXR requirement) -->
<uses-feature android:name="android.hardware.vr.headtracking"
android:required="true"
android:version="1" />
<!-- Touchscreen not required for VR -->
<uses-feature android:name="android.hardware.touchscreen"
android:required="false" />
<!-- Graphics requirements -->
<uses-feature android:glEsVersion="0x00030002" android:required="true" />
<uses-feature android:name="android.hardware.vulkan.level"
android:required="true"
android:version="1" />
<uses-feature android:name="android.hardware.vulkan.version"
android:required="true"
android:version="0x00401000" />
```
#### Intent Category
```xml
<activity ...>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<!-- Khronos OpenXR immersive app category -->
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
</intent-filter>
</activity>
```
---
### Meta Quest Requirements
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.
#### VR Intent Category (Critical!)
```xml
<activity ...>
<intent-filter>
...
<!-- CRITICAL: Without this, app launches in 2D mode on Quest! -->
<category android:name="com.oculus.intent.category.VR" />
</intent-filter>
</activity>
```
#### Supported Devices
```xml
<application ...>
<!-- Required: Specifies which Quest devices are supported -->
<meta-data android:name="com.oculus.supportedDevices"
android:value="quest|quest2|questpro|quest3|quest3s" />
</application>
```
#### Focus Handling (Recommended)
```xml
<application ...>
<!-- Properly handles when user opens the Quest system menu -->
<meta-data android:name="com.oculus.vr.focusaware"
android:value="true" />
</application>
```
#### Hand Tracking (Optional)
```xml
<!-- Feature declaration -->
<uses-feature android:name="oculus.software.handtracking"
android:required="false" />
<application ...>
<!-- V2.0 allows app to launch without controllers -->
<meta-data android:name="com.oculus.handtracking.version"
android:value="V2.0" />
<meta-data android:name="com.oculus.handtracking.frequency"
android:value="HIGH" />
</application>
```
#### VR Splash Screen (Optional)
```xml
<application ...>
<meta-data android:name="com.oculus.ossplash"
android:value="true" />
<meta-data android:name="com.oculus.ossplash.colorspace"
android:value="QUEST_SRGB_NONGAMMA" />
<meta-data android:name="com.oculus.ossplash.background"
android:resource="@drawable/vr_splash" />
</application>
```
---
### Pico Requirements
For Pico Neo, Pico 4, and other Pico headsets:
#### VR Intent Category
```xml
<activity ...>
<intent-filter>
...
<!-- Pico VR category -->
<category android:name="com.picovr.intent.category.VR" />
</intent-filter>
</activity>
```
#### Supported Devices (Optional)
```xml
<application ...>
<!-- Pico device support -->
<meta-data android:name="pvr.app.type"
android:value="vr" />
</application>
```
---
### HTC Vive Focus / VIVE XR Elite
```xml
<activity ...>
<intent-filter>
...
<!-- HTC Vive category -->
<category android:name="com.htc.intent.category.VRAPP" />
</intent-filter>
</activity>
```
---
## Quick Reference Table
| Declaration | Purpose | Scope |
|-------------|---------|-------|
| `org.khronos.openxr.permission.OPENXR` | Runtime communication | All OpenXR |
| `android.hardware.vr.headtracking` | Marks app as VR | All OpenXR |
| `org.khronos.openxr.intent.category.IMMERSIVE_HMD` | Khronos standard VR category | All OpenXR |
| `com.oculus.intent.category.VR` | Launch in VR mode | Meta Quest |
| `com.oculus.supportedDevices` | Device compatibility | Meta Quest |
| `com.oculus.vr.focusaware` | System menu handling | Meta Quest |
| `com.picovr.intent.category.VR` | Launch in VR mode | Pico |
| `com.htc.intent.category.VRAPP` | Launch in VR mode | HTC Vive |
---
## Example Manifest
SDL provides an example XR manifest template at:
`test/android/cmake/AndroidManifest.xr.xml.cmake`
This template includes:
- All Khronos OpenXR requirements
- Meta Quest support (configurable via `SDL_ANDROID_XR_META_SUPPORT` CMake option)
- Proper intent filters for VR launching
---
## Common Issues
### App launches in 2D "pancake" mode
**Cause:** Missing platform-specific VR intent category.
**Solution:** Add the appropriate category for your target platform:
- Meta Quest: `com.oculus.intent.category.VR`
- Pico: `com.picovr.intent.category.VR`
- HTC: `com.htc.intent.category.VRAPP`
### "No OpenXR runtime found" error
**Cause:** The OpenXR loader can't find a runtime.
**Solutions:**
- **Desktop:** Ensure VR software (SteamVR, Oculus) is installed and running
- **Android:** Ensure your manifest has the correct `<queries>` block for runtime discovery
- **Linux:** Install `libopenxr-loader1` and configure the active runtime
### OpenXR loader not found
**Cause:** `openxr_loader.dll` / `libopenxr_loader.so` is not in the library path.
**Solutions:**
- Install the Khronos OpenXR SDK
- On Windows, VR runtimes typically install this, but may not add it to PATH
- Use `SDL_HINT_OPENXR_LIBRARY` to specify the loader path explicitly
### Vulkan validation errors on shutdown
**Cause:** GPU resources destroyed while still in use.
**Solution:** Call `SDL_WaitForGPUIdle(device)` before releasing any GPU resources or destroying the device.
---
## Additional Resources
- [Khronos OpenXR Specification](https://www.khronos.org/openxr/)
- [Meta Quest Developer Documentation](https://developer.oculus.com/documentation/)
- [Pico Developer Documentation](https://developer.pico-interactive.com/)
- [SDL GPU API Documentation](https://wiki.libsdl.org/)
- Example code: `test/testgpu_spinning_cube_xr.c`