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test: Add testgpu_spinning_cube_xr (#14943)
Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
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docs/README-xr.md
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docs/README-xr.md
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# OpenXR / VR Development with SDL
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This document covers how to build OpenXR (VR/AR) applications using SDL's GPU API with OpenXR integration.
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## Overview
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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).
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**Key features:**
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- Automatic OpenXR instance and session management
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- Swapchain creation and image acquisition
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- Support for multi-pass stereo rendering
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- Works with desktop VR runtimes (SteamVR, Oculus, Windows Mixed Reality) and standalone headsets (Meta Quest, Pico)
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## Desktop Development
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### Requirements
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1. **OpenXR Loader** (`openxr_loader.dll` / `libopenxr_loader.so`)
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- On Windows: Usually installed with VR runtime software (Oculus, SteamVR)
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- On Linux: Install via package manager (e.g., `libopenxr-loader1` on Ubuntu)
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- Can also use `SDL_HINT_OPENXR_LIBRARY` to specify a custom loader path
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2. **OpenXR Runtime**
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- At least one OpenXR runtime must be installed and active
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- Examples: SteamVR, Oculus Desktop, Monado (Linux)
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3. **VR Headset**
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- Connected and recognized by the runtime
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### Basic Usage
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```c
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#include <openxr/openxr.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_openxr.h>
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// These will be populated by SDL
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XrInstance xr_instance = XR_NULL_HANDLE;
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XrSystemId xr_system_id = 0;
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// Create GPU device with XR enabled
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_ENABLE_BOOLEAN, true);
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SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_INSTANCE_POINTER, &xr_instance);
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SDL_SetPointerProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_SYSTEM_ID_POINTER, &xr_system_id);
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// Optional: Override app name/version (defaults to SDL_SetAppMetadata values if not set)
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_NAME_STRING, "My VR App");
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SDL_SetNumberProperty(props, SDL_PROP_GPU_DEVICE_CREATE_XR_APPLICATION_VERSION_NUMBER, 1);
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SDL_GPUDevice *device = SDL_CreateGPUDeviceWithProperties(props);
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SDL_DestroyProperties(props);
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// xr_instance and xr_system_id are now populated by SDL
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```
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See `test/testgpu_spinning_cube_xr.c` for a complete example.
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---
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## Android Development
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Building OpenXR applications for Android standalone headsets (Meta Quest, Pico, etc.) requires additional manifest configuration beyond standard Android apps.
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### Android Manifest Requirements
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The manifest requirements fall into three categories:
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1. **OpenXR Standard (Khronos)** - Required for all OpenXR apps
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2. **Platform-Specific** - Required for specific headset platforms
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3. **Optional Features** - Enable additional capabilities
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---
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### OpenXR Standard Requirements (All Platforms)
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These are required by the Khronos OpenXR specification for Android:
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#### Permissions
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```xml
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<!-- OpenXR runtime broker communication -->
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<uses-permission android:name="org.khronos.openxr.permission.OPENXR" />
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<uses-permission android:name="org.khronos.openxr.permission.OPENXR_SYSTEM" />
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```
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#### Queries (Android 11+)
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Required for the app to discover OpenXR runtimes:
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```xml
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<queries>
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<provider android:authorities="org.khronos.openxr.runtime_broker;org.khronos.openxr.system_runtime_broker" />
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<intent>
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<action android:name="org.khronos.openxr.OpenXRRuntimeService" />
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</intent>
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<intent>
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<action android:name="org.khronos.openxr.OpenXRApiLayerService" />
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</intent>
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</queries>
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```
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#### Hardware Features
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```xml
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<!-- VR head tracking (standard OpenXR requirement) -->
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<uses-feature android:name="android.hardware.vr.headtracking"
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android:required="true"
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android:version="1" />
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<!-- Touchscreen not required for VR -->
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<uses-feature android:name="android.hardware.touchscreen"
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android:required="false" />
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<!-- Graphics requirements -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true" />
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<uses-feature android:name="android.hardware.vulkan.level"
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android:required="true"
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android:version="1" />
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<uses-feature android:name="android.hardware.vulkan.version"
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android:required="true"
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android:version="0x00401000" />
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```
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#### Intent Category
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```xml
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<activity ...>
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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<!-- Khronos OpenXR immersive app category -->
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<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
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</intent-filter>
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</activity>
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```
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---
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### Meta Quest Requirements
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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.
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#### VR Intent Category (Critical!)
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- CRITICAL: Without this, app launches in 2D mode on Quest! -->
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<category android:name="com.oculus.intent.category.VR" />
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</intent-filter>
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</activity>
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```
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#### Supported Devices
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```xml
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<application ...>
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<!-- Required: Specifies which Quest devices are supported -->
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<meta-data android:name="com.oculus.supportedDevices"
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android:value="quest|quest2|questpro|quest3|quest3s" />
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</application>
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```
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#### Focus Handling (Recommended)
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```xml
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<application ...>
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<!-- Properly handles when user opens the Quest system menu -->
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<meta-data android:name="com.oculus.vr.focusaware"
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android:value="true" />
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</application>
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```
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#### Hand Tracking (Optional)
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```xml
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<!-- Feature declaration -->
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<uses-feature android:name="oculus.software.handtracking"
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android:required="false" />
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<application ...>
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<!-- V2.0 allows app to launch without controllers -->
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<meta-data android:name="com.oculus.handtracking.version"
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android:value="V2.0" />
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<meta-data android:name="com.oculus.handtracking.frequency"
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android:value="HIGH" />
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</application>
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```
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#### VR Splash Screen (Optional)
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```xml
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<application ...>
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<meta-data android:name="com.oculus.ossplash"
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android:value="true" />
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<meta-data android:name="com.oculus.ossplash.colorspace"
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android:value="QUEST_SRGB_NONGAMMA" />
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<meta-data android:name="com.oculus.ossplash.background"
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android:resource="@drawable/vr_splash" />
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</application>
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```
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---
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### Pico Requirements
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For Pico Neo, Pico 4, and other Pico headsets:
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#### VR Intent Category
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- Pico VR category -->
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<category android:name="com.picovr.intent.category.VR" />
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</intent-filter>
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</activity>
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```
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#### Supported Devices (Optional)
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```xml
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<application ...>
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<!-- Pico device support -->
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<meta-data android:name="pvr.app.type"
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android:value="vr" />
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</application>
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```
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---
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### HTC Vive Focus / VIVE XR Elite
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```xml
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<activity ...>
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<intent-filter>
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...
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<!-- HTC Vive category -->
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<category android:name="com.htc.intent.category.VRAPP" />
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</intent-filter>
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</activity>
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```
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---
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## Quick Reference Table
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| Declaration | Purpose | Scope |
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|-------------|---------|-------|
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| `org.khronos.openxr.permission.OPENXR` | Runtime communication | All OpenXR |
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| `android.hardware.vr.headtracking` | Marks app as VR | All OpenXR |
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| `org.khronos.openxr.intent.category.IMMERSIVE_HMD` | Khronos standard VR category | All OpenXR |
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| `com.oculus.intent.category.VR` | Launch in VR mode | Meta Quest |
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| `com.oculus.supportedDevices` | Device compatibility | Meta Quest |
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| `com.oculus.vr.focusaware` | System menu handling | Meta Quest |
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| `com.picovr.intent.category.VR` | Launch in VR mode | Pico |
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| `com.htc.intent.category.VRAPP` | Launch in VR mode | HTC Vive |
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---
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## Example Manifest
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SDL provides an example XR manifest template at:
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`test/android/cmake/AndroidManifest.xr.xml.cmake`
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This template includes:
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- All Khronos OpenXR requirements
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- Meta Quest support (configurable via `SDL_ANDROID_XR_META_SUPPORT` CMake option)
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- Proper intent filters for VR launching
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---
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## Common Issues
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### App launches in 2D "pancake" mode
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**Cause:** Missing platform-specific VR intent category.
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**Solution:** Add the appropriate category for your target platform:
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- Meta Quest: `com.oculus.intent.category.VR`
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- Pico: `com.picovr.intent.category.VR`
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- HTC: `com.htc.intent.category.VRAPP`
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### "No OpenXR runtime found" error
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**Cause:** The OpenXR loader can't find a runtime.
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**Solutions:**
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- **Desktop:** Ensure VR software (SteamVR, Oculus) is installed and running
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- **Android:** Ensure your manifest has the correct `<queries>` block for runtime discovery
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- **Linux:** Install `libopenxr-loader1` and configure the active runtime
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### OpenXR loader not found
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**Cause:** `openxr_loader.dll` / `libopenxr_loader.so` is not in the library path.
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**Solutions:**
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- Install the Khronos OpenXR SDK
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- On Windows, VR runtimes typically install this, but may not add it to PATH
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- Use `SDL_HINT_OPENXR_LIBRARY` to specify the loader path explicitly
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### Vulkan validation errors on shutdown
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**Cause:** GPU resources destroyed while still in use.
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**Solution:** Call `SDL_WaitForGPUIdle(device)` before releasing any GPU resources or destroying the device.
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---
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## Additional Resources
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- [Khronos OpenXR Specification](https://www.khronos.org/openxr/)
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- [Meta Quest Developer Documentation](https://developer.oculus.com/documentation/)
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- [Pico Developer Documentation](https://developer.pico-interactive.com/)
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- [SDL GPU API Documentation](https://wiki.libsdl.org/)
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- Example code: `test/testgpu_spinning_cube_xr.c`
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